#animation

1 messages ยท Page 165 of 1

meager sedge
#

Alright, so, the cast is not failing, it's the thing where it shows it as failing in editor, but when in game, the cast works. The question now is how to make the arm go to the right place, because it still wants to go to (0,0,0)

meager sedge
#

Ok, it works now. Trick was getting rid of the bone space connection. Not sure why that did it, but it actually works now, which is pretty sweet

feral oak
#

I am in the middle of optimizing my anim bp and I am going through all of my state machine transitions making sure that they are using fast path only

#

Does anybody have any benchmark data on how much of a perf gain this can yield?

#

It is a lot of work and I don't want to do it unless I know it will be worth it

lofty marlin
#

This crap is still broken. Might force me to redo the combo system with multiple Montages instead. Not a veeery big deal, but stupid nonetheless

#

Actually

#

Seems like when a NotifyState that is branching point touches the next, non-linked, section, it just goes into the next section

#

So the branching point state is at fault

verbal tiger
#

Hi, to shoot a projectile at a specific time of a fire weapon animation, is the best way to do this with animation notifies?

oblique vortex
#

anyone knows how i can make the force from the root motion be framerate indepentant as if i have unlocked fps i have varying forces,while if i lock it to 60 it works fine

quartz garnet
#

hey guys, anyone here good on the control rig system? I simply cant put together a rig that works with ueยดs control rig, my joints end up completely distorted. anyone know a good place to get some tips/tutorial?

oblique vortex
#

@quartz garnet whatt do you mean by distorted?

quartz garnet
#

well

#

this is a model from blender fx

#

this is how it looks when i draw hierarchy, maybe thats the reason?

#

and this is the exact same model but rigged in c4d

fleet willow
#

Hey, is it somehow possible to set the branch filter values at runtime ?

#

I basically only want to change the Bone Name here at runtime tho

regal orchid
quartz garnet
#

thanks

#

however I have the feeling i might not create the rig right. are there any measures besides joints axis orientation I should be aware of?

sour hazel
#

How we can create animations for mannequinn and fps mannequinn rigs? (for maya)
And how we can create our own mesh for those rigs?

sly turret
#

https://streamable.com/sk7rbz
Did I miss something? On the right is the Root Motion animation with Root Motion disabled, works as it should but won't move the capsule obviously.
On the left is EnableRootMotion ticked, rotation is wrong and also weirdly moves in some direction. I thought it was because the Root bone wasn't at 0, fixed it and still the same issue.

hallow elm
#

hey I have a question
Should "set master pose component" target have same skeleton asset of parent mesh?
or just target should have same skeleton hierarchy? which?

regal orchid
raw spire
#

how do you IK a leg that has more than 3 bones? since Basic IK only supports 3, like horse leg or T-Rex leg

#

i tried Basic FABRIK, but it doesn't distribute it correctly and also it doesn't have pole vector like Basic IK has

lapis prairie
#

can control rig be used to make animations for game like walk run strafe etc?

raw spire
#

@lapis prairie yup

lapis prairie
#

is this good way of making animations as solo dev or should i just learn blender?

raw spire
#

use level sequencer along with control rig and once your animation is done bake/link it down to anim file

#

depends on your rig and what you want to do with it

lapis prairie
#

for now i need just base animations and i'm getting mad on any other i have

raw spire
#

if you have something procedural you might need to have control rig in UE

#

hmmm... both way works perfectly

#

just UE is more convenient

#

since there is no export/import involved

bronze osprey
#

it is, i kinda like the blender viewport interactions better tho

#

the whole screenspace transforming stuff is pretty horrible ๐Ÿ˜›

raw spire
#

one thing i like about UE rigging workflow, is that you can make link animation, and once you change the level sequencer animation it will update the final animation automatically

misty dagger
somber urchin
worldly geode
#

Does anybody have any experience with retargeting animations from the ue4 mannequin to a meta human skeleton? Iโ€™ve got it to work but came across a bug with it Iโ€™m not sure how to address

#

When my character is running the feet sometimes go out of sync with the legs, and if I jump itโ€™ll usually correct but then sometimes go out of sync again.

scarlet egret
#

Ok guys, I have been trying to get my new character retargeted and everything looks/works perfectly, except the fingers. any thought? I have tried
Reimporting
Googling
YouTube
Looked on UE4/5 Forums + Others
Different Animations (To make sure it wasn't that one animation)

As you can see in the image, I already set the root and pelvis to "animation" and the rest to "skeleton". I have also tried setting the others to different settings like animation scale, etc. same thing except the fingers end up going a different direction.
Any Help on this?

slim yacht
#

i have an animation that is a fractured wall and i am trying to make it simulate physics after it breaks. are there any resources that can show me how to set this up in blueprint?

feral oak
#

So I spent like 4 hours converting all of my state machine transitions to cpp so that everything was fast path but it seems like it didn't have any impact on perf at all. My "AnimTickTime" as reported by the console command "stat anim" didn't go down at all Shrug Not really sure what to make of this. Maybe my character's anim graph isn't complicated enough or maybe the fact that there is only one character means the performance impact is just tiny.

meager sedge
#

Alright, so I have a gun, and it's parented to the player's camera.
This works, and I'm pretty happy with it. The reloading animation is stored with the gun, so I am doing IK to make the left hand follow a bone on the gun to the magazine, then down offscreen. This kinda works.
However, the hand "floats" around near the intended location. The tutorials to fix this reference locking the left hand to the right hand, but they assume that the gun is locked to the right hand, which it is not in my case. Any solutions?

covert jay
#

I'm trying to export a walk loop from Blender to UE4 and for some reason the first frame of animation is missing keyframes. The first frame will have the correct pose, but a few bones don't start moving until the second frame. The error causes a hitch during the animation loop which does not appear in Blender.

#

Has anyone had this issue?

brazen wharf
#

did you set the export to keyframe all bones?

covert jay
#

My export settings.

brazen wharf
#

hmm, maybe also check your import options in unreal, iirc theres some thresholds that you can set, maybe it just ignores the bones due to low motion

covert jay
#

I solved it!

#

The IK and constraints were messing with the export. Selecting all bones and choosing to bake the animation produces a clean FBX that Unreal can handle.

brazen wharf
#

nice, also one way to check if the export is messed up is to reimport the fbx into blender

upbeat topaz
#

can anyone help me i need to export t pose and animation from blender to unreal
i dont knw the proper pipeline to export animation and the tpose for unreal

forest crow
#

Anyone has an idea of how this works?

#

when blending 2 pose layers

#

I removed uperarm_l and it works the same, I'm lost

#

do they define a range or something?

#

no idea

fleet willow
#

Or well, that's only about the Blend Depth ๐Ÿ˜…

forest crow
#

yeah, its not a very intuitive system

#

UE5 will fix it xD

#

maybe

raw spire
#

does anyone know how to do quadruped rig with constrain pole vector?

verbal tiger
#

Hi. I cant replace the death animation, why is that?

#

I tried to copy the animation where current animation is, didnt work

fleet willow
#

What type is Death Anim ?

#

It might only allow a montage

verbal tiger
#

ok, checking now

#

the animation i was trying to use is an animation sequence, current animation is montage

fleet willow
#

I meant like the base type of the variable Death Anim

verbal tiger
#

checking

#

Is this what you wanted to know, @fleet willow ? UAnimMontage* DeathAnim;

fleet willow
#

Yeah

#

That would only allow you to assign montages to it

verbal tiger
#

gotcha

fleet willow
#

I'm not sure if this works out, but as far as i can see UAnimSequenceBase can hold both types

verbal tiger
#

is possible conversion from animation sequence to montage?

fleet willow
#

That's the part where i'm not sure how it works since i never tried it ๐Ÿ˜…

verbal tiger
#

ok ๐Ÿ™‚

#

not sure if this will be useful info, but im using a paragon character that i try to adapt to shooter game demo

bleak egret
#

Hi guys, I was trying to setup a full body IK with control rig. Is there some way to add an effector for moving just the elbows? can't orient them properly with just a hand control ๐Ÿ˜…
Else maybe I should add an Aim node? I'm not sure how to go about it

misty dagger
#

How to see the values of a collection in Control Rig?

ashen pivot
#

Hello all, I recently switched to Unreal Engine 5, and now I am having trouble with Animation Modifiers. For the life of me, I can't find "Add Animation Notify Track" anywhere, and I don't even see "Animation Blueprint Library" as a section under the context menu. What plugin is associated with that? I've been trying to cross-reference UE4 projects and cannot figure out what I'm missing.
And yeah, I have unticked Context Sensitive

ashen pivot
#

So an update... I can Migrate a modifier from UE4 to UE5 and it has the Animation Blueprint Library node... but the existing one still doesn't. Same class of BP and everything. I am BAFFLED

bleak egret
maiden torrent
#

Trying to set the default mannequin's skeleton to the default humanoid rig but it keeps saying I have to "save" it. It's already saved. Any ideas? I have no clue what to do.

white cradle
#

anyone know how one would go about creating procedural animation for a sandworm or snake? Do i use physics constraints or IK?

covert jay
#

I think Power IK might too and it's free, but I prefer Dragon.

covert jay
#

Forgive me crude drawing skills, but does anyone know how to fix this?

#

In Blender the feet stay perfectly still. In Unreal the bones wobble around between frames. For each actual frame they end up where they're supposed to, but between frames they wobble around as the rest of the leg moves.

misty dagger
#

Anyone know how much itโ€™d cost just to get someone to make some animations for a mixamo character? Idk which channel to ask this question on.

covert jay
#

Setting the animation to step interpolation eliminates the problem, but then I lose the smooth interpolation between frames.

covert jay
misty dagger
#

Aight I see. Which channel do I post a request on?

covert jay
#

The job boards.

misty dagger
#

How to change Control Rig Variable on runtime? I have exposed the variable to Blueprint and changed it from there, but only the initial value takes effect and it doesn't get updated

scarlet egret
#

Ok guys, I have been trying to get my new character retargeted and everything looks/works perfectly, except the fingers. any thought? I have tried
Reimporting
Googling
YouTube
Looked on UE4/5 Forums + Others
Different Animations (To make sure it wasn't that one animation)

As you can see in the image, I already set the root and pelvis to "animation" and the rest to "skeleton". I have also tried setting the others to different settings like animation scale, etc. same thing except the fingers end up going a different direction.
Any Help on this?

hushed granite
#

Anyone pose searching yet?

clever blade
#

Is there a way you can play random animation sequences that are sent from the BP to the AnimBP as references?

I got different idle animations which i set up as array of AnimSequences in my BP.
Now in my AnimGraph i'd like to randomly play one animation from the array.

