#animation

1 messages Β· Page 167 of 1

raw spire
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cause I don't see any property for that

scenic parcel
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I'm having an issue where my animations are slowing down anytime i have a frame drop. I'm still running over 100fps, and I consistently hit my cap of 120. but if and when i do have frame drops, the animations slow down. any idea why that is?

ashen junco
scenic parcel
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the animations are the only thing i have noticed

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sound plays at proper speed

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the sound from the anim notifys

ashen junco
scenic parcel
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nothing as far as i can tell. i dont have anything in it that is triggering or playing when the drops happen. my particle systems dont lag as far as i can see, just animations. like combat, running. everything

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and when it happens, its only for a second or two

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feels like the game is playing in slow motion

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i would record and show it, but i cant get it to happen consistently. I' dhave to record for like 30 minutes

mellow palm
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no, only animation BP

midnight night
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In Event Blueprint Update Animation, how do I replicate a variable from server to clients? There seems to be nothing like Switch Has Authority available

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I have a simple bool variable which is supposed to tell all clients whether an attack animation should be blended in, but I don't know how to set it just on the server side (with follow-up replication)

peak latch
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Hello, can someone share with me a good camera shake for movement ? for a first person game

light river
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Where can I go to learn how to design a solid melee system. I have the technical ability but I don't know how to make a fun combat system.

plain drift
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Anyone has ever used Control rig for character eyes look at target?

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There isn't a LookAt node in the CR node editor

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using the Aim node produces inferior results compared to the standard ABP LookAt node:

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In the example above I moved the target straight up. Distance to both eyes is identical. Nevertheless my character goes derp

plain drift
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Nevermind. Fixed it. Had bullshit hooked up to one of my nodes I use to limit the eyes rotation πŸ˜„

elfin solstice
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Should I use FK or IK for 1st person viewport animations? (hands reloading and eating food etc) - I've seen people say both so wasn't sure which to pick (I've barely animated before)

kind turret
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does anyone know if there is a bug in 4.27 with the PHAT tool? I'm making a physics asset for a character but I can't keep the knees from bending forward. it looks like it doesn't respect the direction of the constraint anymore. I works fine with older physics assets and I'm using the same values and orientations for the new assets but i don't get the same behavior with assets generated in this build. super frustrating.

swift ferry
misty dagger
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looking for mocap of bachata dance animation.

eager current
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So I know there's the Hire-a-free lancer, tried to go through it, but i'm just looking to hire someone to teach me unreal any suggestions on how to post for that?

jade vale
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Hi everyone,

I have an airplane basic mesh with pan animation, and I want the floor and clouds to follow the direction of the plane to give the movement illusion by keeping the plane in fixed position.
I have used an animated texture for the floor, and volumetric clouds with wind direction parameter. I programmed the texture movement and wind direction to follow the forward vector of the airplane.
When the airplane stay in place it’s ok, but when it’s moving, you can see the clouds have a bad behavior.

Here a video : https://youtu.be/s0mt5a9gADM

I know it’s not the usual way to use volumetric clouds, but have you some tips and tricks to catch the result I’m looking for ?

Thank you for your help !

misty dagger
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Maybe a paid channel for questions

eager current
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?

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I tried the hire for freelance instructions but it asked for "permanent" job questions

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but it's all good, i'll ask my stupid questions somewhere

lofty river
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I want to DISABLE root motion in ue

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so that my characters feet slide weirdly over the ground.

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Because i want to add my own motion to the movement, mine is linear and way better for gameplay

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i don't really care about slidy feet, i want neat gameplay

But i have no idea how to disable the root motion rooCry1

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i just want my character to stand still, do the animation, and the feet slide over the ground.

ashen junco
lofty river
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sure

ashen junco
# lofty river sure

I don't know whatever weird thing that's stopping you from removing any keyframes to the root bones.

lofty river
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because then my character does a step forward... I need to compensate for it

ashen junco
lofty river
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i could - but thing is there's like 10 different IK parts that are animated on that axis, and i would have to go in and fix each and every single one of them - just because unreal engine won't leave the animation alone, and i wanted to ask here first if there's a way to just let the animation be an animation rooCry1

indigo zenith
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Is it possible to fire a Construction Script from Sequencer on specific frames only? (ie as an Event) I know I can set it up to re-run on every frame, but generally I just need to run a Construction Script at the beginning of each sequence shot. Thanks!

ashen junco
indigo zenith
ashen junco
indigo zenith
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@ashen junco That's my current approach, but given the nature of the script (it adds several mesh instances) I also need to add a lot of clean up code. I think the construction script takes care of that by itself so I was hoping there was a way to fire it as a sort of event

misty dagger
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hello is it possible to make bone rotate with camera view? for example i want the head to rotate where my mouse/camera view is looking but still retain it's animation.

misty dagger
tight flower
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I have an animation that appears fine, in blender, in ue4 editor, but once in game, the anim is slightly off and the characters arms go through their stomache (doesn't happen in the blender/ue4 editor)
can anyone think of why this might be happening, the anims look almost right in game, and I've never had this issue before

misty dagger
tight flower
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Thanks I'll check that out πŸ‘Œ

raw spire
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How can I mirror a Quaternion variable in control rig?

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there is mirror for vector but i can't find mirror for quaternion or rotator

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I want to mirror the rotation in X axis

tight flower
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Doesn't seem to be related to scale, not sure where else to look tbh

indigo minnow
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is there a way to get the currently playing AnimBP animation?

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maybe through c++?

next python
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Is it a montage?

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I don't think regular animations really exist on a "this is what's playing" field

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e.g. imagine if you were running while reloading. that would be two animations at once

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you can define events to fire in a state machine if that helps

indigo minnow
indigo minnow
next python
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seems like the easiest way is the set event on state method

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I'm not sure what your usecase is though

west bronze
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ue4 keeps breaking my animated mesh

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what do i do??

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original

west bronze
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It resized and skews it for some reason

whole harness
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Does anyone know if there is a way to emit events via control rig that can be picked up by gameplay components?

For a contextual example, If I'm using Control Rig in order to do foot IK, I would like to emit a sound effect when my foot reaches the desired effector position. I can evaluate all of this inside of a rig-graph, but I don't appear to have any way to "do anything" with that data. At the moment it appears the only way to do this would be to essentially do these calculations twice (Once inside RigGraph to do the IK positioning, and once in a normal blueprint or C++ in order to activate the event) but this seems incredibly wasteful.

Any ideas?

thorny coyote
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Hey, does anyone know why my Blendspace 2D is not playing turning animations, it does IDLE/Forward/Fast but even though I have all the animations setup for left turn and such. It does not register the turns when the animation is played. I have setup the blueprint and setup the direction and speed variables and put them into the statemachine. It would seem they are not working. Anyone have any ideas what could be causing it.

signal belfry
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Does anyone know if Live Link is possible to replicate? I saw that if I use an Apply to client node it animates for the single client, but then idk how to replicate to all clients, or animate is as server and show animation to every client.

misty dagger
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Hello, Is there anyone who knows how to export complex rig Maya to UE4 ? I have experienced about importing rigs but for some reason I am having trouble now.

swift ferry
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@whole harness You can put audio in animations, and time it with the feet.

misty dagger
whole harness
swift ferry
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@west bronze double check your animation and make sure the scale matches the rig.

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@indigo minnow I just watch the animBP in runtime.

sharp cedar
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I have a weird issue. I have a skeletal mesh that I want to make a control rig for.
When I move bones (with IK, etc.) the bones move properly, but the mesh itself stays in place (as if it wasn't bound to the bones).
But normal animations work properly.
And
I can open the skeleton asset and move bones around and there it works.

Anyone encountered this before?

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In control rig

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in the skeletal mesh asset

ashen junco
sharp cedar
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yeah, didnt help

lone bronze
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ANybody able to get Metahuman control rigs to work additievely ontop of animations? They just override them in my case.

lone bronze
tropic basin
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So noobish animation question.
I downloaded a modular character with 4 skeletal meshes (head,torso, hands, legs).
And a pre-built skeletal mesh where everything is combined.
I'm not sure how to put the four together to make the one

lone bronze
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The solution was to ensure that IK toggles were correct. It was treating it as if it was just joint based. so would not behave correctly

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@sharp cedar

sharp cedar
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what do you mean by "IK toggles"?

lone bronze
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I may have misread your question. Seems like it just isn't propagating to other skeletons for it. hmmM.

sharp cedar
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@tropic basin
You have a character with different meshes.
there is something like "set base pose" BP node that tells additional meshes to mimic the "base" one.

lone bronze
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can you send a screenshot of you rig so far with details tabs?

sharp cedar
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Not much of a rig

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πŸ™‚

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but I found something more interesting... Only some bones are broken

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I can move a head with IK, but not legs

tropic basin
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I've only ever used singular meshed characters with stuff attached to sockets. Im not sure how to actually combine them physically. I assume I use that base pose node to get them all ruuning on the same animBP after I somehow assemble the body?

sharp cedar
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yeha

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yeah

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You assemble the body by simply adding all the body parts as new skeletal meshes

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with the same location / rotation

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So they will look normally

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and they all animate in sync

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I dont have any project with a modular character at hand to make a screenshot

tropic basin
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Ok. Thats what was confusing me, cuz the pre built example is one single mesh.
So its just a bad example

sharp cedar
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hmm.. maybe there is a way to combine them πŸ™‚ UE has a lot of features

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found some old project

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All use the same skeleton, head is the "base"

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everything else is parented to it

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and put in place to match the shape

tropic basin
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Ok

sharp cedar
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and thge node is called

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"Set Master Pose Component"

tropic basin
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And I set that on each of the children to match the head

sharp cedar
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yeah

tropic basin
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And they all work off the same anim BP

sharp cedar
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It doesn't have to be a head. But it makes sense for the master pose to be something you wont change often πŸ˜›

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now that I think about it.. I think I watched one of the training stream or soemthing and there were showing modular characters in fortnite.. maybe you can merge skeletal meshes now

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but my approach also works πŸ™‚

tropic basin
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I'll look for the stream. Never hurts to know more than one way..
I tutor unreal and someone wanted to use a meta human. I then discovered they come in peices, so now I'm working on this..

buoyant storm
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If I have a head with morph targets and a body with the same skeleton without morph targets set as the master pose component for the head, would it still be possible to play animations with those morph targets on the head?

brave bear
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Hey all, so I was recently given the opportunity to make some mocap animations. After sorting through them all in blender, I'm having trouble exporting them for use in Unreal. Whenever I try to import the fbx into Unreal, it tosses up an error saying "Mesh contains root bone but animation doesn't contain the root track". So I tried renaming the root in the animation to 'root' and it imports, but the animation doesn't play, it's just a t-pose. Re-naming the other bones doesn't seem to work either. I've made sure my skeleton is re-targeted correctly, and I've tried exporting the animation every which way but can't seem to get it right.

