#animation

1 messages · Page 150 of 1

low charm
#

actually look up Player Hit Detection UE4 on youtube. There are multiple different ways of doing it and they have quite a few tutorials on how to do them.

#

@stone bolt

low charm
#

@stone bolt Youtube and forums are your friend. FYI if you are going to do YouTube tutorials try and start at the first string of videos and recreate the whole thing because they may have stuff implemented in previous videos that are essential to making it work. Ive spent many a fucking hour trying to recreate something from videos just to realize later it was something simple from a earlier video. Also use print string a LOT its your friend. Just be sure to delete it after you've fixed the problem haha.

marble ridge
#

Wheres a good tutorial for if i want an animation to affect another characters animation. specifically if say, i want one character to suplex another character?

tiny flicker
#

Guys, I have a rotate 180 animation. When animation ends, capsule rotates by 180 and animation switches to next state. But I cannot make animation switch in a same tick as capsule. How do I switch it in a same tick, so I do not have any seams or glitches?
https://imgur.com/a/mDla2pG

#

I've tried to play slot animation from event graph, and by state machine

#

Any ideas?

random sundial
#

any ideas why my montage wouldn't fire?
Tested event graph logic runs all the way to it.

final frigate
#

my Blender > UE4 doesn't export animations 😦

#

any clue why?

#

It EXPORTS some of them

#

and they just appear blank

random sundial
final frigate
#

i am doing Blender Sculpt > Mixamo > Blender > UE4

final frigate
#

ahhhhh, nothing is working 😦

#

tried all lender configs I could think of

random sundial
#

didnt resolve my issue but i found that its not associated with the proper bp(or maybe mesh?)
Can't figure out how to resolve that issue

#

think i just need to put the animation with a different skeletal mesh but cant seem to figure that out to save my life..

#

Is there a way to reassign skeletal meshes to a specific animation without having to reimport the animation? That would be my questions now.

acoustic marlin
#

@final frigate Did you Push your animations down to the "Nonlinear Animations Window (NLA) "?
If not, just do the following:

  • Go to Pose Mode of your Skeleton
  • Select your Animation in the Dropdown Menu in the Dopecheet (Action Editor)
  • Press the "Push Down" Button right next to the dropdown menu

Now your Animation should appear in the NLA.
Now you can export via FBX ( In my scond screenshot you can see what are the right settings.

final frigate
#

they show up in Unreal now

#

they are BLANK

#

but they seem to work

#

i mean, they are totally blank

#

but I can see the bones

acoustic marlin
#

what you mean with "blank"? Do you mean that you cannot see the keyframes?

final frigate
#

and they move correctly

final frigate
acoustic marlin
#

If you mean not seeing keyframes in unreal that´s how unreal works 😉
In Unreal you do not see the keyframes, you just see the animation playing 😉

final frigate
#

the screen is blank

#

but I do see the skeleton dancing around

acoustic marlin
#

hmmm

final frigate
#

all the animations do get imported from the NLA lanes

#

I honestly didn't know about NLA lanes when I first asked

acoustic marlin
#

are you online tomorrow mornin MEST? In about 16 hrs?
I can help you then via screenshare

final frigate
#

uh yeah sure, that would be sick

#

thanks so much

#

so nice of you!

acoustic marlin
#

ok then, just add me to friendlist and contact me tomorrow then i´ll help you out

final frigate
#

i will probably have fixed it till then though

#

nice

#

@acoustic marlin I will try following your screenshots in a bit!

#

we are just finishing up our game right now, so it will be later

acoustic marlin
#

no problem 😉

obsidian verge
#

Hi all. Guys can you suggest me please what better to use for animation? I consider iclone 7 or autodesk motionbuilder?

shadow sierra
#

hi i have a qestion im right now creating animacion for my game and i have 8 direcion for movment using root mocion and i need to creating punch animacion for all direcion to match animacions for my character,
i have netrual,left,right idle and walk punch and is in total 24(im on 8 of all) animacion .
is a way to do this with out repiting too much of the same stuff over end over again
i need precise movment of the head i tray to blend this by bone but is too much of sheking side to side

btw im using blender

compact pebble
#

question guys, then i use anim with aimoffset and then blend it by bone, my aim offset is aiming in wrong direction. do i did something wrong.

glossy brook
#

Did u add the 9 animations needed to make the aim offset? People frequently forget to add the center aim one

compact pebble
#

yeagh its fine

#

if i do without blend per bone it works fine

static zodiac
#

Is there anything in particular I should do before importing my FBX rigged model and animations into my unreal project?

#

Also once I do get them into the engine how would I go about linking up the animations to the model? Like how should my blueprint look for that? All I have at the moment is an idle and a run animation.

acoustic marlin
#

@static zodiac if you´ve exported the animations the right way there´s nothing you have to do before importing, just import the skeletal mesh.
After that you can import the animations and choose the skeleton you´ve just imported in the import menu.
How your blueprint should look like is up to you, it depends on your needs. Youtube has plenty of good tutorials about that topic, just type: UE4 Animation in the searchbar 😉

static zodiac
#

Cool cool thank you. I just know sometimes I get a message box saying something about smoothing groups not working on imported mesh or something akin to that.

#

So that might be something I have to adjust in blender then you think?

acoustic marlin
#

ah ok, just ignore that. The message tells you just that, you don´t have smoothing groups baked onto the mesh, if the mesh looks good, than you´re fine, if not, that you have to go back to your 3D Software and bake the smoothing information to the vertices

static zodiac
#

Gotcha, thank you!

obsidian verge
#

Please guys give me advice if I should buy iclone 7? I'm very confused if I even need it

static zodiac
#

Some tutorials I'm looking up have an image of a dude in a run pose that says "final animation pose" above it in their blueprint. I see no such thing in my animation blueprint when I go into it after following their steps.

brazen wharf
#

so i reimported one of my characters, but for some reason some bones are rotated wrong in the animations, it looks fine in the mesh/skeleton preview, tho... any idea what i could've missed?

#

it uses the same skeleton-asset as before

late birch
#

Hi everyone, I have a quick question

#

I'm basically trying to set a new idle animation on the arms (FPS) depending on the weapon active

#

so on my weapon data I set a variable of type Anim Montage for the Idle

#

how would it be best to switch the idle anims? I do have an animation blueprint on the arms

#

but I'm a bit lost on how I would set the new montage during the idle state

#

or how would I go on about setting an animation sequence variable in the anim BM, and get that and set it in the idle state

#

that will work

stone bolt
#

Why can't I attach static mesh to dynamic actor (static mesh is sword and dynamic actor is skeletal mesh with animation)?

radiant glacier
#

Want an animator for a company a paid one anyone

#

Is there

indigo palm
#

I am trying to create missing strafing animations for a model I bought online. There are points when the AI character is moving that his feet do this little floating and twirling in circles movement. Is that likely to be an issue with my animation or the blend positional values I set? Or is that not really easy to answer?

bronze ingot
#

SO, I have been playing around with the Meerkat demo from WETA studio and, it looks great BUT, the impression I got was that they had used the control rig to create this animation. So, I was trying to use it to make my own animation. WELL, that rig system is a bit buggy. As I look through the files I find the ACTUAL animation file from Weta which is created in Maya. Now, I like the idea of the control rig in Unreal but after spending 2-3hrs trying to have a basic pose to pose animation with it, its just not there yet at all. Often when I would undo a keyframe, 3 random key frames would appear, as one glitchy thing. The feel of it isnt great too, often cant select handles and orientations arent consistent but, that could just be their set up. Also, no ik solvers doesnt help. Maybe its just there for very small refinements in engine to preexisting animations, I dont know but, It was a difficult experience. Also, the hair looks great but, that would be great if there was a way to create the hair entirely in Unreal and not need Maya or Blender, etc to create the follicles in first

bronze osprey
#

the handles you can setup urself, i personally really dislike the 3d manipulators in unreal

#

other than that. blender, maya or unreal, my keyframed animations are gunna look terrible 😛

bronze ingot
#

haha, fair enough. Ill look into doing my own handles

bronze osprey
#

disable root motion

dark idol
#

Does anyone know why when I play an animation the other als animations are broken

dreamy dagger
#

I want to make a couple basic FP arm animations.
Are there any pre setup files I can use for 3Ds max, ie. with arms/camera so I can preview what it actually looks like while working?

It's been a LONG time since I've animated, so anything to make this simpler would be great! 😛

silk agate
#

Is there a way I can export this from 3ds max as a static mesh with the pose intact?

#

Oh I got it

icy sky
#

How do I have certain bones simulator physics

echo portal
north night
#

Hey I have a question, I've been following the Devsquad first person tutorial for some episodes, I've finished all the animations for the character and applied them but they don't seem to work in playtest

crude fjord
#

hi, i am trying to import a animation but get this error failed to import /.... .failed to create asset

bleak mural
#

need help setting up rootmotion

#

i want a roll ability

#

where he actually rolls

dapper terrace
#

hi fellas

#

just wondering if I am allowed to use ALS anims in other game engines

zealous birch
#

Are there any gotchas with root motion?

I've been trying but having a lot of issues. I think it's all derived from the notifiers in the anims

hidden vector
#

Does anyone have a good tutorial for creating a model in blender to fit the mannequin skeleton? That way I would be able to use the presets for say a platformer for example.

wraith jacinth
#

A newbie question here.. Animations seem only to be for skeletal meshes. What is the correct way to animate a static mesh (pos, rot, scale)? I know using timelines is one way to do it, but is it the right way? I read about Matinee but it seems to be deprecated, isn't it ?

copper skiff
#

Can also look into Level Sequence if you only need to "Animate" things in the level instead of per actor. "Sequence" has pretty much replaced "Matinee", which yes has been deprecated.

molten heron
#

Does anyone having issues with animation curve values in autonomous proxy characters in 4.26?

#

Some of my anim curve values stopped getting changing after updating to 4.26. It's fine on client, but autonomous proxy character's curve value is stuck on 0.

#

Interestingly, If I add a brand new curve, and utilize this instead, everything works fine.

wraith jacinth
old grotto
#

Asking if anyone's got experience with making character heads separate from the body here. I want facial animations and body animations to play separately, but I really don't know where to cut the head from the body.

I want to make the character look seamless, so do I cut at the top of the neck, on top of the collarbones or somewhere in between? Is there any way to connect vertices between 2 meshes in Unreal Engine so the connecting edges of the head/body don't disconnect?

Not really sure how to go about doing this.

bronze osprey
#

unreal wil automatically rip seams on import i think

#

you can play animations per slot so u can have a head animation only effect the head

old grotto
#

Yee I'm a bit concerned about keeping the body n' head as a solid mesh. I wanna have the eyes move where the camera looks, the mouth move based on sound input from a microphone, have blinking be it's own animation unaffected by anything else while having a facerig for facial expressions based on sounds or other control inputs.

