#animation

1 messages · Page 144 of 1

nimble hatch
#

The new Control Rig and Control Rig Sequence setup for animations. The docs seem to be out of date as in .25 Control Rig Sequence appears to be missing. Does anyone have any up to date info on how to do that?

unreal pollen
#

Anyone here got any experience with blender? The reason why I am asking is because a bone is deformed in animation upon exporting to Unreal. I went into the blender file and unticked the "Deform" box in bone properties and it fixed itself in blender, but when exporting into Unreal it returns to the same deformed state as earlier. I tried to allow it staying deformed and used the "Envelope Multiply" box if you expand the Deform tab in bone properties and tried exporting it from blender and import to Unreal, but same result regardless.

mellow zenith
#

@unreal pollen I've been messing about with Blender a bit recently and I've been trying to figure out the new UE tools, but I'm mainly a programmer

#

However, my guess would be that the vertex weights for that bone are still exported even if you untick deform in Blender

#

So you might try clearing the vertex weights instead?

unreal pollen
#

Will try 🙂 Thanks

tranquil drum
#

Hey everyone! I was wondering if there was a way to simply reset a skeleton's default pose in the editor (from A pose to T pose for example). I realize you can modify the pose used for retargeting, but I'm curious if it's possible to modify the actual skelton's pose itself without having to go out to 3d software. Any help or pointers in the right direction would be greatly appreciated! =)

gritty palm
#

Hi guys, I have a big question about clothes for character animation, do I need to weight paint the cloth before importing to unreal and then master pose component it to the character mesh? Or I can just import fbx of the cloth and do it inside unreal? I can't seem to make the clothing tool work for this.

#

Would really appreciate if someone can give me a good hint on the work flow for this. Its been troubling me for over a few weeks now.

#

@tranquil drum you can do it in the skeleton editor, just manually change the pose and under retargeting manager there is a small button where you can save current pose, then that will become the retargeting pose. You can also create pose assets I think

tranquil drum
#

But that doesn't alter the actual base mesh, though...does it? (the retargeting option, I mean) That seems to just create a kind of fake pose used only for retargeting, at least from what I understand

gritty palm
#

Maybe I misunderstood you, I think you can try to create a pose assets, and everytime you can just apply that as animation then you have the pose.

#

When you don't need you just remove it and your character goes back to default pose

#

@tranquil drum

tranquil drum
#

From what I understand a pose asset is just a fast way to get other models into the same (fake) poses. This doesn't alter the actual base mesh itself. Someone correct me if I'm wrong, here

gritty palm
#

Ohhh I see what you mean now. Have you tried to save inside unreal with the new pose as default pose then export it as fbx? See if it keeps the new pose?

tranquil drum
#

I have, and it does not

gritty palm
#

Then I believe you need to do it in external program, that's my opinion. Might be wrong. I am quite new

#

Hi guys, I have a big question about clothes for character animation, do I need to weight paint the cloth before importing to unreal and then master pose component it to the character mesh? Or I can just import fbx of the cloth and do it inside unreal? I can't seem to make the clothing tool work for this.

topaz cypress
#

Having an issue with some animations. The first frame of all animations imported from blender has a bizarre issue where the head will twitch.

#

It seems almost like the last frame of the animation sequence looks like it is the wrong keyframe. It does not appear in the fbx either.

mellow zenith
#

@topaz cypress are you using the new Blender to Unreal tools or the default FBX exporter?

#

Also, out of curiosity are you using auto keyframing in Blender?

#

I was using the Mr. Mannequin's Tools in Blender and had some issues where keyframes would glitch if I left on autokeyframing before exporting

static falcon
#

I have a new issue, has anyone encounter this? When trying to re-target the mannequin, instead of getting broken animation (which I know how to fix), I am not getting anything at all, just an empty T-Pose animation clip. I've set up the skeleton profiles for both characters.

misty dagger
#

😄

delicate junco
#

You can probably set a simple behavior tree and make them move to random locations from time to time using a navmesh + moveTo node

mint granite
#

guys, my animation got stuck in transition phase

#

is there anyway i can view the animation state at run time

#

something like in Unity where u can see the flows of animation real time

delicate junco
#

sure, just need to go to the anim BP after hitting play

mint granite
#

@delicate junco what should I look for in anim BP ?

#

I look at event graph and doesnt see any flow after playing

delicate junco
#

@mint granite you need to press play and then change the "debug instance" in your animBP

#

(the last one, your name will be different)

mint granite
#

👍 thanks @delicate junco

solar salmon
#

what is the difference between these 2?

#

and when should I use which?

mellow zenith
#

Has anyone had the chance to play around with the new Blender Unreal Tools? I've been trying to get something working with the default rig, but for some reason I can't get IK poles to work properly

delicate junco
#

@solar salmon The first one as you can see is pretty much feeding a montage and then do another action
The other one is an asynchronous task, with some various callbaks that you can use to execute logic based on the pins. It's often used in the #gameplay-ability-system

fringe nexus
#

Hi guys, my first post here. Have you guys idea how to make a FPS hand rotation that will follow weapon sway? Because right now, my weapon is rolling right and left but left hand is staying still because its attached straight forward to gun socket. Any thoughts? ❤️

misty dagger
#

Hey

#

I generated a model with Character Creator 3

#

Though, it has some issues with the facial animation. You can see the gum within the skin :

#

How I'm supposed to do when this kind of issue appear ?

#

Can I modify the shape keys into blender or some 3D modeling app ?

#

Should I avoid modifications, keep the model like i's generated and use only the shape keys which work ?

#

Maybe the easiest way should be to step back a bit the mesh inside the head (the denture) in blender ?

jolly osprey
dark axle
#

Is there a good guide on using blender to make avatars?

urban gate
#

hey anybody know how to get attribute curve track names from an animation?
there are functions for getting the bone animation tracks, the notify tracks etc.
but i cant seem to find a way to get the attribute curves
(morph targets, material curves etc)

#

using bp/python that is

tame swallow
#

this might be a little out of place in an ue4 discord but does anyone know how to properly delete parts of a skinned mesh in 3ds max? every time a try the mesh forgets its skinning. here's my modifier list. If i add an "edit poly" above it works but then removes it on export. i've tried turning off the skin modifier and "always deform" but same results

surreal light
#

Heya everyone. I'm new to character animation and I undertand now how it can be a huge task (depending on the project of course). I was wondering, if I want to add a weapon, or several weapons to my character, from what I understand, I have to redo every single animation for each items, right ? Is there techniques or things that I don't know yet that address this issue ?

icy saffron
#

I need some help with my blendspace for Rifle aiming. I downloaded animations from Mixamo and retargeted them to UE. They display fine on their own, but when put into to BS, they behave weirdly

#

pls can someone help?

soft helm
#

Are special custom movement mechanics like sliding, wall-running, etc. best handled with root motion or just physics?

azure roost
#

this might be a little out of place in an ue4 discord but does anyone know how to properly delete parts of a skinned mesh in 3ds max? every time a try the mesh forgets its skinning. here's my modifier list. If i add an "edit poly" above it works but then removes it on export. i've tried turning off the skin modifier and "always deform" but same results
@tame swallow You´re a bit out of luck here. For skinning to work, it needs the same vertex count, which it won´t have if you delete part of the mesh. You could put the edit poly above the skin and export as alembic. Other than that, there is no simple workaround, you´d have to reskin.

green python
#

Fine first

#

Solved! Just replace GetActorLocation with exact cordinates :3

ashen warren
#

maybe the better place to ask. I have a variable in my animation blueprint. I want too set this variable in my actor blueprint

icy saffron
#

can anyone tell me a solution for my problem?

misty dagger
#

any tutorials for motion matching a/o environment detection?

#

i don't want my character to float on slopes

#

neither to allow his arms to clip through some objects

remote needle
#

I need to change from the standard mannequin to the mobile version since it has 30,000 less tri's
but My current skel has a ton of very important sockets...
how can I transfer this mesh without messing it up ?

I have had several bad experiences retargeting so I would be very grateful for some help...

wet sage
#

hey everyone, ive got a weird problem which i cant real find a solution for on the internet or by myself.
its that my character is switching between -180 and 180 on the directions when going back. ive read through alot of threads but none really solved the problem. ive watched a video that solved it but introduced a new bug where my characters strafing animations are not playing. thanks for any help in advance

coral valley
#

So i made an animation in maya for my character, it looks normal to me but when i import it to ue4 and play it. it looks weird and broken

#

is there any fix for that?

misty dagger
#

Could you specify what it looks like @coral valley

coral valley
#

gimme a second

#

its breaking like this

misty dagger
#

And what is it supposed to do?

coral valley
#

its supposed to be an idle animation

#

but you see those breaking?

#

at the left the cloth is broken

#

and on the right, the leg is broken

misty dagger
#

I see, lemme try finding possible solutions

#

1- export only the Full joints animation by selecting its ROOT and select its hierarchy then export the selection.. uncheck all the inclusion of FBX exportion except the Animation and turn on the "bake animation"
2- import it as usual in animation Section.. then got to the skeleton of your character .. select the ROOT and rightclick: "Recursively Set Translation to Selected Animation"

#

Try this

coral valley
#

ohh

#

alright trying it

misty dagger
#

Yay google buddies XD

coral valley
#

I googled a lot of solutions

#

cant find anything matching my problem

#

or maybe im just too bad at putting the correct keywords

misty dagger
#

check this out, the problem seems a lot like yours

coral valley
#

alright thanks a lot

misty dagger
#

Did it work?

coral valley
#

im importing it

misty dagger
#

🤞

coral valley
#

well shit

#

i think

#

it has to do something with the rig

#

it says it has 'missing bones' now when i import it

misty dagger
#

Yes missing bones can be a problem, I once missed my arm bones, writing was a pain

coral valley
#

oof

#

gonna check it then

misty dagger
#

Well if it throws more errors feel free to ask me more( though I know almost nothing of value)

coral valley
#

aye i will dude thanks

#

at least i got something to work with

fading ermine
#

Moving this to graphics*

remote elm
#

has anyone ever switched unit scales for animations in blender? for example i exported a 1911 and have a bunch of animations and such made with first person arms and the unit scale was at 1 in blender when everything was exported (the arms/skeleton and 1911/skeleton). for my third person character the character and the gun were made using .01 scale in blender and imported into UE4. everything works fine except for the 1911 animations that were exported with the .01 scale from blender (the third person pistol animations). i tried changing the unit scale to 1 and rescaling the skeleton and such and nothing has worked as the animations are flat out broken for the gun which results in this https://gyazo.com/9013cce32c53fef8e728603ba8471732 and i really do not want to have to redo each animation for the arms and weapons

primal schooner
#

Hello guys! I have a little problem while importing character from Adobe Fuse + Mixamo.