worn marlin
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MIX RIGHT AND LEFT HAND ANIMATIONS (blend by bone right and left side?)
Hi. How do I blend two first person animations where the base animation is a hand carrying a gun using two hands but right hand has a socket for the weapon to be attached, the left hand is either position by the animation itself or using a LeftHandIK attached to a socket on the weapon. Since you can detach or separate this arm using the IK, I assume that I can use another FPS animations like holding a flashlight using the left hand by using a blend by bool? like I will blend the right and left clavicle?
I aiming for drawing a flashlight or throwing a grenade or eating something on the left hand side while carrying the gun on the right side.
Thank you

ashen junco
worn marlin
# ashen junco I think you could get away with some simple slot setup, with left and right arm ...

ow yeah, I will try that one, so i need to use a montage to assign a slot? Can I dynamically change the slot on certain situations, lets say I throw something with the left hand and after that it uses the base animation of two hands holding the weapon?
Currently my setup blends first person animations as upperbody slot to a full body mesh for the lower body anims, blended at the level of the spine.
Thank you

lapis bone
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Ive made a blendspace from a idle animation to grab animation on hand, the hand also rotates around. I want that rotation to be other way, say if it is clockwise i want it to go anti clock wise, any suggestions?

calm flare
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Hi! Any good tutorial/notes to animate a spaceship banking when the ship is turning? I want it to bank/roll quick a start, and go back to position when releasing…

vernal rain
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I have an animation BP which has a walk->run transition with speed > 200 - my character movement comp "max speed" is set to 200. Despite this, the character does like these really short spurts of the run animation

Is this expected behavior and I should add a bit of tolerance there, or am I doing something wrong somewhere else?

static falcon
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Is it set to loop?

vernal rain
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The run animation? Yeah it would loop when it's in the run state in the state machine

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I changed the transition to check speed > 201 which fixes it, but just wondering if there's some setup for it other than this :)

left pond
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I'm using blender to rig my character to make my animation. But for some reason I can't get the mesh to attach correctly. I don't suppose anyone here has worked with blender and might know what I'm missing here?

vestal yacht
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Ran into something I havent experienced before. Weapon place is using IK to a bone and is flawless, except for when I sprint. When I sprint the weapon moves to the side and floats in the air but mimics the movement. Any ideas?

warped verge
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Yeah Id say thats possibly a weighting proble

ripe yew
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Can you lerp anim montages to transition smoothly from idle to walk to sprint?

bold mauve
lavish geyser
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i have a two part question. can i manipulate the mesh of my character in UE4 to fit my character or maybe even set the collision? or do all these mesh problems need to be ironed out before i import into UE4? everything fits fine until i get to animation

ashen junco
ashen junco
fluid arch
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is there a way to like make the default UE4 char hold onto an object? and then give it some basic animations while just using UE4? and if so what is that called?

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and if it does exist is there a good resource for exploring it?

ashen junco
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That isn't always the case, however. First person anims that require more detail on the animation would have better results with premade anim constraints as opposed to just stop at attaching the weapon mesh to a socket

fluid arch
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is it not something I can do with control rig?

fresh root
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is there a way to parent a static mesh actor into a skeletalmeshactor

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i have an already shaded in unreal scene and need to be able to bring in new updated animations to a skeleton rig, but just want to do the parenting for what is under each bone in unreal

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dont need it to be bound or anything just a simple parent should work

left pond
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I can't for the life of me work out why my animBP isn't working. It must be connected to some degree as the Idle pose is working. But no idea why nothing else is. Anyone know what might be causing this?

hasty oar
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does anyone know of any free FP arm meshes that have FPS animations? I've been using the mannequin arms from the FPS template but it only fires and doesn't have reloading or anything else.

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if there aren't any free ones, does anyone know of any good ones that cost money?

bronze osprey
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shootergame has some

hasty oar
# bronze osprey shootergame has some

yeah I think i'll just do that. I don't want to use the gun though so I was hoping there would be a free "gun + arms + anims" out there. Maybe some day epic will make one free from the marketplace.

weary forum
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i exported a mesh, and this seems to be the only thing i am having problems with...

when i import it into blender its all messed up. anyone got any idea's? or any information they can relay me to?

cloud lodge
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You want to play rootmotion stuff via montage

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we have a sword attack that takes over the control of the player, we play this in our FullBodySlot on the animgraph

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then we have basic sword swings where player can move, we play this as a montage on the upperbody slot.

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@frozen lava ^

frozen lava
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k thx

polar bridge
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dm me if you know what you're doing with rigging, animating - PLEASE lmfao

lavish geyser
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i successfully imported 3 characters but the fourth is giving me issues, its messes up all the others but it has the same exact bones

ashen junco
forest drift
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Hey guys, I'm having serious issues importing an FBX animation from UE into Blender. What arrives in Blender is completely jumbled and doesn't add up to what I see in UE. I've checked every little detail a million times by now - frame rates (25fps) match and I reset UE's FBX exporter to default just to be sure. But things just don't match up.

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I'm using UE 4.27 by the way.

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I've recreated the entire animation in Blender, using the same relative animations and of course things line up with the UE render spot on. But I'd like to be able to export my animation from UE and have it show up in Blender correctly, without having to painstakingly recreate everything. Any idea where the error could lie? I'm pretty certain it's on UE's side, because Houdini has the same issues upon import.

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And here's the weirdest thing - the first two FBX exports I did from UE where completely fine - matching my animation perfectly. But since then something must've changed, even though I'm almost certain I didn't make any changes that would have an effect on the way UE exports the FBX file (as I said, I reset it to the default).

ashen junco
forest drift
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Hi, thanks for the suggestion. Just to double check, is that one free?

ashen junco
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Yes, it's free, partially abandonware.

forest drift
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Got you. I'll try that.

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The funny thing is that the export worked fine initially. But with other shots (that have similar camera setups) it suddenly was all off.

ashen junco
forest drift
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Nope, it loads properly for me, every time.

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In Houdini as well.

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It's just off - all of a sudden.

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You're exporting straight from Sequencer, right?

ashen junco
forest drift
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Can you export an animated sequence without using Sequencer?

ashen junco
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IIRC animation sequence asset itself can be exported on its own.

forest drift
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Got you. But since I do most of my animating inside the Sequence, I think I'm stuck with it.

ashen junco
forest drift
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Probably. Never done it πŸ˜…

ashen junco
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I do it all the time to finalise control rig anims.

forest drift
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I'll check that out.

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Thanks πŸ™‚

ashen junco
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Besides I personally still prefer animating in Blender because of constraints

forest drift
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OMG! I was just brushing my teeth and had an idea! πŸ˜…

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I initially only clicked on my reference geo and the camera before exporting the FBX.

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However, for some reason I must have started to select all of the nulls of my camera rig as well when exporting.

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So I exported my baked camera animation which was then made a child of all the nulls I had set up to rig it. This is why everything was off!

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By just clicking on my cam (whose animation will get baked as a child of all the nulls) and the ref geo, things are working again.

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My world is back to normal! πŸ₯³

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So bottom line, FBX export from UE is actually very usable for direct import into Blender.

brazen cape
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Hey guys, I've searched quite a bit today but can't seem to find anything on this. Trying to SET an anim montage's blend out time with blueprint. I can GET it using get default blend out time, but there is no set default blend out time? Some people have said there's a "montage stop" node out there but I can't find it. Anyone able to point me in the right direction?? Thanks!

modern compass
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I have this problem when im in animation blend space dragging animations to the coordinate no matter how carefully I click to select, it randomly just opens the animation sequence and I have no idea how to get back

oak zodiac
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Anyone know how to search all animations in my project (100+) for any that are using a particular notify?

oak pagoda
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Heyyyyyyyyyy

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I'm making a game for a jam with my friend

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he's the artist and made this beautiful croco-boy

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but the animations are imported this way:

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example

ashen junco
oak pagoda
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The bones are okay, the way they should be, the mesh is all over the place for some reason

oak pagoda
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But we made another model that have similar animations and it's all okay

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but both models are okay in blender

ashen junco
# oak pagoda yeah!

It's going to be either incorrect unit scaling, and/or mismatch bone orientation

oak pagoda
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Hmmmmmm

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gonna send it to my artist

ashen junco
oak pagoda
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noice

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Thanks a lot ^^ gonna come back with news

knotty pike
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Hey guys, does anyone know where I can get animations of pokemons? I am making a pokemon game but don't know how to animate... like charmander scratching etc...

ashen junco
knotty pike
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@ashen junco know of any illegal packs then? πŸ˜† . but in all honesty damn... This is gonna be a pain if I am going to implement over 100 pokemon and each one has over 15ish animations. 😒 and i dont know how to animate lol

ashen junco
knotty pike
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@ashen junco There is a whole free website on any old style game 3d meshes called models-resource, so I get it from there. but i have no clue about the animations lol

ashen junco
knotty pike
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@ashen junco I didn't ask for pirated goods btw, I was just asking if you knew any tutorials or knew any online sources that were legal to use.

ripe mortar
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quick question, i currently have my character set up to use state machine to attack with 1 animation for attack. I now want to use a comob attack system using a montage, Does this mean i wont be able to use the state machine anymore as it doesnt allow me to plug in a montage to the attack? Thanks

ashen junco
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I jest. You could start off with animating tutorials for Blender, and practicing from it.

ashen junco
knotty pike
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@ashen junco can you think of a more efficient way of me animating? cause I don't really want to animate over 100 pokemon each with 15 different moves. like if u know any tricks such as reusing skeletons or something idk

ashen junco
ripe mortar
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yeah i thought so. i will probably just use the State machine for movement and jumping etc and just work out the attacks through the BP. sound good?

slim lintel
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Do blendspace go inside animation state machine? I'm having a hard time understanding state machines

potent thunder
# knotty pike <@!325627930484932608> can you think of a more efficient way of me animating? ca...

Well normally games with lots of animations share rigs between similar creatures. Going to pokemon for example, eevee, rapidash, bulbasaur, etc. Are quadrupedal so they could share the same rig, machoke, mankey, geodude (you just ignore the legs), graveler, etc. also can. Onix, ekans, dratini, etc. Also can. In short you need to make some base skeletons, like that humanoid, snake-like, quadrupedal, etc. And then you just share animations between many creatures. That cuts s good part of the work you would have to do

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But I think your scope is too huge if you are a single guy that doesn't know how to animate

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I would recommend you to think more of 10 creatures and do a small fighting game (If the thing you want is pokemons being controlled in real time) than doing a full pokemon game with hundreds of creatures and animations. And if what you are looking to do is a simple traditional pokemon game you don't need pokemon in 3D you just need rpg maker and pokemon essentials to do your fan game

potent thunder
# oak pagoda noice

That smells like retargeting error, check the skeleton of that alligator, in your bone tree on the top left should be a button that says show retargeting options, then at the right of your bones. Ideally if all your skeletons are similar you'll want your child bones (everything but the root, pelvis and ik bones) to be set in skeleton. The root and ik bones (if you have them) set to animation, and the pelvis set to animation or animation scaled whatever works best in your case

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there's the documentation of retargeting if you need more info, btw retargeting is not only when you retsrget manually an animation it works also when you share a rig

knotty pike
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@potent thunder the animating is a lot easier than i thought, i already did 5 models so far... Im going to teach some friends so that they can do it for me and im back on track lol

brazen cape
marsh siren
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I have a tobi eye tracker does anyone know would it be possible to use it to do face capture within unreal with it? Id love to be able to use it for face rigging

ashen junco
tranquil hound
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how would one go about animating a weapon inside unreal engine? I basically just want the weapon to extend for this animation, I assume it's just like normal animation with bones, but are there any videos demonstrating it? Also, I kind of need to keep it separate from the character, as the character and weapons can change.

ashen junco
tranquil hound
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thank you, I'll look into it and see what I can learn. πŸ™‚

potent thunder
# tranquil hound how would one go about animating a weapon inside unreal engine? I basically just...

