#animation

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static falcon
random sparrow
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@static falcon I use that node, often with an interface

static falcon
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I tried to create a new animation blueprint to try some new options and all the references are now no good

upbeat topaz
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How should i fix this warning

noble dagger
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I feel like what I am trying to do is a probably a pretty common thing, and I am just asking about it the wrong way.

I am trying to take my character (rigged to humanoid, and modular) and a weapon (with a skeletal mesh with only 4 bones) and combine them using a Master Pose Component.

This is mainly so that I can use the RigidBody node in the AnimBP to drive the constraints that exist on the weapon.

If I go about this the much simpler way of just attaching the weapon to a socket, I lose all ability to affect the skeleton of that object.

I am happy to export to blender, make changes there, and reimport, but haven't got much traction on figuring out how to merge the two armatures and make the seperated mesh skinned to the combined skeleton.

Is there an easier way? could I use Virtual Bones to do this? Do both skeletons need virtual bones? or just one? If just one, should I add VBs to the characte mesh for the bone skeleton, or the bone heirarchy from the main skeleton to the sword one?

AHHH HELP! If there is any literature I should read or tutorials out there or even online courses to take for this sort of stuff

random sparrow
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@upbeat topaz are they the "Leaf Bones" which blender adds when exporting the fbx unless you uncheck?

upbeat topaz
random sparrow
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yeah, I've no idea what they're for or why it's on by default but defo turn it off!

random sparrow
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I'm getting crashes importing FBX into UE, animations are pretty dense, lots of bones, I'm experiemnting with Custom Sample Rate as per a video I found. does anyone know how the Custom Sample Rate affects the anim? Should higher values be faster? or slower?!

static falcon
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Some warnings are just notifications more or less

ashen junco
woven peak
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By any chance, anyone know how to get the normalized time of an animation beeing played within a blend space of an AnimInstance (in C++)?

ashen junco
real atlas
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I just need it forwards not tilting like that

woven peak
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I'm trying to look at that video: https://www.youtube.com/watch?v=YtWbl50Jwwc&ab_channel=CodeLikeMe
but i'm about to fall asleep listening to it

project files : https://www.patreon.com/posts/38932489
Usually, the character movement in unreal is handled by adding movement inputs. The problem in this approach is, we have to match the animation speeds manually to actual movement speed of the character. Today, I am going to show you a way to completely drive the character locomotion with a 2...

โ–ถ Play video
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Best ASMR ever ๐Ÿ˜„

real atlas
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oh did I interrupt

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there are quicker videos on how to do this https://youtu.be/OSWX3vEgRcE

Hey guys, in today's video, I'm going to be showing you how to set up directional movement with 8 different directions. Forwards, backwards, left, right and diagonally in each direction too. In a future episode we will set up turning in place too to make it look better.

Retargeted Animations: https://drive.google.com/file/d/1cOgaYQ24SZoTCH8g3mN...

โ–ถ Play video
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if you really want

woven peak
ashen junco
woven peak
real atlas
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wtf just part 1 is that long

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when the video I linked covers it all

woven peak
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Root motion isn't supported by blend space as far as I know

real atlas
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oh, what is it youre doing different

woven peak
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unlike a walk, this animation stops in the middle

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So movement speed should also stop

real atlas
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oooohh yeah I didnt think about that

woven peak
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this is the extracted speed

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in a normalized timing ๐Ÿ˜„

real atlas
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some animations have the pause built into it so that the capsule keeps moving but the animation makes it look like the player stays in place

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but thats not as good that way I guess

woven peak
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but the blend over the IDLE don't work

real atlas
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yeah I can see how it would have problems

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ah yeah hed teleport

woven peak
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and my animator cursed me to do it ๐Ÿ˜„

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For a bad result at the end lol

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Rootmotion is only supported with Montage

real atlas
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it seems to rotate relative to the bones rotation but I need it forward in the way hes facing

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Ive tried all the different options in the modify bone

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this is it

static falcon
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but maybe just haven't seen it yet

woven peak
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about 3 hours of tutorial ๐Ÿ˜„

real atlas
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oh shit

woven peak
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probably to see that it's not what I'm even looking

real atlas
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I hate watching long tutorials, even if I need to it just feels harder to follow

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yeah that too, you dont know if its gonna work or not

woven peak
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yeah and especially when sometimes, 3 lines of text can replace it

real atlas
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yeah lmao

woven peak
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so any idea how to get the timing of a blend space animation?

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but it doesnt say much

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and google don't know much about it ๐Ÿ˜„

worn marlin
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Thanks good to know. I think I am a bit generous since my game is single player

woven peak
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but the thing behind, it's black magic

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blend space with root motion! ๐Ÿคก

drowsy bough
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is there a good mocap or animation library which is open source for unreal?

woven peak
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mixamo

drowsy bough
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nothing bigger?

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mixamo is not bad but its very limited

woven peak
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adobe owns it

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don't think you'll get better than that especially open

drowsy bough
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kk need to check it out

woven peak
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indeed

drowsy bough
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working on a simulation

woven peak
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but you will need to do your own at a certain point

drowsy bough
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no fps

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ok i see

woven peak
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but that won't be cheap

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have you worked with them?

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hum, it's not custom

drowsy bough
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what are you working on, fps?

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there is a mocap library

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its from some university

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but havent looked at it yet

ionic canyon
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Anyone know how to fix invalid additive animation type?

hard cedar
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can someone point me in the right direction for adding Rootmotion to an in place animation?

ocean wharf
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Is it possible to pin constrain (skeletal mesh/physics object) to the vertex of a different static mesh?

misty dagger
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hey guys i have a custom skeletal mesh but when i ragdoll it it just flops into a pile of mush

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doesn't look solid

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i assume i have to add some rigidity to it

ashen junco
misty dagger
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yeah i'll look into it

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thanks

tender isle
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hhhmmm, So I tried using physics animations but the mesh still goes through the walls and other actors. PES_SadGe

trim verge
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is there anyway to stop your character limbs going through its own body during animation

lime dust
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So i created a Destructible Mesh and added it to my Actor, so that it could spawn with my platform, but the "Simulate Physics" check box is grayed out, my character passes through the mesh and never breaks it, how can i add it to an actor bp and make it break? any help would be awesome ๐Ÿ™‚

sour hazel
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can you suggest me any source for fps arms retargetting?

static falcon
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@sour hazel I bet codelikeme has it

sour hazel
static falcon
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@sour hazel when you say retargeting do you mean transferring animations or getting the arms to point at a specific location?

regal orchid
regal orchid
# tender isle hhhmmm, So I tried using physics animations but the mesh still goes through the ...

If your death animation has root motion then the capsule will move with the character as it dies. And if it hits a wall it will stop the mesh from clipping too much. Or you can manually move the mesh when you detect a wall so it doesn't clip.
Otherwise you can blend from your death animation into your ragdoll at a certain frame where it is still falling. Letting ragdoll take over after a while.

trim verge
regal orchid
trim verge
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Tried that , it messes other parts when i edit it

regal orchid
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As long as you only modify it during parts where it intersects then I dont see how it could mess with other parts.

steady hatch
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Quick question - Anyone know how I can bring up Anim Notifies in Blueprints with UE4 4.25?

kindred swift
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only in animation blueprints, as far as i know

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i was just about to ask a question about notifies as well coincidentally. I have a bunch of animations that have notifies set in the actual animation asset, but i'm playing those animations via montages, and they (the notifies) don't appear to be accessible in the anim BP. is that because the notifies have to be defined in the montage itself - ie, does it ignore all notifies in the actual animation assets when played through a montage?

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or am i just doing something funky

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not looking forward to adding notifies to all the montages if it's the first thing ๐Ÿ˜

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nevermind, i am dumb. i was trying to add a notify event in the state machine graph accidentally

ocean wharf
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What is the difference between Skeletal Mesh and Skeletal Mesh Component?
I am trying to get the Skeletal Mesh Component in Animblueprint, but it isn't there? I can only get Skeletal Mesh.

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So what would I need to do?
Add skeletal mesh to the actor, and then work on the blueprint inside that actor?

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Lets say I want to blend some procedural animation with physics on the skeletal mesh. So i can add some random movement in blueprint, and then let physics take over.
Simple object, like 6 bones. Animation would include a simple bone rotation from time to time.

sour hazel
steady hatch
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@kindred swift did you find the answer? ๐Ÿ˜ฎ

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All the information I found seems outdated xD

kindred swift
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about your question on notifies? as far as i know you can only access anim notifies from the animimation blueprint

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(if you mean my question, i didn't actually find the answer, but i was screwing something up on my end so i think they do, infact, fire anim notifies from the montage but i be 100% sure because i didnt really test it once i figured out where my main issue was)

steady hatch
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@hazy magnet I think we're both looking for the same answer possibily? I'm following a outdated guide - But I cannot get the anim notify to appear in third person blueprints like this video ๐Ÿ˜ฎ

kindred swift
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(I think you pinged the wrong person) anim notifies are usually pretty straightforward - you set the notify on the animation itself or in the montage, and they will be accessible via the animation blueprint (as long as it's using the same skeleton as the animation)

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You won't be able to access the notify events in the character BPs, only in the animation BP. So you have to call the character BP in whatever way makes sense (interfaces are my preferred way, but casting to your BP will work as well)

steady hatch
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Oh my mistake - Thank you xD I'm pretty new to this part of UE4 lol

stark grove
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Question: Any good Maya to Unreal Animation tutorials that you would recommend?

robust locust
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The anim graph is complaining about things using blueprints making it slow , even though its just using variables declared in CPP

robust locust
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It was a false positive , I copied all nodes to a new BP and it stopped complaining

upbeat topaz
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(FAILED TO MERGE BONES:

This could happen if significant hierarchical changes have been made
e.g. inserting a bone between nodes.
Would you like to regenerate the Skeleton from this mesh?

WARNING: THIS MAY INVALIDATE OR REQUIRE RECOMPRESSION OF ANIMATION DATA. )

I am getting this warning wat shld i do can anyone help me

misty dagger
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What are the benefits and draw backs to having an animation broken into pieces for example jump has start, airborne and, landing compared to just jump doing the entire process?