All at the same time as having morph targets for character creation on both face and body, automated breathing bones that play separate from the rest of the body in addition to the basic movement animations.

Thought splitting things up would decrease the chance of animations colliding with eachother and/or performance becoming an issue. Or is it fine to play like... 10 animations at the same time, affecting different parts of the same mesh at different individual timings?

bronze osprey
#

you wil be playing 10 anims at a time either way, both modular and single mesh are valid

old grotto
#

Well shiiiet, thx then @bronze osprey! I'll try to make the 1 combined mesh take all the information at the same time. Fingers crossed it won't commit seppuku!

young urchin
#

Greetings. Is there a way to convert montage to animation asset? Export it?

#

Maybe Composite?

#

Oh. It's the record

dark vortex
#

I'm trying to figure out how to do simple animation layering, like the walking while reloading - but I want to just make it an asset in itself, not mess with the animation blueprint at all, does someone recommend a video? I found one but it showed using the details of the blueprint, which I don't need/want

#

Can't figure out how to select a bone to add to the slot I created

#

**where do you actually set the bones for the slot? **

#

or maybe i have this wrong

bronze osprey
#

the animation node

#

but yea that should totally be placed more obvious

#

you should prolly look at the docs instead of a video on this

dark vortex
#

They are....not good

#

@bronze osprey Why does my base point not save?

#

sorry I made a pose asset and it keeps reverting even though I saved it

#

it seems that the weight is zero on it and when I do 1, it returns to the way it should be

#

Where did you mean animation nodes?

#

holy shit this is obtuse

bronze osprey
#

the animation nodes in animation BP

celest raptor
#

I would like to learn how to use IK animation with control rig. Any recommended resources? Starting from approximately no knowledge of how this works.

bronze osprey
#

marketplace the free controll rig

dark vortex
#

I want to be able to properly animating this guy to put his hand on the window sill - problem is, how to do it like a preview mesh -

#

tried putting it in the animation and had no idea

#

you can see the tip of the roof of that "preview mesh" i'm going for @bronze osprey

#

also, if I put an animation on it's knees, literally, should I move the entire root down?

dark vortex
#

I'm also trying to make an idle animation and would love some tips about best practices - youtube videos I find are all about switching states, not actually constructing the idle animation from scratch in Unreal

verbal lynx
#

How to solve [Warning Imported bone transform is different from original] error?

#

Google has not helped me

#

Exporting from blender

dark vortex
#

Can you actually see a problem or is it just the error worrying you?

verbal lynx
#

The problem is that my mesh dissapears when I set that animation to play as an animation asset

dark vortex
#

I'm still struggling with animation but did you try retargeting ?

verbal lynx
#

Retargeting?

dark vortex
#

show me your mesh like as a uasset

#

the skeletal mesh that you imported unreal

verbal lynx
#

Like this?

dark vortex
#

yeah, now click skeleton in the upper right

verbal lynx
dark vortex
#

try hitting update all

#

you might have to do setup rig and choose humanoid

#

but if you don't know about retargeting, you'll have to learn about that before you get much further I'm afraid

dark vortex
#

how do you reduce an animations time, in actual sequence?

exotic shoal
#

question: If I have a bunch of characters with the same skeleton, but different proportions, when importing into Unreal, should I use 1 skeleton for all of them? Are there any pros or cons to that? Or should I use the skeleton for each from the fbx I am importing?

dark vortex
#

look up skeletal mesh retargeting, there's a whole video on it by unreal

exotic shoal
#

cool. I will check that out

#

thanks

stoic flume
#

Soooo is it possible to add a bone to a skeleton without having to retarget everything?

#

I have a ton of blueprint and animation references already set up and realized I want to add a bone for the weapon for animation

#

Had to retarget anims once and it was a huge amount of work replacing references in anim graph etc, and since then I've added a ton of stuff

next pine
#

@stoic flume - You won't have to retarget if you're just adding a bone.

Add the bone to your skin in your DCC (Max, Maya, Blender etc.), then reimport it in Unreal. Unreal will warn you that you're adding a bone, and it's going to have to add a bone track to all your animations.

#

Just say yes when it tells you this, it will update all your anims (which will need to be saved and checked in), and you're good.

#

Not something to do often, but you don't need to make all new animations.

bronze yacht
#

i want to used physics-based movement in my game but i dont have a character model just yet, is it possible to use the physics asset made with mannequin or should i wait until i have a character?

dark vortex
#

@next pine Do you have any idea why the editor crashes when I try to save keyframes on eyelids - it's tied to the epic skeletal mesh and I use a preview mesh (which is parented to the epic skeleton, uses the same ones) i made the edits and when I try to save it crashes - I thought it would discard information when a mesh doesn't have that bone really active but it can still exist on the skeleton, it just doesn't use the keyframe data - what am I missing here?

next pine
dark vortex
mossy pebble
#

Does anyone know why I can no longer move spaces around in a 4.26 control rig? There used to be a context menu option for moving them, but I can't find it anymore.

modern lily
#

I got this set of animation on the marketplace. It has static and root motion versions of this step-out animation. Is there some way to "bake" the root motion, so that there is no root motion, but the character model steps off the origin?

#

I'm making a turn based game, and I don't actually want root motion, as the character would fall off a ledge etc. I just want the animation to step off its origin

simple swift
#

Is there a way to snap animation notifies to a specific frame without the "right click, type in frame number"?

sick mortar
#

how do i create a new animation sequence?

#

in ue4 like without using maya or blender or w/e

feral wolf
#

Good evening.
I have a sound that I would like to add to a glide-animation.
The sound shall be stopped when the player touches the ground and thus switches to tan other animation.
Whats the best way to do this?

mighty wedge
#

so noob question, can i resize skeleton bones? IE I have a hand and I want to make extra long fingers and use the same animations? Or does it require a new skeleton?

crude fjord
#

My thirdperson_animBP doesnt work

#

I have added the animBP blueprint to the character but the character still doesnt have animations

#

The animBP got lost during save and i got it imported in again but animations states were missing i added everything back tho, is this the problem if so how to fix?

whole latch
#

Can you guys give me an advice? I want to set up my character for a facial animation, but there's a choice - do it with blendshapes, or do it with bones. Which option would be better for UE or for workflow? The character's face is not humanoid, if that's important.

static zodiac
#

For animating attack animations for a character, is it better to animate the attack from the idle animation or better to just do it as its own thing?

whole latch
#

@static zodiac
Every animation is best to be started from a pose that the character will hold for the majority of time (Except for cases where the animations only happens in a specific condition, like during running). Most often it's idle.

static zodiac
#

Okay thank you. Now if it's an animation that moves the character forward (like it charges forward) what's the best way to end that? With it walking back into the starting place or is there another way to go about it?

#

Or is it not really an issue

whole latch
#

Depends on the goal and what the game is. For a fps or something like that I'd let it remain where the animation has ended, but then there's a risk of them animating themselves through a wall. Honestly I never tried to make an animation that shifts the actual pawn's world position, so I don't know the nuances of it.

broken dune
#

Heya ! Trying to do something I'd have thought trivial but can't find a way. I have an animation with root motion that does something forward and comes back in place. I'd need to modify that to make it go on the left instead of forward. Any way to do that in the animBP ?

frail ruin
#

How is the new MacBook Pro m1 chip with 16gb ram for animation on unreal ??

misty dagger
#

Advanced Locomotion doesn't use any blend assets. How can I learn this technique

ripe coral
#

My next step is to create attack animations / drinking anims / etc

#

In the tutorials I see it says 'Control Rig Sequence but i'm not sure which option i'd pick to make an anim for my character using control rig

umbral sand
#

Im so clueless how to tackle animations in combination with blender and unreal.
I want the mannequin skeleton to be the main skeleton since all animations that I will buy are made with this skeleton in goal right?
Guess I need to learn how to use Rigify, how to make everything UE4 compatible..
What was your best video you guys seen on this topic? Appreciate every link! Thanks!

placid ermine
#

Hey everybody... I am quite new here so i hope i am writing to the right place. I got a problem which i dont know how to solve. My goal would be to cahnge animation sequences in a blueprint. i got a blueprint with two skeletal mesh playing a default animation... i binded key 1 2 3 to change the animations and using a switch to change between them .. i tried to use the set animation mode and set animation on each cases. Its sort of working .. what i mean is it changes the pose but wont play the animation itself.. does anybody have any suggestion what am i missing. i already did a lot of research but culdnt find any solution ... heres the screenshot of my blueprint function ...

umbral sand
#

new as well to animations but maybe try trowing a "play animation" in between. So not only setting but also playing @placid ermine

placid ermine
#

aaa thank you maan you are a lifesaver :)))

little wyvern
#

ugh dude my animations are exporting all tiny and sideways from blender, I tried messing with the scales and everything 😦

ripe coral
#

can i turn my LevelSequence to an animation asset?

umbral sand
#

Use Blender and Uefy 2.0 to quickly rig unreal mannequin for animation and export to the engine with a rigify rig in a few easy steps. Tutorial contains detailed description of how to use a blender rigged mannequin to share animations across characters.

website: https://www.rakiz.com/uefy

UPDATE 3: Make sure you have at least Uefy version 2.1....

▶ Play video
#

jeah they say when you start in blender you have to set the unit scale to 0,01 so its the same as in Unreal. Maybe that is now messing with you @little wyvern

little wyvern
#

@umbral sand Nah looks like enabling RootMotion fixes everything lol

#

I wont complain since it totally does

umbral sand
#

oh okay, you might want to look into that topic tho since root motion from my knowledge is just moving the capsule component of the character with the animation.

umbral sand
#

which you dont want in a lot of cases but in some cases you do

next pine
#

Provided your characters skeletons have the same hierarchy and names, you can play animations made for any of them on any of the other characters.

#

Provided you set the 'Retarget Source' properly in your animation imports - the animations are transferrable.

#

Kind of.

#

It's possible to add additional bones, but you have to setup your characters properly, and you'll probably need to import a version of your character mesh that contains only the animation skeleton.

#

The way a lot of games setup their characters is that you have an invisible animation mesh, and then a display mesh that uses "Copy Pose From Mesh" in it's AnimBP.

#

Being able to support dynamic uploads like that is well outside my expertise.

#

I doubt it would work very easily.

#

You'd probably have to generate dynamic animation instances as well.