Most weapons I've seen, have the weapon animated separately and just the mechanical parts, like the barrel going backwarss, the trigger being pressed. But no recoil at all (check in unreal marketplace a weapon pack called black weapons pack or whatever if you dm or @ me, I'll share the link later when I get home.) And then all the recoil and reloading and stuff is animated on the character, and then all you need to do is use a socket and trigger the correct animations on both at the same time.

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That way it would be easier to animate them in unreal too.

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In blender you would need to create a child of constraint to the deform bone

tranquil hound
primal schooner
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Hey guys, i forgot how to control power of livelink frames in animbp.

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tried this way, no effect

white galleon
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Is there a simple way to import baked camera animations from blender for fps weapons?

sacred musk
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Hi , can someone help me fix this ?

ashen junco
sacred musk
# ashen junco ...what's wrong?

so this is basically an hand IK , when my character is near a wall he put his hand onto it , but right now the only hand that works its the right one

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and when I play , the left arm just looks like this

ashen junco
sacred musk
sacred musk
peak furnace
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What can cause those two transforms being different? This is the transform of the spine bone. As it is different from the reference transform, animation doesn't look identical and it's kinda broken.

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There is no modifier or any additional thing in the animation asset.

misty dagger
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why i cant stop my looping montage any way?

true maple
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I want to subdivide a skeletal mesh (polys are too visible on marketplace asset) exported from UE to Blender and then imported back to UE. I get the animations working on subdivided skeletal mesh but the root bone area gets messed up somehow. On original mesh the root bone shows as red but on reimported subdivided mesh it is white just like every other bone. At the root bone location a small area of the mesh is stretched down to the ground. When posed normally without animation the stretch is not there and subdivision looks fine. Does anyone know which settings I should use on both ends to make sure what goes out and comes back in is 100% matched?

graceful snow
#

if Im making an animation for unreal
where should my keyframes start and end?

#

should I set the start to 0 and end to 16 instead

unreal gulch
#

Has anyone had the problem after you retarget to another skeleton, the asset will no longer save? I assigned the current SK_M_1_Head to a new skeleton that is compatible and now it will no longer save?

fossil socket
#

Does anyone use ThreeDPoseTracker in unreal/Blender?

random sundial
#

Can anyone point me in the right direction to find a decent and free/lowcost animation resource site/subscription?

fluid sky
#

anyone know of any good guides on how to do strafing blendshapes that dont have the 180/-180 dithering issue? ive found a couple solutions from googling but i havent been able to get any of them to work, all of them pretty much reference stuff i dont know how to use yet.. the consensus seems to be either use cached poses which i cant get working or have forward and backward blendspaces which i cant get working either, but again these are solutions ive only found in half-explained forum answers

ocean wharf
#

How do you typically make simple animation interactive objects (windows, levers etc.)?
I suppose a blueprint or code fires their animation, but what is the setup of such objects in terms of animation. Bones or an actor of separate objects with their own pivots?

slim lintel
#

Can I retarget the skeleton of a blendspace?

#

won't let me change my blendspace skeleton

cloud plinth
#

anyone in here know a way to make my character smoothly come back to looking at the enemy here?

lean tiger
#

Hey everyone, anyone else having issues with the "Edit with FK Control Rig" on certain animations? It works perfectly for some but for most of my mocap animations (from Rokoko), they are completely messed up.
Problem is happening on 4.26 and 4.27. What's even weired is that when I export the animation from the sequence (create linked animation sequence) the exported animation looks correct. Just the preview is messed up, which makes editing impossible.

Any help would be greatly appreciated πŸ™‚

glacial latch
#

I'm learning the animation system in UE4, so far it is quite clear to me how to set up a basic locomotion, with blend spaces, animation blueprints, and layered blend per bone to mix several animations (like running but holding a gun with the top skeleton part). What is not clear is how to blend "one shot" animations with this system, for example while you run pointing a gun, play the shot recoil animation but still having the legs moving independently, I saw that kind of animation is usually called in the event graph of an animation blueprint through a montage, but I'm still missing some pieces, is there any good resource to go deeper on the subject? Even paid if necessary

pine star
#

so weird question but

#

nvm lol

#

im not even sure what im trying to ask x-x

lethal obsidian
#

anyone know how to debug animation issues that only happen in a stand-alone version of the game?

#

Can I record, and load this in some kind of sequence player and see what was happening in animgraph / blueprint,
or can I attach the editor debug preview thing to a stand-alone game instance somehow?

tranquil jasper
#

If I want to animate a plane sliding from the side of a cube, I can keyframe the location but I don't want to keyframe the scale of the plane, what are my options? Should I look into creating a material with opacity masking? or is there a much simpler approach?

sullen aurora
tranquil jasper
snow otter
#

Not sure if this is the correct section and might be a very broad question! but does anyone have any guidance or links how to set up my fully low poly textured model into Unreal so its game ready ?....

ashen junco
light river
#

Does anyone have some rough vampire blood sucking animations I can use to prototype?

#

I can horse trade if you like.

ashen junco
light river
#

@ashen junco I have some GAS c++ code I can share.

#

Or trade rather. I just need a rough animation for the front and back bloodsucking so i can start exploring combat.

vagrant shard
#

General question. Is it good practice to use saved cache pose. Could anyone tell me why and if possible explain a better solution if there is one

sullen aurora
glad plaza
#

Anyone knows what can affect your animation to be played at different height from the original's mesh height location?

#

my First Person Arm mesh at idle is correct height, once moving, the animation will be playing at higher height

#

anytime i change the original height, the animation height is affected too

glad plaza
#

with my debug, the bone is indeed change height location when idle and playing run animation.

#

but i still can't find anywhere to fix the height animation. Any tips?

wooden pine
elder citrus
#

Hi

I Used Als Character for my Own Character.

And when My Character Interacting With The Box so Character Hands Ik Enable and Character Rotation Mode Switching to Looking Direction (For Changing Movement Mode )And occurring This Situation (in Video).

""" But I do not want the character Rotation change when I Change Movement Mode .... """

I Looked Inside Als Animation Blueprint To See Where Character Base Rotation Change When I Change Movement Mode But I Cant Find ...

If I Manually Change Character Controller Rotation From Box Class then inputs are Disassemble ...

How Can I Fix This ??

fossil socket
#

I need to talk to someone who does mocap at home. I'm typically available 7am-12pm every day and Wednesdays and Saturdays 8pm-12pm eastern time. DM me and we can schedule a time to chat.

lethal obsidian
#

Has anyone figured out how to get UnrealInsights (stand-alone) to gather "Animation Insights" when attached to a stand-alone game process? I have the Trace Filtering options available for Animation, but it doesn't seem to capture the Animation data... I could understand if the stand-alone UnrealInsights lacks the functionality to show the Animation Insights, but I would expect when I launch Animation Insights in editor and drop the trace in, that it'd work, but still no Animation Data.

I can only seem to get Animation Insights to work when gathering from within the editor game instances.

tranquil jasper
leaden helm
#

Hey all, I'm relatively new to animation in UE, and I'm looking for some help. I'm trying to trigger an animation montage in an AI character blueprint, and for some reason the animation doesn't play at all. It doesn't even complete, as nothing triggers off of the on completion node.

#

The animation I'm using is from a marketplace pack, so I'm not sure if that's the problem. It uses the default UE skeleton.

wet patrol
sullen aurora
# tranquil jasper Thanks. That is what I ended up doing. I was hoping that there is a simpler sol...

This is true, but also not.
You could gain access to the material dynamically, and change all their opacity dynamically without hard coding each material, we do exactly this for appearing/dissappearing effects to apply to any mesh, including static and skeletal without knowing beforehand which material resides in which slot.

Also means your material instances need to be consistent if you want to apply this effect, or you could go a step even further and inspect the material, get the texture and apply it to a temporeary material instance, then set the opactiy on this ( which is what we do as adding opacity to all materials will become troublesome )

So you know, you are solving an issue one way, but there are always others. We do this in a combination of C++ (to prep the material) and BP to lerp and apply the setting using tick) πŸ™‚ SO you know. many many different ways to solve this

thick nimbus
#

Hey Guys I have a challenge here. I am new to animation and have the paragon countess and I want her like hiding up on say a platform and then poof into a cloud of smoke then reappear poofing out of the cloud of smoke at another spot. How do I do that or is there a tutorial somewhere. kinda like a teleportation thing but want a fairly realistic poof of smoke when she dissapears and reappears

prisma osprey
# thick nimbus Hey Guys I have a challenge here. I am new to animation and have the paragon cou...

#unreal #unrealengine #ue4 #indie #gamedev #gamedesign
A little change of pace from the rpg series, lets do another magic ability! had a request for teleportation, and it sounded super fun, so we'll go over how to get our teleport target location, lerp our character to it, and also go over some camera tricks to give us a better view and a little...

β–Ά Play video
prisma osprey
# thick nimbus Hey Guys I have a challenge here. I am new to animation and have the paragon cou...

Download Project File Patreon: https://goo.gl/jD94ge

Free Textures : https://drive.google.com/file/d/19Cg6eMdLfY4Rw2di9wkkO99QQV7YD-26/view?usp=sharing

Hello Everyone in this tutorial I will show you how to make an invisibility effect. So Basically our character mesh will dissolve into an invisible/stealth mesh. We are achieving this by using ...

β–Ά Play video
vale knot
#

Hey Guys....is there a way to have root motion animations focus on actor while it's playing?

#

Example playing an attack animation with root motion that moves towards the player

misty dagger
glacial latch
#

@misty dagger thank you very much!

still hull
#

Hi. Please help me figure out the problem. When exporting a sekelet from blender to the engine, the second bones after the root are collapsed. The skeleton is not what it should be. The reason for this behavior and how to fix it is a mystery to me.