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Please ping me if someone can tell mr in a sentence or tell me the term id need to search to figure this out myself when relative to unreal engine

robust locust
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hence its a separate part so you can loop or run it for only as long as you need

ashen junco
kindred swift
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Can you post a video of it happening?

rustic hearth
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can someone explain me how to fix the animation rotating around the pelvis?

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I imported the animation from mixamo

wheat hornet
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Hi everyone. So recently I have finished most coding on one of my solo projects and want to get some animations but the tutorials dont really make sense to me. Can anyone point to me a good tutorial or something to learn the basics of animation?

misty dagger
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Ive just ordered some animations to be made on fiverr for somethinn im doing in Unreal - never ordered animations before and dont know what format I should request to receive them in, does anyone here know? - The maker has sent a draft to me in a Maya format...is fbx enough, or should I request something else?

lusty ore
# rustic hearth

Probably has to do with Enable Root Motion had that issue myself recently

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tick the box on the left menu

tender copper
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Hello unreal hivemind! i have a technical rigging challenge here. Im working on this characters who has these thick tubes. I want to simulate them, but i dont want them to collapse like they are now (cloth sim), but i also cant add any joints, since im using the unreal mannequin skeleton, and if i alter the hierarchy its not going to work with the animations i have in the engine.
https://gyazo.com/3481daead5ac1c57f307aa6561a29d0e

misty dagger
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@tender copper I believe ADDING joints is not a problem. You only have an issue if you remove the joints or change the names or parenting of the bones.

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I have no idea why Epic champions their skeleton like it's the greek god of skeletons. If you aren't using marketplace items there isn't much reason to force yourself to use the mannequin skeleton. I just use whatever rigify gives me because it works and I don't have disparities between blender and unreal.

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But either way, adding joints to the UE4 mannequin shouldn't break existing animations - those animations only manipulate the original bones.

tender flicker
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hey, does anyone know a good movement/locomotion animation pack?
I need one without much head movement, I have a full body first person view and I need an animation pack where the head doesn't bounce up and down

tender copper
misty dagger
tender copper
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When i imported it into unreal i got a popup that said that the skeleton had been altered and was no longer compatible with the animations

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And thank you!

regal orchid
regal orchid
regal orchid
regal orchid
woven peak
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Guys, Is Motion Warping available on UE4.27?

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I know it's not in UE4.26

misty dagger
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@regal orchid agree

woven peak
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copy pasta from UE5 made it available ๐Ÿ˜„

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lets see if it works ^^

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Hum damn it... it doesnt

tender copper
woven peak
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It uses the new element TObjectPtr from UE5... Don't know if I have the time to downgrade it :/

tender copper
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i havent been able to add bones without breaking my rig even though ive tried multiple ways (constrains, parenting, loose bones etc.)

tender copper
regal orchid
tender copper
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ill try that! thanks!

regal orchid
woven peak
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And motion matching seems to be the right move

misty dagger
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Does anyone use UE4's socket feature? I avoided using it for the longest time and am trying to use it now but there doesn't seem to be a way to attach a static mesh to a skeletal mesh? AttachActorToComponent seems to freak out when I try to attach a static mesh to a skeletal mesh

regal orchid
woven peak
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Sorry warping

regal orchid
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sec, gonna double check

misty dagger
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@regal orchid Problem is this is for first person and I need to attach to the first person mesh which cannot be the character's mesh (because you cant parent the character's mesh to a camera) so I needed to use attachactortocomponent

regal orchid
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So check that the actor you are trying to attach is not set to static. Since static actors are.. well. Static.

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But I havent really had to mess with actors being static before. So not sure why that happens.

misty dagger
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Well this is the player's mesh which is skeletal

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And the 'weapon' is a static mesh

regal orchid
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well static mesh is different from a static actor.

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or well, should be

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adding a static mesh shouldnt be a problem

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set it to moveable if it is a raw static mesh component

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that should fix it

woven peak
misty dagger
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Oh I see - the sword still thinks it cant move even with the player

regal orchid
woven peak
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I'm considering moving the main pipeline to ue5. But still questioning it

regal orchid
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I would suggest sticking with one at least. Maintaining two versions of the project sounds like hell to be honest. If you go with ue5 just keep in mind that it is unfinished and all that, and it could bite you in the ass at some point.

woven peak
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That's exactly why I still question it

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Overall maintain both is to make sure we don't do stuffs that don't work under ue5

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So far, absolutely no issue

regal orchid
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Well, can you make do with what ue4 has until 5 is ready? And all ue4 projects from 4.26 (or .25 dont remember) are ue5 ready.

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So no real reason to worry about compatibility when moving to ue5

woven peak
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I'll try. I basically need to add some kind of a feature similar to it then

misty dagger
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@regal orchid Works now, thanks. Still not sure what the advantage is over just creating a child component but whatever ๐Ÿ™‚

regal orchid
misty dagger
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Yea...unreal engine likes to offer a hundred different set ways to do something rather than a pure DIY or my-way-or-the-highway. Sometimes its frustrating, but so is Unity's DIY method sometimes.

regal orchid
elfin bridge
# rustic hearth

I am having the exact same issue, did you have any luck with this?

regal orchid
elfin bridge
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ok so I just need to add a root point and it should animate correctly?

elfin bridge
regal orchid
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that point between the feet is the root. When I downloaded the mesh it did not have a root and that is probably true for all mixamo chararacters. Usually only needed in games (to my knowledge) so that is probably why mixamo doesn't have them included and just uses the hips as the root.

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you need to add the joint in a DCC (blender, maya etc) and make it the parent of the entire hierarchy and make sure that it is not weighted. So it doesn't pull any vertices with it.

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Unless you want that for some reason.

elfin bridge
regal orchid
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Assuming that is a mixamo character.

elfin bridge
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its from the unreal marketplace

bronze osprey
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think those 2 big bones are IK bones

elfin bridge
bronze osprey
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ye sorta

regal orchid
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Ah, yeah then it is probably correct. The scale doesn't really matter.

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could be IK joints like owninator said

bronze osprey
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unreal to blender for skeletons is a bit funky

elfin bridge
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okay, maybe I go unreal export the character to mixamo, import the character with the animations from mixamo to blender, add my root, then export to unreal engine with mixamo converter

bronze osprey
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if the model doesnt have leaf bones its impossible to get a 100% correct rig from unreal i think

regal orchid
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yeah blender is a bit peculiar so you're gonna have to look up how that works

regal orchid
bronze osprey
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FBX doesnt store bonetip locations

elfin bridge
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ohhhhh, export as obj maybe then?

regal orchid
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Obj does not support skeletons

elfin bridge
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damn, running in circles here lol

bronze osprey
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gltf is basically a copy of fbx

regal orchid
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FBX is generally the way to go. The skeleton is most likely fine but like I said Im not familiar with blender.

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There is gltf too, but never used that myself.

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There are a lot of blender to ue4 tutorials out there so there has to be something to go on out there.

bronze osprey
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hmm i never used mayA, i have no idea what a mannequin looks like when exported to maya as fbx

regal orchid
elfin bridge
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right on, yea I've watched a ton of tutorials but the problem is no one takes characters form the marketplace and then animates them with mixamo so I'm having some trouble filling in the gaps

regal orchid
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See if the skeleton breaks

elfin bridge
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most people just show you how to use mixamo characters in your game which I do not want. I'm doing social media videos and conceptual stories related to my next record so its important I'm not using something thats so stock... a little stock is fine tho lol

bronze osprey
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when you import in blender with auto allign bones checked the rig will look normal(not the tip bones)

regal orchid
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sadly there is no real standard for coordinate spaces etc so you have to make sure nothing gets flipped around. But unreal is generally pretty smart about fixing it.

bronze osprey
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and if you reparent to the default setup with envelope weights its stuck to the other skel again

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thats how i do it

elfin bridge
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dope, I'll try that

bronze osprey
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mayB you wunna try the blender unreal plugin by epic

elfin bridge
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oh wow I did not know about that

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thats exciting

bronze osprey
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there are a few reasons i do it like this, if you dont know what ur doin ur gunna break ur rig 100s of times ๐Ÿ˜›

elfin bridge
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yea just noticed that trying to import from blender

regal orchid
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Rigging is fun. ๐Ÿฅฒ

bronze osprey
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ow, i kinda like it

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its where a static model comes to life

regal orchid
bronze osprey
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dunno maya weight stuff, but if you place ur bones and twist bones well in blender auto weight can do a pretty decent job

regal orchid
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Yeah it is fine as a base, but generally I have to tweak it manually and it sucks.

bronze osprey
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blender can weight per bone

regal orchid
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And I stand by it!

mild blaze
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can anyone help me with his hairs...

static falcon
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Anyone know how I can use control rig to keep the existing animation but offset it? Like a leg walking but raise the foot? Currently it locks the leg to point at the effector so I lose the animation

ashen junco
mystic cedar
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is it worth skipping control rig and just using the old school IK nodes for simple stuff

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or is control rig just something that i should be using because its newer and more efficient and better or something

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im lookin to step up my animation skills

upbeat topaz
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FAILED TO MERGE BONES:

(This could happen if significant hierarchical changes have been made
e.g. inserting a bone between nodes.
Would you like to regenerate the Skeleton from this mesh?

WARNING: THIS MAY INVALIDATE OR REQUIRE RECOMPRESSION OF ANIMATION DATA.)

i am getting warning when i am adding a animation to a skeleton can anyone help me what should i do

mild blaze
ashen junco
mild blaze
mild blaze
ashen junco
ashen junco
ashen junco
rustic hearth
# elfin bridge I am having the exact same issue, did you have any luck with this?

Yes this video fixed it for me https://youtu.be/SbC9rIRgu-A

Part 4 of the Let's Create: The Legend of Zelda Breath of the Wild Series! In this section we will learn to download animations from Mixamo and retarget them to the UE4 Mannequin, so we can use any animation we want!

Check out the website! https://cobbdev.com/
DOWNLOAD THE RESOURCES: https://cobbdev.com/courses/breath-of-the-wild/botw-resources...

โ–ถ Play video
ripe portal
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Well, i think this could be the right place to ask, can i create a 3d model of a character in blender and then put the armature of UE4 mannequin and the animatoons of mannqeuin as well

regal orchid
ashen junco
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The official female mannequin is the one that has closer to human proportions.

bronze osprey
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i like the paragon rigs

regal orchid
bronze osprey
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paragon have more twist bones

modest geyser
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If I have a tank, and I want to animate the barrel recoiling whenever it fires, how would I go about doing that?

