#animation

1 messages · Page 149 of 1

long stratus
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A little bit of help with this animation state machine. Currently, the conditions to leave the Idle state are controlled by bools that, once true, go to the correct state and the condition to return to it is that the remaining time of the state animation is less that 0.1s.

That works fine, however, I'm having trouble about where to reset the bools to false. If they are left in true, the animation loops in one of those states. I was wondering, is there a way for me to check if the return to idle condition was triggered ?

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Because I honestly just need to play those other animations once and then return to idle

paper cobalt
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could you just use a montage?

long stratus
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I could, I was trying to think what to do with this state machine

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my montage so far has my skills and specials, so I was thinking of using this state machine the for other animations

tender flicker
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does anyone know why there is weird black box under the nodes?

ancient heath
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anyone know of a opensource ue4 maya rig for the mani?

dry swan
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Hello! I have an skeletikal mesh with no animation, but my game is using the default unreal mannequin animation. My objective is to periodically import new animations compatible with my new skeletikal animation, but for now I want to put that mesh as the "animation" for everything

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It there an easy way of doing this?

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I just want to entirely remove the mannequinn and instead of that having a model with a T pose doing everything

vocal ocean
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I want to retarget AnimStarterPack to another SK_Mannequin (from plugin, same skeleton) but its not showing. Any ideas?

small orbit
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Lol @vocal ocean
All what you have to do is open up both skeletons and select humanoid rig and do your mapping for them and save

vocal ocean
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Ahah okay then didnt know it was that easy

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Thanks

vocal ocean
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I did what you said, they both have same bonemapping but Source preview is not showing and retarget is not working, do you have any idea for that too? @small orbit

small orbit
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So add a preview mesh
When you open the rigs do you see any models there or meshes @vocal ocean

vocal ocean
idle plinth
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Hey guys and girls 🙂 Wonder if this is right place to ask about Inverse Kinematics.. We have this animation right here.
Now, with IK, I want to ensure that no matter where our lovely Michael here is looking (pointing his head), he'll hold the microphone accordingly. I found the Two Bone IK node, but I am somewhat confused by the Join Target Node.
Is there perhaps any more primitive form of IK, where I literally can just specify a target location for a bone, where the resolver tries to move it? Thanks in advance :)

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So my initial idea was to just set the effector location to where I want the microphone (or rather the hand) to be. But it also wants me to specify where the "joint is pointing" - How can I tell it to just "keep it as is"? Or am I missing something in how this all works, which makes that impossible?

foggy widget
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Hi folks, I am going to be creating a physics asset to import via fbx for a skeletal mesh and was wondering if anyone had some simple tutorials on how to do so. I am a Blender user but a maya-focused tutorial would be fine as well because the infromation should be translatable. My googlefu is failing me. Namely, I just want to know what UE4 is looking for so that I know I'm making it right -- I get the idea that i should be using simple shapes and assigning them to bones but beyond that i'm a teensy bit stumped.

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tldr the guy working in-engine doesn't want to mess with physics assets and wants me to just like, export it as an fbx for him

bleak mural
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how do i play an animation when i'm jumping

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and a differant one when i'm double jumping

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and another when falling?

broken dune
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Heya. Is there something to do to replicate movement animation like walking, running etc ? I've imported a character from mixamo and everything works great the the animation from the movement of the others is mirrored from the client's actual movement, pretty weird. I've tried comparing with the third person template to see if I missed anything but it's very similar and I don't think I've missed a replication point

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I know that I need to do an RPC for other animations as there are lots of documentation for this, but I can't seem to find problems with common movement animations yet

vagrant shard
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how can you make an animation play once?

tender flicker
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hey, I'm trying to manually blend my directional movement animations using the blend multi node instead of using a blendspace

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however when I use the blend-multi node, my characters legs gets messed up and it looks like they are just moving their legs up and down. but if I use the same 2 animations in the blend space it works fine

shut mesa
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hi! i need change this variables in the sequencer but i cant, how can i solve that?

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please help me!

broken dune
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don't expect help here

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100 % rookies with questions, noone with experience to answer

small orbit
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Oh really? @broken dune
😂😂 😂

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It’s a point of view so Yh

small orbit
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Very basic by the way

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Just run on server and multicast every call that is to change the variable relating to the changes in state of the character

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Make the variable replicated 😂

broken dune
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i was getting mad on some stuff yea so there was some poison in that statement :p

small orbit
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So create two custom events

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One “Run on server” and the other “multicast”

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I don’t even think I’m to be answering that here but rather “Multiplayer”

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@broken dune

broken dune
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why doesn't the template need that though to replicate correctly ?

small orbit
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After this just call both first server then multicast anytime the button is pressed to change the state

broken dune
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yea i 've seen the multiplayer chan afterwards but it's kinda crossdomain 😄

small orbit
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And there is one last mistake that is made when replicating

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Following only what I told you won’t work @broken dune

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After casting to third person character, let it inherit from “Try get owner pawn” or something like that then you’re good to go @broken dune

small orbit
# bleak mural and a differant one when i'm double jumping

1.One Jump input key pressed set a variable to “True”.
2. Then when “is falling” is true and it is pressed again set another variable to “True”
3.Then create a state for the double jump animation and say “if the second variable is true, then enter that state and play the animation
NB : you can skip the first part and also the third part is done in the AnimBP but the rest are done in the Thirdperson character Bp or First person character whatever it is you are using.

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So basically custom event that is linked to event tick

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Then branch then continue with what I have given you

wraith lintel
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Hey I'm having a little trouble with a State machine in my AnimBP. Anybody know how to play an animation once and then transition to the next state once it's completed?

elfin ember
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@vagrant shard you can turn looping off then set a condition for it to return to previous animation when it finishes playing

wraith lintel
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how do I set that condition?

elfin ember
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Inside the state machine, you have your first state, drag out from that to add the second state. Now there's a link between them with arrows on it, double click that, do a basic comparison function of something like
Get current animation play time, if playtime is == to 0 then succeed check.

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Make sure the animation in question has looping disabled

wraith lintel
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Alright thanks

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I'll try it out

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yup works fine

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thanks a lot!

elfin ember
vagrant shard
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thanks

misty dagger
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I animated a walk cycle in Blender, brought it into UE4 and now it doesnt do the entire animation

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Can someone help?

trail lotus
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hi guys! anyone here who's an animator who I could ask a quick question regarding a looping 360 turn in place animation in Maya? I've been struggling with this for like 3 days now without finding a solution 😦

elfin ember
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Oof, I don't use maya

bleak mural
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hello i want to be able to make my animation state change as soon as the animation has ended

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i have a double jump animation that plays if a press jump whilst falling

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but i want set my animation back to idle as soon as the double jump animation has finished playing

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or maybe even set it to a falling animation until i hit the ground

elfin ember
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I just mentioned how to accomplish that

tender flicker
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@small orbit don't want to use just a normal 2d blend space since I want to stop my character from crossing his legs

small orbit
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During his strafing ?!
I think that’s the best thing to do personally @tender flicker

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Or unless you probably write some long lines of code

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And all what I answer here is from my experience but this code would have to be unique to you since I do not have a lot of time to set up the project and check yours

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But there may be other ways which I don’t know which are shorter so good luck @tender flicker

tender flicker
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@small orbit managed to fix it, just need to set the same name on Sync Group->Group Name in the blend space nodes

hexed sonnet
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I'm having a problem with 3dsmax. I'm using CAT to animate a character and I've rigged it with CAT bones. I've also added some normal 3dsmax bones that I've parented to the CAT rig so that I can do some squash and stretch. I've adjusted the skinning on some of the CAT bones as well as some of the 3dsmax bones. It looks fine in 3dsmax, but when I export it as an FBX to unity or unreal the does not export the adjustments I made to the skin for parts of the mesh being affected by the 3dsmax bones. The 3dsmax bones are still acting on the model and are still exported, they just act as though I made no adjustments to the skin. Does anyone know why this could be happening? It's really frustrating.

obsidian oxide
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does anybody know if there is a way to cast data into different types in ControlRig? I want to cast from an int to a string so that I can loop over fingers with individual controls without having to do it manually.

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Not seeing any casting or convert rig units though...

obsidian oxide
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I think I figured out my question by just setting up a collection of control items before hand and then iterating over them as well in my fingers loop.

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One last Control Rig question if anybody else know, is there a way to set the control so that they can only receive translations or rotations and not scales? Kind of like how you can lock channels in Maya or another DCC. Any ideas or workarounds in the sequencer? Just starting to get my feet wet with all of this

lunar silo
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What is this for

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i try to search from google but none of them related

junior saffron
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Hey there, guys!

I have a character jumping in the air via it's skeletal animation played in sequencer (no gameplay).
Then I need to switch off the animation and make the character act as a ragdoll with it's physics simulation.

The editor is running in "Simulate" mode.
Animation track ends up right at the frame in which the Simulate Physics attribute is turning on.
Looks correct in general but no luck yet... ( What am I missing here?

Can anyone point me to a doc or a tut, please?

obsidian oxide
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@junior saffron You might have already seen this one, but there was a pretty deep dive into physical animations here: https://www.youtube.com/watch?v=N1tDjbFXeOo other than that not sure :/

Announce Post: https://forums.unrealengine.com/showthread.php?121376

The "Physical Animation Component" is a new feature in UE4 with a lot of applications. In this stream, Ian Shadden will walk through setting up a third person template character with the Physical Animation Component to help get your started with your own physics-affected chara...