#

Blender model

#

Engine skeleton

#

If the collapsed bones are moved, then they can be seen

glacial stream
#

I'm following a YT tutorial and in the montage screen it has this window but I can't seem to open/find it in my project

wicked forge
#

What's the best way to import a rigid body animation?

ashen junco
plush moon
#

Does anybody know anywhere where I can hire people to do dinosaur animation

ashen junco
white galleon
#

How can I make blending animations less awkward? I’m trying to blender some upper body first person anims but my characters back always looks stiff

misty dagger
#

Hey guys! How are fps/tps animation syncs solved in multiplayer games? I'm thinking of like a roadhog hook, where the hook is nicely attached to the TPS body of a roadhog (POV of another player) but when you control the character (POV Roadhog) your FPS hand model is attached to the rope accurately, and its not coming out from his waist. Is it just handled differently on server / client, so the player doesnt see the tps animation, others dont see the fps animation and it happens two times at the same time, but everyone sees the different attachments?

misty dagger
#

Hello, I have a Sequence with a Curtains in it and a WindDirectionalSource, The curtains move to the wind in Simulation mode, but how do i activate them in the Sequencer?

leaden helm
#

Hey all, I'm still trying to iron out why my animation montage isn't playing. The event is firing and everything, however when I check the BP, I'm getting no progression past the play montage node. No completion, no interrupts, nothing. Any advice would be greatly appreciated.

leaden helm
#

Alright, I finally figured out the problem. I was using a marketplace animation (one of the free packs), and the skeletons weren't compatible. I retargeted the animation, and all is working now.

silver flare
#

I was wondering if there was any tricks for this, it's a bit of a specific issue

#

i have a montage that i play, and when it plays the characters movement stops, i was wondering if i could get it so while this montage plays if the player is on a moving platform, the player would stay on the platform while playing the montage

#

((please ping me if you have a solution))

knotty current
#

how to make left and right smooth

misty dagger
ashen junco
ashen junco
knotty current
#

the problem is when i go right the direction value is 90 but when i suddenly go left the direction value became -90

#

thats why it snap the blendspace

ashen junco
knotty current
#

i actually did not use velocity

#

just use acceleration

#

maybe because of this

#

ill try use velocity

ashen junco
knotty current
#

i just modify it for my need

#

and third person is orient to movement so its different from my case

ashen junco
knotty current
ashen junco
frozen lava
#

whats the difference betweeen taking an in-place animation, and adding keyframes on the root to move its translation forward versus just using a root motion animation? Is it the same thing? Which 1 is better for multiplayer?

young sigil
rain osprey
#

Is there any good tutorials for rigging weapons to the UE Manequinn?

turbid solar
#

hey! sorry moving a question I did at #blueprint here:

has anyone here subclasses from the default UE4 Play Niagara Particle Effect notify class? I'm tryin to have a similar notify where I can preview the effect in an animation montage, but I want to be able to chose between 2 VFX based on a boolean from the pawn who is playing that montage.

misty dagger
#

Hello,

How can I move my keyframes a bit? I need to animate a little part in front, but I cannot find where to move all the keyframes at once, or how to lengthen my animation total duration.

young sigil
#

try holding ctrl or shift and click them all

#

that should select them all and then you can drag

misty dagger
#

somehow that is not working

#

i can drag and adjust all the individual keyframes if i go all the way in

young sigil
#

hmm not sure then

misty dagger
#

but with finger and everything that is too much

#

and only in the curve editor

candid latch
#

I am trying to get the animation setup for a wolf and I wanted it to use a turning animation when the character is turning, I had made the blendspace for it but it still wont play the turn anim. I am not sure as to why its not working but here is what I had for the event graph, any help would be great

silver flare
uncut quail
#

Is there a feature in Unreal or maybe a plugin that allows to see ONLY the active channels of a rig? I dont need to see all the other translations, rotations, etc. πŸ€”πŸ€”πŸ’­πŸ’­

misty dagger
heavy pelican
#

Does anyone have this issue when you animate something static (let's say a stick) in blender through simple keyframes (not armature) and export it, the animations don't match inside of UE? I don't know what I am doing wrong?!

minor lichen
#

Is there a good method to edit the data for specific key frames of a widget animation in code? I have an animation that changes the color of some text but I want to change the color animation values at run time while keeping all the other animation data (timing, curves) consistent.

jagged cosmos
#

Hey !
I have done a Control Rig on my Skeleton which works fine.
However, I can't figure out how I can edit an existing animation with my Control Rig, or start a new Animation Sequence using this RIG and a specific pose (right now it uses only the defaut pose).
Anyone can help me ?

junior berry
#

Hello, Can someone help me with this problem - Im exporting my animation from motionbuilder IK bones are constrain but when I import animation into ue4 its like this

#

im also plot all, before export

uncut quail
#

I think this is not it 😦 I wanted to just visually isolate some channels so I don't have to scroll to the ENTIRE skeleton just to key the fingers

#

Similar to how after-effects just lets you see 1 single channel at time.

silver flare
#

that's what i used, it works great

rain osprey
#

guys why do i always get this error when importing mannequin from Blender?

#

Im using the mr manequin plugin

#

I have not m ade any changes to the skeleton

#

Just added something to the mesh and added the new parts to the vertex groups

ashen junco
# rain osprey

Try comparing the exported FBX armature with the vanilla mannequin first.

rain osprey
#

For some reason, i think all of the Vertex groups are now fucked up on this mesh

#

@ashen junco

#

Im not sure how that happened, i literally added two tiny modifications to its back and then added those to the correct groups

#

I need to now try and emulate the vertex groups on the original but on this mesh -_-

rain osprey
#

Well

#

I imported a fresh Mr Mannequin mesh and armature, joined those components to it. Added them to the vertex groups

#

Exported using the plugin

#

and i still have the same shit

#

I guess the Mr Mannequin plugin for Blender has fucked up vertex groups?

true maple
#

Has anyone encountered a problem with Movie Render Queue ignoring elements on sequencer if use spatial/temporal sampling instead of realtime TAA? Basically it seems to happen if I have one actor on sequencer, but with multiple transform tracks on it doing different things instead of everything keyed on the one same transform "portion". Seems like it renders only the very last portion and ignores everything before. Works with realtime TAA on though, with spatial/temporal sampling overriding this the actor just disappears

proper cliff
#

Any tips for manipulating the XYZ Location of an entire animation's ctrl at once in sequencer? I baked a control rig onto it, but when I try to select all the keys, only the frame that i'm on changes...

proper cliff
#

feel like theres a correct way of doing this, but I was able to get my results manually by moving keys in the Sequencer Curves tab

oak zodiac
#

Anyone able to help with questions about notifies, curves, and/or montage slots?

rustic plume
#

well what's the problem?

oak zodiac
#

I'm reverse engineering ALS and they use a lot of curves and montage slots especially. But I need to figure out which exact animation asset or montage is related to a particular curve or slot. I haven't been able to find a way to do this without just text searching the asset files... and that doesnt even seem to work for montage slots. Is there a better way to do that?

rustic plume
#

sorry, i don't know, never worked with ALS

oak zodiac
#

It's not ALS specific, that's just the particular anim bp I'm looking at

#

If you wanted to find all of the animations and montages that use Curve X, how would you do it?

rustic plume
#

I'd use find references i guess, but I'm not sure for a curve

oak zodiac
#

Right, I expected reference search to work, but it looks like curves aren't references, you just refer to them by name and the engine does the lookup at runtime I guess

#

But I can't find anyone else asking this question, so maybe most people probably just dont have to deal with this normally

rustic plume
#

yeah... i haven't worked with curves much

#

like not curve assets

oak zodiac
#

Not even a curve asset, just a curve in an animation

#

My blueprint reads the value of Curve X from the current pose, and that value comes from at least one animation used to create the current pose

rustic plume
#

well a curve asset can be checked, but those sound like their apart of something so I don't know

#

the Anim Curves window doesn't help at all?

versed ledge
#

hello ! anybody knows why my skeleton in sequence doesnt recognize my control rig ?i cant bake animation to my control rig

knotty current
#

anyone know is it bug or not

#

when i create curve compression setting and change the codec to uniform indexable, the engine will crash (Version 4.27.1)

sharp gyro
#

How do I make a montage additive/blend on a base animation?
Basically I have this aimoffset with the character head and arms to follow control rotation and I want the reload or melee montages to be played in the same offset direction. Currently it forces the aim offset to the neutral position then returns it when the montage is over.

plain drift
#

Hi guys I want to use the "Play SLot Animation as Dynamic Montage" Node to play a one-shot animation. As I understand the docu this is exactly what the node is meant for. Unfortunately my animation will play in an infinite loop when using this. Googleing the topic revealed, that the node shouldnt even be capeable of looping infinitely πŸ˜„

#

This is how I apply the anim on the anim graph:

#

Unplugging the "Montage Set Next Section" Node helped. But I dont really understand why xD

sharp gyro
ashen junco
#

Context?

worn slate
ashen junco
# worn slate Blender

How is that particular link even relate to Unreal Engine and this particular channel?

worn slate
#

And fbx transfer to unreal engine

ashen junco
# worn slate I mean u can use to make realistic hair tho

Not really. Blender shaders are not directly compatible with Unreal shaders. The material used for hair groom assets is different than Blender's hair materials. Even hair cards material is kinda different in Unreal.

And it's not related to animation stuff.

#

Also strand based hairs in Blender can't be exported as FBX - it has to be in Alembic format for Groom to work.

sick solar
#

Hello people, i came across things like ue5 motion wraping, and also advanced locomotion system v4 then some motion matching plugin from marketplace and moviet. Can someone explain me the difference?

#

It seams both are changing the animations according to directions and key pressing time etc

#

While i saw that moviet has extra with speed from material

ashen junco
# sick solar Hello people, i came across things like ue5 motion wraping, and also advanced lo...

I don't know about Moviet or whatever that is, but in short:

Motion Warping: Aligning root motion to desired location.

ALS V4: It's what it says on the tin - template for advanced system for bipedal character locomotion.
https://www.youtube.com/watch?v=ru1--3wP-F8

Motion Matching: Using simpler motion capture data and predicted movement to make adaptive motion on the fly.
https://www.youtube.com/watch?v=KSTn3ePDt50

Well, as the saying goes, "If you love something, set it free"...So I did. Please enjoy the biggest update yet :)

Store Page - https://www.unrealengine.com/marketplace/advanced-locomotion-system-v1

Discord - https://discord.gg/wYYMHFu

Music - https://soundcloud.com/popeska/i-believe-2

β–Ά Play video

Game animation has come into its own in recent years, forcing animators to wield a unique blend of art, design and technical prowess.

From GDC 2016's Animation Bootcamp.

Ubisoft is always looking to innovate especially in the field of animation, with time consuming data creation, lengthy implementation and the rising costs of high quality char...

β–Ά Play video
sick solar
#

If i heard correct then epic said that the echo's hand reached door via motion wraping or i get it wrong?

#

I don't know why after that i felt like it was some kind of motion marching as first video before this year was motion marching

#

Also does that mean that motion matching is perfomace friendly??

ashen junco
#

Motion warping to bring Echo in place, and full body IK to put her hand onto the door.

sick solar
#

Does it means that echo will place hand on the side of the door or alike situation itself , procedurally ? Or devs must manually put something like event marker for it

#

Honestly, i am unable to find the direct comparison of different methods theirs pros and cons compared to the default animation features

static falcon
#

I don't think it does that sort of thing. I think it's just about bending an existing animation into a slightly new location.

static falcon
#

Although with Full Body IK you could do that yourself

inner osprey
#

hey so. I'm making a game character in blender to put into ue5, looking at shape keys for the first time to fix joints deforming a little weird, will the drivers on my shape keys in blenders translate to them as morph targets in unreal?

ashen junco
inner osprey
#

@ashen junco thank you

small dirge
#

Did you know that doing an export then import back an animation onto the targeted skeleton works better than "duplicate and retarget" function ?
"Duplicate and retarget" will use the Base Pose of the skeleton while exporting the asset and importing it back seems to not use the base pose ??

Here is the expemple.