#

Which might be possible, but I have no idea.

obsidian verge
#

@umbral sand hey, thank you for the video! Can I apply this rig skeleton to any human fbx model with Uefy?

glacial cedar
#

So what are the old ways of adding physics to boneless appendages like the gills on this axolotl? It's a reskin for a game character built on an older version of Unreal so I am using an existing rig that doesn't accommodate the gills. It would be amazing if someone could list what I should be looking up or researching just to get me going in the right direction? Sorry I'm just a 3D modeler and I don't usually do stuff engine side. Thanks in advance for any advice.

snow orchid
broken dune
#

Anyone here has already been successful at using animations made from deepmotion ? If so I'm looking for a good guide

fresh cape
#

Anyone got an idea why UE4 + blender = this? lol i feel violated

bronze osprey
#

apply rotation location scale

fresh cape
#

hey buddy, thanks for the help. Do you mind showing me how to do that? 🙂

vast glen
#

Hay Everyone... So I have an animation blueprint set up right here but I can't get it to replicate correctly... could someone help me ?

umbral sand
#

@obsidian verge Hi, mh unfortunately I am the wrong person to ask that, since I also still struggle with the whole understanding of that.
But this video is in a playlist where he also shows how to create a mannequin suited rig for a different character, maybe thats what you are looking for?

bronze osprey
#

@fresh cape shift A aplly rotation location scale

#

no smoothing goup is normal cuz blender dont use those

#

missing influence are verts that are not weighted to any bone

#

maYB u added some stuff after rigging it

bronze osprey
#

If i got a $ for every time i told some1 to apply rotation/loc/scale in blender id be rich

#

its like the cause of 90% of problems

ripe coral
#

any1 one a basic of animation vid that will teach me how to make a decent anim

#

this is actually really hard lol

bronze osprey
ripe coral
#

oh im usng control rigs lol heres what it looks likehttps://gyazo.com/702786f66418c35aad1d45df0e12d346

#

lmao

bronze osprey
#

it looks a lil like that ball tho 😛

fresh cape
#

@bronze osprey lol thanks man yeah i think rotation and scale was it! as for the influences, i was selecting my objects and assigning bones but for some reason not aplying the weights. awesome! XD

#

definately learnin these things once i hope lol

bronze osprey
#

i think there is a way to select all 0 weights, but not sure

#

owyea they prolly belong to no vert group

#

@wintry sorrel if some1 mentions blender with a question mark .. the bot should ask him if he applied rotation location scale 😛

fresh cape
#

haha

#

so do i have to apply rotation and scale to each object individually? how can i apply it to the whole model

bronze osprey
#

when u apply... it sets all transforms too 1

fresh cape
#

yeah that makes sense

bronze osprey
#

so an object scaled x by 130 wil have the size but 1/1/1

fresh cape
#

ah fantastic that explains the odd rotations and locations then

#

but do i need to do that for each of my objects? or is there a way to apply it to the whole model / scene?

bronze osprey
#

so if u rotate a streetlight in blender 90 its an object rotated by 90, if u apply its an object facin the same way but all rotations 0

#

you can select all and do em at once

fresh cape
#

ah nice great thanks

bronze osprey
#

but

#

lets say you have a lot of bones in a skel and u do it to seperate bones it wil mess all up

#

or if ur skel is attached to a mesh and u scale skel up by 50% the mesh wil scale 50% aswell but wil stay 1/1/1

fresh cape
#

oh right ok

#

that might be my next problem then well see lol

#

so its all imported much better / cleaner this time. but i fear my skeleton is miniscule because look at the size of the socket! 😮

bronze osprey
#

i basically allways apply B4 i do anything with it

#

looks like ur skel is huge

fresh cape
#

so its like everything but the rig came in at the right scale?

#

i think its the oposite, cause i cant make a phys shape small enough to cover the tank lol

#

seems a little masive lol

#

i wonder if this is the whole factor of 100 thing people talk about?

#

where my meshes are correct but the skeletal model is 100 times smaller?

bronze osprey
#

yea there is a factor 100 goin on here

fresh cape
#

ok cool, how do i fix that? lol 😄

bronze osprey
#

i usually try not to get to that point 😛

fresh cape
#

lol indeed! XD

#

but do i need to scale it up before the export as FBX or is it something to so with the units?

bronze osprey
#

im not quite sure where it went wrong

fresh cape
#

hmm ok

#

i remember reading somewhere about it but cant remember where now 😦

bronze osprey
#

is the scale of ur skel 1/1/1?

fresh cape
#

the armature in blender or the skel in ue4?

bronze osprey
#

in blender

fresh cape
bronze osprey
#

yep, thats wrong

fresh cape
#

scale seems ok in blender

#

so the skel is 100 times bigger than the model or what? lol

#

very confusing

bronze osprey
#

r.showbone

#

so u can see the bones

fresh cape
#

in the editor? hmm doesnt seem to work :/

bronze osprey
#

thats not the complete

fresh cape
#

aha!

#

its just the wrong scale?

#

as in the model and the skel?

bronze osprey
#

mayB put it on centimeter in blender but im not sure, i usually keep blender units

fresh cape
#

hmm

#

ok ill try 1 sec

#

thanks for the help!

bronze osprey
#

anything u attach to a socket thats scale 100 also scales by 100, that might be a harder problem that that phys asset

fresh cape
#

this is the SKM

#

the phys asset is another story lol

#

its like the skeleton is 100 times to big and the phys asses is 100 times to small lol

bronze osprey
#

depending on what you want to do this could be totally fine tho

fresh cape
#

hmm

#

well i plan on using the simple wheeld vehicle component to animate the wheels

bronze osprey
#

there is an option on phys generating to skip small bones, turn that off

fresh cape
#

wasnt sure how well that would work with scales way off?

#

ah ok 1 sec

#

so its the minimum bone size?

#

or the walk past small bones?

#

ok so if i choose to import at 0.01 scale it makes everything scale to "1" in UE4 now, but its way to small lol

#

do i need to scale it up in blender then?

#

ill try making the model 100 times bigger in blender lol

obsidian verge
#

@snow orchid Thank you so much for the information!

fresh cape
#

ah man this is screwed, just cant get the scaling right 😦

#

the problem im having is it all looks correct in view port etc, but when i simulate physics its like the bones / sockets are tiny and in the wrong place

sonic roost
#

Anyone know why root motion doesn't work with Mixamo animations?

#

I used the marketplace plugin that converts the Mixamo skeleton to Epic, and then retargeted the animations to my skeleton

#

They work fine, but root motion doesn't

willow epoch
#

Does anyone know a good workflow for placing a grip socket in UE4 that matches where you attach a gun to a hand rig in Blender? I can't make what i see in Blender match exactly with what is in UE4. It's driving me crazy.

bronze osprey
#

@fresh cape i recommend doin an easy rig, like 3 bones with 2 cubes weighted to em and export that til u got the scales right

fresh cape
#

yeah i may try that

#

tho this rig isnt exactly crazy

#

@bronze osprey

bronze osprey
#

yea but i cant really see anything here, you might have rigged it B4 apply the scales that might have screwed things up

fresh cape
#

hmm

#

i dont remember scaleing anythign :S

bronze osprey
#

like u might have to derig and reweight it, but i wouldnt do that unless u know the scales are right

fresh cape
#

hmm

bronze osprey
#

save the blend file, and now detach the mesh from the rig

#

i think something is gunna jump in size

#

the mesh prolly gets bigger

fresh cape
#

ill try it

#

hmm no change :/

vast glen
willow epoch
#

Ayuma, what is happening? Is it not sending the sever movement?

vast glen
#

@willow epoch look at the video when I walk backwards... it's glitching around

willow epoch
#

ah ok, I wasn't sure if that was it.

#

it looks like it's swtiching between a run backwards and run sideways, is it a state machine for the animations?

#

My guess would be you need either a threshold to reach before switching direcitons in the run animations, or more of a blend period.

#

like if it's a montage, I'd up the blend in value to .5.

#

but you could calculate a direction and velocity and then a delta, and only change animation state if the delta is beyond a threshold. And use that value in a comparision in the state machine to switch animations.

#

I've never done it, but I think that would work.

fresh cape
#

i cant see whats going wrong here?! xD

#

@bronze osprey if your still here mate im still struggling lol

#

ive redone the transforms and scale all ok, even let ue4 generate the skeleton itself this time which also looks much better, but still the wheels wont behave

bronze osprey
#

@fresh cape i know physics and blender scales but i never done wheeled stuff\

fresh cape
#

hmm ok man no worries,

#

just still seems to be my bones messing up?

#

like they are the wrong way round or something? but this time ue4 made the skel. i didnt even have an armature so

#

i mean if you look here, according to their thicknesses they are the correct way round etc

bronze osprey
#

looks allright, unreal doesnt make skels tho

#

somehow that skel view doesnt show socket size tho

#

if u let it generate a phys asset and dont change default size and skip bones does it look allright

#

?

#

like a physics asset making ur tank bounce around is just about default behaviour 😛

#

like ur tank has no weight and a lot of size

#

its pretty decent movement, just not for a tank

fresh cape
#

well the bouncing is purely from the wheels

#

that are all being placed in the centre for some odd reason

#

if i remove the wheels the phys asset is fine

#

just plants itlsef on the ground like a brick ehe

#

its like no matter what bone i name it sends all the wheels to the root

bronze osprey
#

just fix it with additional offset 😛

fresh cape
#

haha yeah i did think that, i may try that now

#

just feels... Dirty! xD

bronze osprey
#

yea somehow i still think the scale is fudged

fresh cape
#

probably

#

i just have no idea how! or better how to make it right lol XD

#

im still half convinced it thinks the skeleton is tiny, and it may well be putting the wheels in the right place but it appears to be centre cause thats where the tiny skeleton is lol

#

though when i draw debugs at the socket / bone locations it appears correct hmm

bronze osprey
#

yea, i dont know everything either, id ask for the blend file but kinda gotta do some other stuff aswell

#

some stuff i assume is right atm, but might not be if i skim over all settings

#

but also i never done wheeled

fresh cape
#

yeha no worries man, no bother 🙂

#

if your free some other time and im still struggling lol

bronze osprey
#

if it really take a week u can drop the blend in msg and ill take a look for 20 min 😛

fresh cape
#

well afaik the wheeled part is the "easy" bit. Cause all it does is use the blueprint component to add invisible cylinders at the bone locations

#

hah aok

magic lark
#

Hey all, anyone have any tips for best way to implement a dynamic sound that is a part of an animation montage, linked via animation notify for "Play Sound"?
Do I need to go a different route? I can't find a way to implement a variable sound for "Play Sound". Basically I have a reload animation that will be used several times but want a different sound to play depending on the equippedweapon variable for the playercharacter.

reef agate
#

Has anyone found that Cable component inside your character bp glitches when you move your character?

#

i'm attaching from an object to a bone on the character

#

but rly not matter what i attach or don't attach to it glitches

fresh cape
#

even though it says the scale is 100, the skeleton is clearly tiny and my wheels are getting attached inside the mesh here like this

#

so now, why the hell is my mesh so huge and my skeleton so small? lol

fresh cape
#

whats even more confusing is the bones that are visible are going to the correct places, its like its not using them but using a smaller invisible skeleton lol

crisp dagger
#

hey need assist i had interact set to E so i press E wen i have 500 points to pick up weapon then i set it to game pad face left so i can use game pad to pick up weapon also now E dosent work any ideas y ?

fresh cape
#

anyone know why my mesh is stretching and squashing / dissapearing while i rotate the bone? not had this problem before

cloud lodge
#

@jade ibex

#

with the scale set to -1 (important)

#

there is actually quite a lot

#

to good a TIP system

jade ibex
#

@cloud lodge okay, but where should I put this rotate root bone?

