#animation

1 messages · Page 151 of 1

lament drum
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Fbx

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Would be great help

lament drum
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tried alembic and it worled

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worked

copper dawn
mighty wedge
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so i have to ask is the control rig just the animation IK system plus?

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there doesnt seem to be much reason to use a control for ik over the ik nodes in the animation graph?

hushed sparrow
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https://prnt.sc/wf09z5

I want to animate this ring to move up and down. How would I accomplish this? Matinee? I could do it programaticly, I just want to make sure there isn't some easy way to do it by setting keyframes or something

Lightshot

Captured with Lightshot

buoyant gust
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How could I set up my first person character's arms to follow each separate weapon's unique recoil and reload animations, without having to have a separate pair of arms linked to each weapon?

vivid roost
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Hi, Animation question. I have an animation of a kick I got off the internet. I want to make it play at double speed. I can achieve this by going into the kick and setting the Rate Scale to 2.0. However, I have another part of the game that retrieves the Play Length of an animation and it is returning the original length and not the halved version.

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Is there a better way to make the animation faster? I am willing to duplicate it and edit the duplicate.

vivid roost
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Ratescale is not available as a blueprint node, sadly.

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I am looking at Montage Notifies. It seems like they're mainly meant for stuff like sounds and particles? But I'd like to trigger a blueprint effect when a particular notify is hit. Is there an example of how to do this?

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Specifically, a montage playing in the AnimBlueprint

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Or do I need to play the montage from blueprint to get this effect?

wide hearth
royal crane
wide hearth
royal crane
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@wide hearth Thank you, i was try to add input once node were added to graph, Once i removed it, added input and re-added it worked!

pearl swift
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Anyone know where good freelance animators hide?

simple radish
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Hey guys, so I have a problem, in the Animation i was trying to make the curve like a curve, not straight line, but it didn't work and i don't know why is it happening (it's rotation curving for walkingstart)

minor shuttle
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hi guys i followed a tutorial on youtube on getting a mixamo character into ue4 and now im trying to add a jumping animation which the tutorial didnt cover. im following another tutorial now for the jumping but the blueprints are different to what i have in the animation bp file. ive set up everything in the character state section picture included.

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but in the event graph everything he has is different to what i have
my question is
what are my next steps to get my jump anim working properly, here is my event graph

fringe plinth
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Hey guys I was wondering how I could modify an animation in the engine. I want my character's gun to be aiming a bit more upwards

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I know there is a way but the changes I have done never save

wide hearth
wide hearth
tropic drift
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Hi, I want to predict if an attack will hit in my animations. I get the transform of the hand of a later frame (the frame an enemy should be hit) and use this to add a hit box component at that transform that checks for collision. But somehow the transform I get isn't correct (I think it's not relative to the mesh but neither in world space). Are there any ideas for alternatives or solutions? Thanks in advance 😄

simple radish
wide hearth
simple radish
# wide hearth frames starts with 0, last frame is num frames-1, for loop is from start to end ...

I still don't get it, sorry if im retarded, i've done it through this tut, and i am 100% sure that i have the animmodifier good. https://www.youtube.com/watch?v=JB5CQCj0gAs&list=PLSCf9vYpqk3PZkUK69F85AuBOpM-64f68&index=2

Patreon ▶ https://www.patreon.com/UE4tuts
Facebook ▶ https://www.facebook.com/UE4Tuts
Contact ▶ ue4tuts4you@gmail.com

In this new tutorial series we'll setup character Locomotion System from completely Scratch. That will include Walking|Running|Jumping and Also Crouching. We'll use RotationMatching|DistanceMatching for proper location system...

▶ Play video
wide hearth
wide hearth
fringe plinth
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so does no one know how to do modify the animation in the engine. ?

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I just want my gun to aim higher during the animations

tropic drift
eager raft
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hey guys, real quick question. it's probably user preference, but is it better for me to first create animations for the player/NPCs in blender and then importing them into UE? or should i just import the assets and create the animations in the game engine itself using the anim blueprint/editor?

tropic drift
simple radish
tropic drift
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How do I get the Transform of a bone relative to the root component?

fringe plinth
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@tropic drift well I just want my gun to aim a bit higher when I'm aiming the gun

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when I'm running*

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lemme make a gif to show you

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I know the camera looks bad I just put it like that so I could see where my bullets are comming from

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but yeah basically the gun is looking down a bit and I want to put it up

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some help would be much apreciated haha

craggy knoll
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I use Mixamo animations and I converted them with the Blender tool "Mixamo converter" to support Root motions for UE4.
Most of the Animations are working fine, but some doesn't. Their very jaggy. Here is a video for one of those jaggy animations.

Top Right corner -> Raw Mixamo Animation without the Blender converter
Bottom Right corner -> Raw Mixamo Animation retarget to the Mannequin.
Left Side First Half -> Raw Mixamo Animation retarget to the Blender converted Mixamo base skeleton. (Wrong axis?)
Left Side Second Half -> Mixamo converted Animation on the Blender converted Mixamo base skeleton. (Jaggy motion)

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How can I fix this Jaggy motion or that the raw animation goes into the right Axis (like the mannequin does)?

wide hearth
simple radish
simple radish
wide hearth
simple radish
wide hearth
tropic drift
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Oh I need it for a specific frame in my animation

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GetBoneTransform() in c++ returns it in local space I think, but that doesn't work

wide hearth
tropic drift
# wide hearth if it's for a specific frame, could you use Getboneposeforframe?

Well the problem is: I want to get the transform of a future frame in an attack animation. I use this transform to add a hit box component to predict if the attack will hit something. But the transform returned for hand_r is always the same in the animation (although I can see it moving). So my guess is that the transform is in "bone space" (?)

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And I think GetBonePoseForFrame will return the transform in the exact same space, you know?

wide hearth
tropic drift
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Oh really?

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Well... That would be great

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Can you specify "combine"?

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Adding?

wide hearth
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Combine like in CombineTransform

tropic drift
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Oh thanks!

wide hearth
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But I don't understand from where you are calling all this? Is this supposed to be calculated at runtime? Or in anim modifier? Because "get pose for frame" is made for anim modifiers

tropic drift
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I use an AnimNotifyState for Hitboxes. If the type is "proximity" I'll get the transform with a c++ function

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You can get those functions in c++, too I think

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I didn't use an Anim modifier because you can't apply them for montages, can you?

wide hearth
tropic drift
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Hm. Well precalculation would be fine by me

wide hearth
tropic drift
royal crane
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How would i receive inputs inside node?

wide hearth
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inside your blending layer i mean

royal crane
wide hearth
royal crane
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@wide hearth plus, where?

wide hearth
royal crane
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@wide hearth Is there any precondition for them to appear? I am on macos do you this its bug?

wide hearth
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i don't know. Try to remove and readd them maybe?

royal crane
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Did it 😌

wide hearth
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weird

royal crane
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yeah

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I have another project, ALS v4 and i can see with exact same settings

weary yoke
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Any ideas how to synchronize two animations?

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I have a data race

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in c++ are some kind of features like std::mutex etc. ,but is in animation graph something like this?

mighty wedge
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is it safe to assume that adding sockets to a skeleton doesnt greatly affect proformacne?

mighty wedge
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woot, cuz I need A LOT of them

tropic drift
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Well I don't know your dimensions. If you add a huge amount of sockets, that can hurt the performance I guess

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Could could profile your project when adding the sockets

tropic drift
lavish flower
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Guys can sb. help me?
I have an attack anim montage (a long combo animation) with root motion enabled and I would like to use notifies to rotate my player between every single attack of the long combo. I would really appreciate it also it would be nice if this could be done in BP

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Basically I want the player to be able to correct the direction of his or her attack in case the target is moving/running around

wide hearth
sinful lintel
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hi, i'm in unreal and i'm trying to import animations, but i cant see the pop-up box to import because its half off my screen and cant pull it back into view, also when i right click on a animation file in my contents i only get a small menu, it opens towards the top of the screen and i cant access the "Create" or re-target animation option towards the top of the menu, any ideas what i could change to fix this?
i use a 4k LG tv as a monitor

vivid roost
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Is there a recommended way to make or edit placeholder animations?

eager raft
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hey folks! just asked this question over on the Blender discord and they said ya'll would have a better answer for me (which is pretty good cause I'm developing my game in UE anyway). I'm making a jump animation for my NPCs where they start on a default mesh such as this and then switch over to...

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this mesh/texture during the actual jump itself before going back to the original mesh/texture pre-jump. So, how exactly do I go about doing that? I can't find any tutorials on youtube about changing a pawn's mesh/texture during an animation.

blazing swift
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Anyone have suggestions for an in depth animation series of tutorials ?

restive temple
blazing swift
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Thanks! I'll check it out.

restive temple
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You're welcome. I forgot to add that when you enroll in a course you can contact and discuss things directly with the instructor as well as other students.

placid furnace
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Does anyone now why I cannot modify the transforms of "control spaces" in the control rig?

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also I've seen a Youtube video where they right click to get a gizmo for the control space transform. This was probably from a 4.26 preview or even 4.25, however I can't find how to do that in 4.26

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also I can't change the transform of these spaces in the details panel

wide hearth
# simple radish np, but thanks dude!

did you found why it wasn't working? i was thinkg, you have addcurve in the beginning but if the curve already exists could that make an error? check the output log maybe? i'm also making some modifiers now so i'm interested to know more about this stuff:)

simple radish
dapper terrace
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Hey guys how's it going? I just wondering, what's the best way to apply high heels on characters animations and poses, with the option of toggling it on and off, maybe use a slider to set the height of it. I guess it would be an additive anim layer or something similar in the Anim BP or graph. Thanks

bronze osprey
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@eager raft dynamic material instance

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you also might wunna set the pivot at the feet

clear trout
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how to animate lips with song using Maya

clear trout
clear trout
plain drift
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anybody knows where I can find the Physics Asset Tool Properties? The documentation says its in the details pane when no bones/contraints are selected. But mine just stays empty

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anyone? 😦

simple radish
tropic drift
simple radish
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@wide hearth okay dude, im so fuckin retarded, i just used InPlace animations instead of RootMotion, but thanks for your patience 😄

craggy knoll
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I use Mixamo animations and I converted them with the Blender tool "Mixamo converter" to support Root motions for UE4.
Most of the Animations are working fine, but some doesn't. Their very jaggy. Here is a video for one of those jaggy animations.