The black mesh uses the original animation
The white mesh uses duplicate and retarget function (but his base pose is different from the black mesh)
For the yellow mesh I exported the animation from the black mesh and imported it back selecting the yellow skeleton (his base pose is the same as the white mesh)
Here is the result :

#

The white has is arms a little raised due to the base pose being different
Can someone explain ? If its just better why would we use duplicate and retarget ?

static falcon
#

You can only do what you're describing if their skeleton's are identical

#

That's why the retarget exists

ashen junco
small dirge
#

Ah yes you mean its only working because all my meshes use the same skeleton 🧐 Seems really fair and logical

static falcon
#

Yep!

ashen junco
#

Or in ALS case, want to base the animation for shorter characters, because ALS anims were made for 180 cm humanoids in mind. It was a problem for me with soft retargeting, because the first priority is shorter Japanese women, with 160 cm average in eight

fleet trail
#

I am new to blender and want to use Epics "Send to Unreal" plugin to send blender data to unreal. I exported a skeleton mesh with default settings to fbx. I imported the fbx to blender and make few changed to mesh. When use "send to unreal" a error comes up:

#

I tried "apply" and "clear" transforms on root in object mode, this will remove the error, but then the mesh in ue4 is rotated/located not correctly any more

#

Someone has a idea what part do I miss? I think exporting from UE4, import fbx in blender and then "send to unreal" with skeleton meshes should work fine.

lofty river
#

if the mesh is rotated in unreal, you gotta fuck around with the fbx export rotations

#

so i'm trying to have a multi layered idle animation...
Like 2 different animations that have a different length layered above each other to give my idle more depth and complexity.

How do i do that? Can i work around the blendspace somehow? rooThink1

#

deleting the "idle" dot and blending between idle & blendspace doesn't work either, because it's no smooth blend, it's either 0 or 1 rooCry1

hollow saddle
#

I have 2 non humanoid skeletons and I'd like to retarget one to another. How do I do that if there's no 1st skeleton to pick as a rig source for 2nd?

dry grail
#

I'm making some first person animations in Blender. I have a weapon and a pair of arms that I made a rig and some animations for. I was able to import the arms + rig into UE4 as a skeletal mesh, but now I need to "attach" the weapon to the arms and have it move with the arms in the animation. I (think I) would like to keep the arms and weapon separate, and not have a different arms rig for each weapon.

I was thinking of making a "weapon anchor" bone for each hand, and then using a socket on either bone to attach the weapon(s) to the hands. Does that sound like a sane way to go about it?

pure turtle
dry grail
#

Cool. I was thinking of making bones separate from the hands to anchor the weapon to, that way I can do things like have the character throw/let go of the weapon/item as part of some of the animations. That should work right?

#

for example, if the character were to toss and then catch a grenade, I'd have the anchor bone move away from the hand when throwing, and then back into it when catching

pure turtle
#

I use projectiles for that. But for initial throw you can manipulate the bone

dry grail
#

nah I mean like for an idle/equip animation, where the character casually tosses an item upward and catches it

dry grail
# pure turtle I use projectiles for that. But for initial throw you can manipulate the bone

like in the equip animation here,12 seconds in: https://youtu.be/PWhu9OjMSNU?t=12

A video demonstrating the Flying Guillotine.
http://wiki.teamfortress.com/wiki/Flying_Guillotine

Damage
Base Damage: 50 (100%)
Mini-Crit: 68
Critical hit: 150
Bleed Damage: 4 damage per tick, 8 damage per second for 5 seconds (40 damage total)
Mini-Crit Bleed Damage: 5.40 damage per tick, 10.8 damage per second for 5 seconds (54 damage total)

...

β–Ά Play video
static falcon
#

You can do it by putting an item bone on their hand

#

Or attach it to the root

#

If you're animating it in Blender or whatever it doesn't matter if it's attached to the hand because you can constrain it to a separate object.

#

Same is true of control rig I guess!

dry grail
#

yeah that's what I'm going with. I just wanted to ask about it here since I haven't come across tutorials that go about it that way.

#

ty

static falcon
#

I generally use an item_r bone because It's what I've seen on unreal rigs

#

That is attached to the hand

dry grail
#

πŸ‘Œ

static falcon
#

I guess in some ways it's probably better to have it on the arm in case you're doing masking of body parts

static falcon
static falcon
#

srsly is control rig usable at all in 4.26? Every time I try to animate this it just glitches

ripe mortar
#

hey guys, i have a door which opens and closes when i get close. It does this nice and smoothly the first time but everytime after that it moves instantly to be open or close. Any idea what is causing this? i can post a screenshot if needed

rustic plume
ripe mortar
#

okay 2 seconds

#

sorry if the straight lines are confusing, it is FAR from organised

rustic plume
#

have you tried using the play from start input instead?

flint canopy
#

Can you make animations within ue4?

rustic plume
flint canopy
#

Wdym?

rustic plume
#

well what kind of animations are we talking about?

ripe mortar
#

Where abouts is the play fron start Conrad. would it replace the overlap thing? thanks in advance

rustic plume
#

on your timeline node, it's the one right below what you currently have plugged into it

ripe mortar
#

that was it haha thanks again, im glad it was something Simple πŸ˜„

rustic plume
#

me too πŸ™‚

flint canopy
rustic plume
#

I dont believe many are using unreal to animate character, control rig theoretically makes it possible but ive not had great success in finding a pipeline that isnt faster than the conventional use of 3d software

#

And there are other kinds of animations such as use with timeline, materials, and physics

swift burrow
misty dagger
#

i exported the mannequin skeleton to link it to my mesh on Blender, however all I got is a .copy file

#

what can I do with that?

rustic plume
misty dagger
rustic plume
#

so you exported the mannequin skeletal mesh from Unreal, got the fbx, brought that into blender and in blender you now have the mesh and rig right?

misty dagger
#

yep

rustic plume
#

okay, so then you took something you made in blender, skinned that to the bones from the export, and are now exporting a .copy file? can you export a .fbx?

misty dagger
#

no no no

#

this option gives me an .copy file

#

btw, i managed by exporting the mesh too, i was just curious what can i do with this type of file, as there is nothing on the internet with my search keywords

rustic plume
#

ahh, hang on, i don't normally try it that way

#

oh

#

nvm then, well yes, i would say you need to export the mesh file so that the rig comes along

#

the skeleton is not quite the same thing

misty dagger
#

do Unreal weight the IK_bones in mesh?

#

strangely i can not see the reference on Blender but when I remove the mesh and parent it to my mesh I can access them on paint

rustic plume
#

no, i don't believe so, I've not for my needs

misty dagger
#

cool

#

thanks

rustic plume
#

i think that goes for twist bones as well

#

and a .copy sounds useless, but maybe there's a reason it gets made

misty dagger
#

lol

#

finally

rustic plume
# misty dagger

nice! i also tried export the .copy which says its an unreal text file, i opened it in notepad and there is a bunch of info, one thing that was interesting was seeing all the anim notifies associated

modest cargo
#

Hey all, I just noticed that alembic hair grooms disappear when i set the Lit mode to Path Tracing
is there anyway to set the hair grooms to render in path tracing? or is it only rtx?

livid hornet
#

really basic question, but how do I add an animation that I have to an animation BP so that I can call it in the graph?

modest cargo
robust locust
#

is "mesh space ref pose " costlier than "Local space ref pose" ?

#

or are they pre cached poses that have no real runtime cost?

livid hornet
#

an unrelated question, though: How can I set the amount of time that an animation in my anim BP should take based on a variable?

livid hornet
solar lava
#

hello all, i have a question about animation library.
currenty i'm try to use the Structure blueprint to add all the animation inside and plan to use them in Anim graph BP, but i found out aniamtion sequence ourput can't use it there.

#

if any way i can use animation seq variable there in animation graph?

#

many thanks

unique sonnet
#

Heya here, not entirely UE-related, but could some be kind enough to convert a .mb file to a .fbx file? Client mailed me a model but I can't open it... I'd be incredibly thankful Praydge

placid ermine
#

Hi.. in my project I use a random sequence player node to play various hit events.. I created a blend poses by bool node the false pose is the locomotion animations and the true is the random sequence player node with 3 different hit animations. I connected the Boolean value to a variable called is player being hit... in the character blueprint I added a collision box and connected the begin and end overlap event so the begin is setting the bool value true and the end is setting to false. It works fine but my problem is that the random sequence player node sometimes triggers more than one animation sequence at the time. All of my anim sequences has a moaning sound to it and sometime I can hear all 3 triggering at the same time.. is there a way to set the random sequence player so it only triggers one animation when the begin overlap event triggers??

misty dagger
#

Is there anyone with experience can suggest the best option to create a Car Crash in Slow Motion?
It's the cliche "car flip-and-stuff-flies-in-slowmotion" shot.

I would like to do it with real physics and a slowed down world. But I think maybe just animating everything by hand is easier? Any suggestions? πŸ™‚

zenith oyster
#

Got some issues with some animation sharing. We're using the same skeleton across the board here - the animation - aka the pose here, has originally been made with the mannequin, but if you look at the female model, her shoulders are being offset into an odd position
https://cdn.discordapp.com/attachments/483256906698326028/909807914666065961/unknown.png
What we would expect it to do would be to have the shoulders be position like the one on the left here. - There's no rotation going on or anything with the pose at all... Any ideas as to why this is happening ?
https://cdn.discordapp.com/attachments/483256906698326028/909808172510871552/unknown.png

zenith oyster
#

just for the shoulders Iguess lol

#

Thanks man, will check it out

zenith oyster
#

Okay so - Yeah we already did what he's doing at the timestamp and still end up with the result above 😦

misty dagger
#

im using Modeling Cloth addon in blender and when I press Sew Lines im getting this error

#

any ideas?

charred schooner
#

Does anyone have any info or videos I can look at about matching a pre-vis animation from a DCC to the layout of a scene in Unreal? I'm working on a project with some large scenery and complex sets, I need a solid way to make sure every character is lined up they way they would be in my unlit renders in Blender after importing everything over to UE, despite that some of it will be on a landscape mesh

misty dagger
#

nvm, got it working

#

you need to press ctrl + j to make it as single object

#

πŸ˜›

chrome flint
#

Hi. I am trying change skeleton for SM from Mixamo to the UE4 default one. Here I opened Mixamo fbx in Blender, using Mixamo Converter plugin I changed bones names, then I imported fbx to UE4, assigned UE4 skeleton and this happened. Maybe it is common and easy problem, like clicking additional option during import. Or is there a better way to replace Mixamo skeleton to UE4 one?

flint canopy
#

This is a weirder question, but I'm messing around with the first person template and made some animations in blender using the standard unreal mannequin rather than the first person one (first person is just the arms of the standard), and the animation broke when exported into unreal. Is there any way to fix this?

charred schooner
#

@flint canopy broke how?

#

If they are not the same skeletal mesh then it likely wont be compatible, you can try retargetting based on bone names

flint canopy
#

I tried retargeting it but I don’t think the bones have the same names. Is there any way I can change the names in engine?

chilly igloo
#

How can I scrub through an animation during runtime by clicking and dragging, for example opening a book by click dragging the cover or a door, or any other animations?

fossil socket
#

I'm following this Tutorial https://www.youtube.com/watch?v=dldkRHDw17g&t=305s
I'm using a animation I edited however when I go to click True at 7:20-7:30 it does nothing, however if I plug in a vanilla attack animation it works. Any ideas on what I'm missing?