▶ Play video
stone bolt
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I have Paragon Minion with animation in place so he walks in place in the scene. How can I make that he actually moves through the scene while walking?

sick field
stone bolt
sick field
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odd

hexed sonnet
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I'm having a problem with 3dsmax. I'm using CAT to animate a character and I've rigged it with CAT bones. I've also added some normal 3dsmax bones that I've parented to the CAT rig so that I can do some squash and stretch. I've adjusted the skinning on some of the CAT bones as well as some of the 3dsmax bones. It looks fine in 3dsmax, but when I export it as an FBX to unity or unreal the does not export the adjustments I made to the skin for parts of the mesh being affected by the 3dsmax bones. The 3dsmax bones are still acting on the model and are still exported, they just act as though I made no adjustments to the skin. Does anyone know why this could be happening? It's really frustrating.

sick field
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have you checked your skinning in 3ds max? and are you using 3dsmax2021?

velvet blaze
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I was wondering if I want to do an animation in which 2 players would have to partake in similar to COD, BattleField where they do a sneak attack: e.g

cloud spindle
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so i have a cover idle but i got the animation from a duplicated idle one and i cant save them to be different

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if i rotate any bone in the cover idle the same happens in the default idle

long stratus
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About montages, I'm wondering if it's possible to make a composite montage section

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for example, I have two skills named Leg Sweep and Quad Punch

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when I call those names, they work as intented

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I'm wondering if I could, for example, make a montage section called Leg Sweep EX that plays both Leg Sweep and Quad Punch

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Does anyone know if that's possible ?

coral frost
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how do i animate?please help

merry summit
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am I correct in thinking that the inbuild LOD / skeletal mesh reduction doesnt work for morph targets?

bronze osprey
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just a lil info, if you import an animation with datasmith gltf it imports the animation as a sequence

neon flume
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Any idea how to get a correct import with UE skeleton, from Mixamo ?

bronze osprey
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@neon flume in #work-in-progress some1 posted a thing for mixamo and some1 else posted a pack with all retargeted anims

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havent tested tho

neon flume
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@bronze osprey i saw for mixamo, asked the guy and it works 👌 (even tho the 'how' behind it is quite strange xD but it works !)
Thanks 😄

bronze osprey
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if u R mouse a skel asset, not skel mesh, u can create a retarget rig

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than pick that1 instead of humanoid

frozen stag
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anyone got any resources for procedural hit animations in ue4?
So for example rotating a bone a bit when its hit by a bullet

neon flume
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@frozen stag may a system of physical animation could be what you want ?
https://www.youtube.com/watch?v=6pG9SZQ0o7w&t=54s

Hey everyone! In this Let's Create we'll be developing physical animations. This allows you to combine that ragdoll style movement from gang beasts with animations so you can blend between the styles.

If you're new here this series is about developing mechanics with blueprints in the Unreal Engine 4.

Check out these videos if you've never se...

▶ Play video
frozen stag
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here is a short example I recorded from CS GO

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just seems like its rotating the hit bone slightly?

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I can't find anything on this stuff in ue4. Maybe I am googling for the wrong thing

neon flume
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Physical animation or specific animation, I don't know any other way (but i'm a beginner, so wait and see if pro know 🤷‍♀️ )

frozen stag
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im not very knowledgeable about animation related things in ue4

cloud spindle
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if i rotate my Grippoint on like a cover animation i rotates the grip on all the others like idle jump etc how to fix that?

pliant tinsel
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Need some help, tried fixing it alone and googling for hours and hours. PepeHands

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If someone can point me towards the right direction, that would already be awesome

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So I retargeted epics skeleton & animations on a new model and everything works fantastic except for IK animations

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they either don't work at all or freeze the model

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the IK bones on the new model are identical to the ones from epics skeleton

mint stag
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I'm trying to make leg IK. GetSocketLocation gets the feets CURRENT location, which includes the IK changes. How can I get the location of the feet after animations but before IK?

stone bolt
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My Paragon character has it's animations rooted in the same place, how can I make that when the character walks that he actually moves across the scene?

dusk geode
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I'm trying to figure out the correct way to handle attack animations in Unreal and could use a push in the right direction.

I've gotten the animation to play on key press but after it finishes the normal animation blueprint no longer functions. Seems like I need to call set animation mode to restore control after a delay but that requires manually putting in the animation length which seems brittle.

Alternatively I could set an is attacking boolean and let my anim blueprint handle the transition but then I run into the same issue of needing to reset the boolean after the animation is finished.

Is there something I'm missing with how this sort of thing should be handled?

hexed sonnet
bleak mural
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i've finally got all my animations working

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but they don't smoothly blend into each other, how do i get the animations to smoothly transition

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and can i do that without having to reset all of my animation bleuprint?

trim pawn
tall ridge
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Hi, please any recomendations? Im beginner with ue4, I have added button in my widget, I want to add functionality on button, when I click it I want to do 360 rotation around car

blissful linden
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in the skeletal mesh LOD settings, does bones to remove remove the bones from the skeleton at that LOD improving performance?

short cape
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Has anyone used Kubold's or Mocap Online's animations? Or both? Any comparisons or thoughts in general?

tender flicker
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hey does anyone know how to edit existing animation with the control rig?

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I downloaded the example from the marketplace and started it up and added the animation track to the sequencer but it doesn't show the animation.

short cape
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Oh damn Chaos I completely forgot about the Control Rig example project. I should check that out. I've been wanting to learn how to use Control Rig.

tender flicker
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@short cape I'm using the Mocap Online rifle animations, I played an example project that had the Kubold rifle animations and I didn't really like the pose when the character is holding the gun

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mocap online rifle animation has FL,FR, BL,BR movement animations and Kubold doesn't but Kubold's has prone animation

ivory breach
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@tall ridge check about spring arms as a pointer for that

short cape
tender flicker
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@short cape I'd say the Mocap Online, although it is more expensive compared to kubolds

sly idol
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I got that plugin when it was free and it is really good

tender flicker
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Just found this on the UE 4.26 Preview thread "Nonlinear Animation. This collection of features improves Sequencer tools to create, modify, join, and blend animation assets in order to quickly author new animation cinematics for virtual productions and games. This will reduce the need to use external tools for animation authoring and blending. These improvements include blending the root motion of skeletal animation sequences; joint matching for better blending and placement; skeleton animation preview for precise placement; and Control Rig FK / IK integration."

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I assume that mean you can't modify animations using control rig in 4.25?

solemn carbon
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can i save inside unreal a sequence as a mesh animation, or do i need to export it as fbx and reimport it every time?

rare halo
# dusk geode I'm trying to figure out the correct way to handle attack animations in Unreal a...

This video and it's part 2 might be able to help you out: https://youtu.be/3w564ZX5sb4

We are now going to put melee attacks into our AI behaviour tree and I show you how we use the animation blueprint to setup melee attacks using montages and blending by bones.

Link to Attack animation: https://1drv.ms/u/s!AvfMAVHw1KCio4EleOT4cnppOaPSUw

Support me on Patreon and get access to videos early, join our developer community on Disco...

▶ Play video
stone bolt
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How can I make that the paragon character walking animation actually moves across to scene rather than it stays in place by default?

rare halo
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If you're talking about root motion, that depends if the animation has any afaik.

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Otherwise you need to move the actor through code.

solemn carbon
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does anyone know why my animations with an apparently perfect loop, when I use them on the state machine they shake a little bit?

rare halo
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*As far as I know

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I don't think you can add root motion to an animation inside of UE4 but I could be wrong.

frigid knot
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Where can I find the default ue4 fps arms?

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@frozen stag afaik csgo uses animations for hits

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I don't think they are physical animations

mossy wasp
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guis.

I'm trying to make a lean/peek ability for the character. I'm a programmer, so I've given up for now on getting any animation for it, and I'm just gonna get the camera to work.

Should I use CameraAnims, or make an independent camera actor that I can do shiz with

sinful birch
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How outdated is a 2018 animation tutorial?

tender flicker
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hey, does anyone know if this feature is preview 7 https://www.youtube.com/watch?v=OchRhhRaE5s&t=536s ?

With 4.26 in preview, it's a good time to go over new features and updates! Join us for this livestream where Epic's engineering directors and leads gives us a highlight on what 4.26 has to offer.

FORUM THREAD
https://forums.unrealengine.com/unreal-engine/events/1824503

TRANSCRIPT
https://epicgames.box.com/s/ucfzqqxhbzbaql744phnbz95d6mfmj4l

N...

▶ Play video
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I can't seem to find it

old plinth
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Hi people I'm not sure this is right channel to ask this, so point me or delete it if I made mistake.

I'm have modular character in game, some body as main part with animation and as Master Pose Component, and parts which "pick up" animation from master pose component(from body).
Parts should be detach when would hit them multiple times.
Main problem was how to get hitted character's part?

Because Master Pose don't support collision I made system to when hit character (had physic asset covering full body, together with parts) i get bone and get from predefined maps (character part/ it's bones) hitted part.

It works but for some cases is unprecislly, because depend from rig and bones, also I can detach part on character back if i fire on character from front.

Does anybody has some better solution/suggestion ?

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I have idea to revert to main body has physic asset only for it (don't covering parts) and tests it on visibility channel, but that doesn't works

tender flicker
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does anyone know why bake to control rig in ue 4.26 doesn't work?
It says in the console log LogAnimationCompression: Building Anim DDC data for AnimSequence /Engine/Transient.AnimSequence_16 but nothing happpens

glad hill
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Hey all,

I am new to animating in Maya to UE4 and I was looking into IK.

So I understand how it works in-engine with the IK nodes, but I do want to set it up in Maya as well now.

I am looking into attaching my gun to the right hand (to make animating much easier based on the gun). I see there are IK bones, but moving them around have no real effect at all on other bones.

I was wondering if there is any tutorial for this specific rig to make the IK work in Maya, I looked around and there are many setups around, but I am not sure how to go about it here with the UE4 mannequin.

Anyone here who can help me out?

tender flicker
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glad hill
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Yea been reading this, I was wondering if anyone had some time to explain it to me in my scenario and run it through, since I am just not understanding it

tender flicker
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https://www.youtube.com/watch?v=Zc9vWBtKfZU might help, I only tried it to adjust a few animation and haven't used it since so I can't help much

https://www.patreon.com/UE4tuts
For making Your Game/Projects or In Game Ready Functionalities!!!
Contact: ue4tuts4you@gmail.com
In this part of Climbing system tutorial series,we'll make HumanIK(HIK) in maya for changing our animations according to our need for making proper Climbing System with proper Animations.
Don't forget to subscribe my Y...

