#animation

1 messages Β· Page 169 of 1

cosmic bane
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I tried to make sure the joints lined up, but I'll give it another look.

rustic plume
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thats the right place, but i dont know the exacts of your rig naming

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can you also check the bottom most of this, i think its the iks

cosmic bane
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The rig looks something like this

rustic plume
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and then retargetting, some things change.... definitely the retarget manager then. shouldn't have any ik joints linked and just double check em

cosmic bane
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How do I check the IKs?

rustic plume
cosmic bane
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Oh.

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I think I figured it out - I clicked Auto Map, which messed up some hidden options.

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It apparently set the IKs to random body parts.

rustic plume
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kinda figured, i recall it liking to do that

cosmic bane
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Now, how do I get each instance of a blueprint with a skeletal mesh to use a different animation blueprint?

sullen zephyr
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Does anyone have any experience with retargeting plantigrade animations to digitigrade animations? Have one that I've got everything working except for the actual feet and not sure what the best method is for retargeting existing animations to my mesh. Anyone have experience or ideas?

ashen junco
sullen zephyr
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original walking animation

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animation trying to re-target

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not sure if the best thing is to add a new bone that acts as the whole foot or export the animation and fix the feet themselves and re-import

torpid shard
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how do people generally handle first person vs third person animations?

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I've seen it done with floating arms, I have a special case where I'm going to be switching from first person to third person a lot, is it fine to just have animations on the full skeleton? that way it would look fine in third person / multiplayer

rustic plume
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if the player can go from tps and fps, it makes more sense to have a cameranoid

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just fade in or turn on the head model, however that works for your needs

torpid shard
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so for switching, would i hide the first person rig and show the third person?

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wym by cameranoid

rustic plume
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i defined that earlier, i thought, its a human with a camera head

torpid shard
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oh sorry lol

rustic plume
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lol ok

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you'd be switching or handling meshes in either case

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from fps arms to tps body, something would have to cover the swap

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like an immediate black then fade in

torpid shard
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ok it'd be a pretty quick transition so i assume it could be masked easily

rustic plume
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i think fallout just swaps with no transition

torpid shard
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I'm entirely new to animations, I assume I can make them in unreal?

rustic plume
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i think you should worry about a transition after getting the swap, it may be okay

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maybe... i make them in DCC

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probably just get the anim starter pack, that has some gun holding anims

quiet zinc
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does anyone maybe know the correct settings how to export an animation from blender where you haven't used any bones?

safe sun
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Any idea on why this animation works fine in Anim Asset viewer but when put into the blueprint, it works, but not quite, it looks like a mix of the animation and A pose:

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The skm does move, it mimics the animation (hands, other parts) it moves slightly but yea... Not quite what it should be. I've retargetted it again on another skeleton and this particular animation behaves like that. Others work as intended. Any ideas?

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nvm, it was additive πŸ€¦β€β™‚οΈ

elder prairie
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Guys im having a problem with playing the animation montage of some animations that I bought from the marketplace. Also, the animations does not appear when I try to preview the animations with the UE4 mesh skeleton. Does anyone know the reason? I will send a print screen of the animations. I figured out the problem: -- I had to change the animations skeleton to my character skeleton.

vestal river
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I have a 4.23 project that I am updating to 4.25
Some of the marketplace animations are now erroring out with "Serial size mismatch"
Is there a way to fix these?

honest gulch
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after i use blender, i import on unreal everything is ok, but as soon as i assign an animation to the character the vertices explode .. is there a way to fix it?

ashen junco
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#work-in-progress please.

fading apex
ashen junco
honest gulch
honest gulch
ashen junco
ashen junco
honest gulch
ashen junco
honest gulch
ashen junco
honest gulch
white galleon
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why is multiplayer do my montages slide instead of playing the actual montage

versed frigate
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In animation blueprint, does anyone know how to make a bone to copy another bone movement?
Like Copy Bone node, but keeping its own location.

versed frigate
oblique urchin
mint acorn
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Hi, question from someone fairly new to UE...is there something that potentially applies some kind of offset to the root node of a skeletal mesh after import from FBX? I'm just wondering why I have a character that seems to float above ground a few centimeters in the skeleton preview when another imported what I thought was the same way seems better anchored to the ground.

keen carbon
misty dagger
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may there is a option to check / uncheck it to let your mesh stay on ground

ashen junco
jade storm
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Does anyone if you are supposed to replicate every value for your anim bp for it to work with multiplayer?

oblique urchin
ashen junco
oblique urchin
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thats a node param?

ashen junco
# oblique urchin thats a node param?

Yes. The IK nodes have two vectors for primary and secondary axis, tweak those until you get the right rotation (value should be between -1.0 and 1.0)

trim portal
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hello people.
the "event blueprint update animation" in my anim bp stops after i fired my weapon the first time.
do you have any idea why that happens?
(i am observing the spawned weapon as the debug object)

spring bear
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Hi, were there any advancements/improvements made to the tooling to properly support anim curve copying between different animation assets? I'm working on an animation system that uses child anim BP overrides, and I'd like to sync anim curves (and notifies for that matter) between the 'base' animation and its overriding counterparts. I'm looking to automate this in code in an editor extension for our project, so C++ solution is what I'm really looking for.