Top Right corner -> Raw Mixamo Animation without the Blender converter
Bottom Right corner -> Raw Mixamo Animation retarget to the Mannequin.
Left Side First Half -> Raw Mixamo Animation retarget to the Blender converted Mixamo base skeleton. (Wrong axis?)
Left Side Second Half -> Mixamo converted Animation on the Blender converted Mixamo base skeleton. (Jaggy motion)

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How can I fix this Jaggy motion or that the raw animation goes into the right Axis (like the mannequin does)?

rain wave
uneven siren
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Hey yall does anyone know how to make a skeleton stick to a mesh in blender?

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Basically what im trying to do is get a premade fox skeleton and apply it to a cat model i made

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I thought i did it correctly but when i retarget the anims in ue4, the bones move but the mesh doesnt

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Anyone know how to make the bones stick to the mesh?

white dragon
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It's called skinning

misty dagger
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So I have a skeletal mesh, in this case a bee with a stinger which is my 'worker bee'. All the animations work fine, I am exporting from Blender to UE4. However I want another type of bee, my 'drone bee' which is identical except I removed the stinger from the model. In Blender there is no noticeable difference in how the animations affect the mesh, it's a very minor change. Of course I could just copy paste the whole mesh + animations and double the memory usage but for such a minor change it seems like a big waste. I'm struggling with telling UE4 to import my 'drone' type bee but to use the 'worker' animations + skeleton and getting 'FAILED TO MERGE BONES' errors (I wondered if this might be because I am adding verts to make my drone bee which are not weighted, so I tried again purely destructively (so all the verts of my 'drone' bee ought to correspond to a vert in my 'worker' bee) - still no luck). What is the correct way to approach this?

misty dagger
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@misty dagger Could ya show us the skeleton, looking at the hierarchy may help.

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Also this may help.

upbeat forum
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Is blender a decent program to do some animation editing on? I've used it for modelling but never animations. I need to tweak the default third person animation set to make the head not bob (trying to make a true 3d controller), and I'm hoping I can do that in it.

misty dagger
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It is great for animating stuff.

misty dagger
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There is a bug when importing animations. But it has a known workaround. Just might throw you if you don't know about it @upbeat forum

misty dagger
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@misty dagger I mean.... do you think there could be something special about how it needs to be set up? It's most likely a case of me not knowing enough

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The skeleton is the same between both mesh types.

misty dagger
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Do popular 3d games use root motion?

raw spire
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Hi guys, I want to ask, How can I connect AnimationBluePrint (ABP) to ActorBluePrint (ActorBP), I added SkeletalMesh to my ActorBP but I noticed ABP look for Pawn Owner and ActorBP is not a Pawn and my ActorBP is something as simple as Fishing Rod, how can I use ABP in such situation, anyone has experience in such situation?

frigid drum
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@misty dagger yeah, id say root motion is more common among big studios and AAA games

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it looks and behaves better, but can be harder to create

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of course it depends a lot on genre and gameplay

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@misty dagger for example most third person cinematic games like TLOU and God of war will use root motion, iirc TLOU uses a lot of procedural animation too

wide hearth
wide hearth
raw spire
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@wide hearth Sweet! thanks a lot 🙏

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I was pulling my hair just now

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So I did what you say and in order to get the Character, I get the Instigator from it and cast it to my character, it works perfectly

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just I'm not sure how efficient it is

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cause the problem i face is that my character holding fishing rod but he is kinda rotated side way, and it's not pointing camera forward vector and it's facing it own forward vector

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so i though to get the character and get the bone rotation and adjust the rotation

wide hearth
raw spire
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yeah, i got that, now my fishing rod follow it own animation without any problem

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just that it attached to hand right
so it's rotation doesn't match camera rotation

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but thanks for the help it solved my problem

frigid drum
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I cannot find any info about TLOU or GOW using root motion
of couse not, root motion is a UE4 term, it just means moving the player with the animation, most third person AAA games are 90% mocap, and extracting animation motion to move the player is just logical

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anyway, thats all just guesswork

wide hearth
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I will ask on twitter

wide hearth
frigid drum
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I think all games use some RM,
Like are there aaa games with RM locomotion?
do you mean without?

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or you mean that just locomotion uses 100% rm?

wide hearth
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I mean with 🙂 Fornite doesn't use rm locomotion, that's for sure

frigid drum
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yeah, obviously

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as i said, thats highly dependent on gameplay

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and theres 0 chance that uncharted doesnt use it, theres ragdolling everywhere, a lot of animation blending, physics based animation

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without root motion how would the locomotion be driven?

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theres no way to express the animations otherwise

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fast paced games, like DMC, i would guess they dont use RM at all

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would take the players control out

kind zinc
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I'm trying to create a blendspace 1d but when I try to add another node, it says "Animation should be additive". What do?

wide hearth
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ragdols and physics have nothing to do with it. RM is when your char moves according to the root bone animation track. There is a lot of techniques to make good looking movement without RM. Something like ALS looks pretty good for example

frigid drum
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and your root bone wont move when ragdolling? lol
welp if you want to discuss without any kind of decent argument i will just let you talk to youself

wide hearth
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I don't really want to discuss anything, I just want an example of AAA games using RM for locomotion. I'm making RM based anim bps and they look pretty good, I wan to know if there are AAA games making the same. Physics based movement is not using animation anyway, otherwise it won't be physics based. You have either "simulated (physics driven)" either "kinematic (animation driven)", or you can even blend both, but "physics" part of will just use simulated rigid bodies and constraints

frigid drum
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dis·cuss verb Talk about (something) with another person or group of people.

wide hearth
frigid drum
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motion matching is the technice of blending many motions at the same time,

wide hearth
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no

frigid drum
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guess how they know where the player is moving when its blending between 5 animations?

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yeap root motion

wide hearth
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motion matching is explained in the article: they have a bunch of different animations, then if looks which animation match the current movement the best and play it. but the movement is driven by the code, not by the animation

frigid drum
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thats why i said TLOU uses a lot of procedural animation

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no game has 1 system

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they are not doing pong

wide hearth
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it's not procedural, procedural is something like IK, here they have a lot of mocap and they play exactly this, but they let the motion matching algo to find which anim to play, based on the player current and past movement. They then have procedural on top of it

frigid drum
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k

wide hearth
storm pawn
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help

dark vortex
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How can I modify the preview mesh and rotate it? it's not giving me a transform at all

cunning steppe
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Anybody had success using UE4 IK Solvers in a double jointed leg?

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Upperleg -> Knee -> Lowerleg -> Foot, the Leg IK node just bends the knee wrongly, the FABRIK does the same thing, is there any other way?

rough trout
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Hi! I'm trying to set up Face Live Link in UE 4.26 and have connected my iPhone 12 Pro to the AR Sample project and it works just fine. However, when I try to add rotation it doesn't work. The reason why seems to be because the "Evaluate Live Link Frame" node's output from the phone doesn't seem to respond to any properties with the names specified in the documentation for face live link (headYaw, headRoll and headPitch). Is the documentation just out of date or have I missed something important?

tldr: evaluate live link frame node does not output any value for pitch/yaw/roll. Why?

wide hearth
rough trout
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Nevermind I hadn't enabled "head rotation" in the app settings on the phone

storm pawn
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Blender to UE4 Import Error: "Imported bone transform is different from original..." can someone help me??

kind zinc
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I'm trying to extend an animation graph. how do I pass the final pose up to the parent?

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Getting this error:

LogBlueprint: Error: [AssetLog] F:\domination\Content\_blueprints\units\Quad\BPA_Quad.uasset: [Compiler] Cannot order parameters InPose in function AnimGraph.
LogBlueprint: Error: [AssetLog] F:\domination\Content\_blueprints\units\Quad\BPA_Quad.uasset: [Compiler] Cannot override '::AnimGraph' at  Output Pose  which was declared in a parent with a different signature
LogUObjectHash: Compacting FUObjectHashTables data took   3.30ms
dusky meadow
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if i want my player character to have an animated backpack when running, how would i go about doing that?

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or is it easier to let the physics engine handle backpack movement?

misty dagger
gritty saffron
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hey guys, looking for some sequencer help. When I render out the scene, the character BP I'm using is lower than how he appears in the editor window when I preview it. Not sure what's going on here.

reef fox
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Hello. I have a question that I hope someone can help me with. It is a question that many people seem to have, and despite watching many videos and reading articles, I just don't get it. Slots in animation montages - my question is, what are they used for. In all of the videos I have seen, people select the slot they made (with a Use Slot node), then they use a blend based on a bone name. I can recreate all examples I have seen, without the slot thing - I can simply blend animations anyway, despite not using slots. I must be missing something important, so if anyone can explain it to me, I would really appreciate it.

safe ginkgo
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Hey guys, I'm struggling to hook up my animation BP to my character BP. Could anyone help me figure out what I'm doing wrong?

floral sky
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Any way to interp Layered blend per bone?

sand crag
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https://imgur.com/euyjTri
Does anybody know why my gun is so stuttery and jumpy. My hand animation is smoother than butter. The gun is what looks all messed up?

reef fox
plush blaze
plush blaze
hexed elk
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is there any way for animation notify to call certain function in certain blueprint?

jagged dock
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Is it a bug that Control Rig nodes don't show output pins in AnimBP? I see input pins but no output pins.

dense tree
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So i'm using the reload animation from the starter pack via a PlayMontage. The animation happens, but the arms don't fully extend like they should. I've tried to layer different bones but I can't find the problem.

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Any Idea ?