#

I'm a newbie

cloud lodge
#

well that will be dependant on what you do, but you want it after your aim offsets

jade ibex
#

well everything is working well except for these animation glitches

boreal ledge
#

hmm maybe a dumb question, but provided a in-place animation, say like running or climbing, how would i calculate the perfect velocity in engine to render the animation with the correct playback rate? As in, render a full walk/climb cycle animation when actor moved 10 units or something? I don't really know how to phrase that FeelsDankMan

fresh viper
#

So I've been using UE 4.25 -- and I got lost with the use of the animation notifies.

#

I looked up a tutorial for this one and I'm not sure how to make it appear on the skeleton either.

fresh viper
#

Nevermind. I figured it out.

vapid sparrow
#

beginner to animation here - is there a Blender equivalent 'pose' mode in UE4 so I can create animations on a rigged skeleton? I can modify existing animations and record new ones, but cant work out how to start from scratch and build one

hasty pivot
#

@vapid sparrow you want to create animations in unreal?

#

Does somebody know why the arm of the mannequin is not always at the exactposition where ccdik told it to be?

vapid sparrow
# hasty pivot <@!675613310825136128> you want to create animations in unreal?

Well, if UE4 has an equivalent animation editor - why not. As a beginner to animations, I imagine I will be tweaking and building animations a lot more once the character mesh is sorted and thought it would be easier to not re-import everytime I tweak something. Not a good idea? (as I said - total animation beginner so dont really know what I am talking about)

hasty pivot
vapid sparrow
#

Thanks for the tip - sounds like I probably shouldn't then 🙂

hasty pivot
#

its ok but learning it inside blender or something is often times better even if the learning curve is steeper

jade ibex
#

Hello, do you guys know how to do backwards strafing in BlendSpace 2D?

warped token
boreal ledge
#

@warped token i think you want a layered animation, so the top part is playing the attack and the bottom is still playing the walk animation

warped token
#

Yup

#

@boreal ledge

boreal ledge
#

well i think it's legit called layered animation

#

layer blend per bone node

#

i assume you'd put there something above the pelvis, so that all childrern from the back to the arms using the melee swing, and the rest uses the walk. never tested it my self

warped token
#

Well I'll look into it thanks

bold barn
#

hi all why I export third person walk animation to blender, the arm is deformed , I just follow UE4 documentation to import

vast glen
#

Can some please help me ? I have a really strange problem and don't know what to do about it

#

My backwards animation causes stuttering/jittering so the character wobbles around

#

I thougt It's because smth is going wrong with the direction values so I deleted all animations except forward and backwards and it still happens

#

I've also unplugged the direction entirely to see if it still manipulates smth

#

(Note that I'm not pressing any additional buttons except S in the video)

fierce orbit
#

@vast glen i already had this problem, check out private with me for the possible solve

coarse igloo
#

Anyone know how to activate the full body IK solver in control rig fro 4.26?

#

Its in the feature list for the 4.26 release doc, but, doesn't seem to show up in editor.

wispy thunder
#

@coarse igloo it‘s a plugin you have to enable

coarse igloo
#

@wispy thunder Really I didn't see it? What plugin is it?

#

Never mind, you are spot on. Not sure how I missed that. Thank you.

frigid knot
#

What is the best way to animate the camera for a sprint?

#

I'm currently trying to run a camera animation but it only plays once and stops afterwards.

wooden wyvern
#

Guys, I have an animation blueprint and I blend two animations into one by bone. So I have my animation, but I need it to repeat backwards. How can add the reverted version of the animation into animation blueprint or animation sequence ?

heavy badger
kind zinc
#

How can I make my blenspace parameters apply to an animation while it's playing?

#

I want to play a fire animation with a blendspace of aim offset while the character is moving

#

so appearently the AO is applied when the animation starts and is then off when it ends

crisp bluff
#

these are mixamo animations, and when i enable root motion, why the bone is locked?

hearty flame
#

So I'm trying to accomplish vision stabilization via the method Star Citizen described in one of their dev vlogs. Essentially it was 2 parts:

  1. Create a focus point in the distance so the camera can apply counter rotations to help keep the image aligned with the horizon (done)
  2. Use a full body IK to stabilize the head

I'm struggling with part 2. It sounds like I just want to use the FABRIK node. What I'm currently trying to do is cancel out the vertical head bob by just modifying the Z axis of the head bone location to be that of the default eye height (which doesn't change) however the result doesn't seem to force the new Z location at all. However, when I pass my new desired head bone location to the Transform (Modify) Bone node, the head respects the new Z location (it just disconnects from the rest of the skeleton when animating). Am I doing something wrong here? I'm not very familiar with animations in UE4, but here is my current setup:

exotic vapor
#

Having issues with skeletal mesh. My first attempt has issues with pinching at the shoulder. So for my second attempt, I added a second upper arm joint which helped solve the shoulder pinch, however the upper arm/bicep shrinks as the upper arm twists. Is there a more robust way to deal with UE4’s skinning?

exotic vapor
#

... I’m having success with three bones. Upper near shoulder, mid arm bicep/tricep, lower near elbow. Upper rotates up/down and forward/back no twisting, lower based on the elbow joint, and the mid is the halfway interpolation of those two.

dense pond
#

Hi everyone i have a question about my animation in third person character mode.
So i made an animation in blender and imported in ue4 but when i play the animation in the environment It moves away and then comes back to the characters original place in the world, i tried different things like using force root motion in the animation and enable root motion as well but they didn't work for some reason. So can you guys tell me how i can make the animation play in root motion?

#

Here are the animation images

robust geode
#

Don't know if this would be the best place to ask but.. I'm trying to make a SFV Animation mod the animation works in game with one minor annoying bug I don't know how to tackle

#

The character I'm using has a weapon and the bone for the weapon is in the model is in the character model, I'm previewing the weapon on the animation in UE4 and it's perfect in engine

#

This only happens to this one animation I've made so I know it related to how I setup the animation, but I'm confused because I'd assume they're attached the weapon to the bone that's already on the character but it doesn't seem to be the case?

#

Is there any other ways to attach something to an animation that I'm missing?

jade ibex
#

does anyone have some jumping animation (not from mixamo)? I don't like the ue4's default one because it's not smooth

dusty condor
#

How do I change the referenced skeleton that an animation uses? The bone names are the same between the old one and the new skeleton I want to use.

robust geode
#

Gotta retarget sadly, make sure they're both in the same pose for it @dusty condor

wicked knoll
#

how to load existing animation to control rig?

opal laurel
#

Hey guys, I'm using UE4 v4.25.1, when importing a .fbx file from blender I am unable to generate a physics asset for my characters - it states that the bone size is too small to create the physics asset.

For some reason it generates perfectly fine when imported in a Content Examples project of the same UE4 version. Any idea what we can do? We've copied across the DefaultEngine.ini settings from the ContentExamples project but still have the same issue 😦

cloud wing
#

Fellas, it is possible to attach an Alembic to a Skeletal Mesh? I'm planning on Animating the head of a char with Alembic and have the body as FBX, its for offline rendering so performance won't matter

cloud wing
# wicked knoll how to load existing animation to control rig?

You mean the example Control Rig?, because you can build your own Controls for any mesh, for the example Control Rig I did a very rough test, with Uefy from Blender, so basically you have to pair your skeletal mesh with the UE Mannequin and then just switch it, there might be lots of errors due to different bone rotations and stuff that I don't get, but overall I made it work but the Control Rig itself doesn't work very well

upper wigeon
#

when it comes to the control rig this is where I'm Brand New to this how do i stop the leg from going through the ground both feet have controls and basic ic node

snow orchid
opal laurel
#

It's importing perfectly fine in a different project of the same version though which is what's confusing me @snow orchid

I did set me world scale to 0.01, but after rigging

#

We dug around the source code and discovered that the error message for "bone size is too small" is the default error message for when a PhysicsAsset fails to generate ... but that doesn't mean the issue isn't related to bone-size, but it is weird that it only fails in 1 project

snow orchid
#

You can try this to see for yourself that this is a scale issue. Attach a socket to your imported character root and attach SK_Mannequin to the socket. Your character will be a tiny figure between the mannequin's feet. This happen when you import skeletal meshes from blender. You need to make your armature at world scale 0.01 in blender to get the proper result. Changing the scale after the fact does nothing.

opal laurel
#

I had messed with scaling in Blender to make sure my character and animations are the correct scale - but the physics asset is still broken 😦

snow orchid
#

Can you see the floor in that image? Nope .. your scale is broken. Instead of being too small you've got building sized giants.

opal laurel
#

Hmm in my scene we use 100 as a measure of 1 meter and the units are all under 200 for the purpose of our movement grid

misty dagger
#

anyone got any direction on how to implement start and stop walking with left and right foot to a locomotion blendspace

foggy badge
#

Hello, I am having a little problem with my mixamo animations, I imported my character in Mixamo and selected the animation, it looks fine in Mixamo preview, but when I import it in Unreal the transform is messed up the character is half in air and rotations are also messed up, not only that, some keyframes are also not correct.

chilly ore
mental summit
#

What best practice to use anim montage ? I have State machine and i want use random or depends on weapon attack animations. Also attack anims not should be blend. Its like separate state with root motion when character should move. Should i create for every attack anim separate state or any another way to do it ?

misty dagger
#

@mental summit you can use the Play Montage node on the event graph

#

feed the section name in, also on your anim montage dont forget to go to Montage Sections and clear them out so it wont play all animations at once

#

in your anim graph you will have to blend the pose in by bool

#

over your locomotion state machine

#

for this you can get the slot of that the anim montage uses

#

a slot (and i think even a group) can only have 1 animation played at a time

#

so if you want to have multiple things played and blend them by bone or whatever, like attacking when walking, you will need to make different groups

#

and also what i personally do is feeding a blendspace with an animation that has nothing in it into the slot node so it doesnt play the locomotion beneath it

misty dagger
#

@ember field i think for differently scaled bones you gotta set the bones to something

#

but this can also cause trouble with other stuff which i forgot

#

so at your skeletal mesh at the skeleton tree under the options you can show retargeting options

#

and I think you gotta set them to skeleton but maybe something else, maybe animation is good though

chilly ore
#

somebody help me pls

tranquil forge
#

okay so im working with blend spaces right? and I need the character to blend between the moving forward, back, left, and right while also adjusting between walking and running between the states and all that of moving forwards. My problem lies here. Can I do all of this with a single blend space?