The "Random Sequence Player" won't do the trick since I can't assign an array there (or expose a pin) - and my AnimBP is agnostic to what sequences are used

#

How would one approach this?

waxen harbor
#

Hey friends, I'm at my wits end, so please help me, you're my only hope! In a nutshell, I'm making a cinematic in sequencer, and attempting to use root motion animations to move characters in the most realistic way possible throughout the sequence. However, despite there being root bone movement that propels the characters, (I checked all the options on the animation and blueprint for root motion) the animations reset the character's location when they finish or transition. In other words, the translation is not cumulative, and I cannot figure out why. Attempting to match the location data manually is too janky and looks just plain bad. I've been through every guide, documentation, and tutorial. I was hoping to mix multiple animations together to create the realistic movement I want. Any help is appreciated.

split kindle
#

Hello Unreal Devs pls help i have got a problem so i make a revolver and i animated it when i shot it spin the rotator but after we shot it they go back to idle the problem is they spin 2 times first when i shot it second they rotate back to idle animation if anyone know how to fix this pls reply back THank you ๐Ÿ™‚

cunning scroll
#

Hello, I am trying to make a control rig for a hand mesh but the thumb_03 is not aligned with thumb_02. Does someone knows what could be happening?

split kindle
light ferry
#

hey guys, may i ask how do i loop my level sequencer?

#

btw guys, my level sequence doesn't run at all when i play preview

young urchin
abstract bramble
#

does anyone know why when I change frame rate to 60 in blender, it still stays at 24? works fine on new projects

light ferry
#

i got it fix, thx anyway

tight basin
#

Is there a way to apply a generic animation 'transform' to an Animation Blueprint? (E.g. Final anim result, + (10,0,0))?

#

I would like to translate my whole character up because the animations I'm using have the incorrect root location

regal orchid
misty dagger
#

Do you know how to change the skeleton of an animation for that of my character?

I have the animation package: PoseAnimation, in it, has a huge amount of animations that I have to incorporate into 5 characters, but it takes a long time to duplicate each animation and place it in each folder. I just want to copy the entire folder and tell him to change the skeleton he has for that of my character. I can delete the character and so the option to search for skeleton and select the one of my character appears but I am looking for a simpler method.

boreal cradle
#

Does anyone know how to configure Update Rate Optimization logic? By default we can only turn it on or off, but Id like to change the ticks to 15 per minute

boreal cradle
#

I figured it out GetMesh()->AnimUpdateRateParams->... in character

brazen wharf
#

what's the way to go to have swapable animations in AnimationBP? Store all of them in a variable of the AnimBP, or is there some more organized way?

#

e.g. different walkstyles which are picked depending on the character type

#

yea that's what i have for now

#

but they broke pin references on animation nodes somehow

#

so it doesn't work anymore in current ue5 main -.-

#

guess that was unintended, but for now it is what it is ๐Ÿ˜„

#

ok, apparently it's not the reference that is the issue, but the fact that i do a find on an map, which disables fast path execution -.-

#

as normal variables seem to work fine

#

@ember field you do it like that, i guess?

#

guess i'll have to restruct my stuff, so that it can utilize fast path

#

yea

#

you switch to different states depending on the enum?

#

thank you

#

yea, you shouldn't be affected by the problem that i face now

#

specially as your way uses fast path (which the lighting icon indicates)

#

yea, it can run fully in Animation VM

#

and so it can use multi threading

#

my way blocks the main thread

#

for the animation lookup

gaunt meteor
#

What's the benefit of using root motion?

tight basin
#

Animations where your character moves with them, basically. Check the intro documentation

brazen wharf
#

traveled distance matches the animation

gaunt meteor
tight basin
#

I'm trying to sync two blendspaces playing on two different animBPs using different SkelMesh's. Struggling to get a current blendspace animation 'time' out of one to drive the other, anyone know any good solutions?

tight basin
gaunt meteor
tight basin
gaunt meteor
#

i'll have to get the animations guy to look at that, is it easy enough to make root motion animations?

tight basin
#

Not sure, depends how they've been made (maximo vs. hand-crafted etc.)

gaunt meteor
#

they'd be using blender I think

#

maybe 3ds max

brazen wharf
#

is there way to override a pose reference for an animation blueprint (without creating a AnimBP child and defining pose override there, and without using a variable reference)

hushed granite
#

Anyone get stride warping node (not motion symphony/strider)to work yet? Doesn't seem to be working for me.

regal orchid
#

You can also have one state machine for all guns (or at least all guns that are similar) and then just swap out the animations that are used by the state machine internally.

fresh shard
#

Is there a better workflow into fixing some bones after retargeting animations?

It's just minor bone transforms that are misplaced but so far my workflow has been.

Open animation/transform the bones into their correct position/add a key to the Additive Layer/Create Asset/Animation/Current Animation/Preview Mesh , repeat for the next animation

That's fine for like 1 or 2 animations but I retargeted 50+ animations and doing it over and over again gets repetitive really fast.

hushed granite
#

did you try changing the bone retargeting settings first?

fresh shard
hushed granite
#

in the skeleton, the bones have settings to follow animation etc

fresh shard
#

You're talking about that?

hushed granite
#

yes, you can maybe apply a correction there for all the animations

fresh shard
#

Ok, I'll see if it'll do anything, thank you ๐Ÿ™‚

hushed granite
#

you can right click and recursively set the bones, maybe try animationscaled/relative options

fresh shard
#

Hmm didn't seem to work for both animation scaled and relative

#

It's always the same position as well, which is strange

hushed granite
#

okay, well if you're feeling brave make an editor utility blueprint, use the editor scripting functions to load asset, cast to anim sequence, add bone track etc, save asset]

fresh shard
#

Honestly at that point, I might as well lol

hushed granite
#

that's the general workflow

#

I'm pretty sure you can script it with the tools

#

I've not used it on animation sequences personally yet

#

like that

abstract bramble
#

so i create my first forward, backward and strafe animations. does anyone have a resources are how to create the diagonal walks.

lusty ore
#

Would you guys say that ALS is too unstable to be in the finalised game? My char glitchedout of terrain four times today

clever rivet
#

Hello everyone,
I want to make a game but i want really good animations
How i can do that please i wanna know

steel tree
#

that said,for single player too i'd recommend redoing all the calculation in c++ because performance for production game would be bad if its in BP

#

i'd recommend you to buy moveit from the marketplace or doing your own solution

#

you can look at ValleyOfTheAncient,Action RPG demo on how epic does their locomotion or use ALS as your guide to what you ought to do

#

hope this helps

brazen wharf
#

there's an c++ version of ALS

steel tree
#

i used c++ als a while back and i'd still give it a hard no

#

its legit unusable and you would see yourself fight against the system most of the time

lusty ore
fresh shard
fresh shard
#

@hushed granite Ok I'm a dumbass... I forgot to set up the Translation Retargeting options on the target skeleton as well, I only did it on the source skeleton... It actually works properly now!

hushed granite
#

yeah, the target... ๐Ÿ™‚ That's the quickest way to fix a lot of minor issues working with one set of anims I think

fresh shard
#

Yeah, tiny little issue with the feet going through the landscape a bit but that's minor details

hushed granite
#

you can fix that with foot ik

fresh shard
#

Yeah exactly

gaunt carbon
#

Hey, I am pretty new to unreal and I am trying to insert a looping animation to sequencer. My problem is that no matter how I try to blend the beginning and the end of the duplicated anim, the feet don't quite match. I don't know enough to even know what I should be googling. Would anyone be able to tell me what is going on here? If more info is needed I'm happy to give more. Thanks so much.

hushed granite
#

hmm, I think just put them on the same layer and then they can crossfade blend

gaunt carbon
#

Same issue is occurring sadly. Could it have to do with the start/end frames of the anim? I just downloaded it from ActorCore so I assume it's been set up correctly and I just messed something up. Thanks for the suggestion though ๐Ÿ™‚

hushed granite
#

you want the first frame and last frame to match

#

both feet should be inline with root at those fames

#

but at least you have them blending together now

#

it would not be required if the animations match

#

looks like maybe framers got chopped off one of those

gaunt carbon
#

got it, I see what you mean. Looks like the beginning is off by about 2 frames. Should I just trim the clip within sequencer or can I edit the actual anim asset?

hushed granite
#

figure out what's wrong with the source assets

#

possibly an export option set wrong

gaunt carbon
#

will do, thank you so much

gaunt carbon
#

update: I am now even more confused lmao

#

if I want to record a cinematic, would it make sense to create a blend space and control the character in a take recorder, then just use cameras to record the action? or should I just chain several animations in sequencer and hope they work together?

edit: I added a looping interpolation to the anim asset which sort of makes the blending smoother

ripe coral
#

how do i attach an animation to a .glb file? after it's exported in a t-pose

ivory bear
#

i opened this up, but changing stuff didnt help

vocal roost
#

#animation is my best guess where this belongs. Does anyone know of a good tutorial series that goes over exporting a character, importing it to Blender, rigging it with the UE4 Mannequin Skeleton and bringing it back in to UE4? I've found a lot that cover pieces, but nothing that covers it all and the ones that cover pieces seem to all do things slightly different, and my results have been pretty bad.

hallow elm
#

hey someone please help me
I'm making aim offset system with modify bone (spine)
but it doesn't work
how can I fix it?

patent surge
#

What am i suppose to put inside a Conduit?

#

im not sure what does that condition checks with

#

since the condition to go into that state is already at the transition

#

and the result that the conduit "conducts" to are also on the transitions between the conduit and the end results

#

is it like the condition to check for the next states?

regal orchid
regal orchid
round umbra
#

Ladies and gentlemen, my basic attack! btw idk how to fix it

patent surge
#

@regal orchid that i understand, however im not sure on what to put on that node. usually on a state you put an animation but here there is a bool check

regal orchid
regal orchid
round umbra
#

Now shes breaking her spine LUL

regal orchid
#

I meant additive settings inside the animation asset itself

#

make sure it is correct. But again hard to know what the problem is without knowing all the details.

round umbra
#

no idea where to check that

#

?

#

i changed from the other mesh to this mesh and it works

#

space*

regal orchid
#

Seems like there is some scaling in the animation then

#

at the root or similar

round umbra
#

yeah probably since i had to make her bigger

#

to fit the hitbox

regal orchid
# hallow elm add to existing

Well, judging from the vibrating it seems like some other animation is forcing it to straighten out the spine again. So I would check your anim graph and make sure things are blending properly. You should add the aim offset on top at the very end.

hallow elm
#

that's all
I don't use any other "Modify" nodes other than this

abstract bramble
#

how come blending strafe + forward animation looks correct going 45 degree but incorrect -45

abstract bramble
#

can you enable your names?

hallow elm
abstract bramble
#

ah so you made the 135 and 45 degree animations as well

hallow elm
#

that should work

#

in my case this work correctly

abstract bramble
#

yeah, just its just im doing custom animation myself and havent found an easy way to animate those direction

#

still learning

hallow elm
#

o.k.

hallow elm
hallow elm
#

well I changed connected pins and it works!
but still jittering....
how can I fix it?