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and for attaching the gun, the way I did it was just to parent the root of the gun (all my guns had the root at the grip) to the right hand bone with an offset

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and when I'm using that gun in-game I would just attach the gun actor to the same bone and set the offset

glad hill
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Yea that's how I have been doing it before. Though with IK, I would be able to drive the animation using the weapon instead, which would be preferable 😅

bold barn
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how can I pause animation without adjust global time , I tried montage pause seems work, but it cant stop the animation when no montage is playing. I want to make some hit stop effect

covert jay
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Is there a way to retarget all animations in a folder while keeping the folder structures inside? The retarget animation button when right-clicking animations just seems to dump them all in a specific folder.

atomic steeple
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I get a lot of freezes when using physical animation component, anyone have some best practicies or common causes for crashes?

native crescent
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Hello guys, I can't pilot my cinematic camera to create a sequence. Can you help me please?

trail lotus
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Hi all! Perhaps someone could help me with a question. What exactly are the Mannequin skeleton IK joints used for? And is it necessary to include them in the animation? Meaning in some (externally created) animations the bones follow exactly what the Mannequin skeleton is doing.
In other animations they are just all over the place, like here https://youtu.be/3w564ZX5sb4?t=229
And in some animation (for example AnimStarterPack) they are just static, not really doing anything.

We are now going to put melee attacks into our AI behaviour tree and I show you how we use the animation blueprint to setup melee attacks using montages and blending by bones.

Link to Attack animation: https://1drv.ms/u/s!AvfMAVHw1KCio4EleOT4cnppOaPSUw

Support me on Patreon and get access to videos early, join our developer community on Disco...

▶ Play video
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I suppose my question is... what are they supposed to do, follow the animation exactly? 🙂 Or doesn't matter?

spare pulsar
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Hello, can anyone help me with the sequencer ?

cloud ermine
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is there any straightforward way of importing existing anim sequences to control rig while in a level to be able to edit it? im using the example manequin rig for now but can make my own if needed for this

light cosmos
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so I am trying to learn animation / cinematic making but how can I make him just keep walking forwards and not back and forward

frigid knot
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My character falls to the floor like this, can anyone think of a reason why?

tender flicker
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Has anyone gotten "bake to control rig" to work in 4.26 preview 7?

drifting oyster
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Very quick question regarding IK: is it possible to use it to move "limbs" attached between two points?

Basically, what I have in mind, is an exoskeleton kind of a thing, where I'd just animate the character, have all the exoskeleton actuators have joint constraints, and leave animating that to the IK setup.

vague hawk
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Is there any documentation about streamable animations? they apparently shipped in 4.23 but I can't find any information about how to set them up

cloud ermine
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@drifting oyster control rig most likely can acomplish that

peak lantern
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Hey guys! I'm new to AnimBP. I'm going to have a big amount of units with AnimBPs with different weapons. Is it more performant to handle each weapon in state machine, or create multiple AnimBPs for each weapon? How do transitions in state machine work internally, is it really checking conditions repeatedly, or transitions somehow work like function calls?

misty dagger
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Ahh frick, anyone know how to put in a composite into a blendspace, or am I out of options and I'll have to do it in my anim software?

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I exported a sequence of anims in one single animation

night depot
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Hey, anyone can help me understand how to use a Blendspace Evaluator to link up two actors animations?

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I need to slave one actors blendspace to the other, and found some info that the way to do it is to get an Normalized Time from one blendspace and feed it into the other one, but I cant figure out how to do that.

devout dagger
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Ugh, so when making 180 deg. turn in place animation with root motion, I can't rotate root bone?! (looking in the docs appears to be so)

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How do you approach 180 deg. turn in place ?

dusk geode
worn marlin
half willow
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hello, what i need to put at joint target for every leg in a ik system ?

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for the ue4 mannequin

lofty rain
spare pulsar
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Hello, I have a rotating animation which I record using the sequencer. But when I watch the video later, the object is not rotating lol. Any idea?

mellow frost
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We are facing a major issue in skeletal mesh. The skinning weights are looking normal in maya, but when we re calling the same mesh in Unreal with the same animation the skin is getting stretched over the lip as shown in the images below.

final mango
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Is there a way to force preview a specific animation blueprint state from the state machine?

devout dagger
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Ugh, so when making 180 deg. turn in place animation with root motion, I can't rotate root bone?! (looking in the docs appears to be so)
How do you approach 180 deg. turn in place ?

spare pulsar
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the sequencer is a complete shit

pliant tinsel
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Is there a way to have a regular animation blend?

spare pulsar
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can someone familiar with the sequencer help me please ??

cloud wing
#

Hi all, does the Blender to UE workflow allows live preview of animations? like the Maya Livelink?

jovial dove
#

trying to animate a wire and bring it in as a skeletal mesh, the t0 differs from the first frame of the animation asset and I'm unable to replicate what I'm seeing.

#

So now I've imported it without converting scene units from fbx and even though the orientation is wrong, the mesh and animations are fine? what gives?

#

Why is 'convert scene' in fbx import responsible for doing this?

hushed granite
#

Anyone got any ideas on how Setup node in Control Rig might be used for handling characters of different proportions?

#

Or what they use in Fortnite? I figure it's just retargeting, this seems like the future though.

#

I mean, you need a different skeleton. Control Rig only works with one. 🤯

#

I'm so crazy 😍 about Control Rig.

#

Such a rabbit hole.

lyric plank
lyric plank
# lyric plank hi, i',m trying to rebuild my old UDK project, lots of stuff to go through in th...

another iteration of my udk funtime.. it was formerly titled BabySitter and the wip video can be seen here http://youtu.be/n7peShsUXwA

here's a ''demo'' if you wanna jump around https://sittingduck.itch.io/sugar-rush

nothing here is 100% done, possibly the character animation. the level is build out of base tiles and will be much richer once t...

▶ Play video
hushed granite
#

that's really cool, UDK, I guess you're old guard as well 🙂

lyric plank
#

yup, loved it

hushed granite
#

do you handle the umbrella with accumulated velocity?

lyric plank
#

right now i'm playing with gravity, seems like the character movement component is too realistic for my needs, too floaty

hushed granite
#

the old version still looks amazing, I love the style

lyric plank
#

thank you! i'm still working on the environment, needs to be really over the top

hushed granite
#

really freaky character, but such dainty movement dynamics and theme

lyric plank
#

still don't know what the gameplay might be tho 😄 i really like gore and violence but this was supposed to be the opposite ..so, i'll figure something out i hope

hushed granite
#

has a ballet quality to it

#

def great fit for platform game mechanics

lyric plank
#

yup, ballet, Bach AF, baroque, art nouveau...flowers, colors..just bursting thru screen but still enjoyable...hmm 😄

hushed granite
#

it sounds like the direction is a collecting platform game

#

I like the style, it's really polished, I guess it comes from the time put into it

#

I'm more of a Brahms guy 😉

lyric plank
#

i think he'll be pollinating flowers and riding butterflies or protecting them...i don't know. he's my lab rat for new tech. Brahms rocks too

hushed granite
#

it seems kind of twisted though, like I get the gore aspect, seems a bit malevolent sugar "fiend"

#

maybe a play on addiction

lyric plank
#

it was supposed to be called Sugar Rush but i dont wanna Dreamworks on my back for copyright lol

hushed granite
#

could make the character very nice and artistic, it's just that it has an addiction to sugar and violent physiology

lyric plank
#

oh he's flawed most def 😄

hushed granite
#

I like that

lyric plank
#

but i like them like that

hushed granite
#

I'm making an RPG so it's more down to choice, I like a sety narrative and defined characters though

#

it takes more finesse

#

the animation quality already has enough appeal to make you like the character

lyric plank
#

it's hard to tell what's more work. i'm my case this creepy guy dictates everything

hushed granite
#

it's a diametric situation with a creepy guy that is relatable and loveable I think

lyric plank
#

yeah, i hope i'll give him something to do 😄

hushed granite
#

I like that more than if it was just some cute furry thing

lyric plank
#

sure, i'm sick of that

hushed granite
#

the dynamics are already very high quality

#

it's a big hurdle

lyric plank
#

his butt needs more jiggle, THATS the key lol

hushed granite
#

you need to get on Contro l Rig

#

the stuff you can do is mind blowing

lyric plank
#

oh man, just watched that stream the other day..amazing

hushed granite
#

physics can be faked very easily

#

with chains

lyric plank
#

yup, i'll try that

hushed granite
#

or wait for full chaos implementation

lyric plank
#

i'm onto enviro now so he'll wait a bit

hushed granite
#

I love the video where they demo pistons on the character's arm and stuff

#

my project is in the future, so that would be amazing

#

solve pistons on the limbs and things

lyric plank
#

sure, that would be right up your alley. lots of stuff automated

hushed granite
#

I'm trying to get to grips with the fundamentals, but it's got so much scope

#

no more Blender

lyric plank
#

you can mix.....

hushed granite
#

I started with 3DS when it was still Kinetic, then moved to Blender last 10 years

lyric plank
#

ooooooooooooh, i'm still sticking with my old grandpa Max : ))

hushed granite
#

I do love Max, MotionBuilder, just always found a way to make do with Blender, this is lightyears ahead

lyric plank
#

damn that was long time ago, first max

hushed granite
#

I can see everything in viewport, 100% like it is in game

lyric plank
#

i still can't, i love my modifier stack 😄 ok let's not go off topic

#

but blender render/viewport is amazing, i'll just say that

hushed granite
#

CR is beyond because it's realtime

#

in engine

#

I've struggled before, this is so painless

lyric plank
#

that's why i'm moving all my stuff to UE, + BP...it's just...man i would mop the floors on the Mandalorian set lol

hushed granite
#

I can atach my real weapons, have the effects trigger, it's seamless

#

WYSIWYG, bigtime

#

I'm so jelly of 15 year olds getting into making games now 😄

#

literally years of my life

lyric plank
#

hmmm, i think it goes both way...a lot of younger people get overwhelmed by all this so they give up, at leas where i come from

hushed granite
#

struggling, It's okay though in the respect that I picked up transferable skill with struggling

lyric plank
#

i really enjoyed discovering max by myself and that crappy help XD

#

now all these tutorials and apps for everything...wow grandpa typing over here, i better go sleep lol

hushed granite
#

it was the cutting edge, things have moved on a lot, really in the last 5 years

lyric plank
#

yup, it was kinda samy samy for a while

hushed granite
#

it's getting late for me, I do hope to get more support migrating to CR

#

it's a game changer

lyric plank
#

whats CR? 😄

hushed granite
#

to show my age again, I would relate it to Normal Maps for modeling 😄

lyric plank
#

link it! wanna know!