#

So this is my model i have attached bones like in lots of tutorials

#

But in the end i have encountered this bug in hand section i guess. Cant find a reason.

Im kinda new in animation and dont know where to look.

#

This a basic Idle animation from default 3d person character.

primal schooner
warm zinc
#

Hey people I wanted to ask, how relevant is the Animation playlist from Unreal 4.8 that is on youtube to learn about UE4 animation system?

woeful echo
#

Can someone tell me what can be responsible for the hair movement in this video? I bought this mesh, it has no animation and no cloth settings ( as far as i can tell ) and yet it moves, what am i missing ?

woeful echo
#

Ah, right. Angular Limits on a physics assets.

deft prawn
#

Hey, has anyone been experiencing issues with Animation Blueprints in 4.25.1? Trying to modify the location of a bone via Transform (Modify) Bone - reference claims I should be using Parent Bone Space (for moving a wheel up and done along Z axis) - but if I use that translation space, the wheel will disappear and end up like 1.7km away.

If I use component space however, it works - but that in turn leads to other stuff breaking.

I've compared my work to that of the reference several times, my skeletal mesh is set up properly and BP seems fine. Only this weird Anim BP behaviour for some reason 🤔

Edit: Solved, in 3ds Max 1 Unit was set to equal 10.0cm for some reason.

misty dagger
#

hi !

#

i am soo bad at animations, can someone please educate me for an houre or so? pllleeaassseee

slate stag
#

Hi, i got a strange problem, i don't know how to fix: I use a custom skeleton for my Character that has twist bones. I added Virtual Bones to be able to do IK. While in skeleton editor, the Virtual Bones are at the correct location and rotation. But when starting an Animation they become offset. I figured that it only happens on animations i did retarget before. Does anyone have an idea what is happening?

misty dagger
frigid knot
#

How do i set the rotation of this preview asset inside the animation editor?

warm island
#

when creating anim notifies, it is supposed to create an event based on the unreal documentation.

#

where is that?

#

@frigid knot inside the skeleton, hopefully you have a socket and you change the rotation of the socket; otherwise, you can change the local transform in the pawn

frigid knot
warm island
#

np

delicate junco
#

@warm island Are you referring to the one in animBP ?

#

If so you'll find it in your animBP's event graph

warm island
#

@delicate junco so it works if you right click the notify band and add a new one. However, there is an inconsistency when you need repeating AN. My other option was to create the anim notify BP and add it in however there is no reference to it anywhere in the animbp or actor... so what is there to do after creating the AN?

spring moth
#

yo, anybody have issues with importing morph targets from blender into UE4? using version 4.24 of UE (i know, i need to update) and i can't seem to get any of my morph targets imported 😦

#

Import Morph Targets is checked and modifiers are not applied when exporting the FBX from Blender.

bronze osprey
#

they are not there or not working?

spring moth
#

They are there in the blend file, and not there in the imported file in UE4.

bronze osprey
#

its a kel mesh?

#

skel

spring moth
#

Oh yeah, I shouldve mentioned that. Yes. its a skeletal mesh.

bronze osprey
#

well they should be there, but they wont work unless u checkbox use with morph targets in material

#

if they dont show in skel thats not the problem tho

spring moth
#

in material?

#

ahhh

#

I see it in skel!

bronze osprey
#

yea it has a checkbox on the left

#

it needs to be checked

spring moth
#

i'm not seeing this checkbox however

bronze osprey
#

use the search on left side of material

#

search for morph

spring moth
#

oh you mean in the master material?

bronze osprey
#

ehh yea

#

if u use the master on a lot of other things that dont have morphs u might wunna dupe it tho

#

dunno how expensive it is

spring moth
#

hmm, i set the materials to use morph targets, but its still not showing up on my mesh (right side panel)

bronze osprey
#

you have to set the value of the morph in skel window

spring moth
#

nope... that still doesn't do anything

bronze osprey
#

hmm, i dunno

spring moth
#

Well thanks for trying dood. I'll try updating UE.

bronze osprey
#

hmm thats prolly not it tho

#

like morphs worked years ago

spring moth
#

yeah, i had them working in a previous version. 🙂 I'm not sure what changed.

bronze osprey
#

i doubnt its broken in 4.24

spring moth
#

I'll try importing a super basic mesh and see if its my blend file.

#

Aha, it's my blender file...Not sure what's up as it's set up exactly the same way as my super basic morph mesh.

bronze osprey
#

dunno, mayB u did forget the import checkbox

spring moth
#

Nah, I exported it exactly the same way as I was doing before.

bronze osprey
#

2 times?

#

well it shows up in the skel so i really dont know if the material is set for morphs

#

not a problem i ever had

spring moth
#

nah, it has nothing to do with the material, something's wrong in the blend file, which I will try and debug. Thanks for your help dude!

#

AHA

#

I had to uncheck "Baked animation" in the FBX export in Blender.

static falcon
#

I'm trying to make a physics driven prop on my character. I can't get this to work however, the object just falls to the ground even with a constraint and limitations set. How can I get (for example) a sword to hook to a belt but receive some bounce from the animations?

ashen warren
#

I have the following problem. I have an object in my scene that is rotating, when my skeletal mesh spawns i want this mesh to adapt this rotationg on one bone. How can i achieve this?

slate stag
#

GetSocketRotation can also take a bone name. So you can read the Rotation with it and set it on your object.

ashen warren
#

@slate stag i want it the reverse way^^

slate stag
#

So you want to rotate the bone to the rotation of the object?

ashen warren
#

exact

slate stag
#

You could use the "Transform (Modify) Bone" Node inside the Anim Blueprint

ashen warren
#

hm can i set it as long my refernce object exists?

#

i want a player to spin a wheel to activate a mechanism, so after some spins the refernce object is destroyed and is blend in a animation

slate stag
#

I don't know a way to edit Bone-Rotations outside the Anim Blueprint. You can use the "Alpha" input to Enable/Disable the Transform node.

small arch
#

Did you guys see the non-linear animation stuff coming to UE4.26?

static falcon
#

Anyone an expert with the cloth physics? They're bugging out hard and it's driving me crazy

#

For some reason they're lifting off the surface and I can't for the life of me figure out why too... it's not the collision capsule because there isn't one overlapping this area

misty dagger
#

Do you know why I can't create any variables in Control Rig ? I want to set some positions from outside, but I can find how to do it 😕 In youtube tutorial there is for example "Event Graph", but in my ControlRig I have only RigGraph

#

Hello
I have a character from CC3 and want retarget to it the animations of the ALS system
I followed the tutorial of The Hermit Collective which is awesome and works good with a simple CC3 character
Though, i want try again but this time with a CC3 character that I've import into Blender to retarget it then reimport in CC3 to finally import it into UE4 with the iClone Auto Setup
Now I have this skeleton... It is bad : https://gyazo.com/7acb7ad22f7db4da98b3c43f71b99659

#

I want to have this skeleton instead (which is the skeleton which worked good in my previous trying with a simple CC3 character, not modified in Blender) :

#

Is it possible ?

surreal light
#

@misty dagger did you add the bones yourself ? (in the blender exported version)

#

Anyone could tell me which is more heavy data wise, between : 2 characters with the same set of animations, one done with keyframes, and one done entirely in procedural ? (I am beginner in animations)

snow scarab
#

using the new 4.25 render manger, how can i set a frame delay like i can with the basic sequencer?

pastel chasm
cinder ether
#

I tried looking into that as well but couldn't find much of anything beyond the Trello. Even the Reddit post just includes a link and that's it. I don't know if it's anything too important given the lack of information about it.

pastel chasm
#

@cinder ether

I really wish it was something big :(
Ue4 really needs a better ik solution, even that poor ccdik node is still EXPERIMENTAL after 3 years.

simple shuttle
flat sluice
#

I have a car with a turret on it - it is a single mesh. I can rotate the turret via the skeleton. How can I rotate the turret via blueprint or code?

#

I suppose I am asking for what APIs should I be looking into?

devout dagger
#

Is there a way to attach a mesh (static or skeletal) to a socket on the skeletal mesh in the Animation Editor ? (I need to make sure socket is where it needs to be to match attached mesh to the parent animated mesh)

static falcon
#

yep

#

just right click on it

#

and set preview asset

devout dagger
#

thanks

flat sluice
#

Is it possible to pose a SkeletalMeshComponent? I have a Wheeled Vehicle which inherits a SkeletalMeshComponent.

misty dagger
#

@misty dagger did you add the bones yourself ? (in the blender exported version)
@surreal light Nope. The character was generated in Character Creator. I just did some little modifications and added some shape keys. I didn't touch the skeleton.

flat sluice
#

Why isn't Transform (Modify) Bone applying during run time? It applies before I hit play.

bronze osprey
#

@static falcon collision is not with the mesh but with the physics asset?

flat agate
#

is there a way to use the Layered Blend Per Bone node specifically for overriding curves? i.e. I want the curves from my blend pose to override the curves from my base pose, and the node doesn't seem to gvie that option

static falcon
#

What I'm working on

frigid knot
#

Has anyone learned animating from a course/YouTube series that could recommend me some?

#

I want to animate my own but I rely on ue4 animation editor because I don't understand how blender works.