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Everything I look at for animation involves skeletal meshes, but I just have a bunch of parented static meshes

mint grail
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I fee like I'm missing something. I'm following a tutorial from GameDevAcademy and it's showing how to create an animation transition graph, but it seems like a ton of manual work even for a single animation.

I feel like there would be a quicker method than creating a huge web and manually linking all the nodes.

Also, is there a good tutorial specifically for learning the basics of blending animation transitions? As funny as it look, I don't want my mage to be hoverboarding around while casting.

regal orchid
# modest geyser Everything I look at for animation involves skeletal meshes, but I just have a b...

You can animate without it but you will have to manually keyframe stuff using sequencer and whatnot (similar to how some use sequencer to animate doors etc). But I'm not even sure if you can run those animations while the object is moving and attached to something else. And even then, that it will be a pain in the ass to maintain. You are much better off taking your tank mesh and giving it some joints and animating it like you would any other skeletal mesh.

regal orchid
modest geyser
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I was hoping to avoid skeletal meshes, but if it's unavoidable....

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Thanks

regal orchid
velvet veldt
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Question. I feel like this should be super simple. Can you remove specific rotation or transform keys from an imported fbx skeleton animation? In Unity you can edit an animation clip as much as you need. Cant seem to get the keys to show in the animation viewer. Thank you!

rugged crag
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Hello, I had an animation sequence in the sequencer but when I made a copy of the level with a different name all the objects with a keyframe gone invisible, anyone know how to solve this ?

velvet veldt
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Try and right click on each asset in the new level sequence and try and re-link them,

rugged crag
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oh, I see doing them manually Is kinda sad tho, thanks for the answer

tawdry cloak
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I'm having a problem using animation retargeting with the Paragon sparrow animations. I used the orion rig that came with it, and I was able to retarget the animations for the UE4 mannequin. But the "idle" animation for example, Sparrow's right hand is usually drawing the arrow back. But with the UE4 mannequin and retargeted animation, his right hand is behind his head in a weird position.

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Is that because in the Orion rig, "weapon_l" is mapped to None? And if so, how could I fix that so it works right with the UE4 mannequin?

elfin bridge
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thank you so much for that, it helped a lot

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I tried mixamo_converter for blender but it doesnt seem to do what I want

quaint orbit
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does having more bones in my armature/skeleton decrease rendering performance? I'm trying to make a stadium crowd so I need lots of performance

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i'm wondering if I need to make a low bone count armature to maximize performance or if I can just use the skeleton I have already

regal orchid
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And the bystanders that are really far away could probably work as simple billboards too

quaint orbit
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ok ty for the info

elfin bridge
nocturne finch
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Is there a more event-based way to play animations with an AnimBP? So far, booleans have been inefficient for me as I want most of my animations to simply play on-event (not necessarily on-input) rather than while a boolean is active. Currently I am using an AnimBP for animations such as Idles, and then for event based animations I am simply playing Montages through the DefaultSlot with C++. Is there a better way to set this up, or is this a good usage of Montages?

tender flicker
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hey, does anyone know how I can make a relative direction to a global direction vector in control rig?

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I'm trying to stabilise the head bone on my character, I pass in the previous VB head transform as LastHeadTransform and the camera transform as CameraTransform and I have a tolerance on how much the head bone basically lag as the Tolerance.
the tolerance is given in how much the head bone can "lag" relative to the camera, so if the tolerance.x is 0 it means that it shouldn't lag in the x axis at all, relative to the camera.

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not sure if it's very clear, I just have a virtual bone called VB head attached to the root->head bones

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not sure if i got this completely wrong, since it seems to work sometimes but the rotating the old VB head - new VB head with the camera rotation and then inverse rotating it seems to cause issues since the values don't match, sometimes it varies by +- 1

rustic hearth
elfin bridge
#

crawl animation. Back to google

lucid slate
#

Looking good?

regal orchid
# lucid slate https://streamable.com/d9rarl

Pretty good! Working on recoil myself incidentally. I would say it shakes a little too much when you hold it down for longer. Especially around 4-5 seconds in the clip. It suddenly goes a bit wild there.

misty dagger
#

can anyone with a little maya knowledge tell me how to control multiple meshes with one blendshape

#

or is this the wrong place for that

regal orchid
# elfin bridge now my feet are falling through the ground... grrrrrr lol

That could just be the animation itself being a bit misaligned with the floor. Or due to blending etc. It isn't very hard to fix. If all feet go through the ground then you can simply offset the entire mesh. If only some limbs go through then you should try and offset them in blender with IK. (Or in engine if you want)

misty dagger
#

alright i have a human model with a face but also lower and upper jaw

#

i want one expression blendshape to open the mouth but move the jaws too

#

so it doesn't show the gums and look strange

#

from what i can see blendshapes can only apply to one mesh at a time but i have one in blender that controls jaw and face simultaneously so i know it can be done

#

i've watched 10 tuts read a bunch of guides and i don't know how

#

also i'm doing the movements via IK rig

regal orchid
#

Ah, my bad I misread it as blendspaces for some reason. Sadly I don't know much about blendshapes. But hopefully someone else can help you out.

misty dagger
#

alright

vivid trench
#

Is someone able to help me with something? I just posted my question in the General Unreal-Engine chat before I saw this one, sorry

rustic hearth
lucid slate
#

I think my ak anims are good

#

Any comment?

#

I trier realistic i think it's normalm

vivid trench
#

I made my own custom character and animations in blender, I made an idle, walk, jump and a falling animation. I'm trying to implement the jump mechanic. I want to Jump then fall, and if I don't jump I just want it to fall because the Jump animation doesn't fit.

#

I actually was able to get it working

#

I did have one other issue though, In blender my bone controls i used aren't deforming the character, but after I imported it into unreal, It's deforming the mesh

static falcon
#

@vivid trench take a look at the third person example character... this is a good use of a state machine

vivid trench
#

The starter third person character had a Jump fall for its falling animation, so it confused me but looking at it did definitely help!

static falcon
#

I see

#

In that example project, jumping is set via spacebar key

#

So if you don't press it, it will not jump

#

So you can just draw a link to the falling from idle/run/walk

#

And "is falling" is a function built in to the character component

#

So you can use that to help those transitions

#

jump loop is essentially falling in their demo

vivid trench
#

well the problem I was running into, was the Is falling, just tells me if the player is off the ground or not so I had to figure out a way to differentiate between going up and down

static falcon
#

Are you sure? I thought "is falling" meant falling

vivid trench
#

yeah i had to mess around with it

#

it would activate even when i was jumping

static falcon
#

Ah okay

#

I made my own falling detection before by doing a tick sequence where I set the z height last frame and the z height of the previous frame... then I said if current < previous

vivid trench
#

oh thats smart

static falcon
#

And before that a branch to see if the character is falling

#

(or is in air) or whatever

#

so that it doesn't think you're falling when you're running down stairs for example

elfin bridge
#

Aright im back again, retargeting issue? All the other bones are working fine I'm wondering if im setting the forarm twist wrong maybe? Setting it to hand as directed in the tutorial I watched for retargeting. Its getting this weird crossover tho where the mesh is warped and the bones look weird

#

upper arm twist, I set it to forearm

#

removed the upper/lower arm twist and it fixed that. Still getting weird retargeting issues tho I'll keep googling

misty dagger
#

I have a new sympathy for people who design first person melee animations. It's really hard to make it look good with like 10 frames

velvet veldt
thorny magnet
#

Hello everyone, tell me how to connect animation, in the new version of the engine there is no get current montage function. Can't call the function.

#

Version 4.26 has this function, but it is called as a non-pure function. How to make a function in Unreal Engine pure a function?

ashen junco
#

Also, it seems like you're flipping things up a bit. Pure functions are the ones that don't have the exec pins

thorny magnet
ashen junco
thorny magnet
ashen junco
thorny magnet
#

It doesn't even open the function, but how do you know what is included in the get current montage function, if it is a function of the engine?

thorny magnet
#

the developers needed to open the function, so that it was possible to edit the internal functions themselves, it turns out that they are closed, the functions in the Visual Studio do not open.

ashen junco
ashen junco
thorny magnet
ashen junco
thorny magnet
thorny magnet
#

Maybe someone will explain for the money?

lusty ore
#

Hey guys I am a newbie and currently using Mixamo animations. Im having this weird glitch when after collision with objects in the scene direction of animations change - it bescomes off by certain angles. What could be the problem?

cloud creek
#

Is it possible to import collisions for an SKM asset from houdini for instance? or maya?

vapid ibex
#

anyone know how I can zerofiy the scale of a bone in my animation? It seems importing an FBX with zero scale fails with this error

#

Do I need to do that in-engine? The idea of setting it to an almost-zero scale like 0.0001 is viable but feels disgusting :D

sharp karma
#

Guys, does anyone know how to expose this option as a variable. Or a way to cast to the animgraph, get layered blend per pose and expose it?

flat siren
#

Hey - I don't think I've ever posted in here before but I'm finally stumped on how to approach this in-engine... but this is clearly something that animators would have faced:

When animating a root motion combo sequence, how do you smoothly pivot the character between animations in a Third Person Action RPG?

#

Is there a way to lerp the root motion direction maybe?

lucid slate
#

Guys!

#

I wanna use AnimMontage but 120fps animation

#

How can i do that?

frozen lava
#

Is it possible to slow down and speed up a single animation? Like to start off the anim slowly then speed it up later on? Obviously the play rate is static and effects the whole thing Iโ€™m just wondering if I can change that play rate multiple times within a single montage

flat siren
#

personally I think curves are the way to go

exotic cipher
#

How to use single root motion animation for jump?

woven peak
exotic cipher
#

since the animation only jumps up

woven peak
#

Well that depends on how you want to do it

#

if you want to have root motion everywhere you can activate for everything

#

but by default root motion is only applied to montage


#

Anyone know how i can force the entry from a animation montage to a specific Anmation Node?

Atm, everytime I play a ladder enter animation and need to go in the ladder state, it enter into the move node before going to the ladder

#

that result in a poping after the enter animation play as you can see bellow on the video.
the last frame of the going down the ladder and the ladder enter are the same, however it transition back to move and go back to ladder.