hushed granite
#

are you joking, Control RIg

lyric plank
#

oh thaaaat, it's new, i still call it ''that rig''

hushed granite
#

now we have UE5 with Lumen and Nanite

#

This stuff is like a dream come true

lyric plank
#

i'll still chalk it up to great PR so fingers crossed

hushed granite
#

nah, so jelly for the juniors 😄

#

I might have already released something 😄

#

if I had this at 15

lyric plank
#

importing your zbrush models directly to UE4, i mean UE5....and lighting works. riiight 😄

#

but i really want it to work as presented, OFC!

hushed granite
#

yes no baking

#

no normal maps

#

no lightmaps

lyric plank
#

i think i'll miss normal maps 😄

#

i hate them but still

hushed granite
#

well you can prob remember when we didn't even have those, I gues

#

like 1k poly budget 😄

lyric plank
#

sure i do. those wonderfully crafted small bitmaps, some of them were amazing

hushed granite
#

animation all keyfram on bones]

lyric plank
#

not to go off topic again, but seeing some of the HI DEF mods for certain games just make them uglier, even tho the fidelity is better. comes down to good art direction again. specifically Morrowind comes to mind atm

hushed granite
#

it's an art business

#

tech only helps

#

get the art made

lyric plank
#

yup, we can still be safe for now lol, work-wise

hushed granite
#

I never worked in games, strictly hobby

#

they won't have me

#

😄

lyric plank
#

oh i'm in for 10 years, taking meds now XD

hushed granite
#

not enough AAA titles shipped

#

I made a career as an engineer

#

hardware automation, I work with HVAC system now

lyric plank
#

AAA..i dunno...when a game is 200GB dnload and 8h gameplay, there must be something wrong lol

hushed granite
#

I like multiplayer games, always have

#

from the arcade to what we have now

lyric plank
#

engineering is a smarter choice 😄 i don't play anything much anymore...had fun with the new SW squadrons for a while tho

hushed granite
#

I used to play a lot of platformers etc though

#

mostly grew up on StreetFighter

lyric plank
#

oh arent we all 😄

hushed granite
#

still one of my favs

#

because MMORPGs are terrible atm

lyric plank
#

to get back on topic, the animations were great, still are

hushed granite
#

I've drunk more than 1 pint tonight, my ability to keep OT is impared

lyric plank
#

tea helped in my case 😄

hushed granite
#

I'm still waiting for someone to chime in with sensible technical discussion on CR, maybe another day I think

#

I don't need tea, I'm good with just getting really drunk 😄

lyric plank
#

well, i'll get back to ya when i get my grips on it. bipeds are still easy to animate but i want DINOSAURS!!!!! still a bit tipsy too

#

i just hate when a big creature turns around like a rock

hushed granite
#

it's so flexible if you got the technical animator chops

#

I think more examples are coming

lyric plank
#

i really love procedural walk in max's CAT, i think i'll need to replicate all that in CR

#

and there's soooo much params

hushed granite
#

sin wave is our friend

lyric plank
#

but mostly sin

#

yup

#

exactly

hushed granite
#

it's nuts what you can do

#

so trivial

#

add a sin. blend it, add baked anim

#

use procedural overlay

lyric plank
#

and some additives and you're done 😄 hear that EPIC! 😄

lyric plank
#

i was doing these big creatures and baked the whole walk cycle loop around. but it's like a, i dunno, a disney tour...but making them react to terrain and the player...and behave as they should/would, would be a huge undertaking. still, worth exploring. i mean, it's inevitable, like Thanos lol https://youtu.be/FYCNK7fzSck

an animation i did for a museum of city of Varaždin, Croatia. a lot of work, UE4, works best with Sigur Rós, i'm no sound guy :) this was a huge undertaking by lots of people since the discovery of a woolly rhino skeleton in the 80's. i still want to work on it, possibly in VR. making it interactive is a different experience, just seeing these ...

▶ Play video
hushed granite
#

yes parametric input, could set a whole different chain

#

it's kind of deep, yeah 🙂

lyric plank
#

we'll see, there's still a lot of tricks you can do conventionally but this CR is really something to look forward to. MAKE IT SO

hushed granite
#

it's a new paradigm, it's not like it's brand new, it's just production ready on many levels now

lyric plank
#

right!

hushed granite
#

I look forward to more discussion, I have a day job to get ready for now that has nothing to do with this stuff ...

lyric plank
#

i'm sure there will be

hushed granite
#

take care bro, good talking

lyric plank
#

same mate, good night!

fresh cape
#

Hey all, I wonder if anyone has done something like this and then used it with a SKM and anim BP? Would love to try and create something the behaves the same way via an animation BP if possible. https://youtu.be/q5fjslhomsI

broken dune
#

heya there. Trying to do something fairly simple but can't find how. I've got a diving animation that jumps on the side and i'd like to correct that to make it jump forward. I thought simply rotating the root bone would do it but I can't find the way to select it to rotate. Any idea ?

#

basically i'd just like to rotate the whole animation

broken dune
#

nvm found, I can do that with the rotate root bone in the animation blueprint

mystic pine
#

Hey guys, quick question about ControlRig, is it possible with it to retarget an animation in runtime for the same hierarchy of bones but different size? (.i.e tall character vs short character)

karmic wolf
#

its 360

sturdy fable
#

I have a huuuge problem with sequencer. My video look perfect in the Editor but whenever I render and export it it just doesn't look the same. I'm okay with the small iterations in lighting, but what I cannot get why my camera gets out of focus, like it doesn't make any sense. To put it into perspective I made sure every key is placed appropriately to give me the best depth I wanted but when I render the movie, it seems like it completely ignores the Aperture Keys. Am i missing something?? Thx in advance.

spare pulsar
#

I have similar problems with sequence

#

what means sequence is ready only? When I try to add an object to the sequencer

jovial dove
#

mesh looks fine in blender and maya for fbx export but the frames/skeletal mesh have these issues in editor what gives?

jovial dove
lyric plank
halcyon crest
#

Hey team! Quick one. I hope. How do I access my characters morph targets in sequencer?

karmic wolf
#

@jovial dove lol

#

you are cacodemon

#

profile picture

#

i like it

#

i mean

#

im very fan of doom

#

doom 2016 its my favorite game

lyric plank
buoyant cargo
#

I'm having an issue importing an fbx from blender. the animation is not coming out right. could someone give us a hand

wooden cloud
#

Anyone knows how to extract the root rotation/displacement in Blender and put it somewhere so it ends up as an (Paragon style) animation "Distance Curve" when exporting the animation to UE?
(using send2ue)

fickle citrus
#

Hi everyone! using random sequence player, every "x" seems like the animation is being played gets interrupt and starts another. Any idea why or a better solution than random sequence?

errant hearth
#

Hi. I have a blueprint dialogue system with voices and animations. It works but i have a problem with the animations. Every answer requires a different animation montage, and when the next answer is triggered this transition to another anim montage does not blend well. How to fix this?

lyric plank
willow epoch
#

I was wondering if someone could point me in the right direction for this. I have created, rigged and animated a gun and hands in Blender as separate objects. I have bones, and constraints and all that. I have the created a state machine for Idle, Running, Jumping. I am working on firing the gun. I have all the logistics like bullets and ammo. But I can only play the animation of the hands (so like pulling the trigger recoiling etc...). The gun moves properly with the hands, but the animation for the gun with the hammer and trigger moving and the cylinder does not. I'm using a Montage to play the hands. How do I attach the animation of the gun to the same event to play with the hands? I feel I'm missing a term or concept here that will clue me in, but my googling has failed me.

willow epoch
lyric plank
#

is the gun also a skeletal mesh? bones and all?

misty dagger
#

hello, super dumb question i feel like. i've recently upgraded to ue4 4.25 but i feel a bit lost in the animation window - i don't see how i can add keyframes anymore. in 4.24 i was able to easily add them at the bottom of the window. what am i missing?

#

can't find any tutorials or updated documentation for 4.25 keyframing

willow epoch
#

The gun is a skeleta mesh also.

lyric plank
#

hmm,, i'm not familiar with Blender that much so anybody else might have an insight...

willow epoch
#

In blender things are just fine

#

It's inside of UE

#

I feel like there should be some kind of "play two different animations at the same time" feature

lyric plank
#

can't you? like, play montage for hands + the weapon...if they have different anim BPs....

willow epoch
#

I've not seen how to

#

like maybe that's what I need to do, but I'm not googling properly to find out how to do it.

lyric plank
#

the gun is separate? it works in blender but they are 2 assets in unreal?

willow epoch
#

yeah they are sepearate assets

lyric plank
#

i think thats the thing....

willow epoch
#

setup similar to how the FPS starter content is

lyric plank
#

do you plan on having multiple weapons?

willow epoch
#

yes

#

that's why I built it this way

#

And it sure seems like the "correct" way to go about this.

lyric plank
#

ok, thats good. maybe you dont need an anim BP for the weapons but an event or notify has to happen so the weapon knows what anim to play

willow epoch
#

Should like the gun have it's own state machine?

lyric plank
#

i dont think it has to be that complex.....

willow epoch
#

ok

lyric plank
#

just play ''fire'' anim or '' reload'' when needed

willow epoch
#

that makes sense

lyric plank
#

try that first, if it's too choppy then you might need an anim BP....

#

that ''talks'' to the hand lol

willow epoch
#

I originally wired it up with a bool and it just kept firing, but I was also playing the hands anim.

lyric plank
#

try event...hand ''fires'' really...the gun just responds if it gets the message

willow epoch
#

yeah I'll try that. I mean since the hands move the gun, I don't need to care about like the pos of the gun or anything, just fire off it's animation (of firing).