keen carbon
# oblique urchin not sure

then you should, as other man told you, its between IK parameters, btw. you chose one axe as primary ( e.g. x=1, y=0, z=0) and other as secondary (e.g. x=0, y=1, z=0), try different settings if necesary until you got desired effect

oblique urchin
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thanks, trying it now

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@keen carbon @ashen junco that was it, thanks so much for your help!

trim portal
brazen pawn
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Hello. Im using Control rig for a 6 axis robot arm, and i need to limit the axises between angles. The problem is that if the value of Y axis reaching the +-90 degrees, that the X,Z axis get the value of 180,-180,90 or -90 and the Y changing only between -90 +90 with the x,z variables, but i need to limit the x,z to 0, and having a -155, 155 for the Y.
I saw this is some old problem in Ue with Y axis, idk if someone get a solution for this.

rustic plume
bronze osprey
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or mayB keep things in local or parent bone space

brazen pawn
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my final solution will be to rotate the control with 90 degrees and after that rotate the bone to control, making some changes like the image below, and i'll not use the y axis.

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Actually, if i wanna limit between -350 350 degrees, then i get a problem again, so using the quaternions, as Conrad mentioned, cant be skipped.

jade storm
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So serious Question here. I am at the part of my project where I need to create animation Offsets for the looking mechanic. Is there a way to blend ONE aimoffset with every single weapon with out using IK? or do i have to create an aimoffset per weapon used? Meta humans, can not use IK hands unfortunately.

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ahh it looks like you have to make it per weapon. found a thread about it.

jade storm
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Can anyone help me out with this situation? In my aim offset I am setting the values to -90 and 90. But the issue i am having when hitting the -90 or 90, the animation is not going completely to the 1 frame anim i created.

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that is the 1 frame looking down

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thats the aim offset at -90

fringe trellis
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Hi I am having trouble with importing my blender charecter rig to UE4. It says it can only have 1 root bone. The only bones not connected to the root bone are IK bones that dont deform. However when I parrent them to the root bone it messes with all the animations. Also I have imported similar rigs in the past with no problem even with all the IK bones not parented to the root bone. Any ideas for a fix?

ashen junco
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#work-in-progress

keen badger
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thats amazing! you using a mocap suit? nice moves!!! hahah

misty dagger
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what i have to do to bake control rig sequence animation as a normal animation file?

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i tried to bake animation from character but it stays idle

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i am using 4.27.2

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and what i am doing wrong? my animations, when i select to import the character with the UE mannequin skeleton (which works for all the animations inside the engine), does not move anything, it just stays froze 😐

misty dagger
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so far, i was only able to get my animation from Blender, when i import my character with a new skeleton...

ashen junco
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Not sure about 4.27.2 specifically (who knows if the hotfix had regression)
I have been not animating in CR for a while now.

misty dagger
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i started to think that blender 3.0 can be something contributing to this problem...

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i already unchecked and checked various import settings with no avail

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maybe all i have to do for now is sit and cry a bit

ashen junco
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Eh, Blender 3.0 is primarily improves in the tools within, not the export. The FBX export doesn't change for the past few years.

misty dagger
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ah, ok

rose prawn
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So if my character's hand is distorted grossly (outwards) when unarmed, but OK when in the armed locomotion animations, how would I go about fixing that? Honestly preventing me from working on the game because it's disturbing haha

ok as in the hand looks like it's gripping the axe, but when just moving around it's a bit... yeah

rose prawn
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Ah I'll grab one in a second, should have waited till I have one on hand!

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unarmed strafe VS armed strafe (weps hidden)

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Fuck I think even the pre-retargeting anims look odd now, this is the RPG Character Anims pack. I had to retarget it onto itself as a fren dropped it in /Content/Animations instead of /Content, breaking the path reference to its own skeleton. Don't think that would have cause this though, but can't be sure

ashen junco
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I'd say it's defective source.

rose prawn
hoary dawn
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Could anyone help me with this, please? I haven't used the engine much. I was trying to retarget an animation from Mixamo to use the Mannequin animations. I used the mixamo_convert plugin to convert the fbx character and change the bone names. After retargeting the skeleton and an animation, the animation plays correctly on the top half of the character, but not the bottom.

hoary dawn
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yeah, blender plugin

ashen junco
hoary dawn
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Yeah, everything looks to be at the proper scale

ashen junco
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Actually proper unit scaling, matching Unreal's unit scale. Sticking to Blender's 1.0 unit scaling can make or break skelmeshes.

neat spoke
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Hi! I need help with setting up animation, play on key pressed, for a prop that is rigged with imported animation.

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It has three stages: idle, starting up, and firing mode.

misty dagger
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ok, i downloaded 4.26.2 and i got the same result... maybe it is a problem with my mesh then

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which is strange, as it matches the default animations perfectly

misty dagger
neat spoke
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@misty dagger Can't seem to find any tutorials on how to activate prop/actor animation.

misty dagger
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not even trying to type animation on blueprint graph?

neat spoke
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I see a bunch for humanoid character anim bp tutorials not for props

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Should i just make an event for activating the animation?

rose prawn
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Following on from before, seems like it's the retargeting that's wrecked things for me

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Same anim, frame, similar-ish angle, but the fingers look fucked for my character

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Do the base poses look mis-aligned, or is this much variation to be expected?

ashen junco
rose prawn
rose prawn
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It borders on NSFL from the right some angles

honest geyser
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Does anyone know of a decent source to help me understand/learn IK in UE?

rose prawn
ashen junco
rose prawn
# ashen junco I would've make a T-pose on them for the retargeting poses, just to be safer.