#

Here you can see it goes briefly just before the montage to the ladder (time 0:04)... then the montage play and then it stats again to the Move

winged violet
#

Once you bake a control rig anim to an anim sequence it becomes completely separated from the rig, right?

#

Meaning you can have a not so performant rig to create anims offline in the editor, but then bake out optimized anims for gameplay

#

So the rig would never be used by end players but can be used as a tool to author anims in the editor just like a DCC

regal orchid
winged violet
#

Thanks!

#

In my case I'm just looking to keep anims as performant as possible

#

but get the flexibility to author them in engine

ashen junco
#

Though admittedly the curve editor is kinda flimsy to work with. Not to mention the lack of tweening and constraint adjustments.

stray timber
#

Hello, i had a question im looking to have a humanoid dragon and im attempt to have a dynamic tail based off live mocap data. Ive been looking for some videos on it but the ones i have found have been outdated. Any direction you could point me, thanks.

frozen lava
#

Iโ€™ll google it when Iโ€™m home ty

flat siren
flat siren
#

In the AnimBP

#

If you are playing it from a Blueprint, you can do it like this:

#

Just make sure the Curve Name matches the Curve Object you made

shell vault
flat siren
#

Iโ€™ve never seen this, but I canโ€™t imagine you would want that - if the capsule/root left the ground then physics would mess up your animation.

If you need a z-based collision tied to the character, maybe you could use a sphere collider attached to the head/hand bone?

#

If you want to use physics however, the launch or add impulse nodes should do the trick

stray timber
#

Is there a way to retarget mocap data live to a different skeleton? My mocap data is not using the real space of my mocap due to the actors size i think.

flat siren
#

The biggest problem is different bone-naming conventions

stray timber
#

I tried retargeting my rig to the humaniod on and ran it to the mannquien but with the same result

flat siren
#

As long as it has a similar structure you should be fine

stray timber
#

Well ghe legs for rig i have are shorter were im pretty sure the problem comes from

#

I can screen shot to show yall

#

This is the offset im getting with the UE4 mannequin and my custom rig(to the left)

#

Both are recieving the same data

#

Through Xsens and Live Link

slim sun
#

Anyone know why Mr Mannequins root is offset on import?

frozen phoenix
winged violet
#

How is the latest version of blender for rigging + animating for UE4?

#

I remember when I last did it a few years ago there were some problems with the import process with UE

#

But now that they have received a lot of funding and updates, is it pretty much on par with Maya in terms of a bug free import?

ashen junco
winged violet
#

Great thanks!

rocky light
#

Can we attach multiple meshes of different shapes to single socket, without any problem??

ashen junco
rocky light
#

Yes

ashen junco
#

Even Fortnite do just that, so take that what you will.

rocky light
#

Here i am attaching a wine glass, and beer glass. I couldn't attach them properly to the single socket

#

Both props have different Pivots

stuck zenith
mortal violet
#

is this channel exclusively for unreal's animation tool or can we talk about the pipeline from other softwares to unreal as well?

regal orchid
#

And to me that is totally fine at least

regal orchid
mortal violet
#

Okay thanks
does anybody have pointers for the general pipeline for animating for games? in particular in my case, I have a human character with a rig made using blender's rigify, and a sword that's not rigged, and I'd like to make a set of sword fighting animation but still import the human char and the sword separately in engine

merry harness
#

hey guys, in unreal engine 5, will shape keys be supported with the new animation thing

regal orchid
mortal violet
#

Sounds like it could work, though I imagine that'd cause problem with things like switching which hand holds the weapon, or attaching it somewhere else on the body during the animation

regal orchid
#

well you would need animations for both hands (or mirroring)

#

and you can just remove the mesh and do whatever you want with it at any time

#

in case you want it to stick to the back or whatever

#

when unequipped

#

and when you want to hold it, you attach it to the weapon bone

mortal violet
#

Okay, thanks

mighty bear
#

Okay, so I just thought of something that might have been wildly obvious to everyone but me. When animating an ability, do you animate the characterโ€™s motions on one layer and then do the vfx on another? In which case how do I do I animate a complex vfx. Like a water stream that swirls around the player and goes off into the distance?

static falcon
misty dagger
#

Hello everybody, have you ever experienced rotation offsets on animations automatically added to animations? I'll explain: We've had our charcter skeletal mesh in game for months, and we've reimported the maya rig's updates over and over it for months. Today we have experienced some offsets in the anim in unreal not matching the authored animation in maya. i.e: a hand held steady to the belt in maya was instead intersecting the belt in unreal.
We than have imported a new skeletal mesh, retargeted the whole anim BP and anims on the newly imported skeletal mesh, and that fixed the animation issue. Ofc we than had to rewire the whole animBP but at least we removed the weird offset behaviour.
Is there in your opinion a better way to fixing these issues without reatrgeting and rewiring a whole animBP?

mighty bear
lean jasper
#

what is the best facial mocap software for ue4

#

other than faceware

mental badger
regal orchid
oak cloud
#

hey all, set up a live link with Rokoko to ue4 for recording animations with takes, any advice for cleaning up the mocap? ideally looking for a way to replace the legs with a clean walk cycle for sections of the takes, but keep the rest of the skeleton untouched? or something like this! the drift and sometimes lag can really make it a long process cleaning everything additively

#

(side note any ideas to "smooth" animations?)

mental badger
regal orchid
spice galleon
#

I have an skel mesh, which goes in rag doll mode by default, how can i stop that?

slim sun
regal orchid
slim sun
#

Nah, I'm importing the animation and setting the skeleton to the third person mannequin.
I managed to fix it by importing the skeleton it came with then retargeting the bones to the Mannequin and converting the animation

regal orchid
#

Ah, weird that it would act up like that. But if you managed to fix it then hopefully that is the end of it.

mighty bear
#

@static falcon So I just took some time to look at all the stuff the gameplay ability system is able to set up. It helps with the actual ability bit, but I still don't understand how to actually put in the animation into the game if that makes sense? Like I understand how to make the character itself move, but not the effects around it if that makes sense.

#

like there are plenty of tutorials on projectiles and aoes, but not any I can find on scripted movements of particles/effects

mighty bear
#

or am I just being stupid?

lusty ore
#

How to replace Advanced Locomotion system mesh? Is there some sort of documentation on setting it up?

steady hatch
#

Anyone know how I could blend two animations together? I'm currently blending my Animgraph by enum. So I'm unsure how this setup should look for my current situation xD

My Animgraph ;

#

Tutorial ;

sharp karma
#

Guys, I've been trying to solve root motion animations the whole day. The last problem I have is that inside unreal the root bone goes crazy, moving all around the place. Any ideas on how to fix this?

misty dagger
#

Okay I'll ask here lol, say I want to attach a character with a looping animation to a big robot, making it look like he's controlling it. How do I set that up with a static mesh, if possible at all?

#

This static mesh is being used as an enemy, floats around and pursues the player character

ashen junco
misty dagger
#

Yep, it

#

*it's a pretty simple enemy type

#

Basically just want to plop the character into the cockpit and have its rotation and orientation and location locked to the mesh

ashen junco
#

Why not make it a skeletal mesh as well? Much easier to handle for such purposes.

misty dagger
#

I did but for some reason the animation isn't displaying after socketing to the bone I added specifically for that

#

Unless there's something else I'm missing here, probably, I'm quite new to this

ashen junco
#

Though looking at the Valley of the Ancient demo, they did stuff toghether skeletal meshes with static Nanite meshes attached all over.

misty dagger
#

Essentially yeah

#

See I can get the t-pose mesh in there but actually getting the animation applied is a whole other thing

ashen junco
#

So here's my idea:

  • Make the turret a skeletal mesh, with three bones after the root bone: two for each end of the guns, and one for the driver
  • In your BP, make the driver skelmesh a child component of the turret's skelmesh, with its parent socket pointing to the turret's driver bone.
north herald
#

Can anyone recommend me a video for hit reaction for individual body parts?

hollow glade
#

Hello anyone know if this is a bug, i retarget my Anim bp and all my animation, but now the anim bp didn't read the curve value on the second layer of animation, only on the first one that I play, anyone knows something?

smoky sail
#

Hey, a bit of a weird one.
Does anyone know why WantedLetter variable doesnt work as input for the animation StartPosition?In a sense that, I'm setting WantedLetter, HandRotation, EffectorTarget and ElbowTarget exactly at the same time in cpp. The only one that doesnt reflect any change is WantedLetter. If i replace it with Random Float node, works.

weary frost
#

Hi, Could anyone tell me why the animation montages are playing at different angles here please?

#

The first frontal swing whilst running looks ok but the second swing is all wrong and when standing idle and swinging the sword it swings up in the air instead of directly in front of him, Many thanks.

covert lotus
#

Is there a way to export an animation with mesh including the post process anim blueprint?

The left is with the post process on, and the right is what it looks like when exported (post process missing).

regal orchid
#

So you're gonna have to adjust the animation most likely.

weary frost
#

@regal orchid ok thanks!!

dusky leaf
#

Hey all, I was wondering if anyone with experience with control rig could help me out. So we have our performance capture recorded and coming in fine with both body and face animations working correctly. But, when I bake the control rig the facial animations go away entirely but the body animations remain, has anyone else run into this issue?

minor lichen
#

Anybody know why some properties are exposed in the Timeline Editor for animation and others aren't? I'm trying to expose the SpringArmComponent's TargetArmLength property for animation but am not sure how (or if it's possible)

merry lynx
#

When I import a skeletal mesh without assigning a skeleton to it , then retarget it , it gets some problems

But when i choose the skeleton when importing and assign it , it has no problems

Any idea whatโ€™s happening?

compact pebble
#

Have a quick question guys. i have animation bp (its retargeted one) with my model, if i change base pose in skeleton of my mesh, is anyway to see changes in animation BP? or i have to retarget animation everytime?

cerulean turret
#

im very new to ue4, like 3 days ago new and uh..

#

i dont know whats going on

#

does anyone know how to make it not hover when i press play? thanks:)

shell cypress
#

this could be anything really but maybe check your colliders @cerulean turret

#

hey does anyone know how I can make this Control Rig node in the Animation Blueprint do a backwards solve instead of just a forward solve? I'm doing an animation from a sequencer but it doesn't play because of the control rig

lucid slate
#

Guys

#

What is ue5 animmontage fps

#

AnimMontages suppprt 60fps?