#

ah I just change interp speed to "144" and it works perfectly!
thanks!

regal orchid
#

ah alright good that you fixed it

#

didnt see ๐Ÿ˜›

soft timber
#

Is there a way to make the characters feet flush with the ground their on? I seem to have a problem where the characters foot will hover if the terrain is uneven

regal orchid
soft timber
#

Thanks Iโ€™ll give that a look over appreciate it

vocal roost
#

I love UE, so this isn't me trying to start an argument. I'm truly curious though, what makes Unity animations so much more universal than UE animations. I don't understand either system well enough to guess why. I just know that in UE I have to either have the exact same skeleton or I have to retarget to use an animation. In Unity it seems like any humanoid animation works on any humanoid model. Is it just that everything for Unity uses the same skeleton/rig?

pine trench
#

Hey guys looking to flesh out my FPS game soon. Im using the first person arms skeleton for my first person camera. Does that mean I will have to make a โ€œjust armsโ€ model for all my characters in order to see their arms in first person or is their a shortcut in UE around how to do this?

jade robin
#

Guys if someone is interested in next generation rig system inside of UE you are wellcome on channel of Gabriele Pellegrini, he have most explained and most updated materials about control rig on entire youtube. I highly reccomend it to riggers and animators too. https://www.youtube.com/watch?v=VqIo8Augbt4&list=PLrFI57UwffuFn-DYYbiPhvUDHOmWgBmWi

In this first video of the series I try to introduce control rig by using my rigging experience from other DCC applications (in this case maya because I am better at it). I am going to try to translate what is what.

โ–ถ Play video
uncut quail
#

Anyone here had luck importing Mograph animations from C4D into Unreal? But not as sequencer?
They released this video here : https://youtu.be/9g0UX1xGGgs
But it imports as a sequencer file with datasmith.

Explore how to create motion graphics for broadcast using Unreal Engine and Cinema 4D.
Weโ€™ll cover:

  • Maxon Cinema 4D file import
  • GPU Lightmass Global Illumination
  • Look development for broadcast
  • Control Rig set up
    Make sure to watch until the end as weโ€™ve added bonus content: a demo of how to build the control rig!

Timecodes:
00:00 Int...

โ–ถ Play video
misty dagger
#

I'm working with control rig but don't quite understand what the node "inverse" is doing to my transforms. Typically I would expect it to change my local space to world space and vice versa, but it seemingly doesn't behave this way. I used forwards solve and it seems to be doing the rotation first and then the translation second. Meaning a transform of POS(0,0,20) with ROT(0,20,0) becomes something like POS (-6.8, 0, -18) with ROT(0,-20,0)... I'm on 4.26.2 is this how it's supposed to work?

#

It kind of seems redundant to use inverse transform to convert something to it's own local space if I can just get "get transform" with the local space option selected too...

potent yarrow
#

So I have retargeted twin blades animation to use with another mesh that is also using the ue4 skeleton but when I play the retargeted animation the neck is deformed can someone help?

thorny magnet
#

Did someone see the jump animation, do you have any training videos? With cpp programming.

plucky geyser
misty dagger
elfin mantle
#

So I'm not really sure about the correct way to approach animating something like a robot arm. Where there is no bending and each element of the skeleton is essentially its own static mesh. I think you can attach a static mesh to a bone in blender but I'm not sure if ue will import it correctly. Should I animate all the bones without a skeletal mesh then attach the static mesh parts to sockets? It seems absurdly ineffectient to have a skeletal mesh for an object which is not being warping

#

For a reference if I was animating this

plucky geyser
# misty dagger Ah I see, so how does it work?

transforms get multiplied to be added together. math behind it is not simple enough for a message explanation. so if you wanna add up 2 transform you multiply your original (start) buy how much you want to add to it. if you want to remove from it (-) you multiply the inverse of what you want to remove by your original transform. bit confusing i know. Quats are same thing too

fair girder
#

Hello all! Can someone point me in the right direction? I want to dynamically translate the position of a pivot point (widget) on a box mesh. Default position is in the center (0,0,0). I want it to move around in relation to a sphere's position. I don't need the solution, just a hint of where to find it!!

misty dagger
plucky geyser
# elfin mantle So I'm not really sure about the correct way to approach animating something lik...

you can in theory do everything with math if the pivot points of the static meshes are where they connect with previous piece.. but that's what bone do anyways and it is alot easier to do that stuff with control rig.. just adding a bone and weight painting it to control just that 1 piece is really easy and simple to do and it will migrate to unreal right, take a look at this piece of the stream done by epic https://youtu.be/UyCziUcnqxM?t=6179

Let's explore the latest animation features available in Control Rig for Unreal Engine 4.26! The team will cover updates to the Control Rig Mannequin Sample that's available on the Marketplace, rig sharing with Control Rig Components and Setup Graphs, attaching multiple Control Rigs for animation authoring, Slope Warping breakdown with post-proc...

โ–ถ Play video
plucky geyser
plucky geyser
elfin mantle
fair girder
plucky geyser
fair girder
#

Can the pivot point be changed at runtime? If it can't then there must be another way to change the center of rotation of a mesh. It eludes me...

plucky geyser
plucky geyser
fair girder
#

The rotation I can get, it's the pivot point's translation I don't get.

plucky geyser
fair girder
#

Specifically, I'm trying to recreate RTX roll-a-ball demo. https://www.youtube.com/watch?v=NgcYLIvlp_k when the ball rolls on the platform, the pivot point is always under the ball. So the pivot point's location moves in real time, always having the center of rotation under the ball. IDK, may be too much to explain...

NVIDIA Marbles at Night RTX is a fully playable physics-based game. It is entirely ray traced with NVIDIA DLSS integrated.

It is powered by NVIDIA's Omniverse and showcases photorealistic real-time graphics.

This playable demo has hundreds of dynamic ray-traced lights and over one hundred million polygons, running smoothly at 1440p on a single...

โ–ถ Play video
#

Anyway, thanks for trying.

elfin mantle
plucky geyser
#

that math is wonky to begin with .. should be using add offset there and it should give same result. then again i believe if he just negates the float value he wouldn't need to use the inverse. because that transform direction it will rotate that direction buy the Quat that is in the transform. so essentially that tells you which axis is the world z axis in relation to the bone itself , in this case it was the x vector (since it has its own rotation). and again if he used set world transform in global space he wouldn't need to do that either. try it. instead of setting the pelvis transform use add offset in world space and plug that into float into the z. if it's a positive value negate it. (as a bonus) get world translation of root - world translation of pelvis and multiply that by your float that gives better results specially in animation where your pelvis is significantly behind or in front of your root (like stop animation)) i hope i didn't make a mistake explaining it am getting tired time to go to bed.

misty dagger
#

Thanks for your help! You're like the only one in here trying. ๐Ÿ‘

plucky geyser
hallow elm
#

hey I have a question
"Set master pose component" cause this
How can I fix it??

plain condor
#

hey folks, does anyone know what would be the best way to make a death animation akin to The Evil Within? I mean, sync of animations and play a sequence per enemy

ripe mortar
#

I have changed my default Top Down character with a model of my own and added some blend spaces so he can run etc. Everything seems to be set up but when i click he does not rotate to face direction of travel. any idea on what im missing? thankyou

lost oriole
#

Does anyone know root motion issue my root motion only works with montage when I enable root motion mode for everything my character wont moves. Plz help I am stuck and have tried every thing bu still no luck.

#

Or is there any way to blend root motions with non root motions like state machines with montage

lofty marlin
#

How does one handle Reload Animations when you have one per State?
E.g. Standing, Crouching, Laying. If it would be just one I would use some combination of Montage and UpperBody Blending Slot.

But that wouldn't work here if the player starts in Laying and stands up to Crouch, even if I limit it to the upper body. Unless I restrict movement during specific Montages.
Would handling Reload via StateMachine (together with locomotion) be the better solution?

#

Or do I just play all Montages at once, on a different slot each, and then filter via the Slots in the Anim Graph? o.o

regal orchid
ashen star
#

Hey so I recently got one of the humble bundle asset packs that I've been playing with and I have run into a snag that I don't 100% know how to solve or google properly. Basically one of the characters that came with the pack has 2 sets of animations, 1 for walking/running and 1 for how to hold the different weapons it came with. The problem is that I don't know how to use them properly. I can get the character set up holding a weapon but then the walking animations are goofy because they are all setup for the "unarmed" skeleton. How would I go about basically using the legs from one animation and the arms from another?

ashen star
# ashen star Hey so I recently got one of the humble bundle asset packs that I've been playin...

if anyone ends up needing the same video, this is exactly what I was looking for
https://www.youtube.com/watch?v=y7iLItzwGTM

This is a short video showing how you can create a upper/lower body blend between animations.

Previous video where we setup the blendspaces: https://www.youtube.com/watch?v=2oSLwDulEMg

โ–ถ Play video
willow root
#

Does anyone know if there's a way to paint out blend shape/morph target weights for/in UE4? As in I have two blend shape meshes with different bind poses, I want to make use of just the facial morph targets on the heads and let the bones drive the body. I've painted the body out in Maya but it doesn't seem to pull through into UE4. Any suggestions would be incredibly appreciated thanks ๐Ÿ™‚

terse lichen
#

Are there any recomended plugins for vive puck full body tracking in ue4?

solid delta
#

how do you add an animation to an existing montage in unreal 4.26?

frosty oriole
#

Yo! I recently ran into a problem :

I discovered that you could do the whole socket thing with the skeletal mesh to attach something to a hand, but I can't seem to make it appear inside the actual editor ; only in the skeletal mesh preview section or whatnot

#

I'm not used to this stuff, so if someone could help me understand what's missing that'd be great!

#

This is for a cinematic* Not a BP character

#

as seen in the 2nd, there is something in his hand I want to be there in the actual editor

ruby agate
#

Hello everyone, I am new to unreal but I have good experience in other 3D domains,
I need your help on character integration pipeline for a multiplayer mobile game i'm planning to work on.

My requirement is:

  1. I have to use animations from mixamo.
  2. character rigging that i have to take care of (here i would like to use multiple skins, change props on the character).
  3. Is there any particular way to rig characters ? If so do i have to rig weapons along with it ?
  4. can i apply mixamo animation to a custom rig made in blender/maya ?
  5. what is the general pipeline/ procedure for this ?
  6. how to work if a character has single mesh, single material, single texture set !!
  7. what would be the ideal polycount limit for it ?
  8. Is there any standard Topology(best suitable one for mixamo) for fitting the mixamo animation on my charcter mesh ?
  9. what would be the ideal texture resolution for mobile game character ? (1k,2k,4k)!!
  10. Also I would like to know the rigging, character specifics that are suitable for using Locomotion packs available online.

Please suggest me with all your indepth knowledge, it would be a great help for me into my future journey.

Hoping to hear some great suggestions. Thanks a lot in advance, It is a great help from you guys, means a lot to me.

whole blaze
#

if i want to use mixamo animations i make a separate skeletal mesh with mixamo rig

#

for running , jumping etc

#

then for animations like for conversation when it has to move lips and eyes i do it in blender myself with a rigify rig

#

basicly its the same mesh with 2 skeletons , or its better to say its 2 skeletons with the same mesh

#

i just switch them in BP when its needed

craggy knoll
#

I want to jump with a non rootmotion animation out of a running rootmotion animation and preserve the Velocity from the rootmotion animation.
I want that my Character is jumping forward when I ran -> jump. How do I do that?