Hmm I would have to dive into retargeting a bit more than. Curious what you wanted me to verify with the retargeting settings before though? Didn't seem like there was much there to edit.

From what I can tell the issue is the uneven angles of the first finger knuckles, which are a bit more curved on my model vs MQ. Don't know enough about animations to be sure though.

ashen junco
rose prawn
ashen junco
rose prawn
ashen junco
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I think if anything, using T-pose for retarget pose reference could give better chance for the retargetting tools to retarget the transforms around.

rose prawn
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Ah good to know thank you! Still quite actively building the animators for a few characters so this fix might have to wait till after that's done, but good to know that's an option.

Any benefit to UE using A-poses by default then? Just closer to an actual in game usable pose?

wheat pulsar
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Hello. I would like to animate a camera actor in my player editor, is this possible? (i do not want to render with sequencer, but have my camera directly into my game when i package it)

ashen junco
wheat pulsar
ashen junco
wheat pulsar
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Oh okay! I'll check it out then ☺️

tranquil hound
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hey all, I've got my animations setup, problem is that the camera doesn't follow my root motion along Z. If root motion is disabled, also doesn't follow the animation. Is there a way to either make camera follow animation or constrain the Z movement?

strange yarrow
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Have you ever have a problem when importing animations with blendshapes to unreal? When I open the animation inside UE, the keys have different values

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For example 1.0 open mouth moves to 0.0. In Maya everything works fine

ashen junco
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Not sure about Maya, but at least from Blender, it's all fine.

normal bramble
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I'm trying to change the assigned skeletal mesh at runtime and keep the same animation blueprint, with animations for each skeletal mesh being stored in a struct. it's being weird. what else am I forgetting?

misty dagger
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what i am doing wrong?

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everytime i try to import my character and use the mannequin skeleton as my skeleton, all animations that i made in Blender are invalid

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the mesh just stays on t-pose

rustic plume
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i dont know blender, but sometimes its an issue with how it gets exported and the export settings

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on import, there is a T0 Pose checkbox that can sometimes help

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please also post if you get errors

misty dagger
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nah, just the mesh not moving

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i will try to mess with export settings inside Blender

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if i do not import with the mannequin skeleton, they work

rustic plume
rustic plume
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but you want to use the ue4 skeleton thats there so it works with the rest of the animations and sk right?

misty dagger
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yes

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it works all the default ones, just imported animations that do not do anything to the model

rustic plume
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alright, doesn't make sense to me since if the animation should work with the ue4 skeleton, yet doesn't link, then it doesn't work, but it does when its not linked but cannot be used πŸ™ƒ

misty dagger
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i mean, the run, walk etc. that cames with start content works on my imported mesh

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and the new animations that i created, they just do not change anything

misty dagger
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i thought because i was not key framing all bones, as i have all the unused ones hidden but after trying to frame them, i got the same result

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i really do not know what can i do

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using control rig to animate scenes is not good as Blender

rustic plume
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you do need to have keyframes on all bones, all except for ik bones

ashen junco
wheat pulsar
# ashen junco That's what Sequencer's made for.

I animated my camera actors in my sequencer but when i hit play they don't move in the play editor πŸ˜… (they do work fine in my sequencer) Do i need to set up some kind of a blueprint? i am a bit lost

misty dagger
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try calling it at EventBeginPlay on level blueprint!

misty dagger
wheat pulsar
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when i put my CameraActor in New View Target it works which confuses me why the sequencer doesn't

misty dagger
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hmm that is advanced to me

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but i would try to drag some node of the β€œsequencer” and try some words like (animation) or (play) on the node search box

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take a look at the docs, certainly we have something there

wheat pulsar
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okay, i'll do that, thank you!

rustic plume
# misty dagger in every key change i animate?

technically yes. in the software i use, i have to bake a keyframe to every frame of animation before exporting because the FBX bake anim option doesn't do it right - my anim is on controllers and not joints, so nothing bakes with fbx

rose horizon
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Is there a way to do this

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To first play that animation, then the next

misty dagger
rose horizon
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Ill look into it, thanks!

strange yarrow
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I tried everything with this issue, my morph targets cant be saved on an animation timeline, any ideas?

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The animation works fine in Maya, the problems happens when importing it to UE

ashen junco
strange yarrow
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I can try to open import the fbx into blender and export it from there, but I think its a ue4 problem 😦

ashen junco
strange yarrow
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No, they work fine. I can set them up inside my blueprints with nodes

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The problem only appears in the animation curves

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Maybe the import settings, but thats strange

ashen junco
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It shouldn't be FP error πŸ€”
Maybe you mess around with the morph target numbers in the skeleton/skelmesh view and forgot to put it back to 0

strange yarrow
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They are all at 0.0 value, and the skeletal mesh has all of them at 0 too

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I still can make a Timeline node in the blueprint, and paste all the key values there, but thats extremely inefficient

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That way, they work fine. But I already have all my animations done inside Maya, I cant create like 30 different nodes just for that

exotic marlin
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hey, any idea why meshes shrink I try to implement anim dynamics?

ashen junco
exotic marlin
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no, 3dsmax.

i cant use blender @_@

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any suggestion on what i can do to fix it?

ashen junco
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Okay, no idea then.

exotic marlin
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found a semi solution that i will test out for now. thanks anyway.

waxen wind
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I made a stamina/sprint system, but i want the character to stop, bend over, to catch his breath, for 2 seconds, before being able to even walk when he runs out of stamina

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oh and i can't find a bend over (that's not x rated, on mixamo) nor stoop over, on mixamo

waxen wind
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panting turns into patting and puff turns into smoking 😦

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where did i go wrong

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why are we here

waxen wind
rose prawn
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There is no escape from the horniness of the internet

waxen wind
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i mean adobe?