#

Guyss

static falcon
#

I have a desk fan I want to rig up. Would you use bones for this or just have the blade a separate Geo and rotate it? If bones, I def don't want an anim BP just for a fan, so would I use a montage?

#

Hopefully there's an easier way @shell cypress , but you can have a section in your Control Rig BP that sets the position of the controls to the bone's position before doing any of the following logic

#

Actually maybe it's more complicated than that, because you might lose the control rig function if you do that... argh

#

I assume the example project is setup to do what you are describing though.

shell cypress
#

@static falcon thanks for the answer. There is a special event at the start of control rig called Forward Solve, and another called Backward solve. they are separated exactly for that reason you mentioned, that otherwise you would lose the forward function if the rig was reset every time. But I don't know how to trigger the backwards solve in the sequencer. Perhaps it's not meant for that...? I'll check out the example project, I haven't seen that.

#

Regarding your fan, I would say it sounds the easiest to give it an animBP and rotate it with math, this way the spinning is separate from all your other scripts/things. I wouldn't know how to make a separate geo and rotate it without some kind of similar script or component. Also, montages seem wack to me.

static falcon
#

If I just separated the geo in my DCC, threw them all into a BP, and used a rotation component (I think there's one?) that could work too though

#

Seems simpler to have only 1 bp for such a basic asset

#

or maybe the anim bp is fine

south lotus
#

can unreal not import non skeletal animations? like in blender, if I were to animate a modifier property, I can't convert that to a shape key and get that unreal or something?

static falcon
#

This might help

#

I thought blendshape keys did come in though... you can also store data in bones as a hack if need be

exotic cipher
#

is there a way to move capsule along with rootmotion montage?
like I have a animation where player moves up and forward and when animation ends, the player teleports back to where he started.

velvet sparrow
exotic cipher
#

ahhh

exotic cipher
#

When enabling root motion on the animation why does it disables character movement upwards?
like now it moves on x and y axis in animation, by z axis movement is disabled.

neon fiber
#

IIRC correctly you need to set the movement mode to flying or something that allows Z axis movement

still bronze
exotic cipher
neon fiber
#

oh that worked? good stuff, i was going off what I remembered from last time I had to mess with it in our project

#

it's very confusing to say the least

mighty bear
silver jasper
#

Anyone know of any good animation packs on the store that have an off-hand grenade throw?

neon fiber
raven ravine
#

Hello guys. I'm confused on what the rigidbody node does, because I found that I don't even need the rigidbody node at all for hair bones on my character to simulate physics. I noticed all I need is for the hair body in the physics asset to be set to "simulated" and then the hair reacts to physics even without the rigidbody anim node.

#

So what would be the point of that node?

ashen junco
raven ravine
#

big oof

ashen junco
raven ravine
#

Yeah. I heard it was 2x faster than anim dynamics so trying it out

ashen junco
mortal violet
#

hi, is it possible to animate a skeleton without a mesh attached to it to a specific framerate no matter what the actual framerate is, so that gameplay related stuff on it (ie hitboxes) work consistently, while also having another skeleton copy that skeleton but at the actual rendering framerate?

median isle
silver jasper
#

I guess its still cheaper though

#

It doesn't help that most animation packs are mostly just walk/run cycles + handful of "actual" animations

silver jasper
median isle
#

yeah i'm trying to get it working as addtive

#

but no success so far

#

and the animation itself

#

ugh I guess I need to learn how additives work first

#

the base animation is basically the cannon in its referece pose

#

also vfx is very wip XD

silver jasper
#

and than play the additive animation in that slot

median isle
#

hmmmmmm

weary frost
#

Hi, Is there anyone who can point to some good information on how to "correctly" blend animations in UE please? , I keep trying to get this animation correct but as the guy is standing idle his upper body spins and his legs dont move at all, and when the second swing happens he kind of slides along, Seems buying marketyplace animations isnt a great idea when you dont know how to use them ๐Ÿ˜ฆ, He also has some kind of weird motion for his legs when running and using the sword. Kind of feels like unless the animations are "designed" specifically for a certain model its really hard to make them work.

median isle
#

so the "spinning" part would be additive to the rest

#

I'll try it out, ty

regal orchid
# weary frost Hi, Is there anyone who can point to some good information on how to "correctly"...

Think I mentioned it last time. But I believe the biggest issue is that these animations were meant to be played on the whole body, while the character is standing still. So the torso's twisting etc is all designed to look right with a lower body that is also following along. Stripping that part out makes the animation look completely off.
As for the blending, you should generally try and keep the number of animations adding to a joint to as a few as possible. Otherwise you'll get unpredictable behavior unless you are careful. Which probably explains the weird legs.

#

It is mixing running and the full body sword animation. Causing the weird behavior.

weary frost
#

@regal orchid Thanks for the replies, I have found a video of something I would like to try and replicate but I am so lost with how to even start with it. https://www.youtube.com/watch?v=c7S7HfeafvA

The ENENRA Demo is available!

Link to demo:
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Like / Subscribe for more updates!

Music - ALovers Wrath by Somepoint Sound
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โ–ถ Play video
#

The animations look so smooth there.

regal orchid
#

You need animations that are specifically made for full body and animations that are meant to be put on top (i.e. blended)

weary frost
#

When you say "full body" is that like to RM animations(Root Motion) ones or the In Place ones?

regal orchid
#

for example that flip the character does is designed for the full body, you cant blend away part of it without it looking all kinds of wrong. There are plenty of cases where you can use part of fullbody animations. But the animation needs to be made with that in mind generally.

regal orchid
#

regardless of root motion

weary frost
#

Ahh ok

regal orchid
#

so you probably want some sword swinging animations that are designed to be put on top of your locomotion

#

since the ones you are using are pretty extreme and twist the entire body into a distinctive pose

#

so removing elements from said pose will make it look off

weary frost
#

Ah that makes sense. so you have to be very careful when getting animations off of the Marketplace then as you cant just "blend" them and they will work.

dusky quarry
#

Hello, does anyone know is it easy to convert Unity character rigs to Unreal character rigs?

weary frost
#

So the animations I am using are best to use a "disable movement" and then "play the attack" and then reenable movement rather than trying to blend them together because of the extreme movements and poses./

regal orchid
regal orchid
#

If the game has any running while attacking animations then they would most likely need unique ones.

#

Also I guess I should <@&213101288538374145>

weary frost
#

๐Ÿ™‚ I guess I will need to see if i can find a sword swinging animation that only affects the top half of a body.

regal orchid
#

You can try animating with control rig or similar. Havent used that much myself since I use Maya but it seems useful if you arent familiar with traditional DCCs.

weary frost
#

I think I understand better now that when looking at animations I should look at an animation and ask myself "can i perform this whilst the legs are moving independantly without making it look all kinds of weird"

regal orchid
regal orchid
dusky quarry
#

I'm also wondering how realistic it is to use that feature. Like is it actually realistic to do in a production game, or is it a hacky finnicky thing. (I tried it once in the past with no luck)

#

Oh I am thinking of retargeting.

regal orchid
#

yes you are

#

๐Ÿ˜›

#

But if you are just talking about retargeting animations from one skeleton to another then that should work. But they usually need tweaking after. Depending on how different the skeletons are.

dusky quarry
#

Ah okay thanks. The tweaking/cleanup process is what I'm afraid of!

regal orchid
#

Best way to know is to just try it with an animation and see what happens..

dusky quarry
#

Would it be better to just rig the model for the epic skeleton before importing it?

#

I guess I'm wondering like... how much work is it to use the Unity rig vs. creating a new rig

regal orchid
#

so just to be clear, when you say rig you mean the skeleton, right?

dusky quarry
#

Yeah, I think so. haha

#

Sorry I am new to 3D art/animation in general. Mostly worked on 2d games

regal orchid
#

Since there is nothing inherently specific about skeletons in unreal or unity.

#

No worries.

#

A character will work in either engine. I would say that a custom skeleton is always better than the one epic provides but entirely up to you what to use.

#

In your case retargeting is probably best unless you really want the unreal mannequin skeleton for some reason. (Which is a bad skeleton imo)

dusky quarry
#

ah okay gotcha. Why do you say a custom skeleton is always better?

#

I am guessing its easier to animate with a custom skeleton rather than a boilerplate?

regal orchid
#

More that the unreal mannequin skeleton is designed for that character. Proportions and all. So taking a different character it will be "forced" into the same mould as the mannequin. That is why you see so many unreal 4 games with hunched over characters that look totally unnatural. Because they use the same skeleton as the mannequin.

#

same skeleton and animations often

#

If you have a unique character, chances are it will need a unique skeleton to fit it

dusky quarry
#

oh okay, yeah that makes sense. so regardless of the engine I'll want whatever the skeleton the 3D artist uses so it fits the character style

regal orchid
#

yeah, pretty much

#

a small character will get really stretched out if you use it on the ue4 mannequin for instance since Manny is designed to be ~180cm

#

for example

dusky quarry
#

thanks for all your help! ๐Ÿ˜Š

regal orchid
#

No problem!

still bronze
#

Anyone know where i can post for help that isn't here or the UE forums? Does unreal have a stack overflow like blender does or something?

weary frost
#

@regal orchid Thanks for the help !: ) I forgot to say thanks got distracted making my child;s dinner lol

regal orchid
median isle
#

Anyone have any examples of rotating animations? basically what I need is my cannon to rotate 120 degrees and shoot then the next time it shoots it should continue from where it left off.
Any kind of working examples will help me.

misty dagger
#

anyone help please

#

I have montage animation that in Blender the root moves forward etc. In unreal when Root motion ticked on the AI plays montage and the bot in this case moves forward but capsule stays put ??

#

Root motion Enables

#

Root Motion not enabled and bot moves how it's animated

#

Bot plays Montage but Capsule stays put

#

With RootMotion on Bot plays animation but stays in place dosen't move forward

still bronze
jaunty dagger
#

I have some animations FBX made in maya, and some of them when I import to unreal the timeline is playing but the animation isn't. Has anyone ever had this problem? Any fixes?

simple birch
#

i would have something to say about animation but I still can't figure out the best way to put bones in a car to simulate suspension, rotation, and turning in blender 2.9

raven ravine
#

What do people usually set their twist bones to for the translation retargeting? Is it treated the same as IK bones and set to "animation"?

lone wharf
#

In my setup, I want the neck rotation of ABP_A to set neck rotation of ABP_B.