Hello guys! It's DevSquad, and welcome to a new video. Want to create a character with melee combat but not sure where to start?

This is a beginner friendly video, teaching advanced topics on how to setup an attack that deals damage and kills enemies.

You'll cover all the knowledge ranging from working with animation blueprints, setting up a s...

β–Ά Play video
distant marten
#

Question: The armature in this animation doesnt move the index finger, but the weights from this part of the finger are moving, why could this be?

flint canopy
#

This is a fairly simple question but how do I play an animation on game start?

rustic plume
#

Begin Play > Play Animation

flint canopy
#

thx man

vernal rain
#

Any tips on how to more easily test stuff in the animation BP editor? I'm working on making my NPC characters rotate their heads towards the player (or whatever they want to look at), but it's a bit of a pain when you need to calculate the look at rotations and such based on actors which don't exist in the editing view so have to go into PIE to test it

ashen junco
vernal rain
#

I'm not sure how you'd even do that in there but yeah I guess it's an idea πŸ€”

#

For time being I made a debug level which just puts the npc into the desired state immediately which makes it a little bit less of a hassle

#

Also- is there some way to interp or blend or something a specific bone? Basically I'd like my character's head to use a given rotation (I have this working), but when it does certain animations it should keep the animation's head facing

I can do the calculation for the head rotation in the event graph, but in order to detect which animation is currently playing I'm not quite sure how to do that so that it would allow it to blend nicely

#

I have it set up like this, which works, but if the animation changes to some other state than NormalIdle, the head will immediately snap in/out

#

Hmm actually maybe I'm overthinking this... using that State Weight node as the Alpha makes it work quite smoothly, except when it uses my montage slot so just need to find out how to blend that I guess :)

#

There seems to be a Is Playing Slot Animation node but that seems to require you to specify which animation you want to check against, and it doesn't give a weight either...

bronze osprey
#

@vernal rain set looking at actor to false when playing montage?

#

or add a new bool

vernal rain
#

Yeah I might need to add something like that I guess

#

would be handy if I could just get a weight from it directly similar to the state weight

quartz garnet
#

hey everyone, how do I bake out a modifier from blender to unreal? like wave modifier fx.

ashen junco
quartz garnet
#

sorry i was not sure which category.. well i just want a place with a wave modifier with about 400 frames going into unreal

#

if I apply it, it just stands still?

ashen junco
shut kraken
ashen junco
river briar
#

I've had all my characters rigged with Unreal control rig. My artist has a small amount of experience animating in blender. should they stick with blender, or could he do the animations in engine?
https://www.youtube.com/watch?v=HLLIxOrvolc
I found this video showing creating a walk cycle entirely in engine. This seems really good as it would also let the designers tweak animations very quickly themselves. and it seems like you can easily see how the animation reacts with IK too.

Are there any serious downsides of sticking in engine, or reasons to stick with blender for animation?

This is my first test with the new control rigs in Unreal Engine4. I'm using the Sequencer to animate, but there is a lot of missing feature commonly use in other program.
The process is little more complicate than Blender but you can still use to create simple animations.
If you want this rig, please let me know.
#ue4 #animation #controlrig

β–Ά Play video
upbeat kindle
#

Hello! So I am making a game in Unreal and it's my first game. I've been watching a lot of YouTube videos and reading all of the documentation I can find on animation but it's still very tricky.
Here's what I need. I am making a character that shoots a bow but can't get the bow to animate. If possible I need someone to help me.

#

If I'm in the wrong channel please direct me to the right one. Thanks πŸ™‚

ashen junco
ashen junco
river briar
#

@ashen junco what do you mean by "moving held object"? Like holding a cup?

#

or a gun?

upbeat kindle
ashen junco
river briar
#

ah ok

#

thank you

frigid knot
#

Would animation framerate make a big difference in games?

#

Visual quality and performance wise

ashen junco
ashen junco
upbeat kindle
frigid knot
#

Basic shapes with watercolor like textures

#

But i dont want it to feel cartoony either

#

Do animations in games work the same way as in animation films?

ashen junco
ashen junco
# frigid knot Do animations in games work the same way as in animation films?

Yes and no.
For one thing, you have to make sure your gameplay anims loop seamlessly (first keyframe and last keyframe at the very end has to be at the exact same pose).
Sometimes you could have parts that could be just simulated with in-game physics (like skirts, vest overhangs, dangling bits, hairs, etc) for more interactivity.
There's also a whole slew of technical animation tricks and stuff.

desert crown
shut kraken
#

Handle, midpointx2, tipx2, string nock

shut kraken
#

Oh for unstrung?

ashen junco
#

Yeah, that sorta thing.

cosmic rain
#

First time doing this so I'm very unsure about this. I created a rug in Blender with an animation to lift/fold it (to reveal things under the rug). I exported it to .fbx, imported in UE4 with a skeletal mesh (which I think is required?). Mesh and material came over fine but I see no animation, despite telling Blender to export it. Would anyone be able to point me in the right direction?

ashen junco
cosmic rain
cosmic rain
ashen junco
#

Maybe it's the case of the action doesn't get exported somehow.

cosmic rain
#

Ahhhhh so .. this is weird. The animation was created by using a curve modifier on a plane and moving the curve over time. I don't really want to import the curve into UE4 ...

#

Looks like using bake animation doesn't capture this modifier

ashen junco
#

You could use the "chained morph target" trick, which is what Epic used to make the water droplet effect in Infiltrator demo, but not sure how to pull that off in Blender.

rustic plume
cosmic rain
#

I think.. what may be the problem is that the mesh itself is not animated

ashen junco
#

In other games, that can be easily done with a regular skeletal mesh animation.

cosmic rain
rustic plume
#

maybe it is possible to do non-skeleton animations in unreal?

ashen junco
#

And by regular skeletal mesh animation, you roll the rug with them bones.

rustic plume
ashen junco
cosmic rain
#

I have it currently imported as a skeletal mesh. How might I then import it again as an animation so you can specify the skeleton ? When I import again (at a different location because unreal complains that it's already there) there's no option to import it as an animation

#

If I check skeletal mesh I can then specify the skeleton previously created but that just re-creates the same mesh I already have, still with no animation

#

Or did I just create something in Blender I can't feasibly import

rustic plume
cosmic rain
#

I was so proud of this. first time animating anything in blender

cosmic rain
rustic plume
rustic plume
cosmic rain
ashen junco
# cosmic rain

Give it armature, and fold the rug with bones in the armature.

#

That is something you do in Blender, which you did not.

rustic plume
cosmic rain
rustic plume
#

time to bone

#

bone it up

#

skin them bones

cosmic rain
rustic plume
#

great, i dont rig in blender

ashen junco
#

I believe them bones are me~

cosmic rain
#

I've done next to nothing with animation anywhere

#

I've avoided it like the plague

rustic plume
cosmic rain
#

just give me code, i love the code

rustic plume
#

sorry, no code, just bones and transforms

cosmic rain
#
{
   bone();
}```
ashen junco
rustic plume
cosmic rain
#

step 1, google: "blender what is an armature"

rustic plume
#

I searched for: blender simple rig snake

cosmic rain
#

Ok, might be a bad time to ask a question since I'm only 7 minutes in. But I've added my bones. The bones now drive the mesh. So should my curve modifier drive the bones? Doesn't seem like bones like modifiers

#

Orrrr can I not use my curve modifier now

ashen junco
cosmic rain
#

Mesh isn't really conforming to the bones very well .. there should be plenty of edges on the mesh to allow it to rotate as much as the bones are

dull sun
#

Hey, what does a character capsule typically look like when a player goes from "hanging off a ledge" to "standing up on ledge" ?
In my head, I imagine the capsule kind of "pops" to the standing location after the getup anim is complete, but I'm not certain if that's right.

dull sun
cosmic rain
dull sun
#

I am also assuming in the rest pose, the bones are basically touching the mesh, not floating above.

cosmic rain
#

This process doesn't feel right

dull sun
#

The falloff influence doesn't look wrong to me, though.

cosmic rain
#

I had to do some tweaks .. like for every bend I did at one end, I had to bend some bones in the opposite direction on the other end to get the mesh in the correct position.

dull sun
#

Ah yeah that's an issue. I just came back from a character rig with lots of arbitrary weighting.
But I wouldn't know how to "perfectly" set to falloff of the bones on such a mesh. It definitely doesn't seem like something that could be done easily with Blender's native tools.

cosmic rain
#

I'm ok with doing it this clunky way, as long as I can make it look.. better than this

#

the rug should roll up, not flop over

#

but if I add a ton of keyframes in there to influence the behavior it looks janky, like cgi from the 80's

dull sun
#

Oh rolling up rugs is actually insidious.

#

And especially if you need to use bones

cosmic rain
#

that was the perfect behavior i was looking for

#

the effect of grabbing one end and pulling it towards the other

dull sun
#

Ah I see. I would use Spline IK on the bones to conform to a curve, but the curve itself would need to be animated a different way than that video. Basically its rest position of the curve would need to be the same as your bone chain. And you'd animate the curve points with Hook controllers.
But that does not solve the issue of making a "perfect" falloff of bones on the mesh.

cosmic rain
#

I think I'm just striving to do too much with my lack of experience here. I'll just flop the rug over and be satisfied enough with it.

#

and then stick to code where i belong

dull sun
#

So, this is usually not recommended because it's way slower than bones, but if it's just the one rug, I BELIEVE unreal supports alembic caches with per-vertex animation.