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super duper family friendly corporation (or so i thought)

sleek escarp
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Hello all, I am looking for some assistance with an IK system I am building for a first person shooter, I need to move the characters hand so that the reticle on the weapon attached to the hand aligns with a socket on the head. I have been going in circles for hours on this with attempting to implement it. If anyone has any resource or can help I would very much appreciate it

misty dagger
rustic plume
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buh?

misty dagger
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i do not want to use Control Rig mama Unreal 😭

rustic plume
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hahahaha

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really shouldnt need to, pretty sure plenty of other people here are importing their blender anims

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i just dont use blender >.<

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conceptually i know what to do though

misty dagger
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it is creep strange

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the only way to get these animations into the engine is to create a new skeleton

rustic plume
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if i knew any actual amount of blender i would look into this

misty dagger
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how can i record all the transforms available?

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and how can i reset the initial root pose?

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if anyone Blenders, it is Alt + G (for resetting location)

rustic plume
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ive honestly had the worst time with the control rig in ue4, when i looked into it i was hoping it would localize character animation work, but sadly i abandoned all hope, i am, however, envious and surprised you got it to work this far, i couldnt get this far even

misty dagger
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actually i am dying inside as blender feels a no brain for me but this rig actually will make the best animation possible out of the box, despite being a bit clunk controlling the stuff at first instance

rustic plume
rustic plume
misty dagger
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i bet it is

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one craft is always more comfortable than the rest

brazen pawn
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Hello. Im pretty new to control rigs. In the linked video u can see a robot, which will be controlled by the user, and there need to be an option to switch between FK and IK. I set up the FK with controls, but im struggling with the IK, what i get is a mess. The controls have limits, which are working with FK, but using IK everything is broke out from its place, even some scales goes crazy.
https://youtu.be/h_X0gVQt_DM

honest geyser
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When editing the position of a socket in an animation, UE4 tries to apply the new socket location to the skeleton, not keep it in the animation only, is there someway I can get around this or do it differently? I have a weapon attached to the socket, and with a event it brings the weapon in front of the players view for customizing it using a dynamic montage, and when done, the socket goes back to the hand.

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As it tired to apply socket change to the skeleton, that new location then applies to every animation that uses that skeleton.

rose prawn
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Is this through a montage? Is your statemachine dumped into the default slot first?

wintry elk
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So is powerIK necessary for posing models, or just control rig? Im still learning the workflow, so far I have:

Model created in zbrush
Rigged in blender with bones
Import to unreal

I basically want to pose creatures for environmental action shots and able to adjust them on the fly

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Not really animations I guess, but able to easily adjust poses

ashen junco
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I'm inclined to think Fullbody IK itself in a way is PowerIK as a whole

ashen junco
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The author himself (Kieran Ritchie) is now Epic employee, and he did say the one in UE5 is an overhaul over PowerIK.

rose prawn
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Q with IK, could it counteract a borked hand rig, where some fingers and possibly the wrist is a bit off, going very freaky in some animations?

neat spoke
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Hi! How do i attach Niagara emitter to an animated skeleton mesh?

ashen junco
rose prawn
# ashen junco I'm not sure if I can translate that...

Sorry, I'll try again.

My character rig has hands that are slightly off from the A-pose being used for retargeting. Any animations that do involve the straightening of a palm, causes the palm to look broken backwards. It is very disconcerting and uncomfortable :(

Now, could an IK rig correct that? Even if it's just a permanent offset to the hand pose, if that's something you can do at all.

#
signal lark
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Guys I've got a question here

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Does anyone know how to increase/decrease an objects mass while being hit?

ashen junco
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I think I said to you to try make T-poses of your skeletons for retarget reference. (Not the rest pose itself)

rose prawn
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I can certainly try, but it seems pointless.

So manually T-post duplicated skeletons, and then redo the animation retargeting?

ashen junco
rose prawn
ashen junco
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Also you can do this straight in the editor, it's part of the skeleton view's retarget settings

misty dagger
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are there tools which animate muscles while i only animate the bones as usual? i want a guy walk around and the muscles should be animated physically.

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(not for game)

ashen junco
wintry elk
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Just static pose , not interacting with anything. Mostly just for screenshots. Like a still frame of 2 heros fighting in action poses, nothing moving or activating from the model.

fierce fog
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guys do u know why when I try to import an animation it says me:
"Failed to import '...\ThirdPersonCrouch_Idle.fbx' to create asset '/Game/Mannequin/Animations/TThirdPersonCrouch_Idle.fbx'. Please see the Output Log for details.

ashen junco
fierce fog
ashen junco
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Oh okay.
Mixamo don't have root bones, so it's not keyed

fierce fog
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and do u know how can I solve that?

ashen junco
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Mixamo stopped supporting UE4 specifications for a long time now (at least since 2017 or when Adobe took over it wholesale)

fierce fog
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but do u know any other program supporting that?