#

I think that makes sense now that I've typed it out with you, thanks.

lyric plank
#

yup. actually it's just a cosmetic thing, where are you firing is more important

willow epoch
#

yeah all that works and such

#

it's just irking me as I can't see the hammer and cylinder of the gun move

lyric plank
#

oh i know 🙂

willow epoch
#

oh and this should work when aiming down the sights as well, phew. I hadn't mapped it out yet

lyric plank
#

um, it's kinda awkward to get access to anim BP of the skeletal mesh component.

#

i always forget how so i google it lol. i guess you get the gun mesh, then cast it's anim BP and then make it a variable, it's weird. but then you can talk to it

#

or just play the gun montage at the same time the hand is moving. that's all folks : ))

lyric plank
misty dagger
#

in 4.24 there was a button to add a key but i dont see it in 4.25

sinful vine
#

Is there a way to blend between animations that are chosen during runtime from a dynamic array of animations that is being continually updated based on data coming from server? I've had good results with the blend poses by int but with that node I need to choose the list of animations ahead of time.

#

I dont need anything fancy, just simple toggling and blending between list of animations that's always changing

lyric plank
misty dagger
#

no, i'm trying to modify the transform of a socket that's not aligned correctly in this specific animation, but is fine in others

lyric plank
#

can you get the socket in the sequencer? and then add a transform, i think the shortcut is just ''S'' while the socket is selected....

misty dagger
#

nothing happens if i press s

lyric plank
#

i think this is the only new addition in .25...but it's just curves, you should be able to add keys in the sequencer window too...which button do you miss? 😄

misty dagger
#

hmm ok. i think the problem is my animation isn't opening in the sequencer cause i dont have the sequencer. how can i open it?

lyric plank
#

are you making a gameplay animation or a cinematic?

misty dagger
#

gameplay animation

#

its a socket that holds the characters weapon that becomes misaligned in this animation

lyric plank
#

just one animation? would it be easier to fix it in max/maya whatever you are using?

#

if it's a bone...

misty dagger
#

its a socket

#

i just want to be able to add a keyframe like in 4.24

lyric plank
#

i never needed that but now i'm wondering how too lol, sry 😄

errant hearth
#

@lyric plank You saw this in some games; when one animation is finished and another triggered, well you notice it. I have this problem with my dialogue system. When the dialogue is played every new node triggers its own animation.

lyric plank
wooden cloud
sinful vine
#

I posted to forums about the question of how to blend between animations from a dynamic array of anim sequences- I need to solve this for a work project and would super appreciate any help. Would be happy to do a an hour consultation screenshare pair or something too to compensate you for your time if you think you may be able to help.... https://forums.unrealengine.com/development-discussion/animation/1838389-blending-between-animations-chosen-during-runtime-from-a-continually-updated-array-of-anim-sequences

willow epoch
#

So, my gun fire animation was short as it was just a hammer and trigger. The default montage in and out blend time is like .25. It was basically skipping over the animation. Setting it to a low value like 0.01 gave it enough time to play.

steep coyote
spare pulsar
#

hi, any idea why when I choose any focus method, it looks perfectly focused and fine in viewport, but when rendered the whole video is blurry and bad looking ?

burnt sparrow
#

How hard is it to find one of you animation boys for a project and not have you be so flakey lol.
Teach me all your skills 🥺

tender flicker
#

hey, has anyone gotten bake to control rig to work in 4.26 p7?

#

I can't seem to get it work, I can select my control rig blueprint and it does nothing, no error messages either

wet wolf
#

Hrm. Feeling a little screwed and lost here trying to rig characters using MayaLT + UE4. It looks like ARTv1 used to work, but 1 doesn't actually work with new Maya or UE4, and ARTv2 requires Python, so $200mo Maya.

I can rig manually, and 'auto-rig', but the bone names are all wrong. Am I gonna have to suck it up and maybe use 'auto-rig' then manually rename the bones or something?

#

Alright, screw you Maya - I'm running away to Mixamo. /s

brazen wharf
#

what's the usual way to go to let a character sit on something?

#

like, is physics an option to align the bones on the surface?

#

currently i'm using some sockets on the chair to determine which area can be sit on, but the bone rotating is tedious

mental badger
#

For those that are familiar with weight painting, I posted a contract job in the contract-jobs channel.

misty dagger
#

Sup animators! Anyone here animating with Control Rig? I'm using 4.25 because that's what we have camera tracking plugins for - but with 4.26 just released I was wondering if I should wait to introduce control rig animation to our segments (and just keep animating in Maya) until our plugins catch up to the new version.

alpine veldt
#

Hi has anyone figured out how to use Alembic Streaming? Couldn't find any example or documentation from Epic. Please someone help 🙂

hardy drum
#

Hey all! I am working on a game design where we will have anthropomorphic animals... and I've been debating how to model the legs. If I want to use a lot of animation libraries, is it too much work to try to add an extra bone in the models legs? I know they created the werewolf character in Fortnite and were able to achieve great results using control rig, so I'm curious to know peoples thoughts! Any animators out there looking for a fun collaborative project like this?

halcyon crest
#

Control Rig help needed.
Hey team, I have been using a Daz character in my current project but having some issues with getting a control rig up and running.
Main issue is that the Daz Skeleton has extra bones in the arms and legs for limb twist. So for example Forearm Bend followed by Forearm Twist then hand.
I have experimented with Basic IK which doesn't work due to the extra bones and FABRIK was giving poor results and just making a mess.
Any ideas on how I can create an IK that will skip the extra bones in the Daz Skeleton?

tender flicker
#

does anyone have a control rig with finger controls for the default mannequin?

steel tree
#

have anybody tried the fullbody ik solver?

desert charm
#

Does anyone know why this is occurring? It works as it should, if I plug the EndOverlap into the reverse of the first timeline, but I want the door return to be a different animation, so two timelines it is. But this happens, the first event is all fine, subsequent events the door snaps and there is no sound. It also works fine if I plug the event into play from start and play form end in the second timeline, but that's not what I want either. Relatively new to Blueprinting so any advice is much appreciated.

cedar whale
#

Hello. Guys I'm trying to make a simple locomotion system. I'm trying to use the same technique as alsv4 and how epic showed animation techniques for paragon characters.
F, B, LF, LB , RF, RB ( 6 blendspaces) similar to alsv4.
I am blending these poses using the same technique as alsv4. Using alphas to drive the poses.
The problem I'm getting is that legs sometimes don't blend properly. Any idea what i should do ? i've been stuck on this for a couple of days.

tender flicker
#

@cedar whale in the blend space nodes in your anim blueprint, set the sync group name

lilac oriole
#

I have a question, ive been trying this myself and looking up info for a while now but i can't seem to get this to work at all. How would i make a strafe rotate around the cursor (like helldivers in the example) trying to replicate this but i just cannot get it to work.

#

If anyone could help me figure this out, or have point to towards a video or tutorial that explains how to do this, id be super happy.

umbral karma
#

I am apply a basic IK under rig controls to the leg.

jovial panther
#

Anyone experimented with whether or not it's possible to make a custom blend space class? Like a 2d blend space with custom triangulations?

umbral karma
#

@lilac oriole so you want the player to always look at the cursor ?

cloud wing
#

sup guys, anyone tried the new Control Rig inversion? I can't seem to make it work, only the Bake to FKControlRig

lilac oriole
vale pivot
#

hola gente, estoy formando un equipo independiente de desarrollo de videojuegos y queria saber si hay algun concept artist o animador que se quiera unir al mismo, no hay dinero de por medio hasta que se logre un financiamiento por medio de kickstarter.

inland sedge
#

Hello! (Still a newbie here) Quick question: When my character finishes it's animation and is going back to it's idle state, he stays in the last frame of the animation for like a 1-2 seconds before going back to it's Idle state. Any cues on what might cause this?

#

Oh I found it! (It was my delay duration on input pressed).

umbral karma
#

@inland sedge 🥳 👍

cedar whale
#

@tender flicker Thank you very much. You were absolutely correct. Syncing them to the same sync group fixed all of the blending issues. You have my sincere gratitude sir.

abstract wigeon
#

Hey guys - I'm having trouble getting reliable rotation with root motion. The translation is fine, but rotation is hit and miss. Has anyone come across this before? Every thing is set to use root motion including the animations, ABP is use root motion in montages, and the character has orient rotation to movement true, and use controller rotation yaw set to false.

Edit - I solved it. Had code that was swapping back to 1st person rotation on the sly in the background

keen dune
#

So, I have an ARPG asset that uses Epic Skeleton. But I retargeted the skeleton to the Polygon Dungeon Skeleton. The Epic mannequin based skeletons have sockets for holding weapons. But now the characters hold the weapons in the wrong direction.
I changed the rotation angles of the socket, but am never able to guess the angles right.
So, is there a way to visualize the combined direction of the angles. I think it is called the forward vector, but not sure. That is know which direction the weapons will be held. Or better yet visualize the skeleton holding the weapon in preview?

abstract wigeon
#

Just run the game in the viewport and have the skeleton tab open on the side. When you change the socket, it'll directly translate in the game - or - you can right click the socket and add an attachment and line it up that way

keen dune
#

Ok. Also learnt that you can right click on socket and click Add preview asset

abstract wigeon
#

Yeah that's what I meant

reef quiver
#

Hello everyone, I have been introducing basic animation in my game, and now I'm working on weapons. But I got a big problem : when I take a weapon in my hand, it's not in the place it should be. I have add a socket, on my right hand, and the weapon is correctly setup there. But when I start the game, it's attached to the movement of my hand, but not at the place given. Can someone help me?

opal torrent
#

how do you attach the weapon to the socket

reef quiver
#

(the parent is my player controller)

final frigate
#

how do i animate and export a nonhumanoid blender model to unreal?