Other animation programs are too expensive for me

static falcon
#

Read the resources, look at the forums, watch the critiques

#

It's all on there!

frigid knot
#

Looks interesting thank you

lethal comet
#

if I have a slight delay when using anim notifies, could it be due to blend in times?

flat sluice
#

Hey folks, does anyone know why the animation graph will run during editor but won't run when I hit "play"? Its a super simple operation - a float being updated by 1 every tick and its applied to a transform (modify) bone

#

I am even doing a print string and confirmed that the value is updating in the animation BP's event graph.

flat sluice
#

after..all...day....I now have a skeletal mesh rotating its bone (turret) so that it aims towards the player

flat sluice
#

dunno if thisll impact performance with unnecessary computation, but I might use a PID for AI aiming to add a bit of human-like aiming errors

#

woops wrong server

barren zenith
#

Hey guys, I had kind of a basic question, so maybe someone would be able to help

#

I am making some arms for my First Person game, and I have rigged them to the UE4 skeleton and they looked great, the skin works perfeclt

#

However, the arms have slightly differe proportions/positioning to the default UE4 skeleton

#

When I reset the rotations on the modified skeleton, to allow retargeting, the mesh looks kinda dumb

#

My question is, how do you create arms for the epic skeleton with different finger positions?

misty dagger
#

Anyone know if morph targets/shape keys i.e. for character creator, are they additive? Like say I have face 1 with certain morph targets, maybe I make the face fatter, it adds on to those existing morph targets, and if I make a face animation with morph targets, then it also adds to it?

nimble cliff
#

Hi friends, every time I render a video from sequencer and the animation loops the character quickly teleports to another point in space creating this motionblur effect for 1 frame. How can I remove that motion blur? Thank you for your time.

#

seems to be off

#

ok I turn that option On and place the settings at 0. Worked 🙂

blazing mica
#

Hi guys, I have a question about CameraAnims. There is a function in Camera Manager to play camera anims using CameraAnims assets. Those assets are based on Matinee editor. There is a warning at the bottom saying Matinee will be deleted in an upcoming upgrades of Unreal Engine. I was trying to find an alternative for CameraAnim but Sequencer isn't really this unless there are some tricks to achieve same thing which is animating actual gameplay camera in local space. Or maybe Matinee will get removed for general purpose cinematics but will remain for CameraAnims? Does anyone have idea about its future or alternatives to it?

misty dagger
delicate junco
#

Never dealt with that but since I see the mention of additive anim I guess it's the anim needed to be added to

misty dagger
#

well its from the aim offset tutorial

#

i was just curious why i need a base pose animation reference

#

i guess its for like sampling the animations for the aim offset blend space? not sure just a guess tutorial doesn't really say.

misty dagger
#

i’m having trouble with my animations, it only plays my idle anim, i’m not using the default skeleton, in using the cc3 skeleton which i retargeted to get my animBP

lime oar
#

Sort of a rookie question but how do I group up a set of animations and bind them to the playable character?

smoky bridge
#

hi guys, I want to learn how to animate my custom character in unreal engine, where do I start?

bronze parcel
#

Can I rotate an animation to match a character's pitch value and blend that result with an Aim offset?

barren zenith
#

@misty dagger yes they are additive

misty dagger
jolly osprey
#

any reason why these sequences aren't fast path?

#

even my custom anim node is

#

they're okay inside another state machine node

#

solved it - apparently you have to toggle a ping like StartPosition on, compile, turn it off, compile again and bam the fast path icon suddenly shows up

#

hoping this is just a visual glitch :P

simple karma
#

Question I'm pretty new to more then just a simple arm movement animation, I'm doing a face that can have expressions, its already a custom rig for arms head and torso. this head will be interchangeable ... should i still model around a single skeleton and have the different skeletal meshes for the eye lids, eye balls, mouth, eyebrows. ?

real hound
#

How can i fix this skeleton issue?

#

when i use master pose of the char below on greystone(above) the chest piece and 2 leg pieces go up a little bit

#

because bones are at different places

misty dagger
#

not printing at all

#

all the code i've added seems to not do anything aswell

#

restarted engine still doesn't work

misty dagger
#

had to restart my machine

timber star
#

hello,
anyone know how to use a custom armature with ue blender tool,
i m using the base armature of the mannequin plus two bones but after convertion it s impossible to retrieve custom bones

#

so ho can i put my curent armature as a metarig?

faint grotto
#

hi, any idea on why do I get the following deformations while retargeting a simple running animation? (in blender with Rigify it doesn't happen, I can move everythin fine without deformations)

faint grotto
upbeat raptor
#

Is there a setting for root motion in animation blueprint?

#

nvm found it

remote nacelle
#

hey guys, im looking to perform an IK solve with constraints. IE only performing it on some axis of each bone. has anyone set something like that up in UE before?

#

im a bit surprised this isnt one of those set and forget things in the engine

trim vigil
#

anyone in here can fix the horse. (multiple root bone error) is why the horse won't import into the engine.

simple shuttle
#

anyone in here can fix the horse. (multiple root bone error) is why the horse won't import into the engine.
what 3d software you use ??
it's because root hierarchy have more than one bone

trim vigil
#

Its a blender rig I got from opengame art. org. . I'm not a rigger.

simple shuttle
#

but you can rename armature object as root, Unreal Engine will ignore armature object that name is "Armature"

trim vigil
#

Here's the hireachy of the horse in Blender... I didn't make ths model. There should be be just one root hireachy tree. But it looks like the three Bones 003 down at the bottom of the tree are out of place with the rest of the tree.
Doesn't look right..

simple shuttle
#

try to pose bone and move or rotate, is deforming some park of mesh ?? if not just remove or uncheck deform and export with only deform bones

solar salmon
#

Is it possible to apply root motion on a actor or pawn?

#

Specifically without CharacterMovementComponent

floral sky
#

It seems like the logical thing to do is to have an anim BP pull data from the object is assigned to from it's tick. I remember seeing somewhere that epic recommends this. This way the anim BP is independent of the actor and the actor does not have to program anything to send info to the anim BP

#

But then the anim BP is using tick to say up to date on info. Is this not bad for performance?

vivid surge
#

Why can't I get any colliders in the physics asset to impact clothing movement? I've compared with a demo and settings seem to be the same as far as i can tell. The 0 spheres figure here really worries me, in the demo I tested the number matched the amount of colliders in the other skeleton

icy saffron
#

I know this is a dumb question but, how do you loop a montage in the 4.25 persona?

#

earlier it was easy, but I cannot find how to do it

#

solve the prob, just found the Montage Sections tab

dusky urchin
#

hi, any idea on why do I get the following deformations while retargeting a simple running animation? (in blender with Rigify it doesn't happen, I can move everythin fine without deformations)
@faint grotto You have to set all Bones without the root and pelvis Bone to Skeleton

simple karma
#

I dunno crap about cost in ue4 for animation, but i got 13 bones for the face alone, i think in total 31 any thing i should worry about? face animation i think is going to be important in this game.

faint grotto
#

@faint grotto You have to set all Bones without the root and pelvis Bone to Skeleton
@dusky urchin checking

fading surge
#

Hello guys, Im new here and needs a little help... Im trying to import a liquid simulation from C4d realflow in alembic format. It has vertex maps for age, velocity, speed etc. but Unreal can't seems to import them... How can I do that... Please help

faint grotto
#

💯 😄

nova ivy
#

why is my animations not working as supposed to? In the editor viewport (Blendspaces are set up fine and working) and I also made sure they are applied in animation blueprint correctly, but when I test the animations in game, characters legs just run forward and if I go to side it just strafes forward with legs moving forward direction

timber star
#

anyone could make ue4 blender tool working with a mixamo character for exemple

#

i don t know if i m doing something bad or if tool is broken

bleak storm
#

@lyric willow meaning in transition..

real hound
#

I got hit sound effects play when i hit an enemy but if I hit multiple enemies in a short time, the sound effects get really loud. How can I prevent that?

mint wind
#

Is there a way to instance an anim bp?

bronze osprey
#

@simple karma looks fun, 30+ bones is no problem at all , also i think its relative to the amounts of verts they push not 100% sure on that tho

#

so low poly is prolly more easy on the anim

simple karma
#

Ah ok cool. Thanks!

bronze osprey
#

also u wunna put a limit on how many bones a vert can get pushed by

#

there is a max in unreal so it wil remove the smallest

#

better set it in ur dcc

#

i think blender defaults to 4 so that should be fine

fringe moss
#

in my anim bp how would i make an animation state play if there is no input for x seconds and as soon as there is input change to a new state

fringe moss
#

also trying to get a melee animation in and all it does is play once when i press melee and after that it will just play after the reload animation

vernal panther
#

Has anyone had problems making Control Rig datatypes appear in the blueprint editor for a Control Rig?

#

When I create a new project and enable the control rig plugin, I'm not able to follow along with the Control Rig documentation. There's a part where they want me to add a Rig Hierarchy Ref in the Rig Graph and it doesn't appear as a potential type in the blueprint.

misty dagger
#

Anyone that knows about a pack or somewhere to acquire sliding animations? 😄
@red cosmos

Some thing like this? https://youtu.be/DimZmTd5H44

#

you could use the website, and choose a character with animations. or you just download the animation for you're character

bronze osprey
#

@vernal panther that doc is outdated, look at the epic example on the marketplace

slow valley
#

Every animation I import ends up looking like this. Definitely not an expert so maybe it's some import settings I'm using or not using. I'm using all the default settings. The skeletal mesh/animation came from mixamo.

misty dagger
#

lool

exotic wagon
#

is there a way to override animgraph behaviour in derived animation bp

#

or do a layered blend per bone with different bone names in derived one?

#

basically we just have 2 different types of enemies and their animation system is basically the same, but the bones have different names on the skeletons

#

is there a way to do that or should I tell our animator to change the skeleton bone names

sullen aurora
#

https://helpx.adobe.com/africa/creative-cloud/faq/mixamo-faq.html states "You can use both characters and animations royalty free for personal, commercial, and non-profit projects including:" and also "Mixamo is not available for Enterprise and Federated IDs." here they (Adobe) are referring to 'Enterprise ID' so Mixamo is not available to use if you have an Adobe Enterprise ID, not a company, or business enterprise or game studio, or animation studio per se. "Adobe IDs are used by individual, team, and enterprise customers. They are personal IDs that have a subscription associated with them. An Enterprise can have an Enterprise ID or an Adobe ID association".. So they dont want the big studios who already have Enterprise ID's to use Mixamo..

teal violet
#

Hello. I am trying to learn animation montage. In tutorial I can see this interface

#

What am I doing wrong?

sullen aurora
#

@teal violet Hi, I dont think you are doing anything wrong, looks like the tutorial is for an older version of the engine that you are using.

teal violet
#

Oh, I see. Thanks.

solar salmon
#

I got 2 montage section very close to each other

#

I cant select end now

#

how do I select end without moving the sections?

nova ivy
#

Can someone please help me with the movement/rotation, my character is not turning sideways, but everything in my AnimBP is set correctly and my Blend Spaces are also set up correctly and they work fine, but in the game preview blend spaces doesn't work.

vernal panther
#

When using the control rig, what are Controls and Spaces? Are they meant to be created manually? If so, what's the logic behind how to create them and where to position them?

gritty palm
#

hi, anyone can give me a hand on the gear animation issue?