Right now the Character stops in the beginning of the Jump.

regal orchid
# frosty oriole

Note the [preview only] next to the mesh you added to the hand. It is only visible in Persona and not in game or cinematics. If you want the character to hold it, turn it into a blueprint and attach it to the hand. Easiest way to do it. It doesn't need to be a full character blueprint, just an actor blueprint with a skeletal mesh, and a static mesh for the prop that is attached to the hand.

velvet finch
#

Hey guys! Does anyone know if it's possible to change the pivot point of a Skeletal Mesh while it's performing a certain animation? For example, I have a character's animation in which the character steps its right foot and turns the whole body and I want to rotate that character while it's performing that animation, but as the Skeletal Mesh has its pivot in the center it doesn't look right, as it should rotate from the right foot instead of from its center, which is where the pivot of the mesh is. Any clue on how could I solve it?

The animation I have is something similar to this one: https://www.youtube.com/watch?v=g1r7TsQYmLk

Rig - Sam - Gabriel Salas -

https://gumroad.com/gabrielsalas?recommended_by=discover

Do Check out my behance Profile for more animation works
https://www.behance.net/nikhilnshetty
Also Follow ME in Linkedin for Updates regarding my work
https://www.linkedin.com/in/nikhilnshetty/

โ–ถ Play video
gaunt hemlock
#

Anyone here has tried baking an animation via control rig with the ik_hand_r bone keyed (of the mannequin) ? It seems it keys and plays fine in CR and level sequences but once you bake to an animation sequence the data seems lost ?

frosty oriole
#

@regal orchid thanks ill try it

dusky leaf
#

Hey all, I have a question about re recording animations in the animation blueprint.

so, I have a character with some pre recorded mocap data, but I've since updated the character to have hair physics. What I'm trying to to is re record the animations in the animation blueprint so that the hair physics are taken into account, which is working! so here's my problem, the recording automatically stops at 60 seconds, is there any way to prolong that or do I just have to work around that 60 second cap?

gaunt hemlock
ripe mortar
#

hey does anyone have 2 mins to talk about blend spaces?

#

i have 2 blend spaces which i am switching between in game. in each one i want my character to be holding a different weapon. do i add this within the blendspace itself?

elfin mantle
vapid pond
#

Guys, I have problem with physics in walk in animation, characters physics explode on a first frame, mostly because character teleport from the capsule and walk in frame.

#

Do you have any idea how to turn off physics in first frame for example?

#

There is an setting for Clothing which works this way

#

"Reset After Teleport"

#

But I need this option for Physics

hidden vector
#

does anyone know how to use animation assets

#

like they're using some random mannequin skeleton

#

but i need it to use my character's mannequin skeleton

#

not sure how to change it

#

skeleton is greyed out

#

I can't reimport either

#

so idk

oblique anvil
#

Guys, I'd like to start a discussion about pose space corrective shapes vs. corrective joints (bones). Shapes provide easier workflow and can be sculpted to look natural within reasonable time span, but I have doubts about performance hit on AAA quality models. A reasonable amount of corrective bones, on the other hand, requires model to be skinned with 8 influencex/vertex, which isn't very light either. How much correctives do you use in production (not cinematics, gameplay characters only)?

mental walrus
#

Hi all, new here I have an issue with my anim graphs were Iโ€™m switching between systems and my character twitches in place. Is this the right place to ask for help? ๐Ÿ™‚

sleek tangle
#

is it possible to access the active time of a state? particularly, from inside said state

regal orchid
mental walrus
regal orchid
#

instead of swapping the entire animation blueprint

sage creek
#

I'm sorry if this is a stupid question.

In Unity they have Rotation Constraint components to limit joint rotation. It's super simple, you just select the bone you want to add the component to and the source (see ss).

Does UE4 have something similar? My googling got me nothing.

worn marlin
#

Hi. I have FPS animations like holding a rifle and using a produceral weapon sway that uses transformbones on the left hand for it to attach to a socket on the weapon. I would like to ask how do we go about using or blending FPS animations that have gestures like thumbs up or waving on the left hand but has no weapon related animation on the right hand.
To sum it up how do I blend two first person animations so that I can still hold the weapon on the right hand and use the other animation on the left hand? should I use blend by bone and just indicate what clavicle R or L? thanks

hot arch
#

I imported a custom character and replaced the default character with it but the animations don't work

mental walrus
mental walrus
regal orchid
#

debug the aim offset values

#

to make sure they are correct, for starters

round umbra
#

I have a problem with the animation timing. I want it to go off as soon as i press the spell button but there seems to be a delay

#

nvm i guess there no more delay?...

#

what

teal mantle
#

All of the state transition conditions are nearly identical in logic and when I print the values it expects to the screen, they match.. but only those 3 states (idle/jump/fall) work out of the 6 Thonk
https://www.youtube.com/watch?v=BkfIMgn1x9o

The video is kinda fast so you may need to slow it down or pause at the steps. I basically just show what the conditions are, what's printed on the screen, and what's not working (you can see the state machine debug visualizer doesn't hit any of the movement ones.

full warren
#

so i exported my model with animations into unreal but when i play an animation it just does this

regal orchid
teal mantle
regal orchid
teal mantle
hidden vector
#

my animation montage refuses to show anything

#

The event fires properly and prints the string

#

It uses the upperbodygroup, and the preview plays in the animation montage but ingame nothing

#

I don't understand why it's not working

hidden vector
#

is it because I don't directly control the character? I'm casting to it from my camerapawn
but the event fires fine
it just doesn't play an animation edit: nvm finally found the cause

verbal grotto
#

Hey guys

#

has anyone here used the "force front x axis" when importing a mesh?

#

ive been using this to import skeletal meshes which are cars, but for this one particular model, its forcing the axis to be up

misty dagger
#

does anybody know how i can make an eye tarket in ue5 control rig by this i mean when i translate a control it rotates my eye bones

finite palm
#

Anyone ever tried to stream animation data from the network ? Like serialize anim data, send it across a network, deserialize on the other side and play the anim on a skeleton. For use in a packaged game, not in the editor

#

Ok so apparently there's UE LiveLink but it's for the editor

hushed granite
#

You could use EOS Title/Player Storage (I think)

#

Depends on your use case

#

I'm still finding the implementation of these services a bit confusing personally

random hatch
#

HI Guys i need some help here... I try to get a movable object to get via linetrace the top indepent from its own position, so just the up from the World. Then i have a timeline where it floats up. its like when you drop something it starts to float a little up and shows his position

soft timber
#

why are my animations so small but the model i used is the correct scale

vocal roost
#

Will any UE_Skeleton based animations work with ALS4, or is it a whole animation system of its own?

feral heart
#

I have a very broad question. Iโ€™m very new to unreal but Iโ€™m familiar in vfx programs like Adobe After Effects and Blender. I want to make a game to where you play as a stone character that slowly crumbles after every step you take. And I want to make it look realistic. You would also be able to look down at yourself and see yourself realistically crumbling away as you walk. How would I make something like this?

random hatch
vocal roost
#

@random hatch Thanks

#

I've been messing with it for a couple of hours now and the takeaway is it's an amazing system to dig through and see how he did things. It's not a great base to start from. Which, to be fare, is exactly what he says a lot. There's way more here than I can take in, but I did learn how he handles poses, which is way better than what I have been doing.

humble glade
#

Hello,
Did someone know how to fix this bug
the anim asset is not showing any preview (wich is boring when trying to add notifies)
I did not touch the settings
its just an anim from paragon asset that i retargeted on an other anim
the other anim i have not related to paragon works fine
this is UE5 but the bug already exist when i was working on this project on UE 4.25

scenic sonnet
#

hey so i need help with new model version import, cuz in blender i've added a new mesh piece to my character model as seen here

#

but on my pre-existing model before i made the new belt piece, it wont show up here

noble storm
#

how can i make a simple anim graph hat uses upper body animation when the animstion slot is set to upper body bones and full body animations using full body bones. i have it blending with the upper body and lower body but i need to make it work for say jumping when the animation is full body

bronze hound
#

I'm gonna be animating a character for film purposes. I was wondering if it's possible to bake the animation to the geometry (basically turning it into an animated prop) and import that into Unreal to avoid troubleshooting skeleton compatibility? And if it's possible, would that cause any issues down the line?

ripe mortar
#

hey guys, i am currently switching between two blendspaces with a button press. with the goal for different weapons used on each. Where abouts should i be adding in the weapons? If i add in a weapon onto the mesh in one BS it ends up on all my animations. Thanks

neon harness
#

Broad question:

When creating animations I'm used to work with the rig generated by rigify.
Now say I've made animations based on that rig and I'd like to make them compatible to the Epic skeleton, how would I go about it in general terms?

AFAIK a skeleton is just a collection of bones and specifically how the bones are named.

TL;DR Is there a write-up of how to convert animations made for a rigify rig to the epic skeleton?

pine star
#

so im trying to import an animation i made and its not working im following tutorials and my animation isnt importing

#

but im getting the model and bones imported

#

im thinking its maybe because im using a rig to make the animation and not just a rigless bones persay?

sturdy oar
#

is there a tut out for the pose search plugin?

patent cargo
#

Hey, quick question, right now I got a montage for a cast animation, and on blend out I change a boolean, which triggers the idle animation in an anim BP.

For example I have a montage for grabbing a grenade, and in the anim BP I have a idle animation for holding it before throwing, is that "best practice"? Or how else would you handle a looping animation followed after a montage?

warm island
#

I saw a couple of assets in the market place related to fish, whales and snakes using splines for animations. Does anyone know if this is a ue4 thing or a maya or blender thing?

#

I want to read up on it but dunno where to start

tacit rivet
#

i have a small problem

#

i edited an animation and when i convertered to a montage it doesn't change?

strong flame
#

can you import bone only data animations into Unreal without needing a model or is a model required on import even if you have a separate skeleton .fbx?

warm island
#

@misty dagger interesting i will have to rnd it a bit more ty

fleet willow
#

Is this here really the best way UE offers to "cut" an animation ?

#

Like i just want to use the frames 30 - 45 from the whole animation

#

Maybe i'm doing something wrong or i understand it incorrectly, but it seems like this way is broken

#

Like here, that's 0,6 seconds in the animation, but once i try to delete every frame afterwards with this here

#

The whole animation will last 0,97 seconds and not 0,6 seconds

fleet willow
#

Yeah, i've actually just used it wrong here ๐Ÿคฆโ€โ™€๏ธ

misty dagger
#

Could someone help me? trying to add Media Track to sequencer. but I dont see media track for a track option.

#

the alternative way doesnt work either

grand swift
#

does anybody know how I can set some variables on the character via custom anim notify state

#

?

misty dagger
#

yea

#

just do a cast to player

#

where the variables are

#

then you should be able to drag out variables

#

i probably have example somewhere sec

#

does this help?

#

then from your character you should be able to set them

wind trench
#

does anyone ever encounter anim curves not being called?

grand swift
#

i can now set there any variable i have on character, much appreciated

static falcon
#

Anyone used Facecap iphone app for face capture?