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I mean... program like Mixamo

ashen junco
fierce fog
ashen junco
ripe stone
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Hi. I'm wondering how I can have two cameras in my scene and have both of them render at the same time. Side by side (think like old school local multiplayer on a console)

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I would output on two displays

ashen junco
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I think it's up to 4 players

ripe stone
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And I guess my output is just a larger window (like 7680x2160 for two 4k displays)

fierce fog
ashen junco
ashen junco
fierce fog
fierce fog
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ok thanks

dawn zephyr
#

"Here is my Copy/Paste from #blueprint "

Hi, I have a quick question. I don't if this should be in the animation channel but I am trying to use BPS to attach hands to my floating gun on my screen. I am trying to bend and attach both arms to sockets on the weapon mesh and don't know how to do it. Currently I have one arm connected but I am using a solution found in a tutorial where the Left arm IK is attached to the Right hand but I can't do that because I need both hands on the weapon and when I move the right hand the left one glitches out. πŸ™‚

ashen junco
dawn zephyr
ashen junco
dawn zephyr
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is there something in bps I can use to set the location of the hand and bend the arm to go to that? Idk much about IK or the anim bps

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currently there are now animations for first person. its all bp math

ashen junco
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Not in BP, but there's something in anim BPs.

dawn zephyr
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what could I use?

ashen junco
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Can't recall the setup right now, but look up for additive animations in anim BP.

steady hatch
#

Hi everyone - What would be the best way to go about coding CCs (Crowd Controls)? Is there a good video explaining stuns and knockdowns?

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Err wait a sec. Wrong tab lol

ashen junco
steady hatch
misty dagger
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how can i attach an animation position with Control Rig inside sequencer?

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everytime i add the Control Rig it resets my character to T-pose

ashen junco
misty dagger
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there is a button to kabom the stuff?

ashen junco
magic tangle
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is there a way to get the control rig controls to show up in view port like this?

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my current viewport

ashen junco
fierce fog
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guys do you know any program to create realistic characters? (and the exportable in .fbx)

magic tangle
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metahuman?

fierce fog
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ok thanks

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and sorry for the stupid question πŸ˜…

ashen junco
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MetaHuman cannot be rendered on anything other than Unreal Engine (in a sense that you make final images of them)

magic tangle
ashen junco
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I know some people tempted to bring MetaHuman elsewhere and violate the EULA in the process.

I mean, not many people read the EULA so yay, I guess.

misty dagger
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still clueless about why importing animations with the UE_skeleton does not work

ivory oak
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My animation only plays when I press play but I want it to play when I press play in the sequencer

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How do I do that

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Im new to animation

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nvm

tall knoll
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what happens to additive animation montages when they are played, should I apply output of montage by 'Apply Additive' or its automatically applied ?

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the project Im working on has the following graph

barren crescent
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photobelow

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retargeting character animations in t pose enlarge her breasts

barren crescent
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too unnatural

#

full pose

ashen junco
#

Busty oppai effect lol

Anyway, might be the retarget settings messing it up, or the way the breasts bones were parented πŸ€”

#

Assuming she has breast bones for stuff like jiggle physics, that is, which is usually the case for game characters nowadays

barren crescent
#

no breast bones, default mannequin skeleton when I do the T pose retarget to another T pose model is when it happens

#

creator has a tut for retargeting I will go watch it

ashen junco
#

You might want to consider adding breast bones, at least to compensate for weighting issues like that

bronze osprey
#

there is no way that would happen on retarget if there are no breast bones

barren crescent
sly anvil
#

Does anyone know some common reasons why this montage would not be playing? Ive made sure that it 'is valid' and im sure the same skeleton is used in the montage as in the skeletal mesh component. The event fires within a macro and the 'get' is a reference to the current weapon which holds the arms mesh on which i want this animation to play. But whenever i execute it the arms disappear from the screen until the macro is completed..

tall knoll
#

when debugging AnimInsatnce is there any way to see what montage is playing on a montage slot ?

misty dagger
#

If I have 2 Skeletal Meshes with the same AnimBP set on each mesh (no Master Pose Component set), and I play a montage on one of their Anim Instances, would that Anim Montage only play on that one Skeletal Mesh Anim Instance?

I'm trying to get a first person shadow to work but I can't hide a bone whilst having a Master Pose Component set, so I'm wondering if I'm going to have to have 2 skeletal meshes running the same AnimBP, and if so how I am going to get a montage to play on both meshes at the same time without it being awkward.

vagrant shard
#

question my montage is failing to save multiple times, what should i do?

covert onyx
#

creating AO animations from anim starter pack is somewhat broken?

#

i cant seem to be able to delete frame 0

#

i want it out

#

i want frame 1 to be in place of frame 0

#

figured it out

tall knoll
#

@rustic plume thanks but its useless for me since the AnimInstance I'm working on has tens of slot πŸ™‚
I wish we could see name of the playing montage by hovering on the slot πŸ€”

rustic plume
tall knoll
#

I just wanted it to be user friendly not writing BP for that maybe I added it to engine source myself wont be much hard

barren crescent
#

error trying to change char from A pose to T pose keeps saying this the T pose its the same skeleton

ashen junco
# barren crescent

The pose asset don't use the same skelmesh as the skelmesh you used for the skeleton preview.