#

the skirt is suppose to be with a rigid material, so it keeps that shape, but i tried on clothing tool, with cloth config, to change collision thickness but it didnt help

#

the moment i brush paint a bit even just 0.5 value to the skirt, it becomes totally lose fabric kind of material

#

any guidance would be helpful, have been stuck on this over a week now, i tried to weight paint the skirt, right now everything is on pelvis. i dont know if it makes sense to assign weight on each thigh bones...i tried but didnt find a good solution to it.

#

would really appreciate if someone can help me out with this, i am having problem with all the gears that has a bit volume on it

gritty palm
#

this is the screenshot of my bp set up on clothing and physics, but i just cant find a way to make the leg physics to collide with the skirt

#

can anyone point out my mistakes ?

gritty palm
#

i brought in the skirt from 3ds max, it was made in MD, and in 3ds max i attached it to the skeleton of the character so that i can use master pose component on it. but i seems to have collision issues

smoky bridge
#

hi guys, I've made an animation on blender, when I export it as fbx and import it in unreal engine 4, the character is rotated 90 degrees

#

how to fix that?

gritty palm
#

there is an export option, select -Y axis and Z up, then problem solved

smoky bridge
#

tried that, didn't work

#

anyway I found another solution

#

thanks for help

dense turtle
#

Hi, guys! I'm not sure how to handle different idle/walk/run animations based on the character's stance (idling/walking/running with a bow, sword, sword and shield etc.)
The first thing that came to my mind is to use one BlendSpace for each idle/walk/run animation pairs (because blend spaces don't have animation poses input), which will be blended by an enum in the Animation Blueprint.
This approach will result in more than 5 duplicated blend spaces only to change the animations.
How would you handle this?

mellow zenith
#

I had the same question as @dense turtle !

blissful linden
#

im trying to implement leg ik and I have the leg IK node in my animation blueprint yet my foot is twisting weirdly when I set the alpha

#

I want the foot to remain level with the ground

untold vigil
#

hey guys, I’m trying to update an animnode blueprint with more advanced features, but I keep getting hit into strange problems. For one thing, I cannot dynamically alter an exposed array of float values while in the game. The changes simply don’t even register for some reason, leading to nothing happening. But if I edit the float array in a non-exposed mode directly within the animnode solver, the changes are registered. But I need to be able to dynamically modify the contents of an array. Does anyone who has in-depth experience on this topic clarify me ?

#

I think the solution should be quite simple, but unreal docs are fuckin useless 99% of the time for advanced in-depth information.

mellow zenith
#

@blissful linden when you set the IK target's location for the foot, do you change the rotation at all?

dense turtle
#

@mellow zenith you said that you 'had' the same question. Do you still have it or it got answered?

blissful linden
#

I dont change rotation, The only value I change is the left Leg foot alpha which is a float value @mellow zenith

#

that determines how high the foot goes

mellow zenith
#

@blissful linden I can't find any official documentation, but I believe the Leg IK node requires that you set up a target bone, and that controls the desired location (at least, that's how I have it set up for my project)

#

i.e., the FKFoot Bone tracks to the IKFoot Bone in the Legs Definition array

blissful linden
#

oh I've set it to my normal foot_L bone

#

I dont have a IK bone

#

my IKFoot Bone is set to the shin

#

and the FKFoot Bone is set to Foot

mellow zenith
blissful linden
#

hmm I don't have any IK specific bones in my rig

mellow zenith
#

I move the location of the ik_foot_l bone relative to its initial location (the calculations are all done in the EventGraph)

#

You could try moving the ik bone relative to the original foot position maybe?

blissful linden
#

oh the way I was planning on doing it was using the alpha to set the foot height above the ground

gritty palm
#

there are all the people asking questions and so little to answer them...this is like the 8th time i have asked a question and none replied..is getting really fraustrating

blissful linden
#

My rig is a custom rig, do I need to create any special IK Bones to do it that way?

mellow zenith
#

@blissful linden I'm not sure - I think you might be able to get by without adding an extra bone in the rig

#

You could try adding a virtual bone to the skeleton from Unreal

#

Like make the virtual bone a child of the foot bone, then use the transform bone node with translation set to "Add to existing" to adjust the bone upwards, and use that in your leg IK node

#

?

blissful linden
#

ill try doing that and see

untold vigil
#

What’s the difference between the legIK and the twoboneIK ?

mellow zenith
#

The main things is that LegIK uses a bone for a target, attempts to maintain leg rotation, and can do multiple feet in one node

#

With two bone IK you have to specify a pole/joint target for the IK chain, and explicitly specify a position

#

AFAIK

#

@dense turtle still have the same question unfortunately 😕

#

Right now my state machine is simple enough that I only really need one blend space for the arms moving while running, so that I can just switch out different blend spaces as needed

#

Of course as soon as I add on to that...

dense turtle
#

I made 6 different blendspaces after all

#

I'm not really happy about this because if I decide to change the max or min speed I'll have to update all of them

mellow zenith
#

Hmmm

#

At least in my case I could separate out upper and lower body animation

#

And use sync markers to align the upper body animations to the lower body ones

dense turtle
#

That's good! I couldn't separate them because they are different in each pose (idle/walk/run). Or at least I don't know how to do it.

mellow zenith
#

I guess another option could be to use a sub anim blueprint and swap those somehow

dense turtle
#

Oh well, it's the first time I hear about sub anim blueprints 😮

delicate junco
#

it's called sub anim instance iirc

mellow zenith
#

Yes, that is the correct name

mint wind
#

Is there a way to instance an anim bp?
They all have the same parent class, and therefore share the same anim bp
Like if I'm making a goblin class and I want them to share animations, but not to all do them at once

mystic junco
#

Hello I'm in the stages of rigging into Unreal Engine, I'm using Blender for the animation. I know Unreal likes a certain scale of the model so I imported the MrMannequin Addon tool and was wondering if I should scale my Original mesh to the size of the mannequin and if I should keep the Apply Scale on when importing the mannequin Mesh?

mellow zenith
#

@mystic junco if you're using the MrMannequin addon it should handle scaling for you, such that the model scale relative to the mannequin is correct

#

So I think you should scale your original mesh to the size of the mannequin

mystic junco
#

@mellow zenith Ok thank you will do that

mellow zenith
#

Np!

#

For reference, when I was using MrMannequin's Tools I scaled a separate mesh that I had made to the scale of the mannequin, and used the standard FBX export on the mesh (with the axes modified and face normals enabled) and it was imported at the right scale

leaden relic
#

Hey guys, so I was trying to edit a skeletal mesh in maya. When I was done editing and re-importing it to UE4, it said "FAILED TO MERGE BONES" and gave me some options. I accidentally pressed regenerate skeleton and now my skeleton is broken and my character is stuck in A pose. Does anyone have any ideas as to how to undo my mistake?

north herald
#

Hello, i am having trouble with Anim Notify, My panel seems to be missing, how do i add Anim Notify to a track without the track there to put it on?

leaden relic
#

@north herald what type of asset are you trying to add a notify to?

north herald
#

one second

#

its an Animation Sequence

leaden relic
#

expand those options under notifies and what do you see?

north herald
#

add with add another notify number, but no actual track

leaden relic
#

what version of ue4 are you in?

north herald
#

Latest 4.25

#

i think it just had another up date too maybe 4.25.1

#

4.25.2-13908680+++UE4+Release-4.25

#

is what version i am using

leaden relic
#

right click in that grid and do you see option to add notify?

north herald
#

nope

leaden relic
#

keep expanding the notifies area

#

see whats in there, they probably moved things around in 4.25

north herald
#

expanding how? the drop down menu offers so little

leaden relic
#

just keep clicking those down arrows

#

i dont have 4.25 yet so i cant see for myself

north herald
#

found it

#

it was never explained in the change logs but you have to line up with the nitfy

#

notify

#

in case anyone comes across this

steel tree
#

hi everyone i would like to ask..anyone here have successfully retarget the animation from any of the paragon character to epic skeleton ?

#

i wanna use some of the animation for testing and prototyping

#

please ping me if anyone can help

#

🙂

strong python
#

Is it normal that When I try to import animations from Mixamo, it doesn't work anymore (I'm in the 4.25) please ?

patent ember
#

I suggest you import first the model, and later the animations and link them to the skeletal mesh...otherwise try to upload the model to mixamo and from there download again the model and incorporate into the game...

gritty palm
#

Anyone familiar with character garment animation issues here?

midnight thorn
#

So i am new to animation. I have some characters with root motion and when I enable specific ones it causes the character to shirt/rotate up after they have performed a certain number of montage animations. But when I disable root motion on the animation causes it, the rotations stops. But without root motion enabled it looks silly because the model with attack and then slide back to the start position.

trim vigil
#

I had a multiple root bone error with two models I downloaded from turbosquid, both blender made models, the alien guy, and the Horse as I wanted to put a rigged horse in my game, well the horse is rigged but can't be imported into the engine..... Unrael Engine won't import them until their root hireachy is fixed. I saw the problem with the horse having three sets of bones at the root downt he bottom of its tree... But I don't know how to fix it.

#

Three bones sets found under the root.... Unreal Engine Treats them as multiple roots bones....

misty dagger
#

@trim vigil best bet create a new bone and parent all the other bones to it

idle scaffold
#

Can I put physical animation in here?

#

If so how can I stop the third person characters feet getting stuck on the floor? I suck at unreal engine and I just started out and this is annoying me

ember spade
#

hey guys i dont know what to look up for this but how do i do something like just as a example having a "block" following a path in the map and mooving like that

#

like a train

edgy ivy
#

i retarget a skeltal, now i want to assign this skeletal to retarget skeletal, but how to solve this error?

faint grotto
#

i retarget a skeltal, now i want to assign this skeletal to retarget skeletal, but how to solve this error?
@edgy ivy Hi, you can retarget bone by bone here:

bronze osprey
#

i dont see an error

#

@edgy ivy do the thing he is doin in the picture below ur post 😛

#

root retargets to root seems right to me

#

ahh lol thats an answer not a question 😛

faint grotto
#

in my case they have similar names but is not needed

#

yep xD

bronze osprey
#

yea its better to just stick to unreal naming

#

if after character 1 comes character 2.... 😛

wintry tartan
#

Running into issue in my FPS game where myself and other players are getting motion sickness while playing what are some things i can do to negate the player's chance of getting motion sickness?

solar salmon
#

Is there anyway to intercept rootmotion change its properties such as scale and rotation and then reapply it to the animation instance?

static falcon
#

do animnotifies have to be received in animBP's? Can you get them in normal BP'S?

fringe moss
#

how do i use animation states in an animation blueprint to make an afk animation (plays on loop after 5 seconds until input is detected)

slow valley
#

You could make a variable that records when the last user input was.