#

So IN THEORY, you could export the curve deformed mesh as an .abc file and import it into unreal.

cosmic rain
#

πŸ˜† well unreal crashed trying to import the abc

dull sun
#

Oh yeah.... it does that...
Is only the mesh object exporting? Unreal gets a little weird with .abc curves from my limited groom experience.

cosmic rain
#

Idk, I kinda bailed on the abc front. Seemed like not the right way to do it. I'm just trying to ge the flopping rug to work at the moment. Exported ok, imported ok. But the mesh doesn't seem to appear in the animation

#

the magical vanishing rug

#

it's a feature

cosmic rain
#

kinda just feels like failure after failure, honestly

rustic plume
#

well before you didnt have any animated mesh at all

#

in engine that is

#

i would test it again, but use wireframe mode, it looks like the entire skeleton moves somewhere

#

maybe to 0,0,0?

cosmic rain
rustic plume
#

okay...

dull sun
#

Now think hard: When you animated the rug, did you also shrink it 100x too small?

rustic plume
dull sun
#

I typically need to scale FBX imports by a factor of 100. But not sure why the base mesh is different than the anim skeleton

#

Wild guess tells me the small one is actually correct

cosmic rain
#

Yeah.. seems to me they'd both be wrong

rustic plume
#

because you imported it in as a skeleton and then again as animation yeah?

cosmic rain
#

Nah, imported in one go

dull sun
#

I know blender likes to export all its weird "takes" and "actions." When it came in, was it many many assets, or just about 4 like this:

cosmic rain
#

it was 6, including material/texture

rustic plume
#

well i see that no skeleton was chosen on import

#

preserve local transforms is worth trying

#

when it comes to animation files, i tend to delete them if they dont come in right and try it all over again until its good, then never touch it again

dull sun
#

I'm stumped

rustic plume
#

not knowing blender, it's tough to pinpoint. worklfow im familiar with would be to make the model (clean transforms), setup the rig (this would be all animating bones and root bone at 0,0,0), skin mesh to rig, adjust weights (don't need weights on root bone), animate bones/keyframing, bake keys to rig, export as fbx with animation and constraints, import to unreal as skeletal mesh with no skeleton so it makes one, then import again as animation (which removes skeletal mesh option) specify the skeleton, cross all fingers

cosmic rain
rustic plume
#

i understand, honestly, i wish vertex animation data could come in just like that (alembic), might be best to try it again. but look, send me the mesh file if/when you give up, ill try it on my end and if it works ill send it over to you

cosmic rain
#

all this because this morning I thought "i need more places to hide things. how about under a rug?"

rustic plume
#

how hard could it be

#

just slide the rug over then

cosmic rain
rustic plume
#

hehehehe, yeah that was good

dull sun
cosmic rain
#

Just created a new blender file and threw together a crude animation. confirmed in unreal the mesh is normal sized, the anim is tiny

#

gotta walk away from this for a little bit, my head is hurting

rustic plume
# cosmic rain

well i dont use blender regardless, ill see what i can do

cosmic rain
rustic plume
#

talk a walk tho

#

and regarding that link, i do see an armature node coming in when I import, and lo and behold, it has a scale of 100

dull sun
#

Yes I just confirmed. Got a tiny anim when it was named "Armature." Anim was correctly scaled when renamed to "Barmature"

#

I unknowingly avoided this in the past by putting all meshes and armatures as children of a master "Empty" null.

rustic plume
#

I'm also seeing the scale of your "rug" which is 100x200x1

#

transforms should be cleared/frozen (whatever blender would call it) before rigging/skinning/animating

dull sun
#

In blender it's "Apply Scale" (Ctrl + A)

rustic plume
#

will that put the scale back to 1,1,1?

#

while keeping it the right size?

dull sun
#

yes

rustic plume
#

gotcha

rustic plume
lavish thorn
#

anyone got a guide of doing animations on ue5 (in editor?)

cosmic rain
#

ah .. so this might be a ue5 thing .. i opened up ue4.26 and it seems to work

rustic plume
cosmic rain
#

πŸ˜† so i imported it into 4.26 and migrated it to ue5 and now it works

#

sigh. what a long way to go for this. Thank you for your help

rustic plume
cosmic rain
misty dagger
#

yo smarties

#

I attached a piece of cloth by making it a skeletal mesh and attaching that to my character mesh. I am dismembering a body part from my character, by hiding it. Problem is that the attached skeletal mesh goes invisible also. What to do?

silver lily
#

Is there any way to rename bones in physics asset to attach it to another model with another skeleton? Or tip to qiuck copy/paste rigid bodyes from old asset to new.

rustic plume
lost kettle
#

Hey so I made a custom model and rigged it with mixamo and when I import the files needed into unreal and try to use them they're tiny as heck... do I scale up the model in blender then re rig or is it something else potentially?

rustic plume
lost kettle
#

Alright

silver lily
rustic plume
#

how are you renaming the bone and why do you need to?

silver lily
silver lily
rustic plume
silver lily
rustic plume
# silver lily sounds like piece of cr...routine

the change of bone name means the skeleton has been modified. cant rename bones if you want to use the same skeleton already in the engine. You could of course retarget the new skeleton. When importing a skeleton the physics assets does get created by default vs making one from scratch

silver lily
#

Well it seems there was possibility to export phasset as text, edit it in the note and import. But in the actual version this functionality was broken.

#

nice

rustic plume
#

well the one that is breaking for you probably has a reference error to the bone that is no longer named what it was

neon dragon
#

So i parented a root bone that controls the loc and rotation of the gun to a the right ik hand, and i exported for animation. The issue is, is that whenever i change the animation asset to the exported animation, the gun shrinks in scale, i'm not sure whats wrong. I'm also not sure if this is a blender or unreal issue.

rustic plume
#

from earlier today, sounds like a blender issue. I dont recall the fix as i dont use blender, something to do with the root bone not being named armature that blender automatically adds a root bone on top of the root and this messes with scale, you'd need to look more into this, seems to be common with skeletal rigs from belnder to unreal

neon dragon
#

alrighty, ill check it out, thx!

#

So you basically got it, i remembered after reading your message that you cannot name it Armature if exporting to unreal so i just renamed it to ScarSkelly and it worked, Thanks mate! @rustic plume

rustic plume
royal moon
#

Hi. Questions about control rig fall in this msg channel?

ripe mortar
#

im following a tutorial but am having issues with my projectile. it is going through objects whereas on the tutorial it isnt. can someone help me sort out my collision? Thanks

ashen junco
ripe mortar
#

no problem thanks

royal moon
#

thanks

mortal violet
#

hey, is uefy the only way to get rigify rigs from blender to work properly in unreal? for retargeting etc

royal moon
#

I am trying to figure out what is the best practice about rigging for control rig. I must admit, I am not a rigger but I am trying to deal with it. On the left all the rotations are zeroed out of the bones. On the right they are not. The distribute rotation BP seems to have similar results, but I don't know about a simple IK. What are some things to take in consideration when rigging? Thanks

ashen junco
mortal violet
#

haven't heard of those, will check them out

random sparrow
#

I'm animating this flower with pivot painter using the blender plug in, looks fine in preview but in the level, if it's not at 0,0,0 it distorts... Cannot figure out why

#

Okay, Sorted, had to subtract the world position from the pivot position...

sinful birch
#

When my pawn switches weapons, I change the Animation BP that it is using. Is the the correct way to do this, or should I fit it all into one BP?

ashen junco
#

Please post it in #work-in-progress (if it's WIP) or #released (if it's a completed UE thing). Don't crosspost to both.
Thanks for understanding.

lost kettle
#

So whats the best free alternative to blender?

misty dagger
#

Hi Everyone, sorry if i post here but we urgently need a 3D Character Animator Position in our team, i already posted the job in the right channel but didn't receive yet applications, if you are interested please refer to this post: #freelance-jobs message

#

Thank you

sour elm
#

hey did you ever figure this out?

#

..sorry I know this is super old

#

I can't find any info about this

rustic plume
# sinful birch When my pawn switches weapons, I change the Animation BP that it is using. Is th...

I'd assume the animation logic is the same regardless of weapon, after all this is where the locomotion lives, if it's merely because different weapons require different animations when being used (as opposed to locomotion), then montages would be better suited since you can have attacks take precedence via slots. Each montage would need to call the same anim notifies if those are being used. Based on the weapon, it would set what those montages would be. Again, this is under the condition that locomotion is the same regardless

ashen junco
errant escarp
#

https://www.youtube.com/watch?v=1L_gq8Ao-mI
Hi, I try to apply root motion, but found it reduce movement rapidly. Please take a look and tell me if you think what can be wrong.

I did these on applying the animation montage:

  1. set movement mode to fly, to enable Z-axis root motion when it's needed.
  2. Set gravity scale = 0.0f, so the character shouldn't fall during animation.
    And I restore previous changes after the montage completes.
    Can you tell me why the root motion move much less than non-root motion?
β–Ά Play video
fossil socket
#

I'm trying to learn about the different methods of combo attacks and such, I know there are a few if not many I just don't know what they are called. Can anyone list them off, Afterwards I can research them

I already know about animation Montage. As for Blocking animations, for example In a sword fight I want to have a block animation based on the direction that a hit is coming in at or has already happened. If a strike comes down vertically the block will be horizontal, and if the strike comes in horizontally the block will be vertical. Are there any methods to achieve this before impact or after?

full gull
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Hey does anyone know why UE 4.26 has some kind of offset when trimming animations?

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I have my timeline at frame 10 but when I right click it says "remove frames 0 to 12"

rustic plume
nimble cliff
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you know courses just for gameplay animation?

ashen junco
nimble cliff
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I mean more on the node setup, animBP and event graph and all the logic and setup

ashen junco
stone palm
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Is there any way to just make like a pack of skeletal meshes without a player character?

ashen junco
stone palm
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Sorry I am rather new to Unreal, I right now am making sort of view scenes, not real games, and I have a animation pack and a modular character. The character and all parts have the same skeleton, but I want to load the parts I need into a scene and then apply a animation clip to the whole group so they look cohesive. I could do it by just applying the animation clip to all the components, but just trying for a quicker method.

sullen aurora
stone palm
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oh thanks, that is what I need, will look into it

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I really have to get better at understanding blueprints. The last time I tried just setting up a blueprint to change eye color on key press nothing happened, still don't know what I missed.

sullen aurora
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for "inanimate" objects, like holding something in the hands for example, like weapons or anything that does not really require any vertex deformation but needs to follow the skeleton you can look at using sockets, and attach static meshes to those sockets, typically those sockets are lniked to bones in the skeleton.

stone palm
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Ya I know about sockets, I plan to do that for some objects, but I have a large set of body parts I am just trying to link up that use the same skeleton.

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I don't even really want this to be a character, it's more a NPC you could say, just playings in a scene space while the camera flies around, so I am trying to keep the overall code simple if I can help it

sullen aurora
stone palm
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Maybe later, I am redoing that project anyways. If I can't fix I will post

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Thanks for info on the SetMasterPose though, that should fix my biggest issue.

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from the looks it's a very simple blueprint too

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One more odd question, but say you have two skeletons, almost exactly the same, but one skeleton had say two extra bones for say a ponytail. Would there be any way to still drive them if you had to load it as a second skeletal mesh? Or would it be better to just go back and add the two bones to the original skeleton and update it?

ashen junco
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Just make sure the change doesn't destruct the bone name hierarchy.

stone palm
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So if I have a skeletal meshes that go spine -> neck -> head -> Jaw, and another with the same but an added ponytail bone, the assets will work together as long as the second skeletal mesh isn't spine -> neck -> head -> Ponytail / Jaw ?

ashen junco
stone palm
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So even if in the original Jaw is the first bone, having ponytail as the first bone in the head won't break it?

misty dagger
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Sequencer in Unreal Engine 4.26 has had some great new improvements focused on skeletal animation. Animation clips can now be blended together more accurately by specifying which bone to match between animation clips. Visual debugging tools have been added that show root motion and skeletons, ensuring accurate blending. Skeletal animation can no...

β–Ά Play video
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based on this video, all animation can now be done in ue4?

misty dagger
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what do you mean ?

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how would someone do a character animation from A-Z? including hair/clothes

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isn't all that done in ue4 ?

ashen junco
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And no, not the blender you used to make juice.