#

I'm trying to do things as neatly as possible

mystic cedar
#

@tranquil forge you definitely can. if you want it to look real nice you'd need more animations and points.. but it still can all happen in one blend space.. you can also use multiple to make it really complex though.. the Advanced Locomtion asset is a pretty incredible demonstration

#

it was FreeForTheMonth a while back.. i dont know how much it costs

#

[Help] are there are any obvious mess ups when trying to get curve data off an anim instance? other than obviously screwing up the string reference.. i have no idea why this isnt working.

mystic cedar
#

[Answer] SetAllowAnimCurveEvaluation ... i think it got disabled maybe when i switched skeletal meshes at runtime or something

wicked knoll
#

have you found out a way to use it?

trim hedge
#

I have a super silly question about sequencer... I am trying to make some nice HUD animations in UMG using relative transform tracks based on this video https://www.youtube.com/watch?v=kViT8Zd6Pdw&t=3251s BUT I can't seem to get my timeline to expand beyond the start stop flags, if I drag my relative/absolute tracks it also changes the timeline animation length:

#

how do set my own start/end time animation and have keyframes out of the set play time?

native epoch
#

Hi, everybody I bought Twinblades Animset. Now, I'm trying to retarget animations to my character. It works fine except for IK's movement which positions to blade abrupt places. How can I fix it? I tried retargeting skeleton etc. It just doesn't seem to work
Thanks in advance

cloud wing
#

@wicked knoll Nope, I'll just wait till it gets better, rn it's really messy and there ain't much info about it

rocky pecan
#

As long as all my characters use the same skeleton, An anim I make for one will work on all of them, correct?

steady hatch
#

Anyone know how I would set up different idle animations for different weapons?

#

In this video we add the animations and blend spaces for weapons to work with our equipment and inventory system.
If you have any questions or comments please let us know. If you like the video and want to see more, go ahead and subscribe. Or consider supporting us on Patreon https://www.patreon.com/titanicgames for more great tutorials and game...

▶ Play video
rich perch
#

Not sure this is the right place to ask. I'm having issues with a post process anim BP. If I set the post process anim BP on the skeleton and then set that skeleton on my character it seems to work just fine. However, at runtime I am changing the skeletal mesh by doing a GetMesh()->SetSkeletalMesh(NewMesh); and if I do this, the foot IK for my post process animBP stops working correctly. Is there some specific steps I am missing to make sure it's reenabled with the new mesh?

rapid prairie
#

Anyone have scaling issues when using the "anim dynamics" node? I cannot find any documentation on similar issues online. I checked my import scale and export options under blender, but whenever I apply the node to a joint, it scales it way down, and in an odd way that I cannot fix with the "bone scaling" node.

mighty wedge
#

making a semi spore like game is a pain, lol. Mainly I just want to let the players make their unique and special little eldricth horror for their character. Which means making stuff like adding extra limbs and having it play nice with souls like combat. Im trying the adding and socketing skel mesh comps approach but the animations are very stiff and etc. Im partially venting and partially fishing for ideas, so feel free to ignore this post.

wide pulsar
#

What exactly is the difference between local space additive and mesh space additive?

#

Like when to use which? I am not an animator but this question is bugging me for a while, any help is appreciated!

raven field
#

Hey, im making a thirdperson character, i only want them to rotate when camera rotates to a certain point. Ive followed the official tutorial but the entire character just rotates no matter how much im aiming

#

Ive literally been stuck on this for days

peak lantern
#

Hey guys! Is there any way to do this conversion or something similar? I want to play animation that was supplied dynamically from asset variable in anim bp

#

Solved. Drag any animation in animbp, and look at checkboxes in properties to expose animation pin

dull thicket
#

Hi everyone. I am trying to create a specific animation for my game (it is an animation of my character opening a box) I would like to know where and how would you recommend me to create that animation

tranquil forge
#

Should I handle reloading as a state or is there a better way to do that?

final monolith
#

Any animator online?

remote elm
#

@tranquil forge use an animation montage

#

@final monolith im a sucky one but what do you need

mighty wedge
#

so when planing skeleton layouts should i generally consider the clavicle as a part of the torso or the arm?

#

as in if your seperating the arm skeleton from the rest of character where would you cut?

rocky pecan
#

For aim-down-sights on a gun, is that usually an anim, or a camera?

fresh adder
little wyvern
#

@rocky pecan Both. You want your anim to have an ADS pose, but usually cameras are also set to reduce their FOV to a degree

final monolith
#

any animator online now?

remote elm
#

@rocky pecan i use just animation and setup a X directly infront of the camera in blender about 10 meters away and lineup the sights to the blender camera so they are in proper alignment. its probably a good idea to give the firearm a camera and interpolate to it as well so you can position it however and such

dark vortex
#
  • Have mesh using Epic Skeleton
  • Use mesh as "preview mesh"
#
  • keyframe some eyelid movement on mesh
#
  • save, and IMMEDIATE CRASH
#

WHY?

waxen ibex
#

I have an animation for reloading, and I went and made it a montage. the animation itself is fine but the montage appears choppy. any reason what would be causing this?

woeful echo
#

Hm, is there any mass import option for animations? I have ~200 fbx files and I have to select the same skeleton for every one of them PepeHands

#

Had to double check to see if i'm stupid

#

But if you mean this

#

Then it doesn't work, unreal still shows a dialog for every file

#

standard anim import dialog

#

Hm, I can't import without a skeleton, it's just grayed out but i already have a valid skeleton

#

I will try to drag and drops my files into the content browser, maybe it will work blobThink

#

wow

#

i had to drag and drop

#

i thought that this

#

would work as a 'batch'

#

why not ?

#

i'm used to using that import popup to be honest but

#

turns out it's not that great : D

#

this was very helpful, thank you yotsuOrei

past junco
#

anyone for a quickone?
Wanted to chop long animation into short ones ..
I got a 91sec or something animation I imported.
I was gonna try to record idle walkrun and jump by recording from the animationsequence editor
so, I hit record, then tried to frameforward 1 by 1 clicking next frame
buuut the end result was 30sec long and the characer is in weird spot

storm pawn
dark pawn
#

Hey, does anyone have experience in animating in blender with props and bringing them into unreal?

#

I made an aiming animation for a pistol and have trouble attaching the gun in unreal to the exact location I had it in blender

dark pawn
#

and this result in unreal cause i cant get the gun in exact the right location when attaching it to a hand socket -_-

fluid imp
#

Hi guys, does someone have a full tutorial on how to properly import a character into ALSv4? The one that's already out has some flaws and it comes with many problems with the UE4

sharp tulip
#

Does unreal have any built in functionality to partially share animation logic between different characters of different skeletons?
I want to copy movement, hitstun and other universal behaviors but each character has unique aspects that would require extending the animation state machine.

wary tundra
#

I'm new to UE4 and I'm having an issue where I'm trying to apply an additive animation or blendspace to a skeletal mesh and it makes the mesh invisible. As far as I know everything I have is set up the same way the animation tutorial character is. The mesh was imported from Blender but the animations were made in UE4. The animations work just fine when additive mode is disabled.
Anyone have any idea how this might happen?

opal heron
#

@vast glen this character looks interesting, may I ask where it is from ?

vast glen
#

It's an asset from the marketplace

#

It's called Adelina Warrior

past junco
#

noobie tier rig question:
Can I pull into blender the mannequin, get the rig -> and edit the bones into place on my model, and then autoweight (and maybe fix weights)

  • Get it back into ue4 and have it be able to share animations with ue4 mannequin skeleton? OR do the bones have to stay where they are, and then just deal with weights?
#

(I suppose I'll find out as I progress but if someone could info me up before I get to the possible "nope doesnt work" point, that'd be sweet ;v)

fluid imp
#

Send a video if you managed to retarget it!

past junco
#

I kinda got it working altho with a bit of funk .. meanwhile, however, I seem to have broken my project's mannequin // its askin me if I wannna restore skeleton cuz some bones are missing

#

kinda first/second day into actually animating (with my own models), pre-read tons of docs years ago that rusted over tho :D
.. a couple of ways of doing stuff/work flows it seems, fx rigify+uefy script something looks easy
I wanted to try export ue skeleton, rig to my own model, and just have ue animations work after that

#

almost got it to work, but an IK bone seems to get bound to the streching parts, like just 1 vert.. if I clear that... thinks out loud in pseudospam back to work 😉

past junco
#

I get this when I import my guy with the edited skeleton I yoinked from the mannequin

  • I duplicated the mannequin after import, removed the mesh part so I just had the bones, removed the weird root, and edited the bones into place.
  • I did not actually change any of the bones, they have odd rotations I just moved them, and deleted / added none.
    Any... words of advice?
    (nb yes EDIT WAIT OR IS ITNO..-> breaks the standard mannequin)
#

all I do is assign the ue skeleton to my mesh on import, and it starts this sequence of events ending up in saying the ue mannequin needs stuff the ue skeleton doesnt have.... seems nonsense
my export doesnt have any add leaf or deform only -> should be 1:1 bones

fluid imp
past junco
#

@fluid imp not sure I know what that is

fluid imp
#

remove bake animation, also put it in unreal and humanoid for export, check all 4 boxes for renaming bones, etc

past junco
#

also put it in unreal and humanoid for export what do you mean?

past junco
#

lil weight paint fixing and it's sorta working
On import it still does the dialogs above and semi breaks the mannequin, if I change meshes and regenerate skeleton the mannequins left arm ends up coming off (shoulder+arm offset from chest) .. but yea

mighty wedge
simple shuttle
# mighty wedge https://80.lv/articles/auto-rig-system-by-xiong-lin/?fbclid=IwAR29z5D8HyXnTqZA68...

Working on a mobile title brings a number of technical animation challenges. In this session, Bogdan Diaconu dives into Yager's work on an upcoming mobile title and explain how they were able to overcome those challenges using Unreal Engine's out-of-the-box tools.

He explains how the studio found a way to overcome the issue of low bone-count li...

▶ Play video
#

may be that can help you

wicked knoll
mighty wedge
#

@simple shuttle why didnt I think to search for robotic arms.......so much more common

#

yeah i was needing the copy pose from mesh and the overlapping bones. that fixes it all thanks!

naive ferry
#

hiii 🙂

dense tree
#

Hi, i'm planning to do an Arena FPS movement based (double jumps, wall run, fast paced...) in multiplayer. I'm asking for your knowledge here.

What is the fastest and most easiest way :

  • Starting the project with a True First Person Camera on the mesh of a Third Person Character. Meaning i'll only need to add and edit the animations once, and it will fit for the FPS view, but will probably require much more work to be properly implemented for an fps game.

  • Starting the project with a First Person Camera without Third Person Character, then adding that Third Person Character to follow the animations of the movement and camera externaly from the First Person View.