#

I know unreal can do it too but I am trying to get somebody remote to record their face

warped verge
#

Control Rig can be used for Player Characters too right?

static falcon
#

Yes

nocturne vapor
#

Hello, I'm trying to scale a character using a post process animbp with a Transform Bone node on the root bone. The issue I'm facing is that bones that are physic simulated get scaled, but their locations get messed up. How could I fix that?

warped verge
sudden sedge
#

can I make an animation a variable in my animation blueprint?

ashen star
#

so I know how to use the tools in unreal to set the character pose/animations and things like that. But im running into issues actually getting the pose that I want. Anyone have any good references/videos on how to do this? Its kinda breaking my brain trying to figure out what bones I should move and how I should move them to get the model into the pose I want and looking semi natural

summer jewel
#

Is alembic Geometry Cache worth it performance-wise for cloth and waving flags, etc?

autumn bronze
# ashen star so I know how to use the tools in unreal to set the character pose/animations an...

I'm only getting into animation myself recently, but from what I've gathered so far is that ue is actually not meant to make poses/animations from scratch but rather to blend between them, tie them into gameplay and make them interact with the environment, etc.
So if you intend to make animations and poses yourself you probably want to look into external 3D software that has actual animation tools (e.g. Blender, Maya, Houdini).
For me this video was a good starting point https://youtu.be/r0z51oSS48E?list=PLUi8nuTUEtTvTb8Wk6cBfvw8IEFAPZYqd

Today we're learning how to use Mr Mannequin Tools 1.4 in Blender to create a walking animation for your project in Unreal Engine (or any engine, for that matter). We talk about how to pose your animation and then fill in the gaps to create a believable walk cycle that you can be proud of. Everything we learn in this video can be applied to runn...

โ–ถ Play video
misty dagger
#

Is it possible to rotate root motion direction ? I have a enemy character animated with some root motions. Even tough enemy is always facing player, root motions are occuring at a bit off angles. For example a dodge animation, when you preview the animation it makes a step directly backwards. But during gameplay enemy almost like sidesteps as during animation it is facing in different direction that normally

#

and after animation then it rotates back

#

im uploading video for reference

#

id like to make it step backwards instead of sideways

old plinth
#

did anyone have a problem using the control rig (legs' IK) that character legs were glued to the floor all the time?

i'm use sphere trace and if got hit location i'm set location for my control (for that leg) and use accumulated lerp for location to avoid to legs always been on floor , glued

misty dagger
#

What is animation bone compression settings and what is animation curve compression settings. I NEED HELP!!!

tight basin
#

Hey, does anybody know how to sync the playback of two blendspaces on two different animBPs? (A rider and a horse in my case). I tried using the same variables with the same logic but it always de-syncs. I saw a 'blendspace evaluation' node but it doesn't seem to fire AnimNotifys so that doesn't work well

tight basin
#

Identical Blendspaces with durations and anim positions

regal orchid
tight basin
regal orchid
regal orchid
# tight basin Yes, that's correct

Well in that case the issue may lie in the variables then. That local velocity parameter, have you made 100% sure that they are identical? Printing them to screen while running the game. Since if they are out of sync at a consistent rate it could be something in the logic as opposed to the assets.

tight basin
#

Yes, they are being updated on the 'Update Animation' tick function with identical formulae. What I suspect is happening is that the more complicated AnimBP may be taking a little longer to calculate it, which casuses one to 'start' infront of the other

#

I was hoping their may be some sort of way to drive the animation using the current frame/time of the other. I also checked out sync groups but they're skeleton specific

regal orchid
# tight basin Yes, they are being updated on the 'Update Animation' tick function with identic...

How much out of sync are we talking here exactly? Since if it is a very large desync I can't imagine that being the problem. But if it is very small then maybe. Have you tried running the game at different frame rates to see if the "desync gap" changes. Just to verify that it could indeed be something like that causing the problem. I've never had to sync two skeletal meshes like this. Hopefully someone else can help you more.

tight basin
#

Thanks. I've messed around and suspect it's about ~0.6s or so, but I could try checking framerates and see what's going on. The project is multiplayer so I was hoping for some sort of solution that is reliable on clients

devout rain
regal orchid
# devout rain does anyone know why my AI's are all walking in sync? https://youtu.be/i6_6tHXQ-...

Funny seeing a desync problem and then an "in sync" problem right after. ๐Ÿ˜› My guess is that you start the game and all the AI start walking at the same time, thus ending up in perfect sync. You can add some variation to your AI so the idle state or whatever has some variance so they all start walking at different points in time. You can also add some variation to the playrate and movement speed of each zombie.

devout rain
#

I set them to have a random delay, hoping if they start walking at a different time they would desync ๐Ÿ˜…

#

I have moved the wait to before find location since i took that screenshot as well but they still end up syncing ๐Ÿ˜‚

regal orchid
vernal rain
#

Are there any docs on best practices for animating? I'm currently using an animation BP with a state machine that goes between idle, walking, and some specific animations like throwing or picking up.

However I'm seeing also talk about using montages for those sorts of animations like pickup, throw, and such that you just run "one off" and then resume other animations, and not quite sure how all of this is really intended to be put together

regal orchid
ashen junco
vernal rain
#

Yeah, I'm having to wire up a lot of events and such in the anim bp to deal with notifications relating to when those one off states are done, so it seems that montages having that functionality builtin would probably make it a bit simpler

ripe mortar
#

hey guys im having trouble setting up weapons for my character when he changes blend spaces, can anyone help?

vernal rain
#

How would you do IK when using animation montages? I've just got some real basic one where my pickup animation state has a simple IK setup to move it towards the item being picked up, but not quite sure how you'd do that if you used a montage for it since it doesn't have its own state in this sense ๐Ÿค”

#

Hmm, I guess I can just do the IK in the anim graph same way as it would have been in the state

last venture
#

Heyo. I am coming from a proprietary engine, and have a question about unreal. on overwatch we had these things called geosets. I could export mcree as 1 mesh asset, and mark his cigar and hat as geosets. Geosets would allow me to turn those elements on and off with animation. What is this called in unreal? Closest thing i've seen so far is the modular character. e.g. I have a character with different heads, skinned to the same bones, and want to swap between heads.

https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/WorkingwithModularCharacters/

Describes the different methods you can use to create modular characters comprised of multiple Skeletal Meshes.

flat sluice
#

Hi Control Rig folks! Finally hopping into it, and I am super excited. I have a pole vector question. I am translating the knee pole vector from side to side, however, as you will see, it has some odd behaviour. Does anyone have an idea?

#

Here it is centered:

#

And in the second photo you see that I move the pole vector to the side. I was expecting the knee to point towards it, but both bones become rotated in that weird direction

regal orchid
regal orchid
abstract wigeon
#

Is there a way to expose the vehicle wheel data array to blueprints?

#

From the vehicle movement component

old plinth
vernal rain
old plinth
#

can anyone help me with this pls?

#

or some tutorial or demo project where simple basic IK for legs is done?

#

almost every control rig tutorial is too much zoomed out or irrelevant....

abstract wigeon
#

Advanced Locomotion in the marketplace - its free. It has a really nice foot IK system

old plinth
abstract wigeon
#

no

#

you just do some linetracing, do some math and then tell the ik bones where to go. Then you use the transform/IK nodes in the anim graph to tell your feet where to go in relation to the IK bones.

#

But you need to have the IK bones animated OR use copy bone nodes to have the IK bones follow the feel before the extra data is addd

#

Get the free project and trawll it

#

Youll see what im talking about

old plinth
#

no, I did it via control rig, I did there line tracing in control rig and try set control transform (that is transform where some bone attached) on it, but for example on flat floor result hit is always on floor so my legs attached on floor constantly

#

i'm using lerp between old and new control positions

#

but old and new is laways on same place on falt floor so i think problem is in lerp

#

I've already doenloaded and look at Advanced Locomotion, there is IK without control rig'

abstract wigeon
#

Your IK needs to have copy bone nodes for the feet IK bones if the animations dont have IK bone animation, or the feet wont move and be stuck to the floor

#

I had the same trouble way back

#

Try it - or dont - up to you man. Im just here to see if anyone can answer my question about getting wheel data exposed to BP

#

But the server seems to be full of noobs still asking basic ass questions you could google

verbal tiger
#

hello, when i play from code a death montage, the animation looks wrong, checked that the character has the right skeleton, checked the animation, both look fine, why can this be happening? Thanks guys

abstract wigeon
#

is it an animation or montage? - if its a montage, make sure the slot is corret

verbal tiger
#

it is an animation sequence converted to montage

abstract wigeon
#

if its playing all wonky, maybe the animation didnt line up with skeleton on import

#

thus translating that to the motage

#

Retargeting can also be a problem

verbal tiger
#

but when i doble click in pie the montage it plays fine

abstract wigeon
#

Check to see if any other animation is playing alongside it

verbal tiger
#

im using a paragon character with his animations, i didnt retarget

abstract wigeon
#

Idk man, its hard to tell - you just have to do a process of elimination

verbal tiger
#

ok

abstract wigeon
#

otherwise you could be here all day sending screenshots and code etc

verbal tiger
#

ok

abstract wigeon
#

good luck

verbal tiger
#

thx

old plinth
abstract wigeon
#

Forget control rig for the IK if all you want is for feet

#

Adding extra stuff you dont understand will just make it harder

old plinth
#

ofc is not all what i want from control rig feet IK, should do and some aiming and other things, control rig is relatively new and still is BETA. my meshes and skeletons is pretty complicated and control rig will help me to reduce number animatins in future...so i need control rig, also is not my decission to use it

abstract wigeon
#

Look, foot ik is simple. You ju just need the IK bones animated, or use copy bone nodes for your feet beffore you add the transform data. Youve obviously got the math done, its just about adding that transform data and having the node settings correct. Also a virtual bone on each leg will give you a target the knee can aim for so the legs dont go spastic when drastically bent or extended

#

The control rig is irrelevant

#

Thats all it takes

old plinth
#

i know is simple but i'm currently stuck, and have already done IK as on your sc

abstract wigeon
old plinth
#

and as i say is not my decission to use it

abstract wigeon
#

The copy bone nodes should unstick the feet from the ground

#

Past that, idk how i can give you any more info unless your linetrace data is wrong or not setting

half willow
#

hello, i have a problem with a animation, in blender everything looks good but in ue4 the animation is flickering, why ?

old plinth
#

@abstract wigeon ok thanks man

abstract wigeon
#

No worries

#

Not too sure about that animation Gamer - it could be an import problem to do withe skeleton you assign the animation - or could be a wonky export. Hard to pin point either way

#

You will have to double check it all and maybe import it as its own skeleton to see if that helps

#

Apart from that - im not too sure what else to suggest

half willow
old plinth
#

just if someone has similar problems with control rig, there is Windwalker Echo project on marketplace, and there is IK and many other useful things done via control rig...so go ahed and download it (1.5GB)

abstract wigeon
half willow
#

from what i see this thing is happening only with the arms ๐Ÿ˜ฆ

abstract wigeon
#

Idk then man

#

Make another animation and see how that one imports

#

If the arms go wonky again then and nothing else then you know where to start doing some process of elimination work

#

ok im out for now - good luck guys

half willow
#

i got it working by recreating the bones

devout rain
regal orchid
devout rain
regal orchid
# devout rain it's strange isn't, I was just unsure if i'd missed something obvious. Off the t...