#

Such as, "MillisecondsSinceLastInput", make a transition state for when it is above 5000.

mint wind
#

Trying to do something decently complex

#

I'm trying to cause a sword to get stuck in a shield.

#

My current idea is to use ik to stop the sword from swinging, but I've got no idea how to approach this

#

any guidance would be appreciated

slow valley
#

Is the sword not a separate actor attached dynamically?

#

If it were, you could just check for a collision between the sword and shield, upon collision, you could attach the sword to the shield's mesh component

mint wind
#

2 issues with that: The animation would still continue playing, the sword wouldn;t know when to return

#

@slow valley

misty dagger
#

I've generated a rig with rigify on my character

#

The rig is so complex. There is so many bones I don't even know what they are made for...

#

But anyway... I've noticed that when it's imported into UE4, many of these bones have disappear

#

like if UE4 keep only the "main bones"... or something like that...

mint wind
misty dagger
#

@mint wind In fact, I used Auto-Rig, not UEFY. But I guess it's kind the same 🤔

#

I was just wondering how UE4 import the skeleton... Does it really keep only some bones and delete another ? Is it normal if I have a feeling that I've got less bones in UE4 than in blender, after importing my model ?

misty dagger
#

Ok, nevermind ! I'm stupid ! 😆

#

It's just the preset which config the bones in order to suit for UE4

#

so it's normal if I have not the same bones in UE...

topaz cypress
#

@mellow zenith Sorry for the delayed answer. The issue has been resolved now by setting all of the frames to keyframes, I believe.

misty dagger
#

Where is this "Hips" bone ???

#

It's weird. I can see his name but can see the bones neither click on it...

#

It seems be right in the middle, between the bones, on the joint, but...

#

I dunno... o_O

#

( It's from a mocap BVH file... I need to find this bone to try a retargeting... )

mellow zenith
#

@misty dagger if you select the bone in the scene outliner and look at the bone transform (press N and select the "item" tab if you don't know), where does it say the bone tail is located?

#

Alternatively, check under armature properties and make sure you have all the layers with bones selected

misty dagger
#

I can't select the tail of the Hips bone... I can only select the bones around. I don't know if it helps but you can see their location here :

#

And I don't have layers... 🙄

#

What is this sorcery ??

mellow zenith
#

Does the bone show in the scene outliner at all?

misty dagger
#

Ah the outliner

#

my bad !

#

I can see here :

#

So it should be here

#

just in the middle of the scene

#

but it's not... 🤔

#

or...

#

Would be the joint bone be named "Hips" in the viewport and is also the "RHipJoint" or "LHipJoint ? ...

#

When I click on it, it's displaying "RHipJoint" and "LHipJoint" alternatively, on the left corner :

misty dagger
#

Ok, I have the exact same problem with the hand... Don't know why :

simple shuttle
#

it's over lap bone, you can turn on x-ray mode to see (Alt+Z)

misty dagger
#

rofl

#

yeah

#

Indeed I've just figured it... 😆

#

but thanks ^^

simple shuttle
frigid knot
#

how can i set the duraion of an animation?

tall crown
#

How correct export trees with animation in blender to ue4? not exporting animations, or they simply stuck at0-1 frames..

#

What i not clicked- armature , mesh , experimental- ue says not bind pose..

#

In blender all works fine

trim vigil
#

don't know how to reparent a bone in blender, got multiple root bone problem in horse mesh.

#

I don't know how to fix this up because I don't know what the blender shortcut operations are to move the bones to put them into the root.

remote elm
#

@trim vigil click the child bone (such as Bone_L.003/Bone_R.003/Bone.003), then select the root bone, press CTRL P, click keep offset

trim vigil
#

keep offsst what does that exactly mean? because I don't know all the terminology of blender, this is why its confusing.

#

Its the wording in blender that throws people off. Who don't have a modeling background.

#

No, only Keep Object shows up. The Problem is they are not Child bones, they are root bones.

That's why there's a multiple root problem.

remote elm
#

@trim vigil your turning them into child bones with CTRL P. when you press CTRL P your parenting the select bones to your very last selected bone (so you select Bone_L.003 and then select Root and press CTRL P and select keep offset and Bone_L.003 will be a child of Root). keep offset does as the name says, it keeps its offset so it doesnt teleport to the root bone and attach itself directly to it

trim vigil
#

Whe I look at the armature, these three bones down below that I circled are in the wrong place. They are directly under the Main Root Bone.... Unreal Engine is saying they are root bones. They need to be changed to child bones.

remote elm
#

thats what im literally telling you to do by parenting them to the root so they become child bones dude

trim vigil
#

whosoever made the model put them in the wrong place.

This is what comes up in the menu when I follow your instruction.

remote elm
#

your in object mode, go to edit mode

trim vigil
#

Keep offset is not listed.

remote elm
#

read what i said above, go to edit mode

trim vigil
#

got it now, let's see if that works.

trim vigil
#

now I need to know how to stretch a mesh in blender not just scale its size.

trim vigil
#

I got the horse imported in.

edgy ivy
#

what is the best way to create lipsync for character?

simple shuttle
static falcon
#

I was curious what a more gender neutral mannequin would look like so I took the Xbot and the Ybot from mixamo and mixed them 50%

zealous bone
#

Guys i have an skeleton.But i want to share this skeleton so other skeletal meshes can use it also. Is it possible ?

zealous bone
#

nvm i got it

slow valley
#

I'm working on a script for Maya to help with root motion from Mixamo to UE4. Would anyone mind testing it out to see if it works for them? Just trying to get some free QA. 😛

atomic latch
#

Guys, there is a way to paint clothes weights using paint on uv or using a tesxture color channel as mask?

#

paint directly to the model is hard if the clothe piece is attached to another body part

timber star
#

Does anyone could make work mixamo character skeleton and ue4 blender tool?

#

I can t make it work for mixamo character

misty dagger
#

@timber star the simplest answer appears to be 1 of three things

#

sorry

#

there is a paid tool called uefy(rigify??)

#

I also saw a post somewhere on a forum where somebody had made a mannequin that's blender compatible, I have not refound it yet

timber star
#

that s not what i m looking for sry

#

i already get the ue4 tool for blender that s work for some models but can t make it work for mixamo char

#

don t know if there is a bug or if i m doing something bad

misty dagger
#

@timber star which tool?

timber star
#

ue4 to rigify

#

from epic git

#

@misty dagger

#

Like when i m changing tab that s destroy my armature that s not doing this with other model

#

and i can plug node and other things like that

misty dagger
#

@timber star I have no experience with this tool yet

timber star
#

ok

#

thank for trying helping anyway

#

@misty dagger

edgy ivy
#

how to blend two animation fully, right now if i set alpha to 0.5, it blend 50%/50% both animations, but i want to blend 100% both animations

silver jasper
#

Anyone know of any sword animation sets that contain diredtional blocking animations?

sullen aurora
#

@silver jasper you could use upper body blend ( layered blend per bone ), and then provide the animbp with an 'aim' rotation for the spine and then use transform bone in the anim graph.

#

we restrict the block along an axis ( so body block can tilt up | down ) but you can pretty much do any direction ( with some threshold )

silver jasper
#

@sullen aurora that sounds like a really good idea

#

I was hoping to emulate sekiro style of blocking, but that does seem like a really good idea for a shield! (which I'm adding also)

snow orchid
#

Uefy Script is now free for everyone. You can use it to rig mixamo characters. The paid version is Uefy 2.0

misty dagger
#

@snow orchid thank you

grave forge
#

What's the accepted consensus on how to have characters turn while moving to a new location?

#

I tried this, but my characters end up sliding

#

As if it moves before it finishes rotating

#

Hardcore moonwalk right there by the end.

simple shuttle
misty dagger
#

Cool

#

It looks like the Mixamo to Blender Plugin for Godot

mint wind
#

Is anyone here particularly knowledgeable about IK

#

I'm attempting to do sword collision ik

reef agate
#

Hey all. Does anyone know how i can slow down or speed up the flipbook speed in this node?

alpine bloom
#

I've never really imported animation before so would anyone know why Maya might be killing my animation when i export my fbx to bring into ue4?

sullen aurora
#

@alpine bloom are you baking them on export to the skeleton?

lunar gorge
#

Hi everyone. So I'm not sure if this is the right area to post this but I was wondering if anyone new the proper way to set up a 3d sidescroller character animations and key bindings correctly? I've seen on youtube a lot of tutorials for 3rd person character animatons and key bindings set ups as well as FPS style character animations and key bindings setup. I also made the animations in blender 2.8😕

edgy ivy
#

how to get name of current playing animation of active blendspace?

finite bloom
#

So I retargated Default Third person character skeleton to Paragon Gideon character and this happened how can I fix this?

#

both his hands are streched

edgy ivy
sly pagoda
#

Hey, anyone worked with AdvancedLocomtion V4?

sullen perch
#

Does anybody have a minecraft default character model with all the animations :&

#

I got the character model and made a retarget skeleton to use animations but it became a 2 headed demon

rotund forum
#

hello .. hope everyone had a good day .... i have a problem with my animation not showing the changes i made when importing them to a 1D blend space .... for example ... (just a sec ill show you)

#

so this is my idle animation working fine .. normal and cute .. etc .

#

so ... i started modifying the bones to fix few deforms of few bones ,, added keyframe and apply them then saved the idle animation ...(excuse the ugly deform in the arm for the sake of the example) ...

#

so far no problems right ?? .... just a sec

#

so ... when i import the (ugly deformed idle animation that i made) ... it doesnt show the changes i made .. it just imports them ...