What is the proper way to cast from one AnimBP to another AnimBP with support for calling these variables in Editor?
Do I need to utilize Control Rig for access to these joint rotators outside runtime?

crystal tundra
#

Here's a question, say you have a character with fully established animation logic in the animation blueprint, say a full set of generic animations, is there a way to blend a pose additively to that animation logic, to give a model some unique character? Can you add something with control rig, to adjust a character additvely?

mortal violet
#

trying to import a humanoid character with a simple animation and the character & skeletons import just fine (except for the auto generated physics asset being pretty bad) but the animation is completely broken, any idea what could be the cause?

#

using the send to unreal plugin btw

proven badger
#

When I have a mesh that has the same skeletal hierarchy but extra bones, and I re-target it to my existing skeleton it asks if I want to add the bones to the skeleton. Will that create issues for my current assets, or can the skeleton have the extra bones and the other meshes won't care?

torn pelican
#

Hey guys have any one of you faced with static mesh,i made sure bone hierarchy is correct,double checked it's using the correct skeleton,only packed necessary files,i rigged the mesh from scratch for 3 times but model is becoming static in game,what might cause this.

proven badger
torn pelican
#

im sure bone hierarchy is correct,no zero weigts

proven badger
torn pelican
mortal violet
#

trying to enable root motion on my animation blueprint and the option is nowhere to be seen
it's supposed to be in the details panel but there's just nothing there

vapid ibex
#

How do third person games (although it can be any game) usually handle actions like reloading weapons, for different pitch/yaw rotations? Is it the same reload animation in different angle variations, put together in a mesh space additive blendspace?

mortal violet
#

most games first orient the torso toward what you're aiming using IK or other stuff, then run the reload animation over that

vapid ibex
#

so how do they resolve cases where hands need to reach say, the pelvis for the ammo belt?

#

Wouldn't rotating the reload animation together with the torso cause the hand to get an offset?

mortal violet
#

either the animation is made in engine using IK and other types of constraints instead of baked animation imported from other software, or they don't actually solve the problem and instead either put the torso back to a forward orientation, or don't even do that and hope the average player doesn't notice the weird animation

vapid ibex
#

Gotcha, thanks for this ๐Ÿ‘ I think the most reasonable compromise for lower budget might be to orient the animation forwards with a little IK support where needed

#

as you said

mortal violet
#

yeah

#

that or make an animation that doesn't rely on part of the rigs that might have other animations running on them & whatnot

#

also I found the root motion option so disregard my question pls

glacial gale
#

Hello! i am new to unreal engine! and currently trying to learning animation handler in engine and looking for best resources! which one you suggest me as old unity game dev?

crimson pelican
#

In UE4.26 there was an anim component called Wheel controller, or something along those lines, has it been renamed in UE5 or does it not exist yet?
This is an image for context on where i used it in the chain, without it the anim does not work as intended

leaden flint
#

Hiho i have a regular question about animations, Skeletons and sockets.
I have a ThirdPersonCharacter as Character_Parent and i have different Character_Childs (Mage, Warrior, Hunter) as male and Female. If I set all Animations, Sockets and so on to the Parent Character and i will Change the Child Character to an other Character Mesh the new Child Character will get normaly his own Skeleton. Can i give a different Character the same Skeleton to usw the Skeleton settings like Weapon and Armor Sockets, Special Moves like Jump, Role, Dash?

This is an example

#

all the settings are in the Right Third Person Character but the childs (middle and left) should usw that settings like weaponslots, Do a role and so on in the gameplay.

Do i have to create and setup all the settings for each new character also male and female?

sullen raven
#

How do we make transform bone work in 360 rotating gosh darn it? It only works up to 180 degrees, then it ignores the half turn. Any tips?

copper matrix
#

Is there a good, built-in way to bind to anim notifies directly from cpp, or is that still unsupported?

misty dagger
#

anyone know the proper way to get a custom mesh on the ue4 mannequin
retarget requires a proper skeletal mesh
but I cant find anything about it

regal orchid
steady hatch
#

Anyone familiar with root motion? I'm following a guide currently - but stuck at this part. I have to blend by bool , however I don't know how that'd look with my setup.

my blendby enum set-up

#

The tutorial

steel raptor
#

This might sound like a strange question, but does anyone know how to make animations in UE4 more choppy? Kinda like DBFZ or Into the Spider-Verse?

sullen aurora
# steel raptor This might sound like a strange question, but does anyone know how to make anima...

Yeah, the way to do it is to ensure your curves become more stepped, this can create a choppy animation feel to it, animators also use that to quickly block out animation shots, to get the timing right, and then refine the curves.
so the key frames would become less curved, and more stepped, as in straight lines vs curved. not 100% sure how to do this in unreal but probably possible to edit animation curves, look at how to do that maybe, and see if you can edit the curves to becomes stepped/straight vs curved.

https://forums.unrealengine.com/t/set-animation-interpolation-type-for-a-stepped-animation-look/156453

steel raptor
#

Thanks!

shadow birch
#

Does anyone knows how to get the character stop "flying" when I retarget it? When I open both skeletons they kind of seem at same position

cobalt mauve
#

@shadow birch when importing make sure Convert Scene unit option checkbox is true

clever blade
#

Hi!
I made a AnimBP with an AnimGraph to use as a base class for locomotion of all characters.
The idea is to add additional animations and functionality for specific characters in a Child AnimBP that inherits from the base AnimBP.

So far, this works - I can add additional logic in the Event graph and everything from the base works too.

The child class doesn't have an AnimGraph though... Is there a way to extend the base AnimGraph in a Child AnimBP?

meager marlin
#

Hi everyone,

I am trying to create modular First Person Controller System, but i have issue with inverse kinematic with Two Bone IK.
so my two bone ik is lagging one frame behind.

Here's how i did it:

  • Effector location is set by world location from the gun socket
  • the gun is rotated with camera

I've tried:

  • Changing the tick group of Mesh (inheritd) component to post update work, but no luck, the ik is still lagging.

But i've also tested that if i am not using mesh inheritd, but by adding new mesh component and set the tick group to post update work then the lag is gone.
So this issue is only appear when only using mesh inheritd.

However, i can't add mesh component either, because if i using non inheritd mesh component then root motion won't gonna work.

does anybody here have solutions for this? i am stuck with this for like 2 weeks

worn marlin
#

Hi. When do we use the usual FABRIK over the usual two bone IK? I read that it is a bit similar. So far I am seeing more options for FABRIK, I assumed you can tweak more out of it. I reckon it would be better for certain animations but how about for FPS type animations? I am currently using the usual IK for weapon sway and left hand placement. Thank you

crimson pelican
regal orchid
# meager marlin Hi everyone, I am trying to create modular First Person Controller System, but ...

If your IK has to rely on other objects then chances are there will always be a delay. The only way (to my knowledge) to ensure that the IK does not lag behind without messing with tick groups. Is to make sure that all the data that the IK needs is within the skeleton it is affecting. I had a lot of problems myself with IK for my two handed guns, where the left hand would lag behind. The solution was to add IK joints to my skeleton.

#

I have two ik joints that come from the root (with the left hand ik one being a child of the right hand ik joint). These two joints are animated to follow their respective hand joint in Maya. So they are always where they should be.

#

So when I use IK on my left hand, I can use that joint in the picture as the target, and I know it will always be accurate since it is in the exact same spot as the hand originally was, even if the left hand itself drifts due to aim offset animations or whatever.

#

The added benefit of this is also that I can use this to create dynamic recoil. I just push the right hand back and then lerp it back to the position of the hand_r_ik joint that I have which is always correct.

meager marlin
#

@regal orchid
Awesome, thanks for the reply.

yes no matter what i do i can't fix the problem.

but it only works when using new Mesh (non inherited) and then set the tick group to post update.

however this doesn't allow me to do root motion.

is there's a way to do root motion without using the default inherited mesh from Character Class?

e.g getting the root motion vector from the skeletal mesh? anyway?

regal orchid
#

But if you want your IK to not lag behind then that is the best solution that I know of. Epic's Manny has weapon bones too but for some reason Epic didn't use them when animating him.

meager marlin
#

Thank you for your suggestion, really appreciate it.
i will try.

steady hatch
#

Hey everyone. I want to enable an animation/skill during certain frames of a separate animation/Anim Montage. Would Anim Notifies be a decent option to achieve this?

sinful birch
#

I have an animation blueprint set up with locomotion, plus an attack montage blended in when my player is attacking. However, I want to make it where, when the character is at idle, the animation plays on every bone. Currently the animation only plays at the top-half of the skeleton (as I want it when the character is in motion)

covert jay
#

Exporting an animation with root motion from Blender to Unreal looks okay in Unreal's animation preview. But when actually clicking enable root motion it flips the animation on it's back. Is there a way to fix this?

sinful birch
leaden flint
#

Hiho is there a way to Change the downloaded animations for a new character?

#

I was importing the animations for the skeleton of this character but the result is that -.-

lean stone
#

i've been using add mapped skeletal mesh to map skeleton to rig in blueprints - does anyone know why adding another add mapped skeletal mesh node in sequence with the same skeleton but a different rig does not work?

#

in metahumans use, there's a control rig for face and one for neck - i can't seem to be using both on the same mesh

regal orchid
lean stone
leaden flint
regal orchid
leaden flint
#

What do you mean with retarget?

#

i can only set the skelton to the NPC 01- NPC05 or Character 01-03

leaden flint
#

oh thnaks thats perfect so i can use all animations fรผr different characters xD

regal orchid
#

pretty much

#

but you may have to tweak them after retargeting

leaden flint
#

thats ok

#

after retargeting maybe the animations are not smooth like before ^^

#

Thank you!

vapid estuary
#

Anyone with experience on IK Hands lagging? Left hand is lagging when implementing recoil force on right clavicle when firing gun

regal orchid
vapid estuary
covert jay
covert jay
# leaden flint

Looks like the model you are using is missing twist bones for the arms and legs.

fervent elbow
#

Is it possible to make a keyframe hold for a random duration between two values before continuing an animation? If so how would I go about doing that

leaden flint
#

Ok but some of this Animations are not working xD

covert jay
mighty bear
#

Hey, guys. Iโ€™ve done some researching since my last questions. I wanted to know if yโ€™all could help me some more with the vfx of my skill! This is the one Iโ€™m trying to implement. And as far as it goes in ue4, I believe I need to create a spline path for the ball of water to follow. And then spawn a projectile that travels in an arc after it leaves his hands. Is that correct?