#

i don't think mixamo is gonna work with it

cedar whale
#

change keep world to snap to target

#

keep scale to world, but the location and rotation to snap to target\

solemn carbon
#

hello anyone messing with control rig? I would like to propagate rotation to fingers when i rotate the hand but it doesn't seem to work with distribute rotation... what am i missing?

cedar whale
#

@final frigate if the non humanoid model is going to be animated then first rig the model inside blender then using the "send to ue4" addon made by epic you can easily send the model along with the skeleton to your ue4 project. Then you can keep on making the animations inside that blender file and keep exporting them inside the unreal engine with that addon.

final frigate
cedar whale
#

yes

#

i use this workflow

final frigate
#

wish good luck to this little bird guy then

#

huhu

#

i need to finish it first

#

I really wanted to avoid animating!!

cedar whale
#

good luck. Move the character along z axis.

final frigate
#

and rigging

#

but i think this is too non-humanoid for Mixamo

cedar whale
#

you can retarget mixamo animations to your custom skeleton. there are a lot of python scripts for blender online that can help you do that.

final frigate
#

interesting, that sounds terrifying tho

cedar whale
#

its ez

#

you dont have to code

#

you just have to run it

final frigate
#

i code

cedar whale
#

cool

#

there are also some free addons onine to retarget mixamo animations to custom skeletons

final frigate
#

oh yeah?

cedar whale
#

i use this workflow

#

yes sir

final frigate
#

do you think this would be a better workflow

#

wait

#

how is this different

#

than what you just said

#

now that i reread

#

it sounds like you wrote down the same thing twice lol

#

what is the difference between the two methods you mentioned?

cedar whale
#

its part of my workflow, lmao

final frigate
#

ok, so it was ONE thing?

#

sorry, I just got confused

cedar whale
#

1

final frigate
#

ok!

#

thanks so much again!!!!!!

#

you are a lifesaver

cedar whale
#

1.) rig model in model
2.) download animations from mixamo
3.) retarget these animations to the custom model
4.) do all the changes that are required to the animations if any
5.) send ue4 addon to send animations to unreal engine

#

this is my workflow.

final frigate
#

Sweet

#

You can't retopo model, right?

#

Rig breaks

cedar whale
#

do the retop first. then rig the retopo model

final frigate
#

Ok

cedar whale
#

only rig your finalized model

final frigate
#

I've heard of multires

#

Do you know of it

#

It doesn't break your topology or something?

#

But apparently it's for zbrush

#

And not in blender sculpt mode yet

#

But it's currently in development in the alpha

cedar whale
#

blender also has multires.

final frigate
#

But it's a modifier

#

In zbrush it works like dyntopo

#

While you are sculpting

#

As far as I understand

cedar whale
#

no

final frigate
#

Unreal also has this

#

If you sculpt inside of unreal with their dyntopo

#

It doesn't mess up your UVs and stuff

#

That's the idea

#

Maybe I've misunderstood

cedar whale
#

yup

final frigate
#

Well unreal does this

#

It has dyntopo which doesn't break vertex attributes

#

Let's hope blender does as well

cedar whale
#

1.) Create retopo manually.
2.) then use multires in blender or subdivide this "base_mesh" in zbrush to add more polygons.
3.) add in details on the higher polygon mesh like wrinkles etc.
4.) create normal map from higher sub divided model to "base_mesh"

reef quiver
cedar whale
#

dyntopo is mostly for concepts or when you need to speed sculpt. dont use dyntopo after creating the retopo'd base mesh

final frigate
#

Really helpful to have someone say that stuff

#

Instead of Google it around

#

here's what the blender guys are working on btw

cedar whale
#

google is your best friend. it depends on your budget. im broke so i use blender for all animation purposes.

#

very cool

solemn carbon
cedar whale
#

im not sure. split or break the pin and pass in the values only for the axis that you want then check

solemn carbon
#

i can't split it

cedar whale
#

why?

#

no option to break it?

solemn carbon
#

no..

cedar whale
#

i mean break rotation from get control transform.

solemn carbon
#

i cannot! it's unbreakable

cedar whale
#

lol

#

k

#

i havent used it myself.

final frigate
#

@cedar whale have you tried Rokoko plugin for blender?

#

is it good

cedar whale
#

is it free?

final frigate
#

yeah it's on github

#

well, I see you haven't tried it!

#

I will try and tell you if it works well

cedar whale
#

much appreciated. complete your model first though. then move onto animation.

final frigate
#

will do

stone bolt
#

Is there a way to export animated skeletal meshes with materials from Unreal to Blender?

cedar whale
#

do you want to export animation or the rig?

stone bolt
#

animation

cedar whale
#

thats easy. just right click on the animation and right click on the animation that you want to export. go into asset actions and choose export . select fbx 2018. and import in blender normally as fbx. just set the scene scale to 0.01 units

stone bolt
misty dagger
#

Hey!

#

Blocked to one frame

#

how i can like add 60 frames ? 😄

cedar whale
#

when you export the animation, the animation already has the skeleton mesh. No need to export it separately.

#

@misty dagger does that animation only have 1 frame ?

cedar whale
#

yes

#

when importing in blender. Set bone orientation to automatic and ignore leaf bones.

misty dagger
#

Done !

#

Just append frame add 59 frames 😄

cedar whale
#

COOL

stone bolt
cedar whale
#

are the bones showing fine now?

#

do you want to export the mesh too?

stone bolt
#

@cedar whale so how to export mesh?

cedar whale
#

select export preview mesh, when exporting animation from unreal engine

#

lmao. went to tinkle

solemn carbon
cedar whale
#

lmao

#

right click on the animation that you want to export

cedar whale
#

what format of fbx did you choose?

stone bolt
#

2018

cedar whale
#

the mesh is in parts inside the unreal engine?

#

if so, then you to apply the mesh to the animation asset before exporting

stone bolt
final frigate
#

poor feet

cedar whale
#

did you also retarget the feet bone?

final frigate
#

yup

#

maybe i shouldn't have?

cedar whale
#

dont retarget feet.

final frigate
#

lol

cedar whale
#

retarget legs and on feet select inherit rotation

#

then you can animate the feet yourself till you are satisfied

final frigate
#

it doesn't seem to have the inherit rotation option

#

cool thanks *4

cedar whale
final frigate
#

OOOH interesting

#

is the animation kept if I reparent with autmatic weights the mesh to the armature?

cedar whale
#

yes

final frigate
#

cool

cedar whale
#

the animation is "binded" to the armature and not the mesh.

final frigate
#

sweet

stone bolt
#

@cedar whale i managed to export mesh to blender, how can i apply animation from unreal to it?

cedar whale
#

does the mesh contain the rig?

stone bolt
#

yes

cedar whale
#

ok.

#

create a blender project and import the animation inside that project and save.

#

create another blender project and import the mesh inside that project. Then go into File-> Append (open the project in which you saved the animation ) -> Actions -> Choose the action (the animation that you want to import)

#

then play that onto your skeleton from the dope sheet

#

@stone bolt how did you fix the issue with the mesh?

stone bolt
#

i exported mesh thru content browser, first time i exported it over viewport and that's why it exported so weirdly

#

do you maybe know how to also export materials and textures from unreal to blender?

cedar whale
#

have never exported textures or materials from unreal before.

#

i'll try and let you know tomorrow.

stone bolt
#

thank you for all your help!

stone bolt
cedar whale
#

select your skeleton and go into dope sheet and choose that action

stone bolt
#

is skeleton root or pose?

cedar whale
#

what comes first in the outline? root or pose?

stone bolt
#

pose

cedar whale
#

then its pose

#

show me a pic

stone bolt
#

how do i bring action in dope sheet

cedar whale
#

its root

#

not pose

stone bolt
#

how do i apply it to pose

cedar whale
#

you have to apply it to root

#

select the skeleton in the view port

#

then choose this action inside the dope sheet

#

it will apply the action the skeleton

stone bolt
#

all done! thanks once again!

cedar whale
#

your welcome.

#

good night . have fun making cool things

solemn carbon
#

pls guy any help? I can't find the control rig sequence. did they take it out?

cedar whale
#

i have never used control rig sequence so i have no idea.

#

there is a free control rig plugin in the marketplace. do you mean that?

final frigate
#

@cedar whale is it hard to add and change animations later?

#

and reexport with Blender to Unreal plugin

misty dagger
#

it automatically creates a new level sequence and adds a control rig track to it

#

also in the skeletal mesh editor there's an "Animation Rig" -> "Default Animating Rig" property where you can add a control rig for the mesh. then if you have an existing level sequence and add an Actor to the sequence that contains that skeletal mesh, it automatically adds a control rig sequence to the level sequence for that control rig

#

does anyone know if there's documentation for the new control rig features in 4.26? there seems to be a lot of new/changed stuff but it doesn't seem documented anywhere

compact pebble
#

Wassup guys, need some advice in animation states. I using one blend space for walking -> running (jogging). and other one for sprinting. but now i got bunch of animations with start/stop animations. is it better to brake walking/jogging/sprinting in separate states and add start stop animation states with some sort of blending or there is some sort of more efficient way of integrating start/stop animations

short cape
#

Anyone seen the variable bindings possible now in animation blueprints? It's a part of 4.26. UE4 just keeps getting better and better. ❤️ ❤️

spring harness
#

Are there any examples of setting up a control rig for the hands?

cedar whale
#

@final frigate not at all, with send to ue4 plugin made by epic its very easy and efficient.

stark brook
final frigate
#

Awesome

misty dagger
#

Hi, I'm confused about what is included in the animation blueprint and what is not

#

Which operations should I do in my character's blueprint and what in the animation blueprint?

solemn carbon
#

does anyone know how my character has to be rigged to be retargeted and be used with ue animations?

#

it's not a normal "human". it is more like a ball with arms and legs

#

everything working fine, except for the arms

#

they are getting all distorted

stone bolt
#

@cedar whale did you manage to export materials/textures from ue?

merry lynx
#

Hi guys , general question

#

If you’re only creating an animation movie , would unreal engine be a better option than 3d softwares like blender ? And in what

cedar whale
#

@stone bolt nope. didn't get the time to test that. the only thing that i can think of right now is to export textures normally like how you did the animations. Materials are a bit tricky. You can bake the materials inside the engine and export them as textures.