In both possibilities, i'm considering the True First Person view (view of the body from FPCamera), the animations for all movements, and the assets of customizable guns. Of course, there is the replication too, but I don't know too much about it atm.

Thanks a lot,

Epoqx.

high musk
#

I'm beginning to think about animation for a hard surface object. This will have animated buttons that push in and out, objects that move right to left, and objects that are raised and lowered based on the players input.

For example, I have a wheel that will change the angle of a saw blade when the wheel in the screenshot is turned. This won't necessarily be a single animation. The player should be able to rotate the wheel slowly and allow any position within a range of rotation, 0 - 1000°. I also want the selected dial to move along a X axis location. When the wheel is at 0° rotation, the dial will be at "0" and when the wheel is at 1000° rotation, the dial will be at "45".

I'm just not sure how/where to accomplish this. Should I set this up within blender first and export it or should this all be done in UE? Right now I have rotation drivers on the gears so they turn as the wheel turns. The dial is also constrained to a path so it can move on the X axis to 0-45. Its not hooked up to move with the wheel rotation yet though. Should this be setup in UE on a spline instead?

Sorry for the length of the question

sweet trench
#

Any idea where I could find UE4 mannequin hands that are already posed to hold a pistol?

#

(Instead of the rifle pose from the FPS starter kit)

sacred whale
#

Hey guys, does the sequencer trigger the level beginplay event?

coral pebble
misty dagger
#

Hi, how much time do you think a solo dev needs to make all the fps animations(walk,run,crouch,reload, jump...)?

valid pebble
#

@misty dagger Depends on a lot of things. Experience (or lack-there-of) in the animation process itself, understanding of how to go about the process in unreal to create blends and events that trigger them, whether the model's already rigged or not, etc etc etc

#

If you're using a single player first person controller (and just using arms) the time would be significantly less, due to most of that being fake-able. If you're doing it with a full mannequin, or character of your choosing, there's less you can fake. There's so much more than a simple "How long?" that gets factored into the equation.

misty dagger
#

Let's say that the model is already rigged and game variables to run the correct animation are already set up and I have only to insert keyframes over keyframes, how much do you think it could take? I'm having both arms and mannequin, I'm uncertain if it's better to use some mixamo animations or to make mine

valid pebble
#

If you don't know what the process looks like, and you need results, your best bet is to take already existing anims.

#

I don't mean to discourage you, but animation is a healthy chunk of time, even for people who know what they're doing.

misty dagger
valid pebble
#

I made a video of a tool that lets you use blender to kinda... speed up? the process, and simplify it.

misty dagger
#

I'll give a look, that tools are amazing

#

Thank you @valid pebble

valid pebble
#

I'm not an animator of any type of usable skill, so this would give you an idea of what a dev, not artist, can manage

#

It took me, with no real clue what I'm doing, about 2 hours to create my own walk cycle, that was "passable" enough to translate.

misty dagger
#

@valid pebble with a bit of patience everything could be learnt, after all sometimes is just giving attention to small details and do more and more

warm island
#

Anyone have any tips for an unreal character with a crap ton of facial bones when retargetting animations?

valid pebble
#

There's another tool I found out there, called cascadeur, that was wonderful to use as well. But it's not well documented, as it's a standalone tool.

misty dagger
knotty oriole
#

also the quality of your animations will depend on the style of game you're using and how close a player can actually see them

valid pebble
#

Thankfully, Blender's documented over a span of a million years, and a billion people make tutorials for absolutely every single thing you could think of, from it. So jumping into a blender workflow will be easier to pick'n'pull knowledge

#

Just remember: Animation isn't an easy route. And a bad animation is a whole lot easier to identify than badly designed code. Anything visual is immediately judged.

misty dagger
misty dagger
valid pebble
#

There's a really cool tutorial series from the dude who does the 1 minute videos, what goes over animation and rigging

#

I personally like mr mannequins tools, because I end up with manny rigged toons, and it expedites the process. But if you're doing your own thing, it's an excellent series to check out. And it takes a whole... like 5 or so minutes, to get from start to finish lol

#

You'll have to dig through the videos to find the starting point, but it'll get ya there

misty dagger
knotty oriole
#

Does anyone have much experience using the blender to unreal tool? I'm testing it out to export a whitebox character w/ a rigify rig and keep getting an error, "Imported bone transform is different from the original", but I don't get it when I manually export

#

not sure if it's because I'm still in 4.25.4

misty dagger
#

hey I'm just starting trying to learn to implement animation in unreal. I've used the default 3rd person project and imported my character, and an animation idle cycle and run cycle into the project. However I do not know how to map the run cycle to movement forward. I would appreciate any help or resources for this?

mighty wedge
#

is there a way to connect an existing skeleton to an exisitng anim BP?

valid pebble
#

@misty dagger You need to set up the anim bp to recognize your controller input, and respond accordingly. There's a process for it, where you'll ID your run and/or walk, and or idle states, blend them, and then throw all that fun stuff into the anim bp. It's a little more complicated than a quick answer. There's plenty of awesome tutorials on yt to get your started though

#

@mighty wedge Do you mean Manny's skeleton, or one of your own? You'll want to retarget custom skeletons, to share things like anims and anim bps, otherwise you'll more likely want to create a custom anim bp if you don't retarget.

mighty wedge
#

its a retarget but one has a rig

valid pebble
#

You'll need to provide more information than a few words, to get a tailored answer.

raven ravine
#

Is there a way to animate facial morph targets in the animation of an armature? I know this can be done in engine with the "add metadata" thing, but I would like to be able to do this before exporting the animation to the engine, that way it's in the actual fbx animation file.

sage maple
#

Hello, I've created an auto rigger for Control Rig that create a rig similar to the Mannequin Demo Control Rig. For now it's mostly hard coded values and will not work other skeletal meshes. Any ideas about good free resources with different bone naming convention and structure than the mannequin skeletal mesh?https://twitter.com/Controllanten/status/1343900633603190784?s=20

Dusting off my #Python skills with a fun Christmas holiday coding project, #ControlRig auto rigger in #UnrealEngine https://t.co/Fh2G8rkmVm

▶ Play video
bronze osprey
#

well unreal has some free animal packs, but for some autorigger you might wunna think more in the line of bonechains

#

where u can select start and end no matter what the bone name

sage maple
#

The Paragon assets looks promising. Making it modular is my plan, and for now I will create an editor utility widget for the different options and setup like bone selections.

#

Control rig projects are also of interest to get idea for different rig setups like fkik switching, hand ctrls, aim head ctrls etc.

sage maple
bronze osprey
#

if you want to animate in unreal its prolly best to do some custom rotating stuff

#

make a rotate around pivot just like blender has

#

blender has better viewport interaction for this kind of stuff

#

not too hard to setup tho

#

the 3d cursor plays a big part in blender animating, you might want one of those

dense tree
#

When my character lands from a jump, the jumping animation needs to end before entering another movement or animation state. Is there a way to fix this ?

kind zinc
#

Hi!

I'm trying to animate a character and combine locomotion, hit reaction, firing and aim rotation.

https://i.imgur.com/wlJDdIc.png

Base is Locomotion Run/Idle; In Firing, I play the animation Fire and blend it with the aim offset, same with the hit reactions. Is this how it's supposed to be done?

dense tree
#

This is when I rotate on top. Totally get displaced. I'm thinking about the aimoffset that isn't fixed good. Should I edit each animation of the offset to fix perfectly ?

misty dagger
#

Hello everyone, I am new to unreal engine and I’ve never created an animation but I have a question. If I want to create a reloading animation for a weapon how do I make it affect not only the character but also the magazine?

high musk
#

If I wanted to do something similar to the first 4 seconds of this clip (turn wheel to move a dial) in unreal, would i do all this all in unreal using static mesh animations or should I setup the animations in blender first? https://www.youtube.com/watch?v=eF2UHJEi-h8

found this while messing around with the radio at the beginning of the game. These sounds were in Half Life 2 with a TV showing the g-man standing while this played in the background, pretty spooky

▶ Play video
wary halo
#

Hello, I have the same problem as this guy, but no one has answered: https://forums.unrealengine.com/development-discussion/animation/1773186-help-error-retarget-anim-blueprint-didn-t-not-copy-all-animations
Retargeting animation blueprint only works for a few animation. How do I fix this?

stone hound
#

hi everyone, can someone explain to why I cannot retarget animations from the MOCAP basics on the marketplace onto the Female Military Style Mannequin? The skeletons are practically identical, but when I try to retarget the mocap anims, I cannot select the female mannequin

wary halo
#

@stone hound Try going to the source characters skeleton, click on retarget manager from top bar, then you should see select rig on the left and click on humanoid then save

stone hound
#

no luck =/

wary halo
#

Are you sure you did it to the one from which you want to retarget?

stone hound
#

i followed the mocap videos on youtube for retargeting their animations to existing models

#

which in this case is an Epic Skeleton

#

gonna restart UE, maybe its mucking up

#

no luck atm, the female mannequin isn't showing?

wary halo
stone hound
#

it did, but i don't see the skeleton

#

only see the other mocap skeletons

wary halo
#

Sorry, IDK then. My only explanation is you didn't select rig humanoid on the right character.

stone hound
#

I got it!

#

I wasn't quite understanding the process, was my fault

#

It's kind of a weird process to retarget for me

#

ty for essentially setting me straight @wary halo

#

had to keep poking at it

#

ya there we go

#

she is working now 😄

#

not sure how I feel about that :p

dark vortex
#

Figured I'd check here - anyone mess with importing cell fracture animations into unreal? I see stuff on exporting as alembics (no idea as that) and parenting the cells to a null and then Unreal takes the null as the root bone - I got the animation in blender but need to bring it into unreal in a performant manner

wide hearth
spare pulsar
#

hey guys, has anyone rigged and animated in 3ds max? Need some help

wary halo
#

@wide hearth It worked, thank you 🥂

brazen quartz
naive ferry
#

can anyone help me with a paragon asset? im trying to follow a guide on removing the weapon in blender, but she still has the weapon in the animations after i've done it ?

dawn rose
#

hello, how can i set bone rotation limits ? either in animationBlueprint or in control rig ? my goal is to apply rotation limits in bone space so the character cant make weird movements , like rotating the head backwards

sturdy nest
#

whats the advantage of sticking a simple animation like a sword attack into the animation graph vs. using a played montage?

bronze osprey
#

@naive ferry i think you use a dif skeleton for the anim with weapon

wide hearth
#

you have root motion enabled, if you disable it what it does in the sequence?