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Found the fix, FABRIK was overriding the animation

wide hearth
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So I just use curves to output something from cr

wide hearth
# plush blaze

idk, but maybe because idlerun has it at 0, and it's a blend, so it's (1+0)/2=0.5 ?

tropic drift
timber star
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After trying to retarget animation i didn t get a good result i change several option and the result doesn t change.
Any idea?
Below screen pic

rich perch
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Any facial animation experts here? I have a bunch of facial curves for different expressions and wanted to know if I need to make separate timelines for each one or if there is a more efficient way to maybe use a pool instead?

plain drift
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Does someone know a trick to prevent "snapping" when using IK (FABRIK/Two Bone IK)?

jagged dock
vivid roost
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Anyone have experience with using Anim Notify to drive gameplay actions like hitbox activation? I am being told that it should only be cosmetic.

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In my case I want to bake gameplay timing directly into the montage.

viral marsh
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recently unreal added the fancy new property access system in 4.26, should I even bother with adding a custom FAnimInstanceProxy? I am in the process of converting our entire animation BP to c++

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I don't really have any heavy work to do on the anim worker thread other than just copying from the AnimInstance or the owning actor

stoic kiln
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I have a silly question. I have a character (deer) and it has a state Run and RunningAttack (where he moves his head).
I managed to blend run and Attack so it looks decent, but when the state switches from Run -> RunningAttack, the run animation resets to 0 and does not continue from the Run state, so he "glitches" when attack is pressed.

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Any idea how to continue animation from previous state?

sleek tree
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I am getting so frustrated if someone wouldn't mind helping me understand what is going on. I am new. I am importing the epic mannequin into blender and trying to create additional animations. When I am moving bones, the bones are coming out of the mesh and not actually moving the mesh. I have searched and have found nothing that fixes this. Anyone mind helping out?

misty dagger
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@sleek tree Are you moving them in edit mode?

sleek tree
misty dagger
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Have you animated in Blender before?

sleek tree
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No but I felt I had an idea.. guess it's more complicated than that.

misty dagger
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Have you animated before?

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I mean outside of blender?

sleek tree
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I have but not 3D animating. premiere, UE sequences, etc

misty dagger
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I suggest making some simple animations first, to learn how to and then work on the mannequin. I recommend Grant Abbitt's animation course on youtube.

sleek tree
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Figured I would have to. Learning UE4 but then realized I wanted to focus on small mechanics and animations before anything else.. decided to pick up Blender and assumed it wouldn't be that hard to use but looks like i'll dual learn em

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So much time goes into such small things making games. My god. I've spent more time in UE4 docs than actually designing.. guess I'll go do the same with Blender. Thanks for the replies

misty dagger
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Blender is pretty easy

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It will take you around a day to learn how to animate

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Getting good will take a lot llonger.

sleek tree
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Right

misty dagger
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But you can make simple stuff like a waving hand by the end on today.

sleek tree
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I guess learning Blender a bit more will be my next task before just diving in and assuming I know what I'm doing lol

misty dagger
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I am majorly being halted by pipeline problems otherwise Blender works great.

sleek tree
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not familiar with the term pipeline.. what stage is that

misty dagger
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If you are only doing Animations only learn animating

sleek tree
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oh ok

misty dagger
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Exporting and Importing stuff

sleek tree
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Got it

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Thanks for the recommendations. Truly appreciate any and all information anyone is willing to share.

misty dagger
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I recommend you practice some of the common beginner stuff, like a bouncing ball, or a walk cycle

sleek tree
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You think some of that will help in the bigger picture of animating the epic skeleton?

misty dagger
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It helps with learning the 12 principles

sleek tree
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Got it. Will work on that

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Appreciate the info

misty dagger
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The 12 principles of animation
1 Squash and stretch
2 Anticipation
3 Staging
4 Straight ahead action and pose to pose
5 Follow through and overlapping action
6 Slow in and slow out
7 Arc
8 Secondary action
9 Timing
10 Exaggeration
11 Solid drawing
12 Appeal

sleek tree
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Going to SS and save

misty dagger
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I am a beginner too, so hit me up any time ya run into a problem. Two heads banging against a wall break it faster than one.

sleek tree
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I would love to bounce problems (ideas in the future) off others. Will do

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AFK

ripe yew
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If I set root motion for everything in AnimBP, in multiplayer the owning client sees the animation a little faster.

wide hearth
wide hearth
serene crow
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That is, selecting all key frames within a frame. And also, is it possible to add frames in between keyframes instead of having to shift everything forward one by one?

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And by selecting each keyframe I don't mean manually, I'm wondering if there's a shortcut.

shadow sierra
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hi why my animation speed is not constant ?

mortal linden
viral marsh
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use a layer blend

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though it seems like you are already, when does your montage play in the graph?

mortal linden
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It triggers a key press and I have 2 slots: upper and lower, that come in and overwrite the locomotion logic

woven basin
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hey @wide hearth May i speak with you in DMs?

hazy radish
#

Hi guys, I've been trying to prepare some animations on blender to bring into unreal, my problem is: when I bring them to unreal some bones act in a very ugly way getting weird deformations: (the first two photos are the errors of the exported animations on unreal, and the third one is how the hand is on blender), I'm actually using rigify to animate, did someone get this error too or is someone willing to help me solve it 🥺 🙏

stoic kiln
#

Anyone else is experiencing this bug in Blendspaces? When I move animation point anywhere else other than the grid. That "move" is ignored and it is still using the last position on grid.
For example here, even though the preview is halfway between the two points, it is saying 91% Walk, 9% Run

versed dome
#

Hello guys, I want to dynamically add event notifies on an animation sequence track, I can do it with the Animation Modifier class, that's great...

#

However, I don't get how I am supposed to create callbacks from them in order to trigger the proper functions, do you have any idea?

#

Oh well, I think what I need is a skeleton notify, instead of an anim one

#

Can anybody enlighten me with this?

tropic drift
tropic drift
wide hearth
wide hearth
versed dome
#

Ok thanks for your replies, so I should just create a custom AnimNotify, then from there, cast the anim instance of my mesh and just call the proper function instead of overriding skeleton notifies directly from the animation blueprint?

#

But I can't even give a name to my notifier, so how I am supposed to identify one from another?

tropic drift
wide hearth
versed dome
#

Yes, I have several attack animations and I want my designers to be able to quickly update the time at which the weapon hitbox will turn on and then off. I figured out to do it with animation modifier to dynamically place notifiers along my attack animations

tropic drift
#

Why not make an AnimNotifyState?

#

Your designers could go into your animations and place it wherever they seem fit

#

At least that's how I do it

versed dome
#

That's the problem, doing it manually is too redundant, we want it to be efficiently adjustable with percentage values

#

@wide hearth thank you for your reply, but the problem is that I can't name the notify events that I am creating from my AnimationModifier and that's why I would like to do in order to identify them

versed dome
#

Yeah, I thought about it but it sounds very redundant, don't you think haha?

wide hearth
#

no

#

i mean using one class or using 2 or 10 is the same performance wise.

tropic drift
#

I agree, it's not redundant to make another class

versed dome
#

Yeah but that's not very clear as a way of working for me, especially considering the fact that it's only about a "toggle mode" switching from ON and OFF

wide hearth
#

actually, you need only one class

#

you can add parameters

versed dome
#

That's what I need but how do I add them?

wide hearth
#

you add a variable, click on the eye to make it public, you have it in the details

#

and you have method "getnotfyname" to change the name on the timeline

versed dome
#

Thank you my dear

wide hearth
#

you should try to make a notify or notifystate bp and try yourself, would be faster

versed dome
#

Yes I tried in fact, sorry to ask such assistance but I thought parameters were supposed to be added to the "Received Notify" node, my bad

#

Thanks a lot!

jagged dock
wide hearth
#

in the curve container

jagged dock
#

Oh, I didn't know I can import curves! Thanks a lot!

wide hearth
#

you can just create them too, important is that the name in CR and in animbp stays the same

jagged dock
#

Got it
So, to expose a value from CR, I set the curve value inside CR and get the curve value in AnimBP, is that correct?

jagged dock
#

Thanks again!

tropic drift
#

When I try to add a curve via an anim modifier it says the curve doesn't exist on the skeleton. But I added it to the skeleton in the curve tab🤔

#

Does anyone know what I'm doing wrong?

plain drift
#

How would you orient a bone along two points? For example: I have a target to shoot at. The gun barrel is rigged to a single bone. I want the gun/barrel to be on line with the projectiles line of flight.

plain drift
#

The answer I was looking for: LookAt AnimGraph node

misty dagger
plain drift
#

is the dress simulated?

timber star
#

Hi,
Do anyone know if there is a way to convert a non complete ue skeleton animation to full ue skeleton.
In the source the skeleton start at upperarms so how to use this in a retargeted animation?

misty dagger
#

Do slot names matter if I'm not planning to add IK?

drowsy monolith
#

One animation. One skeleton. Two meshes.

#

Can I scale bones based on what mesh is applied, per instance?

#

I need my female mesh to have daintier hips, hands, and shoulders.

wide hearth
misty dagger
#

i dont think its simulated

sullen hornet
#

Hi there, does anybody know why I get these deformations? I am using UE4 locomotion system and want to retarget a different rig to it... however, as you can see the ankles are crooked and that goes the same for her behind, shoulders and wrists...

verbal lynx
#

Is it possible to apply different animations to different parts of a skeleton in UE? I am making an FPS character and would like the hands animated independently of the rest of the body. It's one mesh, i could split the mesh in two, but it would be hard to get good looking animation and allignment, even tho it could probably be done, but it's work. I could also just make one handen, double handed, run, walk, etc but that would be a little too messy for my liking. I would like to do it in BPs. Is there an easy way to do this?

#

Tldr: I want to apply different animations to hands and the rest of the body on my skeleton and im wondering if there is an easy way to do that.