#

In large part, skeletons only know about the bone hierarchies and used by the animations. Skelmeshes can have their own base bone transforms (e.g. proportions, bone structures), hence why it won't work if the pose asset's skelmesh mismatch with the one from the skeleton's preview skelmesh.

barren crescent
#

okay thanks

upper fossil
#

What is the best way to blend/layer attack animations and hit reaction? Currently i have 2 different groups and 2 montages playing (one for attack, one for hurt) but it doesn't look good

upper fossil
#

answering my own question incase someone searches later. Use AnimBP with additive for hit reaction, and default slot for attacking (unreal has a stream exactly about this, using paragon characters - google keyword "Animation Blueprint Setup & Walkthrough Stream Recap")

barren crescent
#

I'm having issues with jump animations from animation set pro. the creator only provides jump_idle_start and jump_idle_land , that I'm supposed to use for jumping but I'm confused on how to get it to work , as he fonly plays the jump start animation.

#

JumpIdleStart Jump form idle with root motion. After the jump, the character falls, until he touches
ground. You can detect that by physics collision, Character Controller or with a raycast
for example. Then you should play landing animation.

#

I don't understand this instruction why I need help so bad

ashen junco
#

Basically checking the ground to determine if gravity influence the character or not.

barren crescent
#

how would i do that I'm not good with blueprints

woven peak
fervent plume
#

i have been trying to export skeleton from blender to unreal but some bones(arms and leg) get snapped to their parent's position. is there any way to fix this?

ashen junco
#

So the way the view mode works is making connection from the selected bone's head to its parent bone's head. Bone axis do put into consideration, but not bone tails.

#

A way to fix it is... nothing. Apart from getting used to it.

fervent plume
#

thanks @ashen junco

craggy knoll
#

About Skeleton Tree -> Translation Retargeting per bone.

Everything on Animation reflects what the Animation Data is.
The Metahuman Documentation suggest that setting every Child under Pelvis to Skeleton.

My problem with setting those bones to something different then Animation doesn't reflect the work that our Animation Artist is doing in Maya.

What is the solution here? I mean its normal that an Animation Artist wants his Animation to be the same in Engine as in his Animation software right?

gleaming pier
#

So, if I exported my animation, anyone knowing Blender or Maya, how would I make it so the root bone moves with the animation?

stone bolt
#

How could I retarget mixamo animation to Paragon character or any other skeleton inside Unreal?

rustic plume
#

There needs to be a skeleton in common

hot crown
#

Anyone use auto rig pro?

ashen junco
hot crown
#

May I ask a question? I have been trying to rig a vroid character whose parts I segemented so I could get a character creation system in unreal

#

I follow this tutorial for arp

#

but

ashen junco
hot crown
#

You were succesful😫 congrats!!!

#

I am so stressted out by thid lol

ashen junco
#

Except the character customisation part

#

Anyway, what's the issue?

hot crown
#

That is fine for me putting that code together using the assembly plugin or other tutorials will be easier. Even amassing the vroid assets will be fine but this rigging has not been working

#

I have been trying to rig it but everytime I click bind with bith the base and ue4 skel selected I get an error

#

I am using the Mr.Mannequin plugin for the UE4 skelton

#

But even then if I were to export to unreal I could see the bones but the character deforms

#

That was before I used arp

#

Now after the fact I don't even see the mesh in ue4

ashen junco
#

Oh, I don't use Mr Manny Tools in the process πŸ€”
I just rerig the entire model with ARP's smart rig tool

hot crown
#

Ok then I will cut that out

ashen junco
#

Yeah, I think Mr Manny Tools are mainly for animating Manny skeleton more than retargetting it to other model

hot crown
#

I didn't know that this whole time thanks

#

Do you still need UE4 skel in scene like in the tutorial

ashen junco
#

Nah, I just use the ARP rig and let it generate UE4 compatible skeleton.
I mainly rerig VRoid models due to lack of twist bones, and I don't want to waste my time doing the same for 12+ characters manually

#

It works for retargetting ALS V4 anim BP.

hot crown
#

Would you be willing to accept payment to screen record you rigging one character?

#

Like even if it's the base vroid boi

ashen junco
#

I can't really accept payment nor able to screen record it, sorry.

#

But the gist of it is to use ARP's smart rigging, adjust the arms and legs reference bones to have twist bones, and remove "skull" segments in the head reference bone

#

If you're working on female characters, you can also add breasts bones in the reference rig and match them with the original rig's breast bones

#

Once the rig's generated, it's a matter of fixing weights, if you spot one, and combining the hair and eye bones to the ARP rig.

#

Once you're done with it, export the rig and the character via ARP's export button as Unreal Engine skelmesh

hot crown
#

Thank you so much for your help @ashen junco

#

I am following this tutorial but something is wrong with the bind

jade storm
#

anyone know why the mesh is going inside the body when layering?

#

if i remove spine from blend it does not blend,

#

obv

#

i forgot i made my animations additive.