#

so that's it, import problem.

naive ferry
#

@bronze osprey ohh thats beyond my paygrade lol

bronze osprey
#

ehm i mean u added a new mesh but animations still use the old

naive ferry
#

yeah thats how the guide im using did it :S

bronze osprey
#

than u need to retarget em

naive ferry
#

ah thats gonna be fun, but okies thankoo, i shall give it a go !

wide hearth
#

idk 🙂

bronze osprey
#

just R mouse and retarget the anim bp, should work if u didnt mess with the bones

naive ferry
#

will do, bones werent nuked, just the model of the weapon, which is on the material layer, no idea why epic did that ?

bronze osprey
#

could also just have scaled the weapon bone to 0

#

the guns has its own material u mean

#

you can put mesh on a material layer, thats not a thing

naive ferry
#

thats what epic did with all the paragon characters, say for example shinbi's sword, so i go to blender and delete the sword mesh, but when i reimport it to unreal, the sword is still there

bronze osprey
#

there are multiple LODs on shinbi

naive ferry
#

nm im an idiot

#

i wasnt using the exported from blender model for the preview mesh lol

bronze osprey
#

yea thats what i said 😛

naive ferry
#

its been a long day lol but you made me loook at it again, so thanks! 😄

bronze osprey
#

np

naive ferry
#

so this mesh on material layer, is there a specific reason that is used ?

bronze osprey
#

you cant put mesh on a material layer, thats not a thing

#

i misspelled cant last time

naive ferry
#

im not a modeler btw !

bronze osprey
#

the gun has its own material slot, makes perfect sense

#

its not using the skin subsurface shader

#

also its a prop and might be used w/o the character there

naive ferry
#

ok yup, makes sense now, thanks for the lesson! i do try lol

bronze osprey
#

if you delete the verts u can also remove the material slot, saves performance

naive ferry
#

oh nice

bronze osprey
#

this might or might not be done automatically on in or export, i dunno

naive ferry
#

why are some of her bones, massive?

bronze osprey
#

thats a maya rootbone thing or something

#

i allways hide those bones

naive ferry
#

ohh okies, i def didnt delete any hah! well thanks again, appreciate the help, will go for dinner now !

nova kettle
#

Hi I'm trying to import an animation into the game, the FBX has two separate skeletons, one for a gun, one for the soldier mesh. I can't figure out how to import them both to two separate base skeletons. Do I need to separate the gun and the soldier when importing?

bronze osprey
#

i would say yes, but you say its allready 2 seperate skeletons

nova kettle
#

yeah, the first import works fine, but subsequent animation pairs don't pair right...

#

I get the second import gun always targeting towards the body skeleton and mesh, and I can't seem to change it to the gun mesh after that

#

maybe I have to import it twice..the second time with the different skeleton, so weird

twin tide
#

hi guys im just learning to use blend spaces, I want to make the transition between animations smoother, is there any way to slow down the transition between animations?

wide hearth
twin tide
high musk
#

Its not possible to import IK bone constraints from blender to UE right? Should I just setup my bones, connect them to the mesh in blender and then setup IK in UE?

wide hearth
dense tree
#

So, i'm having a weird effect whenever I InputAxis MoveRight. The picture is taken while doing left/right fast. My character's hands seem to snap few centimeters on the left when I input left for example. How can I fix this ?

stoic wedge
tiny granite
#

So upon import of our creature from Maya, the skelmesh looks just fine, however as soon i apply the animation to it, it rotates itself facing upward 90 degrees, what export option am i missing?

marsh jungle
magic wedge
#

Not sure if this is the correct place or not, but does anyone know how I can save the changes made to a model in the skeletal mesh window? I want to change and tweak a few things, but the changes never show outside of this window

wide hearth
wide hearth
wide hearth
magic wedge
#

ah thanks for that

misty dagger
soft spoke
#

Hey, Fellas! how many of you are using ALS?

marsh jungle
# misty dagger U mean cloth simulation for characters?

Yes, but in this case ist an armor plate that dangling around. I dont really know how to enable the simulation inside of the game. Just wanted to use physics simulation for the armor plate thats all. Thanks for replying:grinning:

misty dagger
dense tree
#

Hi, my character only does the fire animation once when I keep the Input Fire pressed. How can I make it run the fire animation in loop until release ?

marsh jungle
rugged ice
#

Hey, i'm trying to make the arm stretch to the hands position by using Two Bone IK, however, i can't make it fully stretch without leaving any gaps in between. I would really appreciate the help :D

The problem in action:
https://imgur.com/a/2Rng1aK

These are the settings:

bronze osprey
#

ur upperarm stretches but ur twist bone does not

#

get the scale of the upperarms and apply it to the twist bone

plain drift
#

Is it possible to render the control rig gizmos on runtime for debugging reasons?

dense tree
#

On the same crouching state, when my character is idle or moving the aimoffset and alignement of the gun is perfect

#

When I InputActionFire, (2nd picture) the gun alignement changes position, and even more when crouchwalking

raven sorrel
#

I have a replication boolean that indicates whether a player is seated or not; I'm running a listen server set-up.. On clients they can sit down and get up correctly (the server fires events that has the pawn set the boolean on the server's instance of the pawn's animBP) however the pawn controlled by listen server does not work.. it stays standing on clients but seated on the listen server.. Given that the clients show correct operation (i.e. replication is occuring from the server) does anyone know why the listen server's pawn doesn't reflect the boolean (I've verified I'm setting it correctly)

#

And for some reason on dedicated server's nobody can sit 🤔

raven sorrel
#

Nm, fixed it.. ended up getting clients to set it via multicast

plain drift
#

I am currently trying to create a posable character using IK handles. The handles should be manipulated ingame using the mouse cursor. There are a lot of tutorials on how to set up IK effectors, but none on how to manipulate them on runtime. I already have it working to an extend, but I am not satisfied. The main issue i am having, is that the effector does not stick to the bone it is attached to. So the effector disconnects from the bone when the bone can not move to the effectors location. Do you guys have any suggestions on how to solve this?

hallow vale
#

I configured my animations to work but I can't seem to get them to work with a modular character, would anyone be willing to help me out?

#

Here is the animation configured to work with this skeleton (1/2)

#

(2/2) But when I set the anim class to it, it doesn't play animations. It changes from T pose to the first frame of the Idle animation but it doesnt move at all

astral nebula
#

Hey, has anyone retargeted mocap data to the artv1 skeleton control rig in maya successfully? I can bake the mocap to the bones but then the control rig doesnt follow :/ any help on this would be great

#

Hey, has anyone retargeted mocap data to the artv1 skeleton control rig in maya successfully? I can bake the mocap to the bones but then the control rig doesnt follow :/ any help on this would be great

fossil tusk
#

hi all, I'm trying to put together a super simple rig (just three nulls effectively) in Houdini (using KineFX). Though I don't seem to be able to get a rig without a mesh across to Unreal Engine. If I export using the character mode in Houdini, Unreal will fail complaining about a lack of mesh. Exporting using the animation mode ends up with the issue that Unreal doesn't find a skeleton in the fbx. Is it possible to get a rig without geometry into Unreal? (If you're wondering why I want this, it's because I'd like to put sockets on the transforms and attach actors at runtime, incase there's a better approach for that)

fossil tusk
#

From what I can tell, a skeleton cannot exist without a skeletonmesh in unreal engine. Which I'm taking to mean I can't accomplish what I'm after without putting some kind of mesh in place (hopefully, I can just leave it off at runtime) - is that correct?

#

I notice the documents say you can create a skeleton from any internal mesh, but that doesn't seem to be true. For instance, static meshes do not provide the context menu referenced

fossil tusk
#

Another dumb question I'm having trouble with animating in UE4 - is it possible to set a custom repeat range? i.e. I 150 frames of animation, but once it gets to 149, I want it to loop back to 30. Or do I need to split it into multiple animations and setup a state machine?

#

@misty dagger thanks - jumping in - sorry - was afk checking mail

high musk
#

happy new year everyone! im wondering what the workflow is for non-character objects which have interactive components on them. Do i just rig the mesh with bones and do all the animation in unreal? I want the player to be able to "scrub" through these animations when they move the wheel on this saw. Currently in blender im using drivers and bone constraints but i understand these won't transfer to UE. I have a lot of different machines to animate like this so I'm just trying to plan ahead.
https://imgur.com/Vv4ezYm

misty dagger
#

Does anyone have a good tutorial or blueprint/blendspace example of 8 way locomotion? (Forward, Backpedal, Strafe Left/Right, Forward Left/Right, Back Left/Right.) Character turns with the camera

fossil tusk
#

For anyone curious, the answer is right click on the original animation, choose Create->Create AnimMontage. Then you can add a section where you want the loop to go back to, and from the Montage Sections tab, there is an button after the last section you can use to choose next section, which you just set to the one you want.

hallow vale
#

How do I test out animations for a modular character? The only anim I can get it to do is idle.

#

And thats in the Viewport window

hallow vale
#

God this is driving me insane. The animations SHOULD work! They work in every single window I play them in, but not in-game.

#

That's it, im begging...lol please for the love of god someone tell me what I have wrog here? My character SHOULD be attacking, right?

wanton atlas
#

@hallow vale i will look into it when i get home, sorry you’re having trouble man i’ll see what i can figure out soon

misty dagger
#

My exported animations in UE4 have this weird bug. A limb just goes off course and jitters out of place for a couple of frames. It runs perfectly smooth in Blender.

crisp bluff
#

is there any alternative to root motion?

wide hearth
wide hearth
misty dagger
#

@misty dagger genius idea

tranquil lark
#

Have you been able to figure the plugin out? I tried going through the docs myself, and it doesn't seem like it is doing anything, so I am assuming that I did something wrong, but I'm not sure what.

tardy crown
#

Hi, I have a camera hooked up with a simple IK rig in Blender. How would I get this functioning in UE4? My hope is to be able to tell the camera to point at a location and the IK sorts out the rest with constraints etc. I can't find out how to do this though, when I import I seem to lose all my constraints and stuff in UE4. Cheers

misty dagger
#

HEEELP

#

heEeLp

#

when i add animation the the AI, he is repeating the same animation over and over

#

and i don't want that

#

how can i fix

#

if anyone knows how to fix ping me

agile creek
misty dagger
#

I DID

#

I WATCHED ALL TUTORIALS

agile creek
misty dagger
#

I DID

#

YESTERDAY

#

i don't understand!

wide hearth
tardy crown
wide hearth
tranquil lark
#

So - I have to be doing something incorrectly with the animation sharing plugin, because I'm not really seeing any performance gains with it. I have things set up, as I understand it from the documentation, but again, I'm not seeing any actual tangible gains.

I don't have an AnimBP set up on my character, but the right animation IS in fact playing (this is how I know it is driving the animations - at least this is my assumption). There seems to be quite a low amount of information out there for this as well.

For the Sharing State Processor - I've even tried just disconnecting that, to see if maybe it is because of the BP implementation, but that didn't change anything either. I'm at a loss here and not sure where to go.