#

Ah, it's called animation merging >.> good to know, took too many googling

jagged swan
#

Does anyone know good/common practices for rigging handheld props? Namely, should you give prop rigs a root joint, and where on the prop should that joint be? Should it be at the bottom of the prop, or should it be at the point where the character grabs onto it, like the middle of a handle, for example?

mellow urchin
limpid raven
#

Thought I share a tip from using ARKit for facial tracking:

https://twitter.com/_enter_reality_/status/1347702568961634304?s=21

#LiveLink Tip: you can get the name of the LiveLinkFace iPhone using the code shown in the video...so what you do with that?
If you need to send a packaged @UnrealEngine demo to a customer, this sets the name of the iPhone in the AnimBP, so it can be tested on the fly. https://t.co/uAvJ67RsDp

▶ Play video
drowsy monolith
#

Alright, I need help for what I think is a simple and common issue.

#

All I need is to get someone's forward velocity. Large float when going forward quickly, small or zero when going left or standing still, negative when going backwards.

#

Really thought it was as simple as this:

#

Thoughts?

hallow elm
#

Hi all
I need help
How can I make vertical rotate animation without aim offset?

#

I use anim montage to play animation

#

and here is my anim BP

wide hearth
drowsy monolith
#

Bingo. It worked like a charm.

drowsy monolith
rigid spire
#

Are Animation Blueprint graphs guaranteed to tick only after the graph of the Blueprint actor they are on has ticked? My rudimentary testing seems to confirm this but I'm not sure I can rely on it in terms of order of execution of my logic.

plain drift
#

Is it possible to enable ragdoll collision without physics? I just want stuff to collide with my character but I dont need any responses on my characters side

wide hearth
cedar sigil
#

i have imported an animation that uses the normal mannequin skeleton with some extra sockets. my existing character just uses the standard skeleton. i would like to play that animation on that character. i know i could retarget, but that would mean i would end up having the same animation multiple times. isnt there a way i can "merge" the extra sockets onto the original standard skeleton, change the animation to use that, and then delete the extra skeleton?

crisp crown
#

Guyz how i can add root bone to mixamo character please help

timber summit
#

Hi everyone, I'm wondering if anyone could help me. I'm trying to move the head independently from the body using the controller rotation. The issue i'm having though is that as I look up (pitch), the left and right motion (yaw) starts to turn into roll. I know its something to do with the axis on the head bone on the skeletal mesh but I can't figure out how to compensate for it. can anyone point me in the right direction?

runic fractal
#

got a question, when retargeting in unreal what is happening? like i am working with the daz character model
and am trying to replace it with the UE4 manequin skeleton but to no avail. is it possible to replace the daz skeleton with the UE4 skeleton?

bronze osprey
#

R mouse ur daz skel asset, not skel mesh asset, create rig

#

now use that rig to retarget the stuff

#

should work, havent done that myself

sly pagoda
#

Anyone tried working with Omniverse to create motion capture with Webcam?

reef quiver
#

Hello everyone, why my preview asset doesn't work ? I can use whatever I want, it's still not showing on screen...

reef quiver
frigid karma
#

Anyone got any videos I could follow for porting a blender rig into Unreal

dense tree
#

Hi, someone has a fix for the ThirdPersonCharacter AnimBP, in the Jog Blendspace, from right (90°) between backwards transition ?

lusty cove
#

hey guys is anyone using rigify from blender to export to Unreal Engine?

hidden hemlock
hidden hemlock
hidden hemlock
runic fractal
#

Ok thanks

eager raft
#

hey might be a dumb question, but how do I have a pawn's mesh and texture change during an "animation"? since I'm making a cartoony 3D game, the pawns use a static mesh instead of a skeleton mesh, so when the NPCs jump, I just want them to switch to a new static mesh/texture I have of them jumping

surreal light
#

@eager raft how do you get your new staticc mesh without a skeleton ?

#

with a basic skeleton, you could just ccreate a new pose, and have that as your animation

eager raft
#

I tried rigging a skeleton to it, but it just warps the texture entirely, so all I want to do is a simple mesh/texture switch during the pawn's jump "animation"

surreal light
surreal light
eager raft
surreal light
sudden egret
#

Hi guys! im new here, and fairly new to unreal, im having a question. i want my player to be a floating camera, and i want to add some kind of advanced motion and movement to it because now it feels emotionless

#

wonder if anybody could guide me 🙂

dusky meadow
#

my imported character's hair was not parented to the head bone

#

how can i fix this in unreal without exporting to blender first?

sinful lintel
#

can i get a refreall to someone to speak with or tutorials that would help, im trying to get complete rpg system v2 and Advanced locomotion v4 to play nice together

#

is there a Newbie discord channel i should look into for help on stuff?

ripe yew
#

Where can I find single handed pistol animatino?

hidden hemlock
#

@frigid karma

hidden hemlock
hidden hemlock
dusky meadow
#

yup, i ended up doing just that

#

thx

hidden hemlock
hidden hemlock
hidden hemlock
#

Or you might have to use shapekeys

mental badger
#

I have a curve on my animation that goes from 0 to 90 in 1 second smoothly. However, when I get the curve value during the 1 second that the animation plays, it is incorrect towards the end. Starts off at zero, ends up at 70, and drops back down to zero. I am completely baffled as to why this happens. It should go from 0 to 90. Does anyone know why this may be happening?

misty dagger
#

You are watching different animations?

misty dagger
#

I am trying to prepare a destruction system for my game. I can use Houdini, Maya and Niagara, but I have some questions about the technique used here.
I think the system works like this. When a certain number of shells hit the box, the pieces of wood are thrown as vfx and a break animation is running on the box. When more bullets are hit, the pre-prepared fragmentation animation is activated and the box is destroyed.

dense tree
#

So i've made the retargetting and stuff of the original skeleton, and this is happening

#

how can I fix his shoulder ?

dense tree
#

everytime I retarget skeletons it does the same

#

Ok fixed it, skeleton bones weren't exactly on the same letters

desert schooner
#

Hey all,

I have a couple of mixamo animations (jump and grab ledge and hanging from ledge) but the hanging animation position is offset from the end position of the grab animation so the character glitches backwards when swapping between them once the ledge has been grabbed.

Relatively new to UE4 and was wondering if this something I need to learn Blender to fix or is whether there something I can do in UE4 to make them align properly when switching between them.

Thanks.

dense tree
#

@coral frost Fixed it already but thanks !

wide hearth
hidden hemlock
dawn rose
#

hi, is there a way to listen for all animation notify events ?

white tiger
#

Hey, is there any way to smoothly blend to a conduit?

#

Example: I want to end the jump and smoothly transition to idle or walk or another state. But there are no blend settings

#

Sure I could set the blend in time for the others but that would mess with the transitions in general; which I don’t want

wide hearth
white tiger
#

Like conduit to idle?

wide hearth
#

yes

white tiger
#

Yeah but that would mess with everything else

#

Like if I go from crouch to idle

#

That would also be slow

wide hearth
#

why? I don't understand.

white tiger
#

So u are saying that I should make a long transition time for the highlighted node right? (My base is idle/walk)

#

The problem is - that leaning and crouch also go through the conduit and go way too smooth. I just want the jump end smooth

wide hearth
#

okay, i see. you use the same conduit for everything. then yes, that would be a problem

#

i don't know how your state machine is working, but I would always return to base from different places maybe

white tiger
#

Why would I need a conduit then?

wide hearth
#

i don't know 🙂 looks like it's not really needed

white tiger
#

Hihi - tbh - I don’t fully get the idea of conduits. Seems like they make more of a mess than ease things

wide hearth
#

it's not very clear for me either, but I think it's just for separate conditions in different stages or something like that

#

it's just a way to write a complex condition, but the conduit itself is never executed, only states are executed (like if you look in the profiler there are only states, never conduits)

#

for example, i use conduit "Stop", from "move" state to "stop left foot" and "stop right foot" states. The transition from the "move" to "stop" is "!moving" and then from the conduit to the next state "is left foot grounded" or "is right foot grounded"

#

I also could make 2 transitions from "move" to different stops, but I would need to have more complex conditions for each

rocky smelt
#

My problem:
I have some sets of double doors in my level (From the free MedievalDungeon pack on the marketplace).
I want them to swing open when triggered, and the player to automatically walk inside. (Sort of a cutscene)

  1. I could use a level sequence for this, but the problem is I would have to create several sequences, one for each set of doors. When I add more doors, I will have to create more sequences.
  2. I could import them to Blender and animate them there. The same animation can be used on all sets of doors. Downside is animation is not my strong point, and I have had some problems with animations from blender in the past.
  3. I could animate them using Blueprint. Can resue script on all sets of doors. No Blender animation needed. Downside is I will need to keep track of the state of the doors animation, and visualy this could end up like an ugly pile of spagetti?

What would you do?

distant valley
wide hearth
primal schooner
#

Can somebody help me with face morph remap? I have face animation i made with facelink sometimes ago, but i changed my head model to another one with almost some face morphs, but different names.

#

Im almost sure there is some remap option inside animation blueprint
But cant remember where

dawn rose
#

@primal schooner its and override on the animblueprint

frigid karma
#

Is the Mannequin rig up anywhere that I can download it and put it in blender. I can't find it and Auto Rig Pro isn't working

surreal light
jade terrace
#

Hi guys, I have an issue with an animation - I downloaded one of the Great Sword Slash anims from Mixamo, and have an issue where my player's capsule collider is not moving with the animation. I have enabled root motion and also set root motion from everything in the anim bp, but I still get the bouncing effect when the anim ends. Any ideas? Animations found here: https://www.mixamo.com/#/?page=1&query=great+sword and I can provide a video of the issue if anyone is curious

coral frost
jade terrace
# jade terrace Hi guys, I have an issue with an animation - I downloaded one of the Great Sword...

Unreal Engine 4- Melee Weapon Tutorial Part5 - how to import a root motion animation from mixamo to Blender, add a root bone, and retarget that root motion animation to your character.

Need help with your game? Hire me on Upwork! https://www.upwork.com/o/profiles/users/_~0124b100cf9df20438/

If you find these videos helpful, please consider...