#

Oh that didnโ€™t upload the video correctly :(

#

This is a 2 version of the skill Iโ€™m wanting to make. Sorry for the bad quality, but itโ€™s just a demonstration of what itโ€™s supposed to do

midnight oyster
#

What is the best way to mirror animation inside the same skeleton... i have an animation for one hand,, like Left Grab... i want to use the same animation and do the right grab.. both should be independent of each other ?

strong flame
#

Hi do you know if MH male and female have different or same skeletons?

misty dagger
#

Hey all,

I'm having this issue with getting MetaHuman male and female meshes to play animations. These animations that I'm working with has been animated using a male MetaHuman skeleton, so when I go to use a female MetaHuman onto the animations, the proportions seem off as seen in the picture. The animations play just fine, it's just the proportions that are not to scale it seems.

I'm not sure where I'd start looking to try and fix this issue, if anyone knows where I can at least start looking to solve this issue that would be great. Thanks!

#

To add a bit more information on top of that, the female MetaHuman skeleton is shorter than the male MetaHuman skeleton, just for a bit more context as to what might be at play here. Thanks once again to anyone that can help ๐Ÿ™‚

spare adder
#

Is there a way to export material animations? To fbx or something?

#

For example foliage with material animations

#

Export from unreal to fbx or any other format

leaden flint
#

Hiho someone know the Rig Function of Mixamo? I try to create a Rig for my little Reaper but the Rig function will destroy the Reaper ^^
Look at his arms ๐Ÿ˜ฆ

#

at Start he was a friendly small reaper ^^

leaden flint
#

someone have any idea? ^^

static falcon
#

That tool works best when the character is very simple... yours looks like it would cause alot of issues

#

You can try stripping out some of the accessories and see if it works...

#

Looks like your character has no feet too? @leaden flint

rustic hearth
#

can you import animated meshes into unreal? I have a mesh with a ton of different moving parts, when I import it it gives me a few hundred skeletal meshes etc.

covert jay
#

You might be able to get around those issues by applying cloth physics to the robe around the arms and putting a capsule in the physics asset where the actual arm is.

leaden flint
leaden flint
covert jay
#

Other than that you could rig it yourself in Blender.

leaden flint
covert jay
# leaden flint I can trybut i dont know ^^

This video demonstrates how to create a basic armature/skeleton for your character in blender. This is the first in a blender mini-series on how to animate a character and bring it into blender.

โ–บ Next Video: https://youtu.be/6WqGmxioSdE (Skinning)

*** Share this video ***
https://youtu.be/uK7TTDn1rZ8


*** Subscribe ***
...

โ–ถ Play video
leaden flint
#

Thank you !

covert jay
#

No problem! That guy has good tutorials for a recent version of Blender. I personally find it harder to follow along with older videos.

leaden flint
#

Its different some older version are more detailed that newer onece^^

junior berry
#

Hey, does UE4 support squash and stretch in animation ? With custom rig imported.

tranquil hound
#

is there a way to decrease the amount of root motion in an animation without taking it outside of unreal engine? looking to halve it, goes a bit too far.

mortal violet
#

whenever I import models with "automatically scale bones" turned on in the Send to Unreal plugin for Blender, my character looks fine in tpose but animations look like this
If I don't turn it on, it looks fine but anything I attach to the mesh's sockets gets scaled x100
any idea how I can solve this?

coral thunder
#

Hey everyone, have a question about morphtargets/blendshapes: Is it possible to have the blendshapes for a given skeletal mesh spread out over a bunch of different fbx files for organization purposes?

#

And then import them into the unreal into the same skeletal mesh

mortal violet
#

I found how to fix my issue but I have to manually rescale the movement on every single keyframes of all of my animations, great

#

and it involves turning off a warning on an official Unreal Engine plugin for blender because that's how good plugins are made

steady fulcrum
#

Hey everyone, hope you have a great day. I'm currently trying to import a model with its animation into UE4. But the mesh in unreal appears to be broken. However the animation has no problem. I searched for like 1 hour and I still didn't find anything about this. Does anyone would know how to fix this ?

regal orchid
steady fulcrum
#

Here its is bone hierarchy, i'm not sure it's really conventionnal, I'm not really an animator ๐Ÿ˜“

regal orchid
#

like Manny stands in an A-pose when no animation is applied.

terse lichen
#

Has the Maya rigging toolkit been deprecated?

regal orchid
#

Your trampoline's "A-pose" could be that weird jumble

terse lichen
#

i can't find the plugin and half the documentation is down

regal orchid
terse lichen
#

yeah

regal orchid
#

I think so, the guy who made it left epic years ago

terse lichen
#

oh, weird

#

how were the driven bones set up for metahumans then?

#

was that a different plugin?

#

they said its availabe

regal orchid
#

metahumans is completely separate and the characters are made by epic

#

so don't think it applies

terse lichen
#

oh i'm looking for pose wrangler

#

its on github

steady fulcrum
#

Ok, so I changed the weight on 1 bone and it changed the appearance of the mesh ๐Ÿค”

steady fulcrum
#

So i fixed the problem, it was comming from the dummies i used to control the bones. I scaled them and that was a terrible error ๐Ÿ’€

#

reseting their xform fixed the problem

#

thanks for the help !

regal orchid
# steady fulcrum thanks for the help !

No problem. But you should be able to scale them, just make sure not to include them in the fbx you export from your program. Only select the mesh itself and the skeleton when exporting. Your control rig should stay in whatever program you used. (And make sure that the scaling you do on your controls do not affect the joints they control)

frozen lava
#

Is there any point in using ALS and control rig? Whats the difference between the two?

#

control rig looks ultra customizable in terms of IK, anim charts, etc. ALS seems more like just an advanced animation machine that gives a lot of movement options

#

but control rig looks ultra complicated... idk.. thoghts?

harsh plover
#

Hi there! How can I make an animation freeze on the last frame after playing once?

#

Its for a death animation. It keeps looping the animation over and over

frozen lava
#

just make 2 animations. cut the frames of the first one to just a single frame

harsh plover
#

nice

frozen lava
#

or u could add a key frame to the end

#

then just make it go for however much longer u want

#

idk if that makes it longer tho.. havent done it before

fair patio
#

Hey guys, can I ask for some help?
My animations in state machine are looping even after I exit them

#

example

  1. I enter an animation - length 100 frames
  2. I exit it at frame 52
  3. When i enter it again it starts playing back from frame 52 instead of frame 0
leaden flint
#

Hiho i need help xD
My ThirdPerson Character animation is broken...
Normally the ThirdPersonCharacter can Jump and will run automaticly but my character have 2 errors and will not use the Jump,Walk and Run animation xD

I dont know why. Yesterday all animations were working

This are the JumpStart to JumpLoop (Rule)
JumpEnd to Idle (Rule)

#

what kind of code is this little thing ^^

#

There also was a problem with the Thirdperson Materials, so i have to set the textures again. Its spuky ^^

#

The Char is now Ideling but broken xD

regal orchid
#

They are not mutually exclusive

somber tangle
#

Every time I reimport an animation I have to delete the montage, create a new montage, adjust the settings again, and rehook it into my code. Is there a way to avoid this?

weak kestrel
#

Hey noob question. I have retargetted mocap animations for my character imported into UE5. everything is working fine , just wondering if there was some type of setting , blueprint or physics trick i can apply in order to prevent my characters arms from passing through his shirt or his other arm. Looking for a way for the arms to just collide with his body instead of pass / clip through

fresh lotus
#

anyone can help me with this skeleton issue?

crisp bluff
#

what is the best way to make character fat?

#

should i need to scale each bone individually?

vivid roost
#

Hello. When viewing an animation montage, how can I have a particular socket be displayed while the montage is playing?

#

I want to view how it is transforming

#

Found it. Nevermind

sinful birch
#

Years ago, I used to use MakeHuman for.. making humans in blender. Is that an acceptable way, or is there something that's preferred that is comparable?

strange marsh
#

Anyone here know why a character might get stuck in T-pose in Standalone mode, but works normally with PIE?

#

I'm using the default mannequin.

misty dagger
#

does anybody know how to make the bones not do that when you add basic ik

bronze turtle
#

in retarget manager under set up rig--->select rig...we only get humanoid as default....is there a way to create one in engine for a Dog or cat...or a place to download some more that can be assigned in this drop down?

#

Im trying to retarget a few animal animations but since their is no epic standard naming convention for 4 legged animals, literally every model has the same exact bones named completely differently and without a rig file i cant retarget anything at all

static falcon
#

Anyone know what I need to do to get AnimBP + Sequencer to work together? I want to use Anim BP to have a head look-at

#

I guess this would be a better use of control rig... but for now

terse lagoon
#

Hey, quick question. I've got a ticking clock animation using a sequencer but I cant figure out how to trigger it. I tried dragging it into the level bp but that didn't do anything. I want it to loop from the beginning of the game

frozen lava
#

trying to buy an animset on the marketplace but they havent been updated to the latest engine since 4.23

#

I imagine its not a problem since they're just anims, right?

regal orchid
#

You can make an animation play node and then expose the animation as a pin.

#

which turns it into a node that looks like this

lavish thorn
#

is it possible to animate inside ue4? If the base model and rig are already set up yata yata? or an easy way to edit animations for the model that are already in?

exotic cipher
#

Anyone know how to fix this?
these bones don't seem to move at all, only rotate in-place

magic citrus
#

How do I loop an anim montage?

sour elm
#

depending on how u play it

#

like from bp Play Montage node has a loop var I thinik

glacial gale
magic citrus
#

Yup it was just a simple checkbox thanks

normal marsh
#

can anyone tell me how to remove the numbers that is being displayed in the left

normal marsh
brave musk
#

Quick question, I changed the movement speed walk and crouch but now the slowed animation doesn't fire the anim notifies and I don't understand why, where should I look? (found that changing the anim notify mode to all animations kinda fixes but spams the notifies) Second question; where can I find the animated mesh component?

fresh lotus
narrow topaz
#

Hey y'all:
I've got this wonderful data from a Live Link performance capture in blendshape curves.
Anyone know if there's a way to export these curves from Unreal into an .fbx for retargeting / cleanup in Maya?

reef agate
#

hey peeps, I need some advice on mirroring skeletal animations. I've been using a marketplace RMAMirrorAnimation plugin. Works great, but i'd like to get away from using the plugin

#

do you think there is a benefit to me creating a mirrored animation set in Maya or is there any other alternative?