#

so .... how can i fix this ... what is happening here ... why the 1d blend space doesnt recognize my changes on the animation ?? ... and thank you

#

it just doesnt import them *

mint wind
#

Sorrowed by it's creator's bad ik, it decides that honor is most important

dark pawn
#

hey guys, i need to move my IK of the right hand to this world location at the pink dot, but i got the coordinates in world space and the IK effector Vector is in component space, how do i convert the world location to know where to move my component space effector?

#

im trying to move the gun in front of the camera based on a socket transform in the gun skeletal mesh

mint wind
#

You can always try getting the upnormal in bone space, but idk past that, learning ik myself and you already seem more advanced

#

@dark pawn

dark pawn
#

Dunno that you have a reference maybe? Thank you :)

jolly osprey
dark pawn
#

@mint wind i got it, you need to take the world location and use "inverse transform location" and as reference transform you use the skeletal mesh world transform

mint wind
#

ty man

#

godsend

stark needle
#

My animgraph is set up to trigger a gliding animation and all that jazz, when using the anim preview editor it works perfectly, however in game it does not. It is set to trigger when "is gliding" is true. However in game, when gliding (with movement mode set to flying), the character proceeds to just run animation instead. If i stop gliding and go into a falling state, it goes into the falling animation (which is desired). Is there something else I need to do to make the gliding animation work while in movement mode flying so that this animation will work instead of running on air?

#

oh, i think i see the problem lol, i think it's because when flying mode, you're considered grounded, not falling, hmm

little abyss
#

Hi everyone, quick question (just starting out in UE, come from a background in animation):
I'm trying to move keyframes along a timeline, but constrain them to only one axis as I drag. In other programs, like AE or Cinema4D, this is usually done by holding shift while dragging. Is there a key combination would enable this? Please @ me with replies, thanks!

opal jackal
#

I'm working on a 4 legged animal character and need advice on how to add turn animations or rotations. For example lets say my character is running straight but then turns 45 degrees to the right. How do I blend in a turn rotation so that they front part of the animal rotates towards the direction hes turning towards, but the back is delayed and has to catch up. If someone can point me in the right direction that would be awesome. I'm thinking I'll need to somehow calculate that direction and rotation value but even then I dont know how to apply the rotation to make it look right.

static falcon
#

@opal jackal honestly haven't done this myself but I would recommend downloading the Shinbi free character because it is set up to do this

silver jasper
#

In my animgraph I have a AnimSequence variable however when I drag it into the anim-graph it does not convert into a "Play<AnimSequenceName>" node, however directly copying the anim-seq to th graph works.

Is there anyway to parameterize anim-sequences in an animgraph?

#

I want "StanceOverlay" to convert into the node below

static falcon
#

You can definitely parameterize Anim Montages so I'd guess so

misty dagger
#

I have an amination question that I have been wondering about.

So lets say I have 2 individual rigged objects. The character and the gun. So would I export both objects with animations individually and then play them at the same time or how would you go about this?

static falcon
#

That's how it's been done in Epic's examples, yeah

#

I guess the only reason not to do that is if the character 100% of the time has the weapon

misty dagger
#

Oh nice

#

Good to know its not more complicated!!

mellow zenith
#

@jolly osprey did you try out that new animation tool? It looks neat, but I am skeptical

jolly osprey
#

not yet

#

no clue how the rigs work

mental ridge
#

Dumb question but can't find the option they are describing in the root motion docs here

misty dagger
#

Hi guys

#

I'd like some explications 🤔

#

I've imported a character and given him another skeleton in order to animate him. The given skeleton is the Advanced Locomotion System Mannequin skeleton :

#

I made very short arms to my character just to see what UE gonna do

#

I was pretty sure that my character would be stretched because the arms mesh will follow the skeleton that I assigned to the character (which is longer), since I didn't retarget the skeleton neither the animations. I was pretty sure that the arms will follow the arms' bones of the ALS_mannequin.

#

Though, it's like UE did a retarget while I DIDN'T retarget ANYTHING ! I just selected the ALS_Mannequin_Skeleton then click on ALS_AnimBP in the Mesh BP > Skeletal Mesh > Post Process Anim Blueprint, then finally selected my character's mesh in the viewport of the ALS_Mannequin BP class...

#

Here is the result once I did this :

#

You can see the arms (and the entire character, I presume...) have been like automatically retargeted... But I repeat : I didn't retarget anything ! 😆

misty dagger
#

How the hell is it possible ? I just don't understand ! ...

brave cypress
#

Hey guys does anyone know how to keyframe the "sunsky" longitude and latitude in the sequencer. I dont see it as an option, I only get day, month, etc..

obsidian mountain
static falcon
#

If anyone wants the default mannequin in a TPose I ripped it from a UE4 Rigged version. It's useful for Retargeting characters from things like Mixamo

#

Why do my physics bodies ignore collisions between themselves for actor? It works fine in ragdoll simulation, everything has collision response and there's collision enabled between bodies. Please ping me if you have a solution or a suggestion: https://i.imgur.com/9JmlYwi.png https://i.imgur.com/2ZbWZWd.jpeg
@obsidian mountain Have you set the collision mode in the blueprint for the mesh? Try setting it to Ragdoll

obsidian mountain
#

If that worked I wouldn't have posted here

static falcon
#

Lol what a mean response, figure it out yourself then

obsidian mountain
#

Boo-hoo

strong python
vagrant shard
#

Anyone know of any animation software to animate characters with

strong python
#

blender

timber idol
little abyss
#

Bumping my question from yesterday since it didn't seem like anyone saw it:

I'm trying to move keyframes along a timeline, but constrain them to only one axis as I drag. In other programs, like AE or Cinema4D, this is usually done by holding shift while dragging. Is there a key combination would enable this? Please @ me with replies, thanks!

cosmic flame
#

Can someone help me? I retarget the animtion I bought on unreal and apply it to my own origninal character.. But when I edit or modfy the animation that I applied to my oc... The change dose not save or complying !! Anyone can help

distant breach
#

If I'm making a game where hundreds of units could be on screen at the same time, and I'm using a skeleton with 50~ bones, but most of them aren't deform bones so they don't actually weight anything, is it going to cause more performance loss? Should I try to make a less complex skeleton?

quick compass
#

anyone using the iphone x facial capture live link plugin? I'm trying to get my phone connected to my unreal session, but don't know what the port number should be. I grabbed the ip address using ipconfig (windows)

junior geyser
#

@vagrant shard try cascadeur. I have only used it slightly but so far it seems very good. Also has ue4 manni built in. https://cascadeur.com/

wheat egret
#

When i try to retarget a mannequin animation to phase it looks a bit weird because her arms/knees are fucked up. But on other characters it works. Is there a solution how I can fix that

wheat egret
#

anyone?

vagrant shard
#

Thanks @junior geyser

leaden wind
#

Hi, how do you normally animate character hand grabbing arrow when prepare to shoot bow?

frail eagle
#

Hi, basically brand new to animation here. The animations I'm working with have 8 separate loops for strafing in cardinal directions which I'm using a 2d blendspace for and that's all working great. However, each of those 8 animations also has a blend to idle that I want to use when the player stops moving. Anyone have any suggestions for a) the best way to detect the transition into not moving and b) how to link match the blends for the strafe loop with their corresponding idle transitions

severe oasis
#

if i wanted to have different animations for different items/weapons in a game would i have to make a blendspace for that item and then somehow change the blendspace based on whats equipped?

candid kite
#

anyone here familiar with Motion Matching?

umbral bison
junior geyser
#

@umbral bison Why? There are many already. Will it do something the others wont? Or just doing it for fun?

misty dagger
#

when working with blender is it better to just work with x axis as forwards?

junior geyser
#

@misty dagger have you tried epics unreal to blender tools? Im pretty sure they handle it automatically for you now

#

i would always just check the box in unreal to force front axis when importing though

misty dagger
#

they released that in the exact period I didnt; check lol

#

thank you

junior geyser
#

no problem

umbral bison
#

@junior geyser Learning blenders rigging tools

round shale
#

So.. velocity isn't impacting my loco until I make a small change to my animation state at runtime (something like hitting 'retry on entry') and it'll fix the issue.

#

oop. It was my montage playing at the same time

sonic roost
#

Just found out about this program, it's free right now.
TLDR; AI-powered animation software built to simplify and improve animation workflows for more realistic animation.

https://cascadeur.com/

round shale
#

I've been a beta user for a bit.

#

They had a new update though that I haven't tried

heady ice
#

Anyone here using Reallusion character creator?

gilded depot
#

Hey guys, can FBX animation be played in editor?

worn marlin
#

May I know how to morph/animate one 3d object to another form seamlessly? I remembered element 3d doing a transformation seamlessly from one object to another.
https://www.youtube.com/watch?v=YoRDhBXuoss
May I know also how I can transfer such animation/transformation of textures and mesh to unreal engine? I am currently using blender 3d. Thank you

More info: http://www.creativedojo.net/element-3d-first-impressions-animation-experiment/

Just a quick 5 second experiment using the new Element 3D plugin by Video Copilot. Click the more info link to view some of my first impressions on the plugin!

▶ Play video
heady ice
#

@worn marlin Idk about blender but in 3DS, you can overlap animations to get smooth transition between them

kind bolt
#

My montage isn't playing?

#

So I'm calling my montage like this, same way as the other ones in my game that work just fine:

#

And the animBP for the weapon looks like this:

#

The montage is basically just default no changes

#

What's going wrong here?

#

Nevermind, I fixed it ^^

#

There was a line in the class i used for a quick and dirty solution earlier that I forgot was there so it was getting stuck on a regular anim sequence

valid venture
#

Hello everyone, I was wondering if anyone knows how to fix the issue i'm having with my character animation when he die, he falls in the floor, and the animation keeps looping over and over?

south lotus
#

@timber idol I know either in unreal import options, or the blender export options, there are settings to render the backside of the mesh, I'm pretty sure unreal has an import option for "2 sided" or something like that IIRC, it's a feature, say you were sculpting a floor you wouldn't want the backside of that mesh being rendered for performance

remote elm
#

@timber idol two sided normals

lunar gorge
#

Austrian you might have to reimport the characters skeletal meshes

timber idol
#

@remote elm @south lotus thanks guys. Worked perfectly❤️

#

originally there ware three transparent meshes with a texture each. One for each arm and one for the body. would it help if it was 3 seperate meshes?

molten stump
#

trying a bit of animation, got the core done, just wondering how i get the mesh to do its own animation at the same time?

autumn plank
#

Hey guys, I'm new to Blender - can someone ELI5 how one would rig a sculpted character so that it matches the UE4 skeleton? Do I need to do it from scratch? Does the new tool that Epic created do that? What exactly does their tool do?

molten stump
#

get mr mannequin tools for blender

simple shuttle
heady ice
#

what's the best way to animate the hands of an fps character?

vernal rain
#

Are there any particular gotchas with animation custom blueprint events?