▶ Play video
plain drift
#

Any idead on how to export Morph targets from UE4 to an external application or older UE4 versions? I tick the checkbox for Exporting Morph targets but even when I reimport the file to UE the morph targets are missing

warm aurora
#

hey guys. I have a big problem with exporting animation from Maya to UE. I have a character holding a prop in his hands. character is exported and imported with no problem, but the prop is really wrong. it is imported with different frame rate (30 instead 25) and animation is not working at all. Prop is parent-constrained to the character. I tried to bake everything before export and exported separately, but the problem is the same. But FBX works perfectly in Maya, blender and fbx review. I expored imported fbx and put it in UE, ant that way it works. but this solution is not pipeline friendly. do you maybe have any ideas what i am doing wrong? Thanks in advance!

fervent loom
#

Hello, is there a way to get, through BPs a list of the bones that do have a effect on each skeletal mesh. I want this because I have several meshes that are sharing the same skeleton, and i would like to reference these depending on the bone that I hit in Linetrace

pure mica
#

Is there a way to import a simple animation from Maya to UE4 without skinning the object? It looks like most animations are skinned, but that seems like a waste if I just need to animate one mesh moving without any deformation. Am I missing something or are all animations imported with a skeleton?

coral pebble
#

I can't play attack anim montage, when my character is moving.

#

How to fix this?

vestal prawn
#

why my rig is coming as very small object

vestal prawn
#

everytime i export a object with rigged on it it messes up the scale
if i dont use rig then it doesnot mess up the scale
mind You i am also using blender Bridge that lets me export from blender>ue4

#

without rig it comes with proper scale

hidden hemlock
#

what is unit scale in blender?

#

@vestal prawn

vestal prawn
#

1 meter

#

@hidden hemlock

hidden hemlock
#

what about the size of the object in item section.

#

?

vestal prawn
#

wait a minute

hidden hemlock
vestal prawn
hidden hemlock
#

are these the dimensions you want? x=29.4 m seems quite large...

vestal prawn
#

yes

#

it is to fill a gap in the river

hidden hemlock
#

Okay then try exporting as fbx.

vestal prawn
#

it works without rig like i said

#

if i export with as fbx with the rig it messes up

hidden hemlock
#

send me the blend File I will export the fbx. and tell you the settings of unreal while you import

vestal prawn
#

sure thing

#

wait

#

also thank u for taking ur time on helping me @hidden hemlock 🙂

hidden hemlock
#

Import skeletal mesh with normal settings no need to change anything.

vestal prawn
#

may i know what did u do?

#

@hidden hemlock

#

Wow this works nicely

#

what did u do

#

i really want to know so next time i dont need to disturb someone again

#

haha

hidden hemlock
#

Just watch a video on how to export fbx for ue4..

torpid gale
#

Hi all, any ideas how I can fix the bone structure of my animation? I would like to change the pose a little but if I change the bone structure it does not change the animation where the legs are still in the same position.. (I just want to rotate 2 bones to keep the legs less wide and save it somehow so the animation uses the updated bone structure)

vestal prawn
analog pollen
hidden hemlock
#

Just the naming is weird as far as I know

#

you can change that obv @analog pollen

analog pollen
#

no like why do i get 2 of them instead of a whole

hidden hemlock
#

Never faced that issue tbh maybe you pressed make a new action button in blender. @analog pollen

#

@vestal prawn Last one's physics is messed up actually from what I saw in the screenshot.. try this.

#

And let me know if it worked.

trim pawn
#

https://www.youtube.com/watch?v=5-y8b1Yzi1U

A lot of ik stuff for people who dont want to edit animations and alter them on the go 🙂

In this update, I've added a lot of quality of life extras as well as First Person Perspective improvements.
Content:
0:00 Intro
1:31 New Variables
2:07 Injured FIX
2:59 Leaning
3:48 Showcase
5:13 FPP blends
7:01 Closing note and outro


Like my work? Want to support me? You can buy me a coffee :)
https://www.buymeacoffee...

▶ Play video
civic jacinth
#

hello, when I import my skeleton It seams to delete the last bone in the chain and rename bones to the bone that is in front of it. It is very strange, the bone that should be second to last in the chain has the name as the last bone, and the last bone isn't there. Its even stranger because the misplaced bones effect the vert group of the bone it is named after. I am using blender and imported from blender to UE4 Using the FBX format. Has anyone else encountered this issue? Am I making a simple mistake?

#

Ive watched and read tons of guides on how to import from blender to UE4 but I still get this issue.

civic jacinth
#

someone else was having the same issue but no on answered the question :/

bronze osprey
#

i think that works as intended, the mannequin has the same right?

civic jacinth
#

can I interact with a bone itself and not from the parent or is this just one of those things I have to get used to

bronze osprey
#

you dont animate in that window

civic jacinth
#

yea but it works the same way while trying to make a control rig

bronze osprey
#

u set the controll point on the wrist not forarm

civic jacinth
#

how do i set the control point

#

sorry for being so clueless ive used UE4 for less than 100 hours

bronze osprey
#

i havent used CR in 4.26 yet

civic jacinth
#

hmm

bronze osprey
#

prolly best to check the controll rig docs or something its more than i can explain

civic jacinth
#

ok thank you for your time tho

nova kettle
#

Does anyone know how to get rid of a pop when I use Pose Snapshot from a ragdoll? When I set the pose snapshot by name, it pops for a split second somewhere else?

indigo verge
#

Does anyone know how to playback the animbp states? Meaning, when i play through a sequence, and backtrack my event logic within the AnimBP?

hidden hemlock
#

@indigo verge can you send ss?

indigo verge
#

ss?

#

you know like in a video, you can play the game normally, and then pause at a certain time and scrub backwards

nova kettle
#

Anyone know how to create a master animation blueprint for different skeletons? I've been reading that it's not possible, but I'm wondering if there are work arounds, or anything more recent that allows this?

steep coyote
#

Here, as you can see, I'm blending between my default slot and base locomotion cached pose

I need to have my character use an animation montage that I DON'T want blended like you see here... it's a full body root motion anim.

How do I... make that happen and select between the layered blender per bone pose I have here and then simply using the locomotion base?

trim pawn
craggy knoll
#

I use Mixamo animations and I converted them with the Blender tool "Mixamo converter" to support Root motions for UE4.
Most of the Animations are working fine, but some doesn't. Their very jaggy. Here is a video for one of those jaggy animations.
Left Side: Non converted mixamo animation (which doesn't support RootMotion well enough).
Right Side: Converted mixamo animation

#

Someone got an Idea why this is so jaggy?

random sparrow
#

Does anyone know if it's possible for a pawn/character to know when it's being controlled by the Sequencer (without calling an event in the sequencer each time)?

hidden hemlock
#

Why do you want do that? @random sparrow

hidden hemlock
random sparrow
#

I'm using sequencer to play none root motion full body animations but still wanted to use foot IK. My foot IK system uses the root bone for the line trace

hidden hemlock
#

Aren't we supposed to just use the pre-made animations in sequencer?

random sparrow
#

Well you can play the animation on a 'slot' which injects it into the animation blueprint, pretty cool

#

But I don't think this is going to work!

verbal lynx
#

Hi, anyone has an idea why my FABRIK ik is weirdly offset from the target i am giving it?

#

I am just transforming it to bone space, but no matter what bone space i transform it to it behaves the same

trim pawn
#

bone space takes target bone locaiton and then adds effector transform to it. if you want to fabric in example right hand 20 units down - use bone space, target same bone - right hand, then add transform 0,0,-20 ; 0,0,0

frigid knot
#

Animation exported from Blender via Mr. mannequin doesn't play the animation, does anyone know of this problem

barren owl
#

hey all ltns 🙂 trying to get up to speed on how AI/Animation work together in the modern day Unreal.. The person who put together my Anim Blueprint tied in a couple of custom event triggers, which work real nice inside the blueprint viewer... but.. how do i access them from somewhere? specifically, a Behavior Tree ?

worthy sphinx
#

so how does Animation work in UE4?

#

You have an AnimInstance which is like a parent or something?

#

Then you have an AnimBP which then holds the actual animations together and allows them to transition from one to the other

#

You have a Blend Space which is like the starting point of which all animations can start and end at

#

and then Animation Sequence in which shows the different positions of bones in keyframes and blends them together to make a whole animation and then can be connected to a Blend Space within an AnimBP?

charred charm
#

has anyone in here had a go at creating or using a plugin for distance/motiong matching?

woeful heath
#

hey

#

i have a question

#

i dont have money for any addons

#

do you know a way i can quickly implement the skeleton of the ue4 third person character in blender for my model?

floral sky
#

What's the difference between a morph target and a vertex animation?

bronze osprey
#

vertex animation is done in the shader

shell imp
#

Hey I need to do a "rest" pose
do you think it natural? easy for being on this position for a long time (confortable)? thanks!
maybe something wrong with her right hand?

harsh aurora
#

Hi all, i have a problem with my character, i've imported a free2use player mesh and converted it in mixamo, the animations etc. is good and all but its on its side and i cant get it to stand normal on 2 feet (see picture) Pls dm me or ping me in this server if u can help tnx ❤️

dense tree
#

Can someone explain to me why today for some reason I cannot click and select directly on the bones of the character in an Anim Sequence ?

dapper terrace
wide hearth
dapper terrace
#

Can I use it in a "plain bp"?

wide hearth
dapper terrace
#

I am trying to do it this way now
I'd like to get the transforms of bones from an animsequence from the first frame

void MyCoolLibrary::GetBoneTransformsFromAnimSequence(UAnimSequence* AnimSequence,bool PrintDebug,TMap<FName, FTransform> & Results)
{

TArray<FName> bonetree=AnimSequence->GetAnimationTrackNames();
TArray<FName> bonenames=TArray<FName>();

TArray<FTransform> bonetransforms=TArray<FTransform>();

Results=TMap<FName,FTransform>();

for (auto bonename : bonetree)
{
    FTransform bonetransform;
    bonenames.Add(bonename);
    AnimSequence->ExtractBoneTransform(UAnimationBlueprintLibrary::GetRawAnimationTrackByName(AnimSequence, bonename), bonetransform, 0);
    if(PrintDebug)
    GEngine->AddOnScreenDebugMessage(-1,15,FColor::White,bonename.ToString());
    GEngine->AddOnScreenDebugMessage(-1,15,FColor::White,bonetransform.ToString());