#

You cane easily recreate unreal engine materials inside blender. Both have a node based material system and ability to use vector math etc. Blender can even utilize object space etc.

stone bolt
civic mantle
reef quiver
#

Hello everyone, I'm trying to make a (very) little animation to scope. It look like that with blender, and when on unreal engine my character isn't standing. I didn't start from nothing just took an animation, removed all the key and make my own. The original was working great.

knotty sierra
#

I have two skeletal meshes of the same car, but with different skeletons, how can I retarget animations? I can't find anything exept humanoid skins in internet. Do you have any tips or tutorials?

midnight thorn
#

Can anyone recommend a tutorial to get proper turning animations using blend spaces. I have blend space that has all the necessary animations. I have the walking running transitions working well but the turning animations don't work. My AI just spins in place then continues the walking animation when on a straight trajectory

ornate turtle
#

hello, any idea why my player model is so small and inside the floor? it doesn't seem to have this problem outside of this blendspace

dark vortex
#

why is my animation not saving? it's in the animation window, I hit save, but it never updates

#

goddamn this is frustrating, it seems there's only one single way and I'm trying everything but that

#

I want to save it the way it is in the mesh preview window

#

because I'm modifying the third person idle

floral vortex
#

Has anyone designed kill animations from the start? Like with blender? I ask because i want to know the best way of setting this up im making a dinosaur game lets say trex grabs dino by the neck and drags it to the ground...how do i make the animation function ...like in blender do i add both models and set up the pose and remove one and just export both animations to fit in ue4?

tender flicker
#

@floral vortex i have a stealth execution animation and the way I've done is that I have a bone attached to the root called the sync_bone, and the guy getting killed is attached to that bone and both characters are animated together (when you want to move the char getting killed during the animation, you move the sync bone of the char killing them).

Then you export the anims separately and in ue4 when you play the execution anim, you attach the char getting killed to the sync_bone of the char doing the attack and play their animations

#

This might not be the best way to do it since if you start the anime from a different angle, the char getting killed will teleport to the sync_bonr location, but it's fine for me since my character can only do stealth kills from the back

prime wharf
#

Does anyone know what the reasoning behind inverting the bones on the ThirdPersonCharacter is?

#

So everytime I am on the right and not the left side of the character I have to offset the rotation

little wyvern
#

Hey guys, I'm working with Blender and trying to export my anims, but they're coming out like super mega tiny - does anyone know the up-to-date Blender -> UE4 workflow for skeletal meshes?

reef quiver
#

Well we are 3 with the same problem, and no responses found :(

little wyvern
#

I think Epic would really benefit from releasing an official plugin for Blender for UE4 export with linkage similar to the way it works with Maya

bronze osprey
#

well i usually just export a skel from UE4 to blender and rig stuff up to that and export it back out

little wyvern
#

The thing is it doesn’t account for the custom skeletons

bronze osprey
#

custom skeleton allways export just fine for me

little wyvern
#

Weird, I can’t find a setting that works

bronze osprey
#

well the super tiny thing has to do with scale

#

i usually stick to default blender scale

#

other ppl often say stuff like put on centimeter and put scale on 0.01 or something

#

i mean put on metric

#

also scale of mesh and skeleton are linked when they are rigged

#

if you scale a skel, but dont apply it it wil also scale the mesh when it get rigged and than applied

#

if u scale something up 5 times its a mesh with a scale of 5, when u apply its the same size but scale of 1

little wyvern
#

I'm gonna take a look at the scales in the editor, thanks!

reef quiver
bronze osprey
#

export with Z up

#

but thats default

#

actually these are my settings

#

@reef quiver

#

-Z forward Y up

#

@little wyvern the apply unit under there applies to your problem

reef quiver
#

Oh ok I'm gonna check give me a sec

reef quiver
bronze osprey
#

@reef quiver u get a window when you import an fbx in unreal , it has the same setting

reef quiver
#

Oh there wait, I thought it was on blender 😅

reef quiver
bronze osprey
#

looks good

reef quiver
#

Well if I do it like that (same way I did before) it's not working

bronze osprey
#

can u upload the blend?

reef quiver
#

Yes sure

#

Where do you want it? Google drive, mega?

bronze osprey
#

gogle is fine

reef quiver
#

Ok

mental summit
#

How can i create State which will execute like in Unity from Any state ?

open grail
#

My hand ik bone is moving diagonally instead of a straight line when I try to tweak animations in the graph editor (blender). Any idea why this could be happening?

gilded kayak
#

Hey, making a first person shooter and my shooting animation is a state in a statemachine, but my shooting animation is slightly longer than my rate of fire, meaning I can shoot again when the shooting animation is not over yet. Is there a way I could "restart" the animation of a state, from a transition or something ?

feral oak
#

@gilded kayak It sounds like animation montages might be able to help you, they allow you to control animations from code check out the docs. But it also sounds like your rate of fire needs to be set to be exactly what your animation is animating

#

Does anybody know what the best practices are for doing a 1D locomotion blendspace like walk-> jog-> run is? I am having problems with my jog->run blend it looks really messed up and I'm not sure what I am doing wrong with my animations. They are all different lengths but they do all start with the same foot planted on the ground. Do they all need to be the same length for it to blend properly?

gilded kayak
feral oak
#

I saw that but I also saw that sync groups are used by default for blend spaces but yeah I will investigate more

static falcon
#

Never usually have this issue but when trying to re-target my character no animation is coming across except the head is rotating 90 degrees

#

I set up the "rig" by defining all the bones

#

anyone know what's up?

manic rune
#

hahah lol

#

did you associated correctly all the bone names?

static falcon
#

yeah done this dozens of times

#

it's just a default Mixamo rig too

manic rune
#

which skel mesh are you using

#

ah ok

#

idk I never used their models so far

static falcon
#

They're very basic... shouldn't have issues... I'm on 4.26 now wonder if it's bugged?

manic rune
#

and if's the default one i think it's not a rig issue

#

mybe it is

#

try an older version

#

then migrate it

#

to the new project

#

mybe it will work

static falcon
#

Good idea

#

thanks

#

ugh same issue... I'm stumped

static falcon
#

Derp

#

I figured it out

#

I assumed Epic had already set up the retarget profile on the mannequin by default and they haven't

#

The head rotation was another weird bug... it auto detected the head bone when I set up the profile but it used lowercase letters

tender flicker
#

Hey, could someone explain to me how virtual bones work?

bronze osprey
#

they are like a bone u can add to ur skeleton

#

mostly to track some location relative to another bone

austere spoke
#

how should i go about making bows for RTS units? should i include the string as part of the model and just animate everything or do i do it seperatly wuth IK and stuff

dapper mountain
#

So I got it set up to walk in all directions. But when I'm playing, the side walk anims don't play just forward and back. what did I forget? (I've looked at several tuts and still ain't seeing them do anything I didn't do)

nova monolith
#

quick question. is there a way to take a single animation chop it into say 2 or 3 animations but have those animations still reference the parent?

fallen sinew
#

Hello, I'd like to ask your opinion about a design approach regarding state machines. Coming from unity it was a common approach there to add an intermediate, empty state that can lead to all states and all the other states lead to it. This was done to avoid the struggle of adding hundreds of new transitions when in need to add a single new state in complex state machines. Is this applicable in unreal? How you approach designing your state machines?

sterile heath
#

Hey guys, I am real bummed right now. Ive been testing my procedural animations with a default mannequin, and now imported my own model with my own skeleton. Ive checked that it simulates just fine and I can see the skeleton inside the mesh. So the mesh is skinned and skeleton is in fact a heirarchy

#

but I cannot make my animations work

#

they were just sockets grabbing a bone

#

when I debug print which bone is grabbed it shows me the correct bone names, but it wont do actual grabbing

#

I was doing it like this, and then assigning my procedurally generated coordinates to the handle

#

Looks like it executes the animation just fine

#

but the hand wont actually move

#

Doesnt do anything to it though

sterile heath
#

Oh I fixed it, nevermind

plucky matrix
#

Hi guys, im having an issue with animation so i came here in hope someone can help me to resolve it.

So i followed this tutorial https://www.youtube.com/watch?v=4ramg9HsJKk&list=TLPQMDcxMjIwMjBmyWu4NPUAAg&index=2&ab_channel=UE4Combat

I did same thing as he did but for some reason my attack animations just wouldn't play. I've checked if the slot was the same in animation montage and blueprint and it was, I checked the code like 3 times and it was identical to his. I really don't know what could be preventing montages from playing. I tried making a simple code which should play the montage on button press but it still didn't play making me think that the problem is within the animation blueprint. If anybody could give me some directions on where to look i would be really thankful considering I've been loosing the whole day cuzz ive been trying to solve this but had no success. Something I noticed is that the code doesn't execute after the "switch on int" node, but i still cant figure out why. Thanks in advance.

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Part 5 Overview
This is a lengthy video so don't do it all in...

▶ Play video
#

here are the screenshots that might help

misty dagger
#

We can see it in the end. I mean that the movement is not really fluid/realistic. The ball seems rolling itself over (yet I have drastically reduced the torque force !)

#

Any idea of how to fix this ?

plucky matrix
#

How can i target my "arm_mesh" in "play anim montage"?

#

cuzz when i try i get this

cloud lodge
#

use the correct function

#

grab your arm mesh reference

#

pull of, grab its anim instance

#

then pull of that and play montage

plucky matrix
#

@cloud lodge something like this?

cloud lodge
#

montage

plucky matrix
#

im sorry if this is a dumb question but im pretty new to ue4

cloud lodge
#

not animation

plucky matrix
#

still learning the ropes

cloud lodge
#

actually might be on the skel mesh

#

ArmMesh -> Play Montage

#

iirc in blueprint

plucky matrix
#

yep

#

that solved it

#

thank you

trim pawn
#

A problem;
Ok... I can't find an answer to this problem directly anywhere. Not even close. I will try here ;)
The goal is to automatically edit the entire animation. What I would change frame by frame:

  1. Save start pose of IK hand chain bones.
  2. Move IK hand root to head position.
  3. Move IK hand gun to where it was before.
  4. Move hands IK bones to hands FK bones.

Can I permanently do that with anim modifiers (from what I saw they have read-only functions and the possibility to write notifications, curves and markers.
Or control rig? but it's kind-of post-process to animation. so no idea how to use it mass edit animations.
external tools? scripts? how : (
Any direction or link to a tutorial would be most appreciated!!!!