Well since your AI seems to have some randomization in it already. Check the animation blueprints and make sure they are indeed separate. Print some data that the animbp uses while running (such as states or whatever) and make sure that an AI that is walking is not outputting identical data to one that is doing something else. Beyond that I can't say without having access to the project.

devout rain
regal orchid
#

Try that and see how it goes and ask here again and people will do their best to help once you have narrowed down the issue.

devout rain
devout rain
regal orchid
# devout rain Could I just ask what exactly you mean by the 'same instance'? just in case it's...

most objects you place (blueprints, actors, you name it) are an instance. So your zombies are instances of your zombie blueprint (or cpp) class. They are identical but operate independently. If one zombie takes damage, all zombies are not affected. Because they are separate. But in your case it seems like the mesh that the zombies use, somehow all access the same animation blueprint instance and thus end up syncing up. But I am honestly just speculating since I have never had this issue myself. So it could be something else entirely.

#

One simple way to check is to access the animation blueprint inside each zombie and print the name of the instance.

mental ridge
#

Hi Everyone, I rigged a simple asset in blender a few different ways but in control rig I am unable to move part of the asset other then the Root but in the skeleton menu I am able to move each piece fine... does anyone know what going wrong?

#

this is the skeleton menu

#

this is the root being moved in control rig

#

I cant move any other bone

#

This is what I am using to move the bones

pastel roost
#

Does anyone know if its possible to play an animation on a skeletal mesh but have it only modify a certain bone?

pastel roost
upbeat topaz
#

Can anyone help me how can i blend a firing animation with my walk animation

red tinsel
summer jewel
#

Is alembic Geometry Cache worth it performance-wise for hanging cloth and waving flags, etc?

ashen junco
summer jewel
ashen junco
# summer jewel What do you mean not flexible? and what's a scene that's "not moving much"?

I guess it wasn't obvious enough, so put it this way:
The cloth can be a pre-simulated alembic anim. However, because it's not animated in real time, nothing in the game will be able to influence its movement, like winds or in game collision. This is fine if you don't have any sort of winds or any other real-time physics to influence it, or it's used for a fixed animation / scripted cutscene.

Hope that's clear enough.

summer jewel
placid ermine
#

Hi i hope i am writing to the right place. i wondering would it be possible to attach a static mesh to a skeletal mesh in two points, for example like my character holding a shotgun with both hands. I tried to look up in google, but surprisingly couldn't find any info about it. if i try to attach the static mesh in my blueprint using attach component to component the bp only doing the last node.

regal orchid
regal orchid
ashen junco
placid ermine
#

Thank You for all the replyes ... my problem with the hand ik is that i am using a daz character which has an extra bone in hes hands and leggs so two bone ik is not working for me and if i use ik chain i dont know how to block the extra bone rotation

woven charm
#

So i tried to import an animation for my 3d model unto ue4. But for some reason when i see the icon . It does not show the picture of the animation.

#

The 3d model is down there.

#

I imported the animation with the model's skeleton. But nothing shows.

#

Then here is what the error says. Its the same rig tho.

placid ermine
regal orchid
placid ermine
ashen junco
regal orchid
bright mantle
#

Hey Guys, im Importing an Rigged Pose in Unreal Engine, just 1 Frame as Pose,
this is the result -> https://puu.sh/IeOsY/7ceec1e9f8.png, but in C4D everything looking perfect, any ideas why this is? its just 1 Frame

placid ermine
regal orchid
willow epoch
#

I want to attach a gun using a bone in my rigged mesh. I'm using Blender to do the animations. When using a bone as a socket point in Unreal, does it (using blender terms here) use the head, tail or body of the bone as the position? I just want to have it setup identical in both environments.

oak stratus
#

how fix this ?
i made manual rotation Y and Z to 0, and visual its stay vertical, but after saving its doesn't fix

#

i need make it vertical.... but manual rotation doesn't work

oak stratus
#

but after save - it doesnt fix

#

how make it ?

fleet willow
twin marsh
#

Hello, its possible to migrate a animation from other bone to the unreal default mannequin bone on blender or other program?

stark coral
#

I literally just saw you in voice chat, could nobody there help you retarget?

twin marsh
twin marsh
#

my microphone its very broken now and I don't know if I can speak english fluently without typing

#

I can try, but typing is better for me

ashen junco
last venture
# oak stratus

I believe you need to Key the change (this will create an additive animation track you should see in the timeline)

oak stratus
#

additional question:
how trim an animation sequence duration?
i mean that my animation sequence has 1 second duration, as you see at the bottom

but how trim that duration to 50 ms, for example ?

last venture
last venture
vernal lion
#

Is Blend In Time / Blend Out Time in actual seconds?

#

for montages

#

Example, 0.25 is the default. Is that a quarter of a second, or 25% of the montage length?

rare halo
#

Kinda pulling my hair out over this one. Play Montage isn't playing my anim montage. Using default 3rd person template character, using the provided ThirdPerson_AnimBP, altered it to look like this:

#

The anim montage I'm trying to play has its slot set to fullbody. Will not play with that anim_bp applied to my character and I cannot figure out why squigglethink

#

I made an empty ABP with just this and it plays my anim montage normally. Just don't why the template one doesn't work

#

Apparently getting rid of the Layered Blend per bone node and just going directly from slot to output works (for now)

twin marsh
#

but basically i have this animated skeleton of other game and i want to put this in the ยจmannequin default boneยจ

#

I still don't know if this is possible...

#

someone?

last venture
#

there is a retarget manager tab in the skeleton asset. In that retarget manager section you can 'setup a rig' to map between skeletons that have different names. in there that will let you say This bone matches up to that bone. Step A would be defining this mapping. Step B would be right clicking on an animation and say retarget to another skeleton.

twin marsh
#

WOW this seems extremely practical

#

let me get this straight, do i change the bone name (custom) to the bone name of the unreal skeleton? example: valve_biped_pelvis (custom) to pelvis (unreal)

But then I would have to put both of them in T-pose to position correctly, right?

#

Btw, I'll try this method, if I succeed, I'll write here

indigo palm
#

Speaking of the retargeting manager...

#

I am trying to use it to retarget animations from T-pose UE4 mannequin to one using A-pose

#

the tutorials I've seen mention clicking on View Pose and then Modify Pose. When I click view/modify, the pose doesn't change like it does for other UE4 mannequins imported from other UE marketplace content

#

I don't know why

#

does that mean I am just screwed? I can't retarget the animations?

#

Meaning, it just stays in T-Pose and doesn't give me the option to change it to A-pose

red tinsel
bright mantle
#

Hey guys, anyone Know how to have 1 Skeleton with different Meshes, and using for each Mesh an Morph Target?

#

Nvm reimport helped

ornate yew
#

I really want to do this in a way that doesn't break any discord rules.

#

Any UE4 blender users can you please upvote this request for UE4 default skeletal support in blender.

#

Moderators can you please not ding me as this is and has been an issue for a while and will drastically improve QOL for UE4 Blender community members

placid ermine
#

Hi everybody... just a quick question about control rig. i have a control rig asset for my character.. and i am wondering is it possible to put it in a blueprint ?i tried to google it but couldn't find any info about it .. in a blueprint there's such component called control rig but if i add that with the control rig class selected it doesn't show in the scene not even in the blueprint preview

peak furnace
#

How can I create a new input/variable for control rig? Couldn't find the menu

#

Found it, I had to open My Blueprint window, which is not enabled by default

fleet willow
#

Why is it not possible to make keyframes on sockets ?

pure sinew
#

Hello! I'm not sure if this goes here (I read the rules and all, but still not sure) but I'm toying with the Control Rig plugin and I was wondering if any of you know how to do a rotation constraint... for context, I'm trying to limit the hands rotation, I'm using VR and the hands follow the controllers, but if the player drops the controller or just rotates it in "impossible" angles, for a human, it looks awful... thanks!

regal orchid
next pine
#

You'd be blurring the properties of things that are different for a reason.

regal orchid
fleet willow
#

I guess the reason why i want it is cuz i'm doing it totally wrong xD
Like i'm having several sword attacking animations where the default socket alone doesn't seem to work great in every animation.
So i thought it would be cool to modify the sockets transform in some animations so that it does look good rather than weird as in how the player holds the sword in the animation

regal orchid
next pine
#

Can you show us screenshots where it fucks up?

#

Because there might be a cheap solution for this.

fleet willow
pure sinew
next pine
#

Ah, so yeah, Brown Sugar is right, you're gonna need an animated weapon bone or it's not gonna work.

regal orchid
#

but yeah, long term solution is weapon bones

regal orchid
fleet willow
#

So i really have to export my current skeletal mesh into e.g. Blender where i add this new bone and then import it back ? ๐Ÿ˜…

regal orchid
next pine
#

Yeah, he usually does.

fleet willow
#

This ones ?

regal orchid
#

those are for IK, you need bones that are directly under the hand

#

in the hierarchy

next pine
#

Should be next to the fingers in the hierarchy.

fleet willow
#

Can't seem to see it here ๐Ÿ˜…

next pine
#

Huh

regal orchid
#

oh right he doesnt, I just usually add them myself

#

bit annoying but it is easy to do provided you are familiar with rigging

next pine
regal orchid
#

slap them on there and make sure they are influencing the mesh (but with 0 in weights so they dont actually pull any verts) and badabing

regal orchid
fleet willow
#

Any chance that one of you has a tutorial i could follow ? ๐Ÿ˜…

regal orchid
fleet willow
#

Yeah, i'm only somewhat familiar with blender

next pine
#

Now, the weapon will, mostly, follow the hand bone, but it will need to be placed properly in the hand and grip.

fleet willow
#

That does actually sound trivial to me ๐Ÿ˜„
But i guess the chance is high that i'm gonna regret this words from above ๐Ÿ˜น

next pine
ashen junco
fleet willow
# next pine Depends on how many animations you have.

Surely a few, guess the bigger problem will be that i'm going to have many different states.
As in the player is able to wear a sword in the left hand and a spell in the right hand. Either could be also a shield, or it could be a two handed weapon, a bow, a throw weapon... ๐Ÿ˜…

next pine
#

Good luck.

fleet willow
#

Likely gonna need it :blobsweat:
Thanks

next pine
#

๐Ÿ‘

regal orchid
fleet willow
pure sinew
remote spire
#

how do i change the lip bones of a character to move?

#

*as in like speaking. say i play an audio file and i want the mouth to open. (not necessarily lip sync.)

worldly grove
#

Guys on ALS v4 how I get the floating Direction?

next pine
# remote spire how do i change the lip bones of a character to move?

There's a few ways.

  1. Use a procedural facial animation generator like FaceFX that takes audio files and creates reasonably good facial animation.

  2. Build your own procedural facial animation system, possibly being extremely simple and just built on, say, the volume of voice sound. (I've seen people use this on puppet-like characters, and it works pretty well).