    Results.Add(bonename,bonetransform);

}

}
The code compiles and gives back transform, but they not good. I tried adding them to T pose GetSocketTransforms, but they still bad... Not sure if ExtractBoneTransform is the right function tho...

sleek tree
wide hearth
unkempt sorrel
#

Hello

#

So I have all these different animation packs

#

how come they all only work with there individual skeleton they came with

#

isnt it technically all the same. Like they are all for the ue4 mannequin

#

Im sure im missing something that can fix this

shadow spear
#

I have a character rig with gun constrained to its hand
i exported the animation using game exporter in maya

but the gun disappears in unreal engine

everything looks fine when i import same file in maya

can anyone help plz

vital inlet
#

Hi friends
can someone explain me (or a link to read or watch) what is the difference between Local Space and Mesh Space?

dapper terrace
wide hearth
dapper terrace
#

could you drop me a screenshot of the context pls

wide hearth
harsh aurora
#

Pls somebody dm me if u know things about rigged mesh imports

shell imp
#

Hello, somebody know iClone here? I have some problem for exporting animation with the "Reach Target" active

#

Any idea why my Edit Reach Target from iClone doesn't work Ue4?
I ''fixed'' the hands of my character on his thighs with the Edit Reach Target & exported the animation to Ue4 but it doesn't exported this "Edit Reach Target" thing because the hands just float and are not fixed like iClone viewport.. and because of this, it doesn't looks good at all...

#

in iClone:

trim pawn
#

youre doing animation composition .ther eis no blend between those.. n owonder it looks like this. use animation montage.

ancient dust
#

Starting with the FPS sample, I'd like to have a different animation for when a player is "flying" - at the moment, even if I set my player movement to the flying state, he still uses the default run animation

sleek tree
#

anyone know why when exporting mesh/rig from blender, the animation I created is not exported?

#

exporting all actions

round shale
#

Exporting mesh + armature?

sleek tree
#

yep

round shale
#

Try exporting JUST the mesh, and see if it brings in animation

sleek tree
#

gotcha. will try

#

nope

#

this is just odd

#

all of a sudden it wants to import but with error message🙃

#

Imported bone transform is different from original. Please check Output Log to see detail of error.

round shale
#

mmmmm

#

er.. throwing stuff out there

#

set your scale to 1.1.1 via blender before exporting?

sleek tree
#

yeah looks like it has something to do with mesh/bones having separate transform.. hm

misty dagger
#

So I exported the ThirdPersonIdle as a .fbx file, but the exported file is messed up.

#

This is what the export looks like.

signal willow
#

@misty dagger ive seen tutorials and stuff where they also have dislocated shoulder, no idea whats causing it but seems alot of ppl have had this happen to them

mellow urchin
#

anyone know how i can set a fix initial location to a control in ctrl rig?

round shale
#

How does root motion work? Like is it the vector movement of a root bone in blender?

#

and then, when you export it out, UE knows the parent bone 'Root' is where the location and rotation comes from?

mellow urchin
#

in root motion the character actually moves forward in world space

#

pretty sure u saw those " in place animation"

#

thats one way to do it

#

the other way is to also move the character a certain distance forward

#

and then repead the distance

round shale
#

mm yeah. I think it's me not understanding how UE knows something is a root bone. Like plain animations are fine, it's just not animating at all when I select 'rootmotion'

mellow urchin
#

well

#

as a beginner u should stay away from rootmotion i think

#

you should try to work with in place animation for now, i think.
its very easy to set up

#

but you have to do it a few times so u understand it

#

i think i rebuild the 3. person starter scene like 3-4 times just to understand the basics

wide hearth
# round shale How does root motion work? Like is it the vector movement of a root bone in blen...

root motion works like that: without rm the char motion component will calculate the movmenent by using the inputs you give to it. With rm enabled, ue will read the anim track of the root bone (top bone in the skel) and move the char with it, overriding any calculations of the movement comp. You need to enable root motion on the anim and on the anim bp, then you need to give correct input to the anim bp so it plays the right anim.
There is a lot of tutorials on rm, I made one too in the past https://www.youtube.com/watch?v=gCs3Shc3iD4

Super beginner friendly tutorial which explains haw to make a playable character and an AI NPC follower from a set of root motion anims composed of idle and walk/run/sprint animations. Uses the same character and anim bp for both player and npc. For project files check: https://inugames.artstation.com/store

▶ Play video
hidden hemlock
broken dirge
#

Is there a way to change the maximum number of bones allowed in a mesh

lilac oriole
#

Is there a way to copy over additive layer tracks from one animation to another?

#

Nvm, you can't, but there is a workaround.

round shale
#

Doing a little research, seems like Montages might be too much of a pain w/ multi

tranquil idol
#

guys where can i get some free animated characters?

#

only for placeholder

round shale
#

yep yep

robust harbor
#

I have a strange little issue on my blendspace that I have created, it only ever plays 50% of the blendspace. I can't drag the scrubber past 50%, but if I tell it to play on loop it works okay. When I also use this blendspace in an animblueprint, it only ever plays 50%. 🤔 Any ideas?

wide hearth
robust harbor
robust harbor
ripe yew
#

Any tutorials on how to use curves and other things to create locomotion very similar to root motion locomotion?

static falcon
#

Do you need to manually transfer movement to the root bone in your dcc or can UE4 take it from the hips?

static falcon
static falcon
ripe yew
#

Well I created locomotion system (player movements) using root motion anims. They look really nice but they don't work in multiplayer. So I heard you can use anim curves to produce similar results.

static falcon
static falcon
#

I've seen utilities that extract root motion I think as well. Take this idea with a bag of salt though. Just speculating.

round shale
#

@ripe yew you can't use Montages?

ripe yew
#

I tried but creating locomotion with montages. IDK

#

Any docs or tutorials on creating locomotion using montages?
When you hold key W to walk, then you repeat the montages. It's movement doesn't blend well.

misty dagger
shell imp
#

and now I have another problem, like you can see in Ue4:

#

You can see that the object character "rotate"

shell imp
#

please someone can help me? MP me and I can send you the mocap file... thanks a lot 😓

floral vortex
#

Does anyone have experience with camera based turning? and how to make it so the player does not turn directly on its axsis, example, now it will almost spin directly were its at with the camera moving. I need to use camera based turning because there is a lot of swimming in the game

wide hearth
vital inlet
#

Hi friends
can someone explain me (or a link to read or watch) what is the difference between Local Space and Mesh Space?

indigo verge
#

hello

#

need some ideas here : if the statemachine flows through the blue arrows, it will be able to transition to "MovementStop" and enter "FullbodyIdle" successfully... but if it goes through "Navigation->TurnOnSpot->MovementStop", it gets stuck in "MovementStop" and does not transit back to Idle.. any ideas?

wide hearth
indigo verge
hoary bolt
#

What should I do if my hands are not in a straight line after two hands animation redirection

wide hearth
robust harbor
fair sable
#

Hello, i just turned on Physical Animation on my character. But when i got low FPS, the physical animation goes bad, like bounce off and goes back to their body, and a lot of clumsy things. How do we fix that?

untold marlin
#

did the animation budget debug view ever make into launcher engine versions?

#

im hitting here "a.budget.debug.display 1" and i dont see anything at all (plugin is also enabled)

strong wagon
#

Looking for some professional animators. Hit me up in DMs

proven pagoda
#

Can someone help me ?
My state machine is not running, what can be wrong ?

nova kettle
#

@proven pagoda have you debugged the character animation BP that is currently running? U can see what state they are in

#

Does anyone know how to lock a foot to the floor until it is raised off the floor in the animation? So the foot doesn't slide? I know that you have to use anim curves, but after that I'm not sure how to affect the foot bone to lock in place and then blend after it has been raised.

proven pagoda
#

How @nova kettle ?

nova kettle
#

@proven pagoda run the game in the editor, then go to the animation blueprint window. On the top bar there is a drop down which object/character you want to debug. Click the dropdown and select the right character. If you only have one character in the level then it's easier to find it

proven pagoda
#

I’ll try it tomorrow, thanks @nova kettle

vernal rain
#

Anyone have any ideas on why there would be a weird "hitch" when using CCDIK when moving between states?

#

basically I have an anim bp state where a pickup animation is played which uses CCDIK to move the arm. When the animation ends and the state machine goes into some other state after, there's a weird hitch or spasm in the animation where the subsequent pose is weird for a frame or so

#

This only occurs when using IK, if I just play the pickup animation without the CCDIK in there it doesn't spaz out

quartz nymph
#

Not sure how the hitch looks (gif?), but I've had similar crazyness happen because of rotation differences between the exported anim and something IK. They looked the same, but I had by accident rotated the arm around. Not my field though 😛

vernal rain
#

lemme see if I can get a clip of it... it seems like the IK settings hold for one frame, and then it snaps to the actual pose, or at least that'd be my guess (but I have no idea what I'm doing)

#

you can see once the pickup animation finishes, the character snaps a bit weirdly to the side from the pelvis (the pelvis also happens to be the root of the CCDIK)

quartz nymph
shell imp
#

Hello sorry for the noob question but do you know how to export animation to Unreal engine the best way please?

#

I need 1 character in UE4 with multiple animation (loop animation) thanks!

shell imp
#

Thanks will check, also I'm wondering if there any iClone user here?