: ( 😦 😦 Im looking for a long time ANY solution.

frigid knot
#

Do I need to create 2 assets like this for a camera shake now?

spare mortar
#

can alembic geometry cache keep material slots? Seems importing reduces to 1 material slot

dawn zephyr
#

Hi, I don't know if this is the right channel but I was wondering if someone knew how to setup the control rig. I was wanting to try it out in 4.26 to try to make an animation for the mannequin.

floral sky
#

Can anim montages play two tracks sequentially?

#

Want these to be on top of eachother

#

To play at the same time

#

I can put them in two different slots but then only one plays

trim pawn
# floral sky

yes - in 2 different groups however. as single group can play single slot.

#

groups are independent.. new animation playin in a group no matter what slot - stops the previous one. while groups are independent. tahts how ALS works

#

Anyone regard my question?

plucky matrix
#

How do i make the animation blueprint inherit the cast node

spring harness
#

@plucky matrix Make a base anim bp for all your weapons, and go through your existing ones and re-parent them to the base anim bp. common functionality / vars goes in the base anim bp. Honestly though, the best thing to do in this situation is to create an interface and have your different anim bp implement the interface

plucky matrix
#

alot of info for a newcomer

#

so

spring harness
#

Yeah, sorry :/ late for work. You can probably google most of that and get some solid info

plucky matrix
#

yea thats what im trying

#

ok so i should have an animation blueprint for every weapon

#

and switch between those?

#

oh wait

#

ok i think i got it acutally

spring harness
#

just imagine weapons are characters in that documentation ^_^

#

(fair warning: I don't do much animation set ups in ue4, so my advice may not be the best advice)

plucky matrix
#

alrighty

#

ill check it out anyway

#

thanks

spring harness
#

(generally, my weapons are their own blueprints, that have their own skeletal mesh (and thus anim bp), so i don't need to "switch between anim bps". if I need to pass extra data to the weapon from the character , I use an interface for that rather than inheritance)

shadow parrot
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And I can't seem to find the error or the solution

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Ping me if anyone knows what's happening

rain nymph
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anyone using the animation budget allocator plugin? I added it to my project, and I want to enable the graph but it doesn't show up and I don't know if it is enabled or not.

serene perch
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so I'm trying to import a skeletal mesh from blender, but changing an actor to it at runtime causes a "gpu crash" somehow

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without any useful error message

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the debug option it suggests doesnt work either

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are there any obvious mistakes that i missed that could lead to this at all?

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ive already resolved all the things that ue4 yelled about, like missing materials and UVs

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the mesh is supposed to use another skeleton, but even importing it with a newly generated skeleton will make it crash

brazen wharf
solemn carbon
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how can i make a backflip animation? I mean, when i store keyframes i will get both - and + values, so the animation is not displaying as wanted

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i remember there is something to do in the curve editor if I'm not wrong, but I can't remember what. any fast tip?

solemn carbon
prime holly
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Does anyone know where I can find a guide on how to do a roundtrip from UE-3dsMax-UE for a character?  I'm trying to keep model adjustments completely procedural as Max allows but alternatively I could use Houdini if there is a guide out there to help point me in that direction.  I'm currently having some minimal success but with constant warnings in UE. Apparently Max creates an extra bone with a duplicate name as the skin mesh and additionally my morph targets aren't coming back into UE.

cloud wing
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Anyone using Artv2 on Maya 2020? does it works?

noble pelican
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I believe so

bleak mural
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help my character moves downwards with the aniamtion

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down into the ground

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ive turned root motion on and off and doesnt work still

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i used the "mr mannequin" in blender addon

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i have my character in blender set to 0,0,0 location

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in unreal he starts like this

devout dagger
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I needed to make 180 deg turn animation using root motion. I made it and when I turn on Root Motion option on the anim, character just shuffles its feet and doesn't turn. If I don't enable Root Motion on that anim asset - anim plays as expected (but doesn't really work properly in game)

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Is there a set of rules for animating root motion in an anim package ?

trim pawn
misty dagger
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Sup peeps - when you're rigging a skeletal mesh for animation in unreal that's going to have a bunch of different materials - do you combine all the meshes and export one mesh with several material ID's or do you bind different meshes for the different materials to the same skeleton?

plucky matrix
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ok so im having an issue now where whenever i attack, after returning to idle, the weapon equipping animation plays again

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ill post screnshots that might help

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not sure what could be causing this problem

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condition uder which the animation will switch to dagger/idle animation, this one leads to the draw dagger state

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sorry for the wall of screenshots :p

long stratus
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Just to confirm, is it possible to have multiple actors using the same montage ?

static zodiac
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Hey I've got some FBX animations I just imported into Unreal. What do I need to do to in order to get the model to use those animations? And also do I need to just import said character model as well outside of it being used in the animations?

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Please feel free to @ me as I won't be looking at my phone for a few minutes

old plinth
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I can't understand meaning of this Blend Time.
Is it normalized? Blend will start 30% before end animation?
or not? Blend will start on AnimationDuration - BlendOutTime, for example if animation has duration 1 sec blend should be start on 0.7?
What about anim notify, if it's on some time point after 0.7 or 30% before (point where blend start) is it will be fired?

tender flicker
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hey, why is the rotator pitch, yaw, roll different in the animation blueprint? I'm trying to make the rotation of a bone the same as my control rotation

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but if I have the control rotation pitch as 45, that turns out to be the roll when I use the transform modify bone node

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I tried the different spaces (world, componet, bone etc.) but that doesn't help

naive otter
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hey, i'm currently trying to setup an animation where a particle effect spawns when a foot hits the floor. generally this works without a problem, but i need the particle effect to stay after i destroy the actor. so i set it to non attached obviously, but now that its not attached it just doesnt spawn at all anymore. does anybody have an idea what the problem might be?

cedar sigil
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im trying to use an animation notify. i added the notify to the animation, and a custom event based on it to the animation blueprint. but nothing happens. im playing the animation using play animation in the actor BP. does the animation need to be played in the animation blueprint for the notify to work, or is there some other requirement i might have missed?

quick compass
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Anyone using Live Link with their characters to do face motion capture?

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I'm trying to figure out how to create the new Retarget Asset that Matt mentions @4:11 .. https://youtu.be/Fkw48AMim1g what new blueprint type do I make for this?

Learn how to use the free iOS app "Live Link Face" from Epic Games to control any character in Unreal Engine. In this video I cover how to remap to a Reallusion Character Creator / iClone character. The same technique would work for VRoid and any 3D character with morph targets.

Follow the UE4 Documentation to get the app installed and runnin...

▶ Play video
compact pebble
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hey guys, need some help. i got new animations for my project, and now everybody wants me to put in synced start and stop animations. was watching bunch of epic stuff and others how they do that. but still dont get some of the stuff... like if i put Sync markers on my animations, how to deal with sync groups? do i have to make sync groups for each foot and attach them to animations? maybe you guys have something to advice to watch on training side?

misty dagger
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Oh man so many of us asking questions and so few people answering - looks like we need our own tech artists specialising in rigging and animation for Unreal. I've been trying to wrap my head around the pipeline and it's a best.

Folks if any of you have figured out something around the UE animation pipeline, no matter how small, it'd be awesome to see your solutions here so folks with questions can do a channel search or the rest of us can point them to your site or channel ❤❤❤

spare pulsar
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Hi, any 3ds max users here?

quick compass
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@spare pulsar I use Max .. what's up?

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@misty dagger That's a great idea! Maybe there's a way to collect all the good resources we find and post them in one place

misty dagger
quick compass
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We could start with a google doc

misty dagger
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Sweet good thinking

quick compass
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done

misty dagger
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Access request sent! You rock 😄

prime holly
prime holly
quick compass
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ok check it should work for you now

misty dagger
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Awesome in it 👍

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I'll wait for you to do what you're doing and then post some stuff in 👍

quick compass
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go ahead and start posting.. no need to wait

misty dagger
prime holly
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Maybe this would be a good basic video to have that gives everyone a quick start with linear animation in UE?

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The animation pipeline in Unreal Engine is opening new doors to virtual production, performance capture, animation, and immersive XR experiences.

This session by Epic Games' Technical Artist Tony Bowren explores the pipeline in detail, providing an overview of the engine’s core animation tools. Learn about animating in Sequencer, applying addit...

▶ Play video
misty dagger
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((And the Unreal Fest Tutes were so good)

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I'll add that to the doc

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Ah nice, looks like it's already happening

prime holly
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Is that formatting good ?

misty dagger
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Beautiful man, super easy to read!

prime holly
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Yay! 🙂

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this is gonna come in handy

misty dagger
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oh my gosh so much - I have never felt more of a newb than trying to get my head around the whole UE rigging and animation pipeline

prime holly
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I should share it on an internal Slack msg board I'm on, there is allot of knowledge there.  Do yo uknow how I can link to this channel ? I'm pretty new to Discord

misty dagger
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In the upper left hand corner of the Discord interface you'll see a little upside down triangle next to Unreal Slackers. Click on that and you'll find a Invite People option. There's a link at the very bottom of that window you can copy and share (or you can invite Discord friends directly).

prime holly
misty dagger
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sweet! thank you for sharing it with peeps! love the knowledge sharing 🤘

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and thank you @quick compass for getting this kicked off!

proud vessel
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Hello friends I was wondering about Phones and animation I know Unreal got nice support for Iphones and face recognition but is it possible to achieve or use the same software with some other random phone because I'm in dire need of a new one

low charm
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Hey guys quick question. My animation fires and my capsule moves. But for some reason my character only moves on the forward axis and it doesn't get any vertical movement from the animation. If ya need more info or want to hop in a chat and do a screen share I'm more then happy to.

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I'm using root motion.

low charm
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I figured it out. In order to get vertical movement out of your root motion you need to set your movement mode to flying.

stone bolt
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My skeletal mesh should strike an enemy with his sword, how to make that the enemy gets kicked/knocked back?

low charm
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Let me look up a tutorial for you really quick.