#

Looking to keep things as optimized as possible

#

Curious what an AAA game would opt for

bronze osprey
#

reimport with scale of -X

reef agate
#

So export the anims from UE4 (assuming I don't have the originals in Maya) then scale -x in maya and import the new scaled ones?

#

Seems a lil too easy but if it works : P?

bronze osprey
#

import option in unreal has scale

reef agate
#

oh

#

Why have i never seen that documented or mentioned in a forum etc?

bronze osprey
#

i explained it a bit up too WhippyTrout

reef agate
#

seems like an easy solution

bronze osprey
#

cuz im a freakin genious ๐Ÿ˜›

#

and i dont do many forum posts

#

you should find it if you use the search in this channel

#

i usually do it in blender but with import options should be fine

#

come to think of it the import options screen unreal has a transform section and u can scale it -1 in there, it wil flip the anim and set that as 1.1.1 it should be perfect

#

that was my final answer and was accepted as correct ๐Ÿ˜›

#

never tried myself tho

#

you can do it ineditor aswell, but than sockets would also be -1 and you might or mightnot want that

#

so better no do that cuz if you forget or other person doesnt know its -1 it can become hard to debug

reef agate
#

erm

#

there is no non uniform scale in anim import

bronze osprey
#

stranslation x-1

reef agate
#

translation would just move the mesh

#

not mirror anything

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what u talkin about for realz? : )

bronze osprey
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let me open the editor

oak badger
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I have a SKM mesh and animations for it, and have recently decided to add a new bone into the hierarchy, the bone itself isnt animated, it just sits in a position and thats it. I reimported the SKM mesh and the bone is in the correct location, and I expected the other animations to just leave the bone alone as it isnt in the animation data, but instead it has moved the transform of the bone, so the old animations just dont work with regards to that 1 bone. Does anybody know if theres a way to fix this, an option perhaps?? Thanks!

bronze osprey
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@reef agate

reef agate
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dats what i want ya

bronze osprey
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mayB the animation scale on import got removed?

reef agate
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i'm on 4.26

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what did you do that mirroring w?

bronze osprey
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in details

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i set scale to x-1

reef agate
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on root bone in the anim?

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if that's what u mean that has bad side effects for me like inverting normals

bronze osprey
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no on the skel mesh

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nah i mean sockets wil be -1x and could do weird stuff

reef agate
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ya that's a terrible idea for me i almost certain

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i not looking for hacks. need a solid solution

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my game is VR, full body IK blah blah : )

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wondering what a AAA workflow would be for this

bronze osprey
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scaling the rig and apply the scale is fine

reef agate
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you switch left or right hand dominant in the game that's why i need mirrored anims

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reversing sockets is a definite deal breaker

bronze osprey
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well thats what the reimport was for, it applies the scale and sets -1x as 1

reef agate
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there is no non uniform scale on import as i mentioned : /

bronze osprey
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@opal jackal said it worked tho

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so mayB it got removed?

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@reef agate the VR template pre 4.27 does something similar too

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2 hands 1 skel mesh with flipped scale

indigo palm
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So does control rig give you the ability to create your own animations without using 3ds max / maya / blender?

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I've been hearing conflicting information

bronze osprey
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yes it can

indigo palm
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Cool

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I found it confusing when I tried to use it in UE5 with no prior experience with it. I know how to make controls and use different solvers in 3ds MAX, but when it came time to actually create an animation in control rig with UE5, I felt lost. Nothing jumped out at me to click to open up the animation editor (if that exists)

bronze osprey
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marketplace has a control rig example free from epic

stoic thorn
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I'm not sure to understand this :

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Does the slot override the state machine ?

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(And do you have any resources about anim graphs etc .. ?)

opal jackal
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It mirrored the animations for my I just had to import and set the rotation and the negative value so it would be right side up. I wound up not using it because if sockets being backwards, I finally found the maya bonus tools on Autodesk website which adds the mirror tool to maya. Then I mirrored the anims in maya

remote shadow
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So im trying to add shield and sword moving/idle animations. I have the code for the idle and movement for crouch and walking aswell as running and I have the animations for attacking and putting my sword on my back/in my hand. Im trying to make it so If I put the sword in my hand Ill get a different idle animation.

velvet dagger
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hey guys, I want to add some small animations to my project like door opening, drawer opening, etc. I'm still a learning the engine so I'm not sure if it's something that should be done through blueprints/CPP (setting the rotation/position over time) or if you can create keyframe animation clips in the editor and trigger those.

slender saddle
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guys when i jump i can crouch

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how to stop that

static falcon
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@slender saddle make some transition rules in your state machine

slender saddle
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how ?

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im kinda new to ue4 thats my jump crouch nodes

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@static falcon

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sorry for mention :-:

static falcon
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Easiest way would be create a boolean variable called crouching and set it to true when crouching

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Then in the jump, use a branch node

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Actually sorry, that's backwards from what you asked

slender saddle
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:-:

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can u come prv ?

static falcon
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I don't know what that means

slender saddle
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dm

static falcon
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My feeling is it's probably easier to just do it with a timeline and two separate pieces for something like a drawer opening

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I had a fan that I wanted to rig, and making animation clips and an animation blueprint felt like overkill

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You could rig it with a skeleton and do it that way too though, but not really sure why go through the effort, unless anyone else has a good reason I am not aware of

velvet dagger
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Great thanks @static falcon , I went with timeline node option, using a float value to drive position and/or rotation. Seems to work well handy that it has play reverse functionality too.

static falcon
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It also has the added advantage of the desk being able to be static and therefore light baked, where as the skeletal mesh probably wouldn't

static falcon
brave musk
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I lowered the crouch speed in the char movement component and now the crouch animation seems like slow motion? What and where do I need to change?

kindred saffron
brave musk
kindred saffron
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the crouching state

brave musk
kindred saffron
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Yeah I figured, because you're using a blendspace the animation is trying to match the blend

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just increase the playrate of your animation, or change your velocity stuff to match the animaiton properly

brave musk
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these values?

kindred saffron
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I'd recommend fixing your parameters if you're gonna use a blendspace. But yes you can just alternatively speed up the animation

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Where it says rate scale

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increase it to 1.5 or 2.0

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to see a nice change

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or whatever you want

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looks like it's only necessary for crouch forward

brave musk
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Velocity is sensitive cause I already have notifies rigged to the animation and changing it not a good idea. Will try now changing those rates.

kindred saffron
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Increase the rate scale of this one

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that will speed up the animation

brave musk
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Weird, changed to 10 all that say fwd and it only changes the strafing crouch.

kindred saffron
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yeah sorry, it's not my project so I don't know which animation name is which

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but whatever animation is looking slow mo, jsut increase the rate scale on it

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to match the desired effect

brave musk
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It's fine, maybe I will try find the "playrate of the animation" I saw that somewhere yesterday

pliant trail
brave musk
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Sigh still doesn't do

kindred saffron
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Should work fine on the blendspace, otherwise the option wouldn't be there. Perhaps there's something else

brave musk
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Or are they just a preview tool

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got it

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changed these values "strafe" and "forward" to half

kindred saffron
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"I'd recommend fixing your parameters if you're gonna use a blendspace."

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sorry fi I worded that confusingly

brave musk
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You were mentioning the rate scale, not those ๐Ÿ˜…

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Ah yeah the wording. No worry glad it's all solved. Thank you so much for your time ๐Ÿ™‚

quaint bramble
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Hi all. I have a blueprint coding related animation question... I think :0 Not sure which channel to post this in. (2D) I have an animation where the player is moved off of the ground during the anim, and ends having moved in both the Z and X dimensions. E.g. you carry a box with you and the animation is you putting the box down in front of you and then climbing up onto it. So it ends with you standing on the box. Should I be moving the pivot point every frame of that animation to always centre on the player character? Up until now I had been playing the animation through the AnimBP and then teleporting the player to the end position of the animation when the animation is finished. So far this has worked okay but it has obvious issues - e.g. the camera is attached to the player, so it snaps (or suddenly lags) over to the end position once the anim is finished depending upon lag settings. So i've just been experimenting with what I see as the other way of doing it (hopefully there are better ways!)... so I move the pivot point throughout the animation, (and having turned gravity scale to 0), I then teleport the player roughly towards the end point of the animation. This kinda works but doesn't match correctly even with VInterp etc. I guess to do that right I'd have to move the specifically needed distance per frame of the animation (i.e. a different amount of X and Z for every single frame of the animation. That is possible but is going to take ages... am i doing this wrong? Is there a better way? Advice welcome!

noble dagger
quaint bramble
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Hi Geei - thanks. I have no idea. I've heard that term before over the years. I don't know if it is applicable to Pixel2D or not offhand. The animations are just a series of sprites played as a flipbook.

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Each sprite has a positional pivot point

noble dagger
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ahhh, yeah, then basically you would have the positional pivot change on each frame, that is a pretty good analogy for what a root motion animation is in 3d

noble dagger
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General workflow question:

If I have animations that are designed for one skeleton (think unreal marketplace) and want to migrate them toa similar skeleton (same bone structure, different proportions). Would it be best to:

  • retarget the animations in Unreal, export, and then modify the animations in Unreal via keyframe edits
    or
  • retarget the animations in Unreal, export, and then modify the animations in another program (blender, cascadeur, etc), then import
    or
    something else

A "high level" exmaple would be adjusting animations so that a shorter-armed character (woman, child/teen) could use a 2 handed weapon well.

Thoughts?

slim herald
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Hey guys, I have a character customization feature where the face mesh changes based on user selection of scales. I was wondering, how do people integrate animations when the mesh changes? i know some games have very big character customization options and still manage to animate the player character during cut scenes to display face emotions, so how is that done?

slender saddle
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guys is the look good ?