#

I'm struggling with animation loops glitches in Unreal 😢

nova kettle
#

Anyone have a good tutorial on foot Locking so that blended animations and transitions don't have sliding feet?

amber comet
#

is there any way to modify/multiply the root motion distance at runtime? say 1.5x a dash attack using root motion

shell imp
#

you guys prefer this pose

#

VS

crisp palm
#

Hello, I am a high school student who sadly has no experience in coding what so ever. I'm finding it very difficult to do anything involving blueprints, animations, and other simple things. I have watched about 100 videos by now, went to the unreal engine web page, and even looked up examples. Yet none of these helped. Is there anyone willing to sit down and help me out with making this game? If not, I understand.

shell imp
#

I think ask your question, what do you want to achieve? ^^

crisp palm
#

I'm trying to add an animation to my third person character, but instead of doing the animation, it does the zero pose

shell imp
#

your animation is from what soft?

crisp palm
#

If by soft you mean software, then I'm using unreal engine

shell imp
#

I just started Unreal maybe someone else can help you better ahah, I have also an animation problem with my iClone animation in Ue4, it rotating because each mocap are not the same orientation lol

#

You made your animation in which software?

#

Oh you can animate in UE4 ok 😮

#

didn't knew that

crisp palm
#

Right now, since this is just a smaller version of the game, it is animation from epic games

#

Should I wait for a response, or send another message in the morning (Central timezone)

warm creek
#

Question on Animation State Machine usage.
If my animation state machine transitions between 4 states each state having 1 animation.
When I create my character in game.
While the game is running is every animation that's used in the animation blueprint loaded right away?
If so that seems not so efficient.

brazen wharf
#

is there any way to create a "function" which takes a Name as input and has an Pose as output? i want to evaluate different overlays by name reference to blend them later. however the normal animation layer also add an pose input if i add any inputs!? should i just ignore it?

brazen wharf
vernal rain
# vernal rain

Regarding my earlier issue with the animation "snapping" strangely as it transitions from a state using CCDIK - I set the Blend duration on the transition to 0 which appears to have fixed it

brazen wharf
#

is there some way to inverse "blend per bone"

#

i have to undo a specific bone blend for a child actor (which shouldn't inherit it from its parent)

shell imp
wide hearth
brazen wharf
#

negative alpha doesn't work

#

the child actor actually gets the output pose from the parent actor

#

so i have to do undo it in the animation bp of the child

wide hearth
#

maybe i don't undestand , but if you can cancel the blend in parent, you will not need to undo it in child?

#

i dont really understand, sorry, but it seems like difficult problem

wide hearth
brazen wharf
#

so the main character runs it animations BP with walking and such. after that the main actor blends in the pose which fixes the foot angle. for the final render pose

#

the boots then copy that pose for rendering, but the boots already are meshed with that fix

#

but i now made an inverse pose for the boots, so they can undo that rotation (which seems to work in theory) but i'm not there yet 😄

wide hearth
brazen wharf
#

that's what im doing

wide hearth
#

ah okay

brazen wharf
#

blending the fix on top of the output pose of the character

#

so i should have any footrotation/legrotation from movement but without the added fix

#

well now this is unexpected

#

i exported the boots again, but with its own rig where the pose is correct for the boots, and it seems like unreal actually fixes it by itself oO

reef agate
#

Any anim friendly peoples happen to know why i'm confused on the following: When I export an animation from Maya from 0 to 29 frames, it imports into UE4 as .97 seconds, but if I do 0 to 30 Frames it imports as 1 second

#

What confuses me is... isn't 0-29 30 frames = 1 second?

#

i would think 0 to 30 frames is 31 frames

brazen wharf
#

yea 30 frames should be one second, are you sure that all frames got exported/imported correct? (check the start/stop frame in the animation sequence viewer in unreal)

reef agate
#

this might a little bit be a maya question then, because that much i do figure 30f = 1s

#

what does maya consider 0-29 frames i guess?

#

that 0-30 will show up in UE4 as 1 second

#

but rly that should be 31 frames if you include 0 : /

static falcon
reef agate
brazen wharf
#

that might make sense to Lua coders 😄

reef agate
#

0 to 30 shows up at 1 second in ue4

#

even though that's 31 frames : /

brazen wharf
#

do you export as ascii or binary fbx? if the first, you might just check out whats in the FBX

#

or reimport the fbx in maya, to see what it does with it

reef agate
static falcon
#

@crisp palm I feel for you man... it was confusing as hell for me starting out. I'd like to help you but I don't really see the benefit in, nor have time to do it for you. I think first step is follow along with this series... https://www.youtube.com/watch?v=hRO82u1phyw&list=PLP_9zBjrt9BE1ZgQxIN0-ZV0aZcDRtlE4&index=1 You've said you watched a lot, but this one is really good and I feel like if you can recreate the character in this you should be able to do the basics after.

reef agate
#

not sure where to look

reef agate
#

can you even view frames in the anim asset timeline?

static falcon
#

tick where it says bake animation, and set it from frame 1 to 30

reef agate
#

ok i ticked it @static falcon and then reimported and it still says 1 second

#

even though it's 1 frame less : /

#

makes no sense

static falcon
#

1-30 is 30 frames

#

0-30 is 31

reef agate
#

ya but 0-30 frames is also 1 second

#

in the anim asset

static falcon
#

right, because you baked 1-30 right?

reef agate
#

is it possible to see how many frames are in an anim asset?

static falcon
#

I think so... let me boot it up

reef agate
#

thnx ya, it's silly i never really dug into this but i can't find it lol

#

but still can't see frames

static falcon
#

it says 2 frames down at the bottom

reef agate
#

im so confused lol

#

why doesn't that say 30?

static falcon
#

is that the right asset selected?

reef agate
#

ya

#

maybe my ue4 import settings are rong

#

wrong* maybe animation length needs to be other than exported time?

#

nope, weird. even when i set it to define a frame import range

#

still being weird

static falcon
#

I'm taking a look here... you definitely working in 30fps in MayA?

reef agate
#

yup

#

something may have been a bit bugged in my maya project file, i dunno. I just tried a fresh maya scene and i got different results on ue4 import. still strange though

static falcon
#

when I mouse-over the asset in UE4 I get a lot of useful information

reef agate
#

0-29 from maya shows up as 0-28 in ue4 when animation length import setting is at Exported Time

#

maybe that's correct?

#

0.97

static falcon
#

I would try just starting the animation at frame 1 in Maya instead of 0, UE4 may be making assumptions

#

That is the default...

#

as a rule of thumb it seems to be good to adopt the workflow of the program you're using

#

Like I use Y up in Maya instead of Z up, and default units, typically

#

If you have important animation on frame 0 in Maya, just offset the entire animation, then try re-exporting frame 1-30 and see if it comes in correctly

reef agate
#

just changed in maya to 1-30 and still 0.97s

static falcon
#

that's very weird

reef agate
#

That's what im saying! i feel like you or anyone could run this test rly easy

static falcon
#

If you mouseover the asset in the browser, what does the framerate say in UE4

reef agate
#

just make one joint hehe

#

even says 30 keys whatever that means.. the baking probably put 1 key on each frame

#

but look at the sequence length

#

it isn't 1s

static falcon
#

I'd say it's probably fine, but I can't explain that...

#

I doubt it will cause issues

reef agate
#

i desperately need precision on this because i am converting play rates based on music bpm later

static falcon
#

You can try dragging it into an Anim Sequence and seeing if the length looks more or less exact

reef agate
#

so i need to run precise math on the anim play rates

#

that's why i need to rly understand this frames vs time confusion im in right now

static falcon
#

I see.

#

Let me try exporting your file

reef agate
#

sure one sec

static falcon
#

you sent it above right?

reef agate
#

well i have a new one here you can check out or i can send u the maya file, but here is the last fbx

#

i think it might be just the joints though lol

#

that one has the meshes i believe

#

it's a light fixture

#

so that is an export 1-30 baked

sage parrot
#

im having issues with sockets, I want this to be attached to my foot, however when I play the effect and line trace I fire off of it seems to appear at the center of my character

static falcon
#

are you getting the world space of the socket not the local/bone space

sage parrot
#

im not sure

#

I use the Get Socket Location Node

#

maybe the Root Component is the problem?

#

its get automatically created when I drag from my Cast to Character to this node.

#

aaaaaa

#

yes that was the issue

#

I changed the target to mesh and now it works

static falcon
#

hmm well done 😛

dense tree
#

So i've downloaded characters from Mixamo, done the retargeting, seems fine. But i'm having this that only shows in the char BP, not the AnimBP

#

any idea ?

static falcon
#

"having this" having what?

#

the bad texture?

#

check the material on the mesh in the BP, revert it to the default one if you need to @dense tree

shell imp
#

Hello somebody know iClone here?

dense tree
#

@static falcon Yeah the bad texture. I've tried reverting but doesn't change nothing

#

the strange thing is that it happens only inside the CharBP, no in a single other place

crisp palm
#

can someone explain to me (preferably in low level terms) how to set up an animation

dense tree
crisp palm
rough trout
#

Hi! Unreal is automatically setting the pose weight of my animation asset to 0. Any idea why?

static falcon
#

@dense tree can you just re-build the material yourself to test using the textures that came with it

#

@crisp palm I may be wrong but I think if you want to play animations from regular Blueprint you need to use an animmontage

#

Or you can set a variable in BP / pass it to the Anim BP / then play the animation there

dense tree
#

@static falcon Just did as you said, still having the same problem

#

But I just realised its the texture itself

#

Is there something specific to do to make sure the texture is well imported ?

static falcon
#

what's it supposed to look like?

#

can you see show it from explorer?

dense tree
#

this ?

static falcon
#

Oh the texture is embedded in the fbx

dense tree
static falcon
#

1 sec

#

Okay so that character has Two materials on him

#

So you need to in UE4 make sure the right one is applied to the right slot on him

#

maybe you have them backwards

#

there's a map called "ch30_1001_Diffuse.png" for the torso and head

dense tree
#

oh man

#

OH

#

sometimes I just don't know

#

thanks for this

static falcon
#

Did that fix it?

dense tree
#

totally

static falcon
#

yay

dense tree
#

inversed the two

#

Thanks 😉 ahah

static falcon
#

you're welcome!

ripe cedar
#

Simple question

#

for making a rig in blender to be used in Unreal, what orientation should the "root" bone be in?