#

I have a custom event for entering one of my animation states, but it seems to only fire in the animation blueprint. I can add events for it in my character BP as well, but they never fire there.

#

Is this intentional behavior and I should handle this in some other way?

limber venture
#

Which is better Maya or 3dsmax for skinning and rigging a robot with 1752 pieces

#

I have modeled this for the final career project

#

But i'm not good at all rigging and skinning, so if I can find a way to do it right the prurpose is to put it in UE4

#

Any advice and help are welcome

#

For the skinning I think is relatively easy because almost everything is rigid pieces except the tubes

#

But I don't know :/

autumn plank
#

@simple shuttle thanks for the link, I will check it out.

naive willow
#

Hello, everything i'm doing in blender is not working well in ue4, even simple animation with 3 keyframes and 1 bone is in a wrong rotation or wrong scale in ue4, can someone help me setting it up ?
I tried to use "send to unreal" new addon but still not working as well as FBX export

steady ether
#

Wonder if anyone can answer this definitively, since I've been having a lot of trouble simulating thin / light cloth that needs to collide with a skeletal mesh

#

Is it actually possible to create non-clipping thin cloth simulation that collides accurately? So collides well without ramping the collision thickness way up, and using only very slow animations on the character

#

Wondering if I'm doing something wrong or if there's an inherent issue with cloth sim and it can't do precise things like this

opal jackal
fleet willow
#

Hey guys, i got there a question.
I got there a spell called Tornado. If this Tornado hits an enemy it will throw him up.
I wanna combine this throwing up with setting the enemy as ragdoll.
The problem here is that i don't know how i should let the enemy stand up again out of any possible position the enemy will land on since it could land on the back or on the front.
The thing is also that i don't even have a stand up animation.
Any recommendation for my problem ?

rough spruce
#

is there anyone who can tell me what is happening? i exported an animation from Mixamo and it shows up like this.
Here is the process i did:

1- Export Mannequin model to Mixamo
2- Download without skin and uniform
3- Use a software called Mixamo converter
4- Export it to UE4

somber briar
#

How do I make animations loop forever in a montage?

#

they seemed to have made a bunch of chnages to this editor in 4.25 or 4.24

cursive echo
#

Anybody know how i would go about making an animation play in either direction based on an analog button?

stray holly
#

Blender to Unreal question----- In blender i can parent an empty toa vertex, and then track parts of a skeleton to that.

lets say you have a baloon in a charecters hand, and you want the hands to always track the outside of that baloon as it inflates. And need that to be done in run time, and not be a baked animation.

#

I can do this sort of thing fairly easy in blender, but im not sure the best way to handle that in engine.

hybrid loom
#

Is there a way to make my own animations of a skeletal mesh I have in my ue4 project in ue4 exclusively or would it be easier to use another program

frail eagle
#

you can use ControlRig to animate in-engine but it's still very new and other programs are probably superior for anything non-trivial

hybrid loom
#

Is it possible to use the animation starter pack for the mannequin for a different mesh

vernal estuary
vernal estuary
#

i have to make something in my BP character?

#

its work but not when actor moving

#

someone have issue?

#

it cause i use aimoveto?

errant condor
#

You're gonna have to wait for help, until somebody who has better knowledge comes around. You shouldn't spam

cunning locust
#

Does someone know how to make it work that a char has a physical ring Accessoir around His wrist? I know that i can make clothing Work, but what about Solid objects, with physics?

#

@fleet willow did you try to use Event in landed? Or make a custom Event with reverting the sim and collisions

misty dagger
#

using send to unreal, is there a way to send multiple meshes into the same skeletal mesh file?

#

*with blender

misty dagger
#

I got a question about control rig: Can it be used at runtime? Is it possible to drive specific control objects via blueprint in the game?

simple shuttle
#

for run time i think use with AnimBP

steady ether
#

@misty dagger Yeah you "can" but currently there's a bug with exposing params for use at runtime, target fix is 4.26. And also control rig has package errors in 4.25, I don't think you can package with it currently, at least not with the exposed parameters.

misty dagger
#

ok that kind of overlaps with my insights in the past few hours of playing around with it

#

its frustratingly buggy and limited still

steady ether
#

You can currently test with it, any params you expose for runtime editing, you gotta re-plug them in on editor restart

#

Yeah it's annoying, I'm hoping to switch a lot of my anim bp functionality to CR

#

But it's definitely not anywhere near shippable

misty dagger
#

lets see what the future brings, definitely an intersting system I want to include when it becomes actually useable beyond "animate a few controls for sequencer or make little automated behaviour for small components"

steady ether
#

I have very high hopes for it, once it becomes more stable. Many of its nodes seem to have more functionality / options than ABP nodes so it's possible to do "more with less" rather than stacking a few ABP nodes to do a single thing. Did a quick test in it to recreate my realtime posable rig made in ABP, and got some nice results, I actually can't wait to be able to use CR at runtime

deep charm
#

Looking for a advanced-ish animation course. I went through and did the virtus one but I’m just not feeling confident I know what I’m doing quite yet. Any recommendations? Paid or free doesn’t matter.

delicate horizon
#

I need help, when I import skeleton to unreal engine 4, I get incorrect results.

steel tree
#

@vernal estuary for directione use calculate direction and plug get velocity to the direction pin and from try get pawn owner get control rotation and plug it in the rotation pin and hook it up to the dirction variable

delicate horizon
#

@vernal estuary can you give a few examples, as you mean

fringe trellis
#

am i doing something wrong here? I want the anim blend to be like a third person shooter where you walk forward backwards and side to side. However it seems that the animation direction is tied to the world direction or something and not based on actor rotation and movement.

misty dagger
#

Hi, I'm not sure if this is the right question to be asking about Animation BPs, but I'll ask here anyway.

I've been following these tutorials:
https://youtu.be/yP4ygKHwlS0
https://karllewisdesign.com/unreal-immersive-fps-part1/

I'm trying to create a turn in place animation system for my character, but I'm having a problem where my turn in place animations are playing consistently when my Root Yaw Offset goes past 90. My character doesn't appear to be turning correctly either.

I know I'm being vague but I don't want to spam this chat with a crap ton of pictures of my code and more, is there anyone that I can message directly to help me solve this problem? Sorry if I'm asking for much, I've just been losing sleep on this last final issue and I'm looking for anyone that is willing to help me with this.

I believe the problem is fairly small, I am just not understanding what's going wrong and therefor not seeing the underlying issue at hand.

Thanks 🙂

This week, Jay will demonstrate the coveted turn-in-place! He will also cover methods an animator or designer can use to take a seemingly daunting feature like 'turning in place' and breaking it down into smaller pieces to get the results you're looking for.

During this strea...

▶ Play video
KARL LEWIS

One of the things I’ve always loved about video games when compared to other creative mediums like film, music, and writing is how they can pull their audience directly into an experience and give them the ability to influence it in some way. Well, maybe not entirely “directly...

#

Here's a gif of the problem I'm facing ^
It just keeps repeating

cobalt zealot
sharp cedar
#

The UE4 Mannequin Skeleton is a de facto standard for humanoid skeleton in the Unreal Engine ecosystem, being the most popular on the marketplace, etc.
However it lacks bones for more complex animation - such as facial expression.
I have seen few skeletons that expand on the Mannequin and add those bones, but is there any that could be considered "standard"? Something that is most popular?

silver jasper
#

Hey guys, i got there a question.
I got there a spell called Tornado. If this Tornado hits an enemy it will throw him up.
I wanna combine this throwing up with setting the enemy as ragdoll.
The problem here is that i don't know how i should let the enemy stand up again out of any possible position the enemy will land on since it could land on the back or on the front.
The thing is also that i don't even have a stand up animation.
Any recommendation for my problem ?
@fleet willow ALS4 handles standing up from a liedown position (stomach and back) you could look into how its implemented there.

(Also because its free now you can also just use their standup anims)

strong flame
#

Hi, I'm trying to create turn in place animations, but for some reason when the turn in place animation triggers the Root Yaw Offset doesn't update along with it, causing the turn in place animation to get stuck in this endless loop. Any help on this would be great, if I'm not including enough information let me know please 🙂
https://gyazo.com/7856ae75cddcd1feea66a7dece7d9d55

sudden sedge
#

@delicate horizon for import settings try using "use t0 as ref pose"

#

or something like that forgot what it's called

nocturne ocean
#

Hello, I'm a very new creator trying to work out animations, I am having a hard time getting my turn animations to work. I have used a Blend Space to blend the forward, left and right animations.

steel tree
#

@nocturne ocean for the more right fucntion(i assume u you use A/D for turning) use add controller yaw pitch just liek the camera one and i think you need to enable use controller yaw pitch for the pawn

#

i ahvent get it working yet in my project for my mount as im working toward getting turning anim right just liek you and thats the advice people have gave me to achieve it

#

hope this helps

#

🙂

nocturne ocean
#

Thank you Khai! I will give it a go

drowsy monolith
#

Dynamic blendspace keyframe editing is possible.

#

It's been done before by him and he uploaded the code.

#

Trouble is, I can't...I don't know how to replicate what he did. I've never tampered with the source code before.

#

Anyone know how to do that? Critical for what I've got in mind.

trim verge
#

guys any cloth expert here

simple star
#

any idea how to add tween easing to a sequencer animation ?

small escarp
#

I have no idea why my control rig looks like this in ue4 to rigify, can anyone hazard a guess?

vernal estuary
#

hi i want to fix my animation on my Ai character

#

this pawn always see my player character

#

but when he go back of my player character the animation back does work cause i don't know how calaculate it

#

i think it with something with "get forward vector" and "get velocity"

#

someone know how do this?

quaint raft
#

Hi, anyone experienced with exporting fbx files from unreal around?