#

fixedd.

hot spade
#

Hello everyone!
I am investigating the control rig and it involves a lot of vector math. I was wondering if there is a way to visualize or debug vectors in unreal engine

I found that there is something called "draw vector" node but it doesn't show up in the control rig blueprint

There is "Draw Line" and "Draw Line Strip" though.

wooden valley
#

Does anybody know how i can make aim down sights animation in a true first person style? Would i have to use IK and if so how it would be done in the anim graph?

covert onyx
#

procedural aim

#

use the transform modify bone node

#

firstly make 3 virtual bones, one for the head, one for the right arm and one for the left arm

#

create a socket at the center of your ironsight

#

its hard to explain when your other arm is in an arm cast

stone bolt
river briar
#

trying to think of ways to stop my player's anim blueprint becoming a tangled mess

#

do you guys use Animation Blueprint Linking a lot?

covert onyx
#

link

#

is good

#

layers is also good

ashen junco
#

Yes, if you're on 4.26 or newer, look up on Control Rig.

#

Until recently, creating character motion was the domain of expensive third party DCC apps. With the release of 4.26, Unreal Engine introduces further refinements to Control Rig: our suite of in editor rigging and animation tools. Whether you are authoring traditional style animation assets via keyframes or driving characters procedurally at run...

β–Ά Play video

In this presentation, Cubic Motion’s Senior Technical Animator Riham Toulan takes you through animating a MetaHuman with Control Rig in Unreal Engine’s Sequencer. The techniques demonstrated can also be applied to animating any asset rigged with Control Rig.

Find out more and request Early Access at: https://www.unrealengine.com/metahuman-creat...

β–Ά Play video
versed edge
#

Hello guys
Sorry, if somebody answered earlier
I made metahuman, made settings for his skeleton and tried to retarget animation from start mannequin. But there isn't skeleton for metahuman, where can be problem?

balmy berry
#

Anybody good with cloth here?

#

the bottom part of the flag doesn't move at all - even though it's painted white in cloth data

rustic plume
#

but the upper section does move?

balmy berry
#

@rustic plume yes, upper section moves like it supposed to

rustic plume
#

might be how the skin weights are bound to joints

balmy berry
#

there's one joint, that binds whole flag

rustic plume
#

hard to know though from a still picture

#

ah, maybe a large influence area then, can you do a video?

balmy berry
#

yeah, hold on

rustic plume
#

well hot damn

#

can i see the phys setup?

balmy berry
#

yeah

#

just one bone on the top

#

and then whole flag painted white

#

with value of 100

rustic plume
#

what are you using to create the impulse?

#

it sorta looks like its working though

balmy berry
#

im just placing a wind actor

#

in the scene

rustic plume
#

if it didnt work, that lower portion would be straight down

balmy berry
#

it's up because i positioned it like this

rustic plume
#

lol oh

balmy berry
#

i have vertical flag too - but it looks even worse

#

so i thought - id position it in an angle just to get better result

rustic plume
#

right right

#

makes more sense now

balmy berry
#

it's weird

#

it's like bottom of the flag is ignoring everything

ashen junco
#

I'm inclined to think you'd have better mileage with the flag flat horizontally, then have the cloth sim with gravity.

balmy berry
#

yeah tried that too

#

the edge of the flag stays straight

#

the rest moves

rustic plume
#

havent used wind, so dunno there, usually its about having a bone as an "influence" area, but that might have just been what worked when i was doing cloth

balmy berry
#

just one bone right?

rustic plume
#

no several

#

but i also had phys colliders interacting with it

balmy berry
#

maybe that's the case hmm

rustic plume
#

maybe you can try that

balmy berry
#

in a chain I assume?

ashen junco
#

I have distanced away from nvCloth due to reliability issues, I can't recall how the setup really works.

rustic plume
#

use player to run into cloth

balmy berry
#

What's the alternate solution then? Sim it in Houdini and use vertex animation?

ashen junco
#

You might also want to check the one in Content Example project

rustic plume
#

test it with phys objects first

#

as it might be wind

balmy berry
#

yeah, it's ignoring the player

rustic plume
#

my thinking would be another bone or two, but i dont know if that will actually change anything

#

and the cloth is set to simulate physics>

#

?

#

the player should be an effector on the cloth

balmy berry
#

its set to sim physics but it ignores the player or other objects

#

it just flaps

#

because cloth itself doesn't have any collision on it

#

maybe ill try multiple bones

#

multiple bones - same result

heavy pelican
#

I try to get into simple (character) animation. I installed ue to rigify for blender to convert the mannequin to a rigify rig but there begins the issue. If I export an animation and convert it, the rig just dissapears (the bones are in the outliner but don't show up in the viewport; the mesh itself is also gone). If I only export the skeletal mesh, a rig is being drawn but for example the IK controls don't work if I convert it. I also set the unit scale to 0.01 inside of blender, it makes no difference. What am I doing wrong?

rustic plume
balmy berry
#

yeah

#

and still ignores player

rustic plume
#

thats some weird shit

balmy berry
#

just for sanity check

#

collision should be set to sim right?

rustic plume
#

uh, where?

#

cloth phys colliders?