But Blender 3D can make a model of a juice.

misty dagger
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Glad you mentioned :)). I saw some great features in this ue4 video, does blender have them all? such as the intuitive animation from 2:00 mark, where you can animate more freely?

ashen junco
ashen junco
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<@&213101288538374145> Job vacancy outside job boards channels.

random sundial
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Can't get it to show me the skelly as an option any ideas?

rustic plume
cloud lodge
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Please remove it and post on job board @white jewel

ashen junco
ashen junco
rustic plume
ashen junco
rustic plume
static falcon
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Dumb question, but can I just keyframe joints in sequencer w/o any control rig?

rustic plume
ashen junco
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Skelmesh bones are not exposed to cinematics, so you have to do it with Control Rig.

static falcon
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argh okay

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Thank you

ripe mortar
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I only want my door to open when it detects my player (who has the tag player) as it was triggering off my projectile but now it wont open. i have given my character the tag Player but no good.. thanks

ripe mortar
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sorry about that

errant escarp
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https://www.youtube.com/watch?v=1L_gq8Ao-mI
hi, I did all these in C++ as well. The root motion just didn't move equal distance and height as it did in non-root motion state. Do you have any idea about why?

I did these on applying the animation montage:

  1. set movement mode to fly, to enable Z-axis root motion when it's needed.
  2. Set gravity scale = 0.0f, so the character shouldn't fall during animation.
    And I restore previous changes after the montage completes.
    Can you tell me why the root motion move much less than non-root motion?
β–Ά Play video
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I change movement mode into Fly, because that's said only then the Z axis root motion will be applied. And also I set gravity scale to ZERO. But it just won't work in the same manner.

lunar valve
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What's the way to multiply root motion speed?

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not the playback speed

errant escarp
lunar valve
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I'm thinking of going curve approach

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not finding other way

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here it moves about half the speed

errant escarp
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curve approach on ... translation?

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yeah, it might make sense... it just make me feel bad when something happen and sometimes it doesn't.

lunar valve
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Translation itself looks very problematic. I'm thinking of recreating curves from scratch

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I tried that solution as you said sometimes works and sometimes doesn't

errant escarp
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from another tool like blender?

lunar valve
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no in UE4. Might take approach like blender tho

errant escarp
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ok, thanks for the suggestion.

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Have a nice day.

keen swan
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well i am trying create a low poly realistic tree on blender i am not sure will the face too much with "low poly"

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this is my first time develop of it so ..i am not sure of it

static zodiac
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this is more of a blender question I guess but do any of you know why there'd be a second model showing up in my render animation? trying to put together a demo reel of all the anims I've made for my WIP game

vestal summit
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I am having an issue with rigging.
All I want to do is make these hands bigger (thicker).
I export the HandSkel as FBX, then open Blender.
Change the model (slightly), then export FBX.
But... when I bring it in to UE4, and attach the standard Skeleton to it, it tells me there are too many bones.
Where did these extra bones come from?
How do I get rid of them, or stop them from appearing?

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this is the hand in Blender. It does not have anything with 'end' in the name

ashen junco
vestal summit
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thank you so much. did not see that in the settings.
Hope this works. πŸ™‚

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It is still creating a bone for the object name.
'realistic_hand_r_ue4'
the other parts ar cleared up. Thank you

ashen junco
vestal summit
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so if I change 'realistic_hand_r_ue4' to 'Armature' It should work?
does it matter if it's A or a?

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I did it all lower case.
It WORKED!
thank you so much.

odd sapphire
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hey, do UAnimNotifyState properly call NotifyEnd when the montage is stopped?
For example if I want to play particle for a duration, but I stop the montage in the middle, does it stop the particle effect?

vestal summit
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painted in blender

vestal summit
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πŸ€•

vestal summit
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So I did a test.
I export out of UE4 the skeleton Mesh (pink color), Then reimport it back in, and it works fine.
I export out of UE4 the skeleton Mesh, then bring it into Blender. I do nothing to it, just export it as FBX, then import it back into UE4, now the weights are off, because there is destruction in the knuckles.
I did nothing to to it. I just to see where the issue is coming from. Apparently there is something changing when it exports.
Ideas?

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I am new at Blender, if you didnt know

vestal summit
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sounds like a useful tool. πŸ€¦β€β™‚οΈ

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right... I have a rigged model.
the fingers are too short, though, so I just want to make the fingers longer. I figured just take it into blender and make some adjustments.... But now I realized that just taking the same model I exported out of UE4, doing nothing to it, and exporting it out of Blender, gives me messed up geometry.
There has to be a setting I am missing. There are way too many people using blender, for this to be a common issue.
If you can not truest what you export, it's not a good tool. This cant be the case.

rustic plume
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fwiw, skeletal mesh is the hardest pipeline. I'll get problems and I don't use Blender, of which I cannot find answers for either

somber torrent
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Someone mentioned in voice chat the other day that they had a clever way to reduce all the unreal mannequins in you project down to one. It involved moving them all into the same folder then deleting the duplicates. Does anyone remember who talked about this or if anyone knows what I am talking about?

rustic plume
somber torrent
wide thicket
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i love animation πŸ™‚

past fulcrum
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Hello, I'm having an issue with animation montages, I added many animations to a montage, but when I play them in the editor at some point only a T pose is shown on the mannequin.

I attached some images to show the problem, right before ending the section "Third", the animation goes into a T pose and stops playing, if I play again it just starts from the beginning of the first section of the montage

If i play the section in the game everything works fine, is it a bug with the version of unreal? I'm using 4.26.

wide thicket
#

hey @past fulcrum

rustic plume
wide thicket
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did you add that montage node in the animation bluprint

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this one

misty dagger
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when applying animation of "walking" to a skeletalmesh can i do it in C++ or is blueprint only????

@ me for to respond πŸ˜„

ashen junco
misty dagger
ashen junco
rustic plume
ashen junco
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You should also check the third person C++ template for reference.

misty dagger
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ahh okai but its usually best to do it in BP for ease etc

rustic plume
misty dagger
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okaidokie, ty for the help πŸ˜„

stone palm
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Still having trouble with figuring out multiple skeletal meshes and animation overlapping, maybe I just need to retarget

stone palm
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So basically I have a base skeleton with the usual options like hip, spine, head, etc. I then have a second skeleton that is almost exactly the same but has a tail and ears, sort of like a transformation, but trying to play stuff from the base skeleton onto the second skeleton isn't working. Do I have to setup any type of rig connection? I was hoping I could then just have the ears and tail running on physics.

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of course I could just go back to the base skeleton, add the tail and hair bones, and load that in as just all a single skeleton even on the one in which the ears and tail won't show, but I heard I wouldn't have to be that consistent as long as names and positions and such matched

rustic plume
# stone palm So basically I have a base skeleton with the usual options like hip, spine, head...

i think with retargeting you can match up similar enough rigs and you get a few "free" slots for the types of bones you're wanting as variation. I think it would be better to have the all-encompassing rig from the get go and just skin what is appropriate for each character.

An alternative would be to "tack it on" and call it good enough, especially if animation isn't a factor (you mention simulate physics)

past fulcrum
past fulcrum
stone palm
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I think I will just try to go with the all emcompassing rig, just will be a lot more work on the back end, which I wanted to avoid.

rustic plume
stone palm
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Not when moving from one to the other

past fulcrum
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I tried duplicating it but it's the same problem

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nvm, I just deleted a section and added it again and it worked

tranquil surge
#

Anyone familiar with / have used Brekel Body with LiveLink?

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I'm tryin to get some things working with the live streamed mocap data and it's giving me fits.

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I.E. : I can't seem to get a decent retarget working on any skeleton.

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It stretches and squashes everything beyond recognition (and not in the comically/grotesque way, but just flat weird polys moving around at some insane scale).

untold ginkgo
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Animations only work as additive.. wtf. Can someone help me out as to why this may be? They are ALS animations

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removing the first two frames fixes it ..but now I am left with 2 frames missing and it looks like trash

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πŸ™‚

open grail
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can I get some help on handling backward movement in blendspaces?

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If I interpolate the direction, it stutters. Also, how do I have a smooth transition between forwards and backwards

vestal summit
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Are there any Blender GuRus in here.
I need help exporting from Blender and Importing to UE4 a hand rig.
these are 2 things I learned. Change the parent name to 'armature' and untick "Leaf Bones", but my geometry is still coming in with messed up weights.

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these ar emy current export settings. Am I missing something?

open grail
#

only deform bones?

vestal summit
#

unchecked? Is default. Should that be checked?

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To see what works, I just export FBX from UE4, then bring it into blender, and export out of Blender as FBX, and bring into UE4. no changes made to the mesh or the rig, or the painted weights, and it comes into UE4 messed up.
Other people helped with telling me about the first 2 issues, that I marked above, but there is still an issue. At least now it imports with no list of errors and pop-up windows, but it still has messed up weights.

open grail
#

try checking it I mean

rose prawn
#

What even are conduit states? I'm trying to switch from idle to one of two movements, and trying to do idle ---?not idle?--- > conduit ---?weapons drawn?---> armed movement, back with the same checks, but it's not quite working

ashen junco
#

Might be unrelated, but I have a hunch the weight is lost in improper unit scaling.

sudden sedge
#

Anyone know how root motion works? I have "Enable root motion from everything" in my Animation Blueprint, but my pawn isn't using root motion when the animation is played

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the animation has root motion extracted

rustic plume
#

it means it will not ignore the keyed positions of the Root bone for the rig

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so.. does the animation in question have root animation?

sudden sedge
#

It has root animation

sudden sedge
#

root motion from the montages work just fine, but not from animations called in the animation blueprint

subtle lava
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You can play 1 montage per skel mesh or can you overlap them for different slots?

ashen junco
vestal summit
# ashen junco How about the unit scale?

to be more clear:
What it seems is happening, is that UE4 is getting confused by the wrist having no weight. There is no bone there to assign weight to.
The rig (standard UE4) has weights only pained on the fingers.
none on the palm section or wrist.
When I swap the new mesh in there, it is taking any vert that is below 1, and assigning it to 1 influence.
So the mesh (in blender) fades from red to dark blue, from the punching knuckles to the wrist. Anything that is ZERO is fine.
anything with 0.0001 goes to 1.

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The natural hand mush have a fall off, but UE4 sees it as just 100%

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Each finger works because it has an area that says 'this is my area', but the writs has no vertGroup to fade in/out of.

reef fern
#

Hey all - rando question:. Is there a way to bake sequencer (control rig, for example) animations down to animation sequence?

ashen junco
reef fern
#

Sweet - thanks!

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@ashen junco - haha! - I just saw (and liked) your emoji/blueprints comment quoted in another discord (Asher's Tech Art)

hollow thistle
#

Hello every body, I have a big problem. All my animation imports (from blender 2.93) looks atrocious. It's look like the animation is melting, moving without any logic (but look very well on Blender)

I import fbx manually, and today I've tried "Send to Unreal AddOn" but it's worse (Animation is so destroyed it doesn't look like anything)

I didn't have these problems until recently, does anyone have any idea what's going on?

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(legs, fingers, shoulders, every look like it slowly move appart randomly)

hollow thistle
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I just get the face, the rest is from me and the rig too

ashen junco
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Oh, okay.

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I know several VRoid to UE things, but you're using custom rig?

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Though I also don't use Send to Unreal plugin - I just have my own workflow from Blender to UE

hollow thistle
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If I show all the bones, my rig is pretty complex