Does anyone have any experience or any ideas? Based on their talk from 2019, Epic was able to get 200 characters with no performance penalty and they said that the number of characters really didn't matter. The cost to update the game thread with the animations using this, was supposedly 1ms for them. So overall, I'm quite curious how to achieve something even remotely this close.

(btw - all of my characters are just idle, not moving around)

dense tree
#

I'm trying to have a forward/diagonal sprint animation, and a side/backward animation. This picture is the link from Side/Back to For/Diag. It works well, except something I can't figure out. When I am in the side animation, and input forward axis, it doesn't change animation state until I 'unpress' the RightInput Axis.

But still, it is stated in the picture that once the Forward Axis is more than 0,05 it should change animation state.

warm island
#

@dense tree use a 2d blendspace with angles spanning 180 to -180

dense tree
warm island
#

Hm set base speed to 0 on y axis?

mighty wedge
#

https://www.youtube.com/watch?v=KLjTU0yKS00&t=205s okay this is amazing and i barely understand it. it sounds like they used a control rig and did some physics?

GDC

In this 2016 GDC talk, Ubisoft's Alexander Bereznyak breaks down the basics of IK Rig technology for animators, and explains how it can be used for everything from video games to feature films.

Register for GDC: http://ubm.io/2gk5KTU

Join the GDC mailing list: http://www.gdconf.com/subscribe

Follow GDC on Twitter: https://twitter.com/Officia...

▶ Play video
bleak sable
#

can I get some help ?:/

zenith meadow
#

Does anyone have a list of Paragon characters that have a full set of animations for a strafing blendspace?

Sparrow seems to be missing some anims for it. Do you guys know about any marketplace assets that have full set of animations for archer strafing that will work while attacking? I've had a look at some assets, but some of the ones I'm considering don't really show a full strafing blendspace...

mighty wedge
#

@bleak sable so there isnt much info from that vid. but it looks like your adding physics at certain points

bleak sable
#

I'm trying to blend the saved pose to the animation, the video shows that while the character is lying down, when he tries to stand up, he insta stands then goes back to lying and starts playing Stand Up animation

mighty wedge
#

ah i see.

#

Maybe your blending from standing as posed to the current pose?

#

as in the saved posed is the standing

#

at all times?

eternal compass
#

Hey all, anyone have any tips here for leveraging marketplace / free animations with minor tweaks along the way? I've got minimal experience in blender, but it seems hard to mix / match animations even with the manny skeleton as the base. Exporting from UE4 gets you something, but then you have to try to retarget those animations in blender, etc, and it's all just a huge pain

#

How do other indies/hobby creators deal with this? It seems like there should be some processes that would make something like this simpler (tweaking some marketplace anims in blender let's say)

#

There's also so many scripts/plugins available for making blender armatures play nicely in UE4, but I never know what's best. Lots of negativity surrounding rigify, etc

tranquil jay
#

Hi all, I am new to Unreal Engine and I have questions about an animation I’m trying to make.

Basically I want a moving train with animated characters inside it, and also shoot a cinematic with cameras constrained to that train.

For now, I have a level with a modular train. Everything is in place but still in pieces. What’s the best way to handle the moving train? Should I turn all of the modular pieces into a blueprint?

If so, how do I handle things like animating the doors? The doors can’t be inside the blueprint can it?

Also then how do I constrain characters and cameras to the train?

pure monolith
#

@tranquil jay I would personally put the train into one blueprint with the doors, you could make the doors separate but simple movement is easilu achievable within the blueprint. You would parent the characters and camera to the train within the world editor ideally. You could put it all in one blueprint but characters would suck to sort out, cameras wouldn't be so bad but I would parent through the world editor. If your doors are working in tandem with linked character animations I would separate them from the train BP.

tranquil jay
wise idol
#

i have my animation ready, all i need is the animation to play when no other animations are playing
how do i do that?

#

please ping while replying

vital inlet
#

Hi
Can some one explain me what is the main diffrences between animComposite and animMontage?

agile creek
wise idol
#

I have my animations imported into ue4, they work fine, but when i try to play them in game, they dont seem to work

#

@ me when replying

wise idol
#

I have my animations imported into ue4, they work fine, but when i try to play them in game, they dont seem to work

crisp bluff
#

make sure you have correct skeletal mesh in your character blueprint @wise idol

#

also did you check your animation blueprint is correctly assigned to your skeletal mesh component?

wise idol
#

please explain how

#

im a Beginner

crisp bluff
#

sure, can you share screenshot of your character blueprint

crisp bluff
#

select your skeletal mesh and send me screenshot

wise idol
#

its only a knife

crisp bluff
#

so you want to play knife animation that shown above?

wise idol
#

no

#

on click

#

i want it to play attack animation

crisp bluff
#

on which skeletal mesh?

wise idol
#

how do i select a skeletal mesh

crisp bluff
#

because in your blueprint, i can see two skeletal mesh components

wise idol
#

yep

crisp bluff
#

knife_ct

wise idol
#

ok

crisp bluff
#

double click on skeletal mesh

pulsar trellis
wise idol
#

ill try that son

wise idol
crisp bluff
#

click on animation tab

#

and see if there is animations in list

crisp bluff
#

click on blueprint

wise idol
#

?

#

never mind

pulsar trellis
#

Ahah, someone in #ue4-general seems to have found your underlying issue. Like @crisp bluff pointed out, you have 2 meshes, but you play the animation on left mouse button on the wrong mesh.

wise idol
#

im dumb

wise idol
#

all the sudden everybody wants to help me

wise idol
crisp bluff
#

yes that's what i'm clearing this issue now

pulsar trellis
#

@wise idol for future reference, this was the correct channel for this discussion. You can then ask in other channels for people to reference the question here if you the channel is very slow.

wise idol
#

i have had this problem all day

#

i was desperate to move on

crisp bluff
#

@wise idol can you rename your skeletal mesh to other name

pulsar trellis
#

You could probably just remove the knife mesh and then click the original mesh and change its skeletal mesh to the knife.

wise idol
crisp bluff
#

ok, please follow my steps

#

click on animation asset that is playing now

#

and send me screenshot

wise idol
#

nothing is playing

crisp bluff
#

no i mean not in game, from your content browser

#

double click and open animation

wise idol
#

oh okay

#

yep

crisp bluff
#

can you send screenshot

#

click on mesh tab

wise idol
#

yep

crisp bluff
#

can you send screenshot

crisp bluff
#

click on browse button

wise idol
#

yep

crisp bluff
#

and rename your skeletal mesh

#

to "my_mesh"

wise idol
#

okay

#

done

crisp bluff
#

now go to your character blueprint

wise idol
#

yes

crisp bluff
#

and click on knife skeletal mesh

#

change your skeletal mesh knife to my_mesh

#

and send screenshot

crisp bluff
#

can you try again to play game and play animation with mouse click

wise idol
#

IT WORKS

#

thank you

crisp bluff
#

ok great, is everything ok now

#

In this UE4 (unreal engine 4) tutorial I show how to play an animation of a character on left mouse click using the Unreal engine 4 blueprint system. I just add a node into my character setup for pressing the left mouse button and Play the animation adding a new node, it's very simple.

See me on my social profiles:
G+: https://plus.google.com/+...

▶ Play video
wise idol
#

i have

#

i also need help on that :/

#

i dont know how to get an idle animation to go back to

crisp bluff
#

you need to create animation blueprint and assign that animation blueprint in your skeletal mesh to add more animation functionality

wise idol
#

okay thanks alot

#

okay new problem

#

i want other animations to play when i press another key

#

how do i do that? :/

#

@crisp bluff

#

@pulsar trellis

#

sorry for pings

pulsar trellis
wise idol
#

but it doesnt work

pulsar trellis
#

Can you show what you are currently trying?

crisp bluff
#

@wise idol you can try with different keys and duplicate the functions, and change animation asset for each function

wise idol
#

for some reason i have 4 different animation sets for 1 thing

wise idol
#

but for somereason it dont work

pulsar trellis
#

left mouse button still works though?

wise idol
#

yes

pulsar trellis
#

That is odd

pulsar trellis
#

You try out all 4 of those duplicate animations?

wise idol
#

wdym i dont undestant that

pulsar trellis
#

You showed 4 animations for the same thing, so maybe you also have duplicate skeletons, meaning that each of those animations might be tied to a different skeleton.

wise idol
#

yes

#

maybe

pulsar trellis
#

Mismatch skeletons and the animation won't play.

wise idol
#

well

#

ill try re importing

#

i didnt save it 😔

#

@pulsar trellis

pulsar trellis
#

Yeah, you are making a new skeleton every time you import. You need to keep using the same one.

#

When you import, you can choose an already existing skeleton.

wise idol
#

ooh

pulsar trellis
#

You can also choose to import the animation only, no need for duplicate meshes too.

wise idol
#

okay

#

ill try that

#

it crashede ue4

pulsar trellis
#

It might be best to remove all animations, meshes and skeletons except for what you currently have working (the attack). Then re-import the other animations, select the existing skeleton to use, checkbox somewhere to not include the mesh (can't remember the exact option).

wise idol
#

im off to bed, what time is it for you

pulsar trellis
#

Very early here still, 9:30am

wise idol
#

2 am here

#

i deleted the wrong thing

#

okay

#

im going to sleep

pulsar trellis
#

@wise idol just want to sum it all up for you:
You want 1 mesh and 1 skeleton.
All imported animations need to use the same skeleton.

Hopefully that helps you when you work on it again.

wise idol
#

ill be up in around 12 hours

jovial imp
#

Where can I find a UE4 Mannequin for Blender (or maybe just a Rigify'd one)? Because exporting it from the Editor requires hours of fixing the rig (IKs, re-aligning bones, etc).

lament drum
#

RE - Importing fbx

just trying to import this fbx into unreal and just doesnt work
looked at all the possible videos -
could anyone advice

Attached the fbx

#

it only opens a static frame
I have imported it into other applications and it works perfectly
thank you

knotty oriole
#

Anyone have experience importing animations from blender to unreal? I'm running into an annoying issue where it's not importing new animations I'm adding to a rig

lament drum
#

same thing @knotty oriole been on it all day
i am sure there is a button i am missing somehwere

knotty oriole
#

I'm wondering if it's an issue with things being in the NLA track

#

well if I find something I'll update it here so we both get out of this

knotty oriole
# lament drum same thing <@!610594962127454209> been on it all day i am sure there is a butto...

fwiw I'm watching this vide now: https://www.youtube.com/watch?v=ZxCkcDw4ybA

Patreon: https://www.patreon.com/CBaileyFilm
Discord: https://discord.gg/UCNJmT5
Blender Market: https://blendermarket.com/creators/cbaileyfilm

In this episode we take a look at how to use the non-linear animation tool in Blender to get our animations ready for export to Unreal Engine 4. We then bring over our animations and set them up in Unr...

▶ Play video
lament drum
#

Thanks manlet me know if works 🙂 also try with my little vfx

#

Vfx