#

I have like 30-50 animations attached to an armature skeleton

#

Is there any way I could export a single fbx file with all those actions attached to it?

cinder trail
#

Has anyone come across any rocket launcher or over the shoulder weapon animations anywhere? I don’t see any on the marketplace.

sand berry
#

Hey Guys,

I'm attempting to set up a third person shooter character. I've created two aim offsets and have set them up like this. I can't help but feel this isn't the most optimal way to do it.

What I'd like to know is if there is a better way, how can I improve this?

One is for when I'm not aiming the other is for when I am

prisma shadow
#

Two days worth of animation/skeleton retargeting. Always F'd up animations. Solution? Import Skeletal Mesh and select the Manequen skeleton. 😫

fringe trellis
#

Yo what was that blender to ue4 trick with scaling a charecter rig?

small escarp
#

0.01

#

when you open blender preferences then addons send to unreal, there is a box that says always use ue4 scale. check that also. but you could go to units and change the scale anytime.

nocturne ocean
#

Hello, I'm a very new creator trying to work out animations, I am having a hard time getting my turn animations to work. I have used a Blend Space to blend the forward, left and right animations.

graceful marsh
#

When would you want to use Play Anim Montage and in what situation might you want to use Play Animation blocks in blueprint?

soft trench
#

Can I have 2 animations in different slots in a montage playing? For instance I have 1 in slot Lower Body, and one in slot Upper Body. In my animbp I have layered blend per bone between the 2 slots. Will this work how I'm expecting it to?

winter sluice
#

anyone got any tips for skeletal mesh optimisations? ive removed the finger bones added lods etc

wheat egret
#

Is it possible to simulate clothing physics inside the sequencer?

pliant yoke
#

Help, I have a weapon socket that placed perfectly to match the animation and now whenever I hit play the socket won't match with the original position of weapon as seen the left but the preview for animation sequence is correct. How do I fix this?

young urchin
#

@vernal estuary do you know how to debug the ABP?

vernal estuary
#

yes

young urchin
#

good, what does Blend Space value shows when enemy rotates?

vernal estuary
#

you mean my variable "direction" ?

young urchin
#

i mean the blend space

#

in the ABP

#

where you plugged it

vernal estuary
#

ok no sorry i don't know how debug ABP

#

its in the window of animation editor ?

young urchin
#

open your abp, start the game
when game started go to abp and on the top in the drodown select your spawned enemy

vernal estuary
#

i don't have debug in

young urchin
#

yes you do, it's behind that arrow

#

but, you have no behavior tree nodes, means you have no actual animation

#

ABP made of EventGraph and AnimGraph

#

event is for events, but actual animations are inside AnimGraph

vernal estuary
young urchin
#

oh, you do have it

vernal estuary
#

yep

young urchin
#

well once you hit play, and select your enemy in the debug dropdows you'll see the window under blend space node

vernal estuary
#

you want see this?

young urchin
#

The blendspace node, i want to see its values

#

you are on 4.25?

vernal estuary
#

4.23.1

young urchin
#

oh...okay

#

then you need to click on your blend space node green input circles and select "watch this value"

#

then when you run you'll see the blend inputs

vernal estuary
#

lika that?

vernal estuary
#

ok i can

#

i send you this

young urchin
#

well, as you can see the angle of your enemy jumps from -90 to 100 and back...so it's not animation issue

young urchin
#

yes
but your YAW in the actual BP changes randomly at some conditions

vernal estuary
#

yes but met variable speed never go in negatif

#

so the animation back never never done

young urchin
#

Vector Length cant be negative...it's Length

vernal estuary
#

yes so what calcul i have to do for i can have it

#

the velocity X and Y regardless direction i guess?

young urchin
#

in your case speed is just a velocity in any direction, if you want to have speed relative to something or in different coordinate system, or a projection to some direction, you can do that

#

if you want speed "from/to player" you need to dot product the velocity to forward vector

#

as soon as forward vector is always pointing to player

viral moss
#

I'm trying to use some mixamo animations. After retargeting, the character floats about 13-20 cm above the ground.

Usually, you would change the import settings, but you can't reimport mixamo after retargeting because it throws this error:

Import failed. 
#

how do I fix this without having to learn blender?

#

also, what is the cause - I assume its that the mixamo pelvis is the root, with a fixed offset, and my characters are taller or something?

young urchin
#

@viral moss try tis
go to animation, set the preview mesh
select animation, export it, and in export settings make sure mesh included

#

when importing disable the mesh import ofc

viral moss
#

that might have worked!

#

thanks so much, that works

#

less important question: is there a way to pin an anim montage to stay open when i open a child animation?

#

it just adds a lot of clicks to have the tab taken over

heady olive
#

Hey so I've made an animBP function that makes my AI's head follow the character's location as long as it is within a certain yaw range. In red I've circled where I was planning to use a timeline and a lerp to make it smoothly look back to its original position but timelines are disabled. Any suggestion on how to do that?

#

Please @ me if you have a suggestion, thank you!

viral moss
#

could just use lerp or interpto

#

depends on the curve shape you need

heady olive
#

What would I use to drive the alpha of the lerp?

viral moss
#

lerptime = 5.f; lerptimeelapsed = 0; lerptimeelapsed += deltatime (each tick) could work

#

interpto just taks deltatime and a speed, it sort of gives a logarithmic-like curve

heady olive
#

Could you maybe call and talk me through this? I have it set up like this now but it's just freezing when I get out of range

viral moss
#

your target is zero?

heady olive
#

🤦‍♂️ one second

viral moss
#

stop the interpto after you detect that math.Abs(current - target) < (some value like 0.1 or 0.01)

heady olive
#

I have it finterp from the last yaw it had when it was in range to the original yaw which is where I want it to move to

#

It still just freezes when I get out of range and stays at the lastRotation

viral moss
#

are you updating the value of last rotation?

heady olive
#

No, it only updates when in range

#

should I be?

viral moss
#

interpto doesnt know about time

#

you have to update your current value yourself

#

or it will always return the same value

#

well, it knows about deltatime but it doesnt keep track of time

#

after setting the head's yaw, update a variable that tracks the current value; or feed the head yaw into the interp node

heady olive
#

got it, okay now the head spins constantly when I fall out of range but I do need to add the part that
stop the interpto after you detect that math.Abs(current - target) < (some value like 0.1 or 0.01)

viral moss
#

for rotations, there is one type of interp node that works a bit better. eg, going from 5 degrees to 360. i forget its name

heady olive
#

RinterpTo

viral moss
#

could be it

heady olive
#

I think, but for this I only need to interp one axis so fInterpTo works great

#

Okay I'm tweaking it but I think this is it 😄

viral moss
#

if it works, great; if your head does a full rotation to go from 355 to 5 degrees though, keep it in mind 🙂

#

you're probably right, if you are clamping your values it might not come up

heady olive
#

Okay the head spinning was an issue so I went over to RInterpTo but the head spinning is still occuring

#

Only when I get out of range on one side

viral moss
#

i usually use c++, i cant read that one node

#

is it taking the absolute value?

heady olive
#

Sorry which node?

viral moss
#

in range?

heady olive
#

Oh yeah sorry so the inRange node is just telling the function to just go ahead and set the rotation to 0,0,0 once within an absolute range of around 10 degrees

#

or -5 to 5

#

This is what it looks like without that code

viral moss
#

not sure. could be you are using rinterpto with full rotators, but only updating the yaw, so there is always a difference

heady olive
#

I just checked with using all three rotators, the entire head spun hahaha

viral moss
#

does it work with the float interpto?

heady olive
#

No, same exact effect

#

I'm essentially using the rInterpTo as a fInterpTo

viral moss
#

not sure, I'm too distracted by my own thing

#

I'll check back in an hour or two

heady olive
#

You're good man, I'll ask #blueprint and see what they have to say 👍

#

Thank you Nate for all your help, I know it'll just be a dumb node I'm forgetting that will fix this 👍

heady olive
#

@viral moss I fixed it by just sending the rotators to the pawn blueprint and lerping them there 🙂

graceful marsh
#

When would you want to use Play Anim Montage and in what situation might you want to use Play Animation blocks in blueprint?
@graceful marsh Yo how about showing this question some love?

thorn tendon
#

Animation question: I have a character, he has a face, on his face I have mat channels for eyes and mouth. How should I go about animating eye blinks and mouth syncing? Flipbooks? How can I control the flipbooks or mat instances properly or on the fly. Just use a bunch of level sequences? Think Wind Waker for Links facial expression changes

nocturne ocean
#

Is there a Maximo type program that will do Quadrupedal models?

grave hawk
#

what are good resources for explaining animation performance?

exotic shoal
#

hi, a few maya rig to unreal questions: 1. Is it possible to convert an after skinCluster lattice to Unreal? 2. Any tips on converting lattices, wraps etc to joint skinCluster? 3. Any tips on sticky lips and sticky eyes setups that can transfer to Unreal?

kind chasm
#

Hey yall! Currently trying to just get a rigged bird (already animated) to move from one point to another (literally just a one axis movement). What would be the best way to do it? Nothing fancy really. Just for the really far distance

delicate junco
thorn tendon
#

@delicate junco I already watched that. I think I'm gonna use the sequencers material switcher

delicate junco
#

I'm actually curious about it as well since I'm planning to use a similar approach that the one they used in Twilight Princess, which is close to the WW one I think

#

I was planning to do that using a UV slide on a spritesheet (with the UV coord controlled by a bone) to change the shape and UV slide on the texture for the pupil using some other bone

scarlet spade
#

Anyone know any good documentation on retargeting? I've tried using the UE4 one but it's shockingly bad imo

vestal girder
#

LiveLink Help:
Hello group! I've been trying out Live Link with the new dedicated app in 4.25. It works fine, and my model responds except for certain blend shapes that have a different naming. I know there is the Live Link Remap asset but from the documentation I really do not understand how to use it. It would be very helpful, since renaming the blendshapes of each imported model would be too time consuming. Didn't find a solution when looking online, did anybody solve this?

noble swan
#

Has anyone been playing with control rig? How you finding it so far?

copper sigil
#

Just bought the Movement Pro asset from the marketplace and retargeted the anims onto my skeleton (both were default mannequins).

Noticed on some of the animations from that pack it appears the arms are bugged out. Anyone experienced something similar? Can't see what I could have done wrong with the retarget to cause this.

#

Almost as if the arm positions are swapped? Strange.

#

Going to try retargeting these again from scratch, but very odd

copper sigil
#

Hmm yeah, same results 😦