#

and what other rigging tips should I keep in mind for Unreal specifically

#

I'm working on blender rigging tutorials and I want to make sure I don't teach people things that make exporting to Unreal a pain lol

kind bough
#

Howdy there I had a question about updating an enum from an animation blueprint I cannot find a good way to cast to either my animation controller or my behavior tree. Any help would be appreciated 🙂

ruby swallow
#

how do you apply (or see?) the result from animation compression inside the anim editor? i've tried different values but can't tell that anything is different

shell imp
#

Hey guys sorry I'm bothering you again with that ahah

#

^ do you think for a rest pose, the hands should be symmetrical or asymmetrical?, because this is the first frame and last frame of all my animations so this pose will been seen a lot by the viewer/player

static falcon
#

hmm from a purely aesthetic point of view asymmetry is usually more natural!

shell imp
#

Yes.. same thought, I was wondering for animation

#

when she put his hands exactly the same way.. maybe it's strange!

nova kettle
#

How do I use an FPoseSnapshot in an animinstance? It can only reference pose snapshots by name to link to an output pose it seems?

#

Or if not, how do I take its transforms and copy it over in the Anim Instance?

noble arch
#

What's the correct way to A) play one-time animations on a Skeletal Mesh directly from C++, and B) call a random animation in the same fashion? Calling a single AnimSequence via Mesh()->PlayAnimation causes the Anim BP to break. And playing a montage for absolutely ever animation just seems like the wrong way to go about it.

reef agate
#

Evening all. I know there are tricks like duplicating the blend poses node, but is there any way to re-trigger a particular pose without switching to a new pose, say with blend by enum, int or bool etc etc?

#

so for example, with blend by int, if i continually send 1 and want to restart the anim at that pose pin

sand vine
#

i was wondering how i can bake down additive layer tracks into a baked animation in unreal

wide hearth
little mirage
#

Hi guys, unreal noobie here, is it normal to have a really messy animation graph state machine? Mine is already cluttered and im just getting started...

dense tree
#

Do you guys know any way to mirror animation without spending 50-60$ on the marketplace ?

quartz apex
#

Hello, can someone point me to a documentation for tell me how the Aim node in the Control Rig work?

#

I am super confused in term of what is "primary target', secondary target or axis pole normal??

#

I just want one bone to look at a vector, very simple but it has been super confusing using this node.

dapper panther
#

I'm searching a good stone mining animation for unreal mannequin, do any of you have one to share?

wide hearth
wide hearth
# quartz apex Hello, can someone point me to a documentation for tell me how the Aim node in t...

aim node will rotate a bone to point at something. so you have a bone you want to aim, primary target is the place at which you want to aim, so it's really the target of your gun for example. primary axis is which axis of your bone you want to point to this place, typically the axis your gun if firing. Secondary is the same but for another axis of your choice. You can set the weight of any of those to 0 if you don't need it

quartz apex
#

Also I am sorry if this sounds really basic but I want to lock the rotation to one axis.

dense tree
#

@wide hearth I'm checking thanks !

quartz apex
#

Anywhere I can define this axis?

wide hearth
#

which axis you want to point at target and which axis you want to stay fix?

quartz apex
#

I guess I have to make a dummy control and put the secondary rotation to point to it?

#

Yeah, for now just lock rotation to Z is ok for me. But I might need actual axis/plane with normal later.

#

Like if a turret is not rotating on a x y z plane then I need to define an axis.

wide hearth
#

then you make z your secondary axis and you point it at some fixed target or direction, then x or y is primary pointing to real target, i think that will work

quartz apex
#

Thanks a lot, I will try that out.

rain nymph
#

Ey everyone, I am trying to use the anim budget allocator but It does not seem to work . I have enabled it in plugins, and I cannot get the debug to show using console commands. Anyone is using this and can give me a hand?

old plinth
#

Hi guys, is there any way in animation blueprint to fire some event when some animation state finished (blendspace) ?

#

something like this but with execution pin ? this is in transition rule

#

i have blendspace which use root motion for turn and step in given direction but after that i need to move pawn with MoveTo (BT).
Problem is because in one frame my velocity was zero, and that cousing wired blend from rm turn blendspace to non-rm walk/jog/sprint animation

wide hearth
# old plinth

there are "enter" and "exit" events in states and transitions

old plinth
#

@wide hearth you think on this?

#

@wide hearth i think is rigt what i want

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tnx

pulsar trellis
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Why does using a float variable, instead of calling the "get movement component > get max speed" every time, fail in the animation blueprint? If I switch it back to using the unlinked get max speed, it works perfect again....

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When packaging, I also get divided by 0 warnings for those division nodes, which is why I added the variable, thinking if it has a default value not set to 0, then it would get rid of the warnings. However, warnings still persist and now it fails to get out of idle. So odd, this should definitely work.

hollow jetty
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anyone want to make some quick cash helping me out with a few character rigs today? DM me if so, I have 3 characters to bring into unreal

wide hearth
pulsar trellis
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Makes no sense I can swap it out with the "get max speed" node and have no problems.

wide hearth
pulsar trellis
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Those divided by 0 warnings even persist when the "get max speed" node is hooked up. Also no way for this "max speed" variable to be set to 0. Default is 600 and that is the only set node. I'll just ignore it for now and go back to how I had it, but this makes absolutely no sense why it won't work with a variable instead.

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I'm gonna try hard-coding the numbers into the division nodes, haha

wide hearth
pulsar trellis
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I think you misunderstood the warning part. That is a "packaging" warning, not runtime warning.

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Somehow when packaging it thinks it can be 0, but during runtime, it is never 0.

wide hearth
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it executes it during packaging?

pulsar trellis
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My thoughts exactly, how does it even know there could be a problem there, lol.

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Packaging spams like 1000 of those warnings, haha.

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Doesn't seem to break the packaged game though, so I'm guessing I can ignore them.

wide hearth
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weird

pulsar trellis
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Why the hell can it not read from the variable, lol.

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Not really a big deal, just thought I could get rid of the annoying packaging warnings, heh.

dense tree
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I know how to blend per bone for montages, thing is this is a 3 animations sequences, so I don't see a way to do it

celest hamlet
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hey guys! anyone here who could help me getting Maya Livelink working? I have a problem with flicked axis...
Would be happy to send a tip on paypal

dense tree
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The character is rotated on the side, when he should be facing forward. Would an IK or an aimffset fix this ? Or is there a more simple way

wise apex
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anyone know some nice free or cheap idle animations or poses for the ue4 skeleton?

quartz apex
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How would you constraint rotation of a bone or control in Control Rig?

regal birch
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So I am new to animating within Unreal Engine, I have my mesh and skeleton set up. What I am wondering is how I would be able to input a rotation or location coordinate and have the skeleton go from the original pose and animate to the new pose. Basically looking to have a camera that can rotate based on a players input.

silent jetty
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sup. i added some clothing data so that my character's toga will use cloth physics, but it looks like the toga isn't respecting the physics data. any ideas on what this could be?

dense tree
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Is there a way to have an animation playing in the viewport of Char BP ?

reef agate
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About to pass out so might follow up tomorrow, but weirdest thing. Does anyone know why my 30 frame animations have fast path but the four at the bottom which are 1 frame animations do not?

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same thing w Local Space Ref Pose no fast path

nova mantle
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guys i am having an issue importing a fbx model that is rigged with the unreal skeleton into blender

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it shows up with some bones messed up

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has any one faced this issue before, i am not the artist so my experience with this kind of stuff is very minimal

grand quest
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mental badger
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@nova mantle Check automatic bone orientation and see if that helps

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I make sure to keep the original fbx mesh, as going from ue4 to blender will usually cause issues

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If your goal is animating the character, I would look into Auto Rig Pro, or similar software that supports the epic mannequin

untold ginkgo
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Any DOS and DONTS when considering Blendspace animation for large open world Multiplayer?

misty dagger
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Thinking ahead: I'm trying to put together a blendspace with 8 animations for 8 directions. Does anybody have a method to keep the waist direction from snapping around when I transition from a sidle to a backwards walk?

I've only built 3 of the animations so far, but I feel like this is a wall I'm about to hit.

shut kraken
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@misty dagger to make it really smooth you'll have to have a transition in the graph probably. The blend space is really only good for steady state. By definition, there's a discontinuity when you switch to backpedaling

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If it's wasd, do the switch at the 22.5 degree mark so it's only crossed in transition and you're never near it in steady state. I just use a blend space and it looks fine.

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So if back right is backpedaled and right isn't, you only look weird for a split second when going past back-right-right

misty dagger
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Thanks for responding. Hiding the switch between two of the directions is snazzy but I do intend to use joystick controls.

~~I'm wondering if I should blend between two blendspaces where one orients the front of the pelvis towards the walk direction and the other orients back of the pelvis towards walk direction. ~~Nvm, the more I think about it the worse it sounds.

I'm going to try making two animations for the sidle to transition by alternating foot forward/ foot backward; think cross-over running drills.

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and hopefully i can sync the transition somehow to keep the feet from clipping through eachother

lofty bane
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My mannequin animation plan does not trigger the jum with the character variable is pressed jump

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an ideas

calm lodge
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I have a skeleton where the root and spine bones aren't identity. So when I do some procedural rotations to them, they don't rotate in the right way. Is there a way to "repair" the skeleton in UE4? For context, I'm trying to use the animation starter pack on teh Synty characters. I've done the retargeting, which plays the animations fine. But skeleton isn't correct for proc animation stuff.

fiery gust
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Hello i was wondering if robots need a idle Animation and breathing Animation because some people tend to animate robots like humans was wondering if there is need for it i mean if they are supposed to be right Killer robots for example they would be the perfect Hunter if they arent moving 🤔 but maybe its Something Players would expect same for a breathing Animation

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it would somehow not be right if he stood completely rigid in a game, it would look somehow unfinished or inferior in quality, right?

junior lynx
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Are you talking about for the player? or some sort of enemy?

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@fiery gust

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i mean robots dont need to really have an idle animation. Just stand i suppose. I think it would be weird if they were moving while not engaged as they arent human so dont have the quirks we do. Shifting uncomfortably, itching, scratching, etc