  3. Mocap your facial animations, such as by using an Iphone and an ARKit recorder like FaceRig.

  4. Just animate it. In an animation package. Like blender.

remote spire
next pine
remote spire
obsidian path
#

When I socketed a mesh I could move it around before an it would move in the main view port

#

but now its not

#

do I need to enable osmething?

remote spire
#

Is there a way to easily double the speed an animation plays at?

remote spire
#

Thank you! :)

next pine
#

Could be three things.

  • the socket might not be child of the hand or the weapon bone
  • if the weapon is following the weapon bone, the animation might have the weapon bone stay stationary for some reason (check the animation to make sure it's moving)
  • if both of the previous are true, the inventory code that is swapping the weapons may be triggering a 'detach from component' or similar when the animation starts and not at the right time
#

Then it's probably the inventory system.

#

So does your character have all their items attached to their character all the time?

#

It looks like you're just hiding and showing stuff.

#

Hmm

#

OK, so here's a test to run, try plugging the upperbody slot into the output graph directly. This is going to break the 'walking while swapping weapons' feature, but it will let you see what the animation looks like running without any blends.

#

If this works - then you know the problem is the blends.

#

Because based on that structure, it kinda can't be the inventory.

#

And if the animation itself looks fine.

#

The problem is probably the blends.

#

Hmm

#

It seems weird that the Layered Blend would be causing a problem.

#

Maybe try reducing the 'BlendDepth' option to zero?

#

Hmm

#

Well, if it plays properly without the blend, and hovers in space with the blend, then the problem is the blend.

#

The only thing I can think of is that the hand bone isn't the derivative child of the spine_01 bone?

#

That it's somehow not included in that blend.

next pine
#

Yes, though you have to click on the blendspace node in the animgraph, and expose the playrate - I think.

#

Not exposed by default.

remote spire
remote spire
next pine
#

When you click on a blendspace node, in the details there will be a list of properties. Play Rate should be there. If you click on the drop down box beside it, you should be able to either choose to bind it to a variable or "Expose As Pin" which will make it show up in the graph.

remote spire
#

Ah ha, got it! Thank you! :)

next pine
#

๐Ÿ‘

sullen raven
#

Any fans of control rig here? Im passing a simple world position to the control rig (imagine a handle position or something in my case) and im using fullbody IK to drive the hand to that position. When I use From World to get the rig space from world space it jitters all around the target. Anyone experienced with control rig that can offer some insight?

ashen junco
sullen raven
#

Aw, it's been super fun but its like yet another game inside the game of Unreal that I need to learn ๐Ÿ˜„

next pine
sullen raven
#

Yup that was my first thought. It seems it wasn't control rigs fault but it was because i had attached the actor to my pawn, go figure

#

thanks everyone :))

indigo minnow
#

Hi all, i have an animation retargeting issue.

#

Here's what I need to do.
I have a skeleton (Let's call it A) that has a bunch of animations (2000+) that I want to retarget to multiple separate skeletons (eg. B, C, D).
A (Source animation skeleton) has the bare minimum of bones that are animated. (eg. Root->Hip->Feet)
The target skeletons (B, C, D) also share the same bone structure as the source skeleton but the difference is that they (The Targets) have some extra bones for decoration.

If I were to retarget every animation with "Duplicate and retarget" I would have thousands of animations and it would take too long.
So, is there a way to do this easily?

Thanks.

ashen junco
maiden torrent
#

I'm making a jumping animation in blender to import into unreal. Do I need to have the model actually move upwards in blender? or can I handle all that height/jump stuff in unreal.

analog gazelle
#

hello

#

I was wondering if someone can help me with importing an asset from mixamo to unreal

#

I keep getting an error when I import the fbx

#

these are the options I had when downloaded the fbx from mixamo

#

for those who dont know mixamo is where you can download animations with skeletons and stuff

#

its completely free

analog gazelle
#

when I import an animation it doesnt show the skeletal mesh option

#

like this

#

sorry its blurry

ancient quarry
#

Idk Mike when I import from Mixamo I always include the skin so not sure if that has anything to do with it

ashen junco
analog gazelle
#

so ill download one with skin and one without?

ashen junco
silent jetty
#

whats up fellas. i have a question which may be obvious, but i'm unsure.

i've downloaded some assets from the marketplace which all use different rigs but are all, for the most part, easily retargeted to the ue4 mannequin rig. the problem is that some of these rigs have weapon bones and some of them don't.

i guess my question is, how do i make all of these rigs work together? like, one of the rigs is meant for swords (and the sword has bones), but then another rig is for bows (and the bow has bones). is it possible to use the same skeleton with different rigs or something? or am i SOL and i have to just use one rig?

ashen junco
silent jetty
vocal roost
#

Is changing animation blueprints at runtime a common thing, or is there a better way to give a character a different set of animations at runtime?

ashen junco
# vocal roost Is changing animation blueprints at runtime a common thing, or is there a better...

ALS V4 does this by layering poses.
https://youtu.be/ru1--3wP-F8

Layering is still available in vanilla animBP, so you could make one yourself if you found ALS daunting.

misty dagger
#

why is control rig like this

#

idgi

#

This tool is so hard to use

vocal roost
#

@ashen junco Thank you. I thought it would be cleaner to setup an animbp for each weapon, but it isn't. I DO find ALS daunting, but I have started doing something similar with more basic blending.

ashen junco
vocal roost
#

Seem to be messing even this up. I'm watching the enum value change to Mage Weapon, but the animation graph never moves from Unarmed.

#

By "watching the enum value change" I mean I'm printing it to screen and seeing the value change in-game.

#

Got it ๐Ÿ™‚

wooden valley
#

how would you guys approach doing an aim down sights for an fps game?

misty dagger
#

I can't trust this tool to do simple debug things

#

and don't even get me started on this mess

worn marlin
#

Hi. any pros and cons of using one over the other: animation based ADS/aiming vs procedural ADS/aiming (using a socket) thank you

ashen junco
jolly nebula
#

Anyone a mocap suit user? Was looking to get a used Hello Rokoko and was wondering what would be the best quick and dirty way to check it's usability

vocal roost
#

What is the standard way to handle an animation that causes a weapon to clip through the model? I'm thinking of using a curve and changing the bone transform, but curious if there is a better way.

#

This is a quick fix. My max speed when sprinting is 800, so I cranked the scale up to 2400 so that I blend toward it, but never play the problematic animation at full scale. It works, but I would prefer to adjust the hand and use the full scale animation.

#

Ignore all that. DOH! I didn't know that you could actually adjust an animation directly. UE is so nice.

vocal roost
#

I'm not seeing any additional steps needed after setting the key frames and saving the animation. Even if I close the animation and re-open it the changes are saved, but if I apply it to my character it doesn't seem to use the modifications.

sharp gyro
#

Can someone please provide pointers or just help me generally on how to achieve smooth transitions from normal animations to a played montage?
Currently, when I play a montage it is abrupt and really janky, is there a way to blend the transition smoothly?

remote spire
#

how do I have one a couple of bones specifically move in a skeletal mesh?

strong flame
#

what is a good fps speed for animations in Unreal, 24 fps, 30fps, 60 fps etc?

flat sluice
#

Hi all, my rigger just created a sweet control rig in Maya. Is there any way to do some kind of auto-generation within UE4 from the maya control rig, such as a UE control rig?

#

I have very, very little knowledge in the rig/animation domain. I am mostly a coding guy

#

and am trying to offload as much work from the rigger onto myself to put less on his plate

#

as you can see there are controls, IK, pole vectors, etc. in the maya rig that I am wondering if it can be cleanly exported into UE4

vocal roost
#

@sharp gyro Hopefully someone more knowledgeable can help you, but just from my experience a montage will generally blend pretty well. If you have jerky starts or finishes it may be more how your state machines or other parts of your animation process are working. Also worth checking if it's being interrupted. Again, I'm pretty new myself, so hopefully someone better can help.

vocal roost
#

I'm not reading anywhere that I need to do anything special after adding keyframes and saving the animation, but I obviously do. It looks perfect in the animation editor and it's just playing the unedited animation in game.

strange marsh
#

Does anyone know about a similar tool being developed for Unreal? https://www.youtube.com/watch?v=7c6oQP1u2eQ would be a major game changer.

Animating characters is a difficult task when it comes to interacting with objects and the environment. What if we used computer brains instead? In this research, we present the Neural State Machine, a data-driven deep learning framework that can handle such animations. The system is able to learn character-scene interactions from motion capture...

โ–ถ Play video
sharp gyro
regal orchid
# flat sluice Hi all, my rigger just created a sweet control rig in Maya. Is there any way to ...

You'll have to make a separate control rig inside of unreal if you want similar functionality. The controls in maya are only for use outside of the engine. (And I doubt they can even be ported between different modeling tools but dont quote me on that) The maya rig will be good for animating inside of maya, and a hypothetical control rig for in engine use could be used for runtime procedural stuff. But ultimately they are separate and the only thing they share is the mesh and skeleton.

flat sluice
flat sluice
#

Is my assumption correct that for a forward-walk animation cycle with feet that adjust to uneven terrain, it would require the rigging process to be done outside-of-engine (for the animation), and then repeated again in engine (for the dynamic placement in response to the terrain)?

regal orchid
#

Control rig can be used in lieu of Maya but I personally don't like it for that. But it can be used for procedural stuff that you can layer on top. But like I mentioned, a lot of stuff can be achieved with the animation graph too.

#

Ultimately there are lots of ways to do these things. Up to you which approach you prefer.

flat sluice
#

Thanks a ton

opal shard
#

Apologies if this is the wrong category but been having trouble finding the required settings to get fbx exports from unreal to match in blender? Any advice appreciated!

ashen junco
opal shard
#

the bone positions seem different / unconnected?

vocal roost
#

This thing is driving me crazy. Is there a name for editing animations using keyframes in the UE4 animation editor? May help me search.

ashen junco
#

The thing that matters are the bone heads.

loud jetty
#

idk if its possible but is there like a way to add an event (like a firing event from a ctrl rigged gun) in control rig?

#

im just asking so that i dont have to use 2 seperate things

ashen junco
loud jetty
#

i see

ashen junco
#

Consider that Forward Solve runs in order, every frame.

loud jetty
#

alright

#

so theres no way to make it like a 1 system?

ashen junco
loud jetty
#

alright

#

ill check out a tutorial on how to do that

sharp gyro
#

Can someone please tell me what exactly this node does in Anim Bp

wary nebula
#

Important part is that u need to add curve pin, otherwise it does nothing.

sharp gyro
wary nebula
sharp gyro
#

thanks

winter elbow
#

hey does anybody know a way to approach a aim down sights transition currently im using blend poses by bool but i want to have a transition between the idle pose and ads pose and transition from the ads pose to the idle pose, how can i achieve this?

brave peak
#

Hello !
I have a character asset from the marketplace that I added to my project, but I wanted to create some more animations with Mixamo.
I ended up exporting from .uasset to .fbx the mesh with the UE, but when downloading my animation from mixamo and importing it in the project (with the parameters bellow), I get the following error.
Any clues about that ? I have no idea from where it'd come :/

wispy island
#

Hey lovely slackers. Does someone knows about animation in the sequencer. My animation (location) is always reset when I press the play or render button. The Animation and position is correct in the normal real time viewport..

charred iron
#

hi! is there some free DS like 'rolling' animation for ue4?

vocal roost
#

@charred iron Free animations outside of Mixamo aren't common.

vocal roost
#

Is it possible to edit retargeted animations by adding keyframes/curves like this? It definitely seems to be working in the editor.

#

This is the first time I've run in to something like this in UE. Feels like I'm in Unity again, working around engine bugs.

ashen junco
vocal roost
#

Sorry. Still trying to figure out why I edit this animation but the character animation is unaffected.

#

Animation sequence has been saved, and I've even restarted UE4 and the changes are persistent, but the character seems to be using the original animation without the edits.

#

Everything I read, and every tutorial I find is just 1. edit transforms 2. add keyframes 3. save

#

Is this a non-standard thing? Should I just add a curve to the animation and adjust the transforms in bp with that curve?

#

New angle. Maybe what I'm trying to do is just stupid. If you guys have an animation like this, where the weapons are clipping through the character, how would you adjust it without exporting it to something like Blender?

hushed granite
#

The way you describe, you seem to have the process wrong somehow. 1 picture of a curve value is not enough context.

vocal roost
#

Basically, all I'm doing is opening an Animation Sequence, moving to a frame I want to edit, modifying the transforms, adding a keyframe, and then saving the animation.

hushed granite
#

yes, hand r rotation, thats should be about it, the key should now be on an additive track, right?

vocal roost
#

yes

hushed granite
#

and it doesn't work in game, but the anim is corrected when played in anim browser?

vocal roost
#

correct

hushed granite
#

have you tried applying the anim directly to the mesh?

vocal roost
#

In game or if I apply the animation asset directly to the character it doesn't work

#

๐Ÿ™‚ ^

hushed granite
#

in a test level

vocal roost
#

Not in a level. I've applied it to the mesh directly on the character.

hushed granite
#

well, I would suggest IK problem or something with animBP, but if it doesn't work directly I'd say that sounds odd to me

vocal roost
#

Thank you! It's good to at least know it SHOULD work that way. I'm not just a dumb*ss at least.

hushed granite
#

yes, maybe someone else can confirm, but that's how I remember it working for me last I used it

vocal roost
#

thank you

hushed granite
#

np

vocal roost
#

I've bumped in to a couple of things with the Synty assets, so it's possible some setting is non-default

hushed granite
#

at this point I would suggest just doing in Blender tbh

vocal roost
#

I need to just learn how to do things in Blender

hushed granite
#

you could also try making a control rig that supports backward solving

#

by copying metahumans

vocal roost
#

lol. already don't even know what backward solving is

hushed granite
#

that will allow you to animate in the editor with controlrig

#

which is how I do everthing these days

#

it's probably a better investment of your time

vocal roost
#

thanks

#

ohhhhh. Control Rig. I've looked at this. I'll check it out

#

I thought you just meant some kind of rig

hushed granite
#

if your lucky maybe someone's already sharing something for synty stuff, considering how much it's used

flat sluice
#

Hey folks, I'm a big dummy. What is the simplest way to map mocap data from a kinect onto a rig in maya?

#

I just need to map the kinect's hip bone, hands, and feet. Everything else is taken care of with IK

analog gyro
#

Hey guys, does anyone knows how to replicate the child of constraint from blender to unreal too? I want to parent my left hand to the right hand and move the right hand and the left hand will follow. Thank you!

regal orchid
analog gyro
#

@regal orchid Yes i wanted to know how to replicate that inside unreal. Thank you for the response first of all, i just wanted to know if you can elaborate more with that IK solution, if you have the time. I have already used the FABRIK node inside unreal to control the right hand but i want the left arm to follow the right arm too now :D. I will give it a try but if you have a more specific approach i would love to hear. Thank you again!

icy hare
#

i got this problem and animation is not working well for me when i import cc3 model with unreal rigging export settings

lusty ore
#

Imported back after exporting from unreal to blender to make some materials. Now have name of a file as a bone or smth? Or is this new Mixamo sceleton

regal orchid
# analog gyro <@!193682622432542720> Yes i wanted to know how to replicate that inside unreal...

Unless you really need it I would suggest not using FABRIK. Unless Im mistaken it is much more expensive. I would suggest using this instead:
https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/NodeReference/SkeletalControls/TwoBoneIK/ You can have one on the right hand if you need it and then you can just put down a second one after and have it follow the right hand. It is quite straight forward.

Describes how the Two Bone IK control can be used to apply IK to a 3-joint chain.

misty dagger
#

Joost โ€” Today at 08:28
When I've loaded an FBX skeleton including animations, and then add a new animation to the FBX, how can I reimport in Unreal in such a way that the newly added animation also appears in Unreal?

#

Humunlucus -- I am interested in this one too, as my workaround for this was re-importing my FBX with a new name and then renaming the new animations to my main model...

noble storm
#

if i want to use just to lower body for an animation would enter -1 for the blend depth on the layered blend per bone?

#

would i*

hot crown
#

Hello

#

I was told I could find help here possible

#

I have been trying to make a character creation system

#

*possibly

#

For a while now I have been trying to get VROID characters working as modular parts

#

Separating the meshes in Blender was easy enough and exporting that to FBX for Unreal

#

I hope this is the right section to ask in

hot crown
#

When I move a bone the body deforms fine this is progress aslong as bones are there. Can this be fixed in UE4 per retargting? Or do I still need to do some work in Blender? Cuz I am now aware my previous bone issue was an exporting issue. Even though I did export as .fbx to UE4. Is it because I did not move the VROID model to the APOSE of the Unreal Skeleton

#

My previous Issue I was able to solve

#

Using the MR.MANNEQUIN BLENDER PLUGIN

analog gyro
#

@regal orchid Nice, ok i will give it a try, thank you.

#

@regal orchid Thanks for the suggestion

noble storm
#

does anyone here know how to do a lower body only animation

ashen junco
noble storm
#

i did it for the upper body but lower body wont work..do i set the blend depth to -1? on the spine

slow summit
#

Is it possible to import animated points from an alembic, fbx or csv, to use in niagara? (UE5)

lucid slate
misty dagger
#

how can i swap the first half and second half of an animation?

lusty ore
#

AM I ok deleting these bones from Mixamo rig?

#

Not selected but the ones that look weird on a screencap

lusty ore
willow epoch
#

Is Montage Pause ok to use? Like does it have any gotchas?

wooden valley
#

why is my animation scales 100 times when i import my animation?

ashen junco
wooden valley
#

i am

#

wtf is wrong

#

why??

ashen junco
#

General rule of thumb with Blender to UE:
Set the unit scale to 0.01

wooden valley
#

i did

#

i legit did that

#

when i export the animation i export only the armature not the mesh

#

so i use selected objects

#

the original mesh looks fine

#

but the animation looks scaled up

placid ermine
#

Hi I hope I am writing to the right place, since my problem is kind a physics related. So I have a skeletal mesh with a custom physics asset, I use physical animation and a rig to move my character in game. everything collides perfectly with my skeletal mesh.. but it just wont collide with it self ... I tried to look up for such settings as self collide but couldn't find any info about it. I wonder if anybody had the same issue or know any solution for it.

regal orchid
hot crown
remote spire
#

How do I 'save the skeleton'?
Everytime I open up my project now I get a message saying 'The Skeleton [Skeleton_Name], is missing bones that [Skeletal_Mesh_Name] needs! They will be added now. Please save the Skeleton!'
So then I regenerate the bones, save the skeleton, reset all my animations on my BPs, etc, save it all, etc, then when I open the project later on it says that message again and I have to do it all again.
So, I assume I'm not saving the skeleton properly?

#

Wait nevermind I figured it out. I think it was because I had two different skeletal meshes referencing the same skeleton, so each time I'd make changes and opened it up again it'd say the other one was now missing the bones.

hot crown
#

Curious I often got the same message and wonder if that is why

#

Because i have multiple skeletal meshes referencing the same skeleton

ashen junco
remote spire
vernal olive
# wooden valley but the animation looks scaled up

Look up something called "Mr. Mannequins Tools" by Jim Kroovy. It's a free addon for Blender that adds the UE mannequins and arms at correct scale to Blender, completely rigged up for easy animation that also works well as an exporter if you're having trouble. Highly recommend it.
https://www.youtube.com/watch?v=k1xvBivIRsk&ab_channel=PrismaticaDev

Mr Mannequin is a Blender add-on that makes Rigging, Animating and Exporting for UE4 an absolute BREEZE! It released last night and I just HAD to tell you all about it. I've been using Mr Mannequin 1.3 for Blender since I started doing animation - it's saved me so much time and helped me achieve great results!

The new version 1.4 is available f...

โ–ถ Play video
wooden valley
vernal olive
#

n i c e

wooden valley
# vernal olive n i c e

by the way i don't suggest recommending that to anybody the plugin only works for the ue4 mannequin and you can't use your own models

ashen junco
#

It'll work fine as long as your model armature adheres to Manny skeleton standard.

wooden valley
#

what's manny?

vernal olive
ashen junco
wooden valley
ashen junco
wooden valley
#

No i mean in blender never saw an option

#

to import your own mesh

#

if there is, i would def use that option tho

vernal olive
#

I use it as an exporter, so I'll model and rig something up in Blender, if it's a weapon I'll pop a mannequin in so I can animate them together, and then select everything I want exported, and bam. No fuss exporting to UE4.

ashen junco
wooden valley
ashen junco
#

Hope that's clear enough - I can rephrase it again if you still have no picture of the workflow.

ashen junco
#

Is that clear?

wooden valley
#

You should have a visual representation of your own model when animating

ashen junco
#

Also, hard retargeting the bones don't have to be exactly the same.

#

๐Ÿค” ๐Ÿ“ค

vernal olive
wooden valley
wooden valley
ashen junco
#

Manny is Humanoid.

wooden valley
#

plus marketplace asset animations have been so widely used that it's kind of dumb to start using them they feel overrated now

ashen junco
#

Same thing with applying cat animations to a human characters.

wooden valley
ashen junco
wooden valley
#

by the way we are just having a normal conversation what's the need of arguing?

vernal olive
ashen junco
wooden valley
wooden valley
ashen junco
#

I call this conversation closed. No further replies about this shall be posted.

#

Any argument can be continued over on private message.

๐Ÿ›‘

wooden valley
#

well my message was before yours so

vernal olive
wooden valley
vernal olive
#

I am calm, just wanted to point that out and potentially offer a tool to help anyone who may have had similar issues. Emotion does not convey well over text.

wooden valley
#

in my scenario, i was using makehuman and it kind of made me feel off that i had to use that plugin for a rig that isn't actually compatible with ue4 skeleton, that's why i said that for people who are using rigs that aren't retargeted or aren't compatible.

neon harness
#

How can I export one action (animation) at a time from Blender to UE4?
I can't export FBX with all anims at once anymore because the animations have varying length but Blender exports all animations based on the length set in the timeline.

ashen junco
reef shard
#

I have a skeletal mesh component where I cant seem to cast to its animation blueprint? Any ideas what might be wrong?