#

they are by default right?

balmy berry
#

i mean this

#

by default its set to default

rustic plume
#

believe thats the same for cloth

ashen junco
rustic plume
# balmy berry

but im realizing the vertices do the calcs anyways, these would just be affects on the cloth if it animates

#

cloth is so finicky like this though, i would try a completely new attempt, a quick test, fresh file all that jazz

#

i remember having to do that a few times then everything ended up magically working

#

otherwise go with your pre-animated idea

ashen junco
balmy berry
#

@rustic plume dayum

#

It works better with shorter cloth

#

but I need that flag to be enourmous

rustic plume
#

That sucks

#

Woulda figured more bones solvs it

balmy berry
#

yeah i put a ton

#

pretty sure im still doing smth wrong

#

cuz my bones dont react on collision or player

#

or any physics body

#

=/

rustic plume
#

Oh trippy

#

Keep making tests

#

Maybe less verts, it could cap out or something

#

If true phys isnt needed pre anim or maybe wpo material

balmy berry
#

yeah

#

still behaves odd

#

one solution is to apply random rotation to the wind

#

like 15% turns every now and then

rustic plume
#

Weird i guess its the sim solvers

heavy pelican
misty vine
#

Question: how do I make a shoot animation, where my character's shoulder joint rotates a bit (to show the kickback on the gun), without overriding the shoulder's rotation for the aimspace I'm using?

misty vine
#

please somebody help. Should I be using Modify Bone Transform?

misty dagger
#

hiii

#

my chicken do idle while going forward without moving it legs

#

does anyone know why that can happen ?

#

this is it saying

#

fast path enabled this node is not using any bps calls to update its data

#

it worked lol

#

didnt update the blendscape

sudden sedge
#

Hey, So I'm using an additive animation that is applied on top of a base animation. Is there any way to use a bone's position in the base animation as an ik goal? I want to keep my character's legs in the same position they were in the base animation while I have a gesture animation playing on top

steep gust
#

Hi, ive got a cooked animation file, and was wondering if theres a way to reverse the process without having the original UE4 file? i pulled the data from a game and was wondering if theres any way to convert the uasset and uexp into an fbx or at least just "uncooked"

#

theres a tool that works for textures/sound, which i tried that, and it didnt work. if anyone has any suggestions let me know, all the resources i could find werent extremely helpful

azure onyx
#

hey guys i need to understand something if yont mind
first good morning ,
so i did the skeleton by the uefy 2.0
the a-pose and i doing the skin using the pro-rig and this is the result the engine give me
i set the blender unit to "0.01"

rose horizon
#

Is Blender better for animation than the tools that come with Unreal?

azure onyx
#

well i using blender for animations for me its much easy

#

depend the user

snow orchid
azure onyx
#

thank a lot @snow orchid

ashen junco
#

Constraints are super important to ease the animating process, in particular when it comes to animating character holding object in the way that's not limited to sockets.

craggy knoll
#

About Metahuman Skeleton and their Skeletal Meshes. I have an additional Camera and Weapon bone that is animated.
I wanna have a workflow where I can export the Metahumans into my project and assign them to my adjusted Skeleton with the Camera and Weapon bone.
My problem is that the Weapon and Camera bone doesn't get regenerated on the Metahuman Mesh.

#

I thought about having an Invisible Skeletal Mesh with the metahuman skeleton + Weapon and Camera bone.
Animation will be applied on this Invisible Skeletal Mesh and the child Skeletal Mesh (Metahuman Body and Face) will get their animation pose from the Invisible Skeletal Mesh pose.

That seems laborious. Is there a more cleaner solution to this? I just want to avoid exporting every Metahuman Skeletal Mesh into a 3D software and add the bones manually.

barren crescent
#

how would I go about fixing my char arms with ik since I have never worked with it before, I used the epic game tutorial to make my own aim off set but I'm still having this issue and confused on what to do tldr: using aim offset displaces character arms and disabling it cause character arms to work fine
reference video

crimson vortex
#

Hey

#

Is there a way to use the control rig's "Get Transfrom - Bone" node to give out the transform from only the animation?

#

For example I move the hand y 50 and a noise with control rig, but I need the transform of the hand would have as if I only used the animation, without the offset

silver lily
#

Is there any way to paint cloth weights more correct? Tried PhysX APEX and it is useless and awful.

ashen junco
silver lily
ashen junco
bronze osprey
#

the weights should also be stored somewhere in array /text format if thats ur thing πŸ˜›

silver lily
bronze osprey
#

yea prolly, i have no idea how or where cloth is stored tho

#

who knows could be usefull in some cases..

crisp dagger
#

hey fink ive messed up my character he plays the running animation with no weapon but only runs forward even wen going bkwards and wen i have a weapon the legs stay still what am i missing

wooden valley
#

when i retarget my animation deforms like this, how can i solve this?

eternal ivy
#

in UE5, is there no option to get Animation Blueprint owner? There is a Try get Pawn Owner, but the owner is not a pawn in my case, and I need to get data from the owning actor. I'm going to have to get my vehicle pawn, cast, get child actor, cast, then get the info I need...

rustic plume
eternal ivy
#

Get Anim Instance seems to return the animation class, not the parent object

#

hm, off that I can Get Owning Actor, then cast to my actor.... I think, not sure if it will return my pawn, or the weapon actor

rustic plume
eternal ivy
#

I'm probably not being very clear either, uhm... This particular AnimBP controls a weapon mesh, that is part of a weapon blueprint, that is attached to my vehicle pawn

#

I've got it working by just "get player pawn" and then casting from that, and it seems to work so far

rustic plume
#

i think Get Owning Actor is right for your case

#

because you want the actor (vehicles are actors) that has the anim bp assigned to it

rustic plume
eternal ivy
#

I'm likely only going to have one vehicle pawn of that class in the world at any time, so I can get and cast to it pretty reliably

#

weapon is an actor, spawned in and then attached

#

...probably would make more sense for it to be a component tho.

rustic plume
#

you should have a variable for the weapon from the vehicle then, so just get it tthrough that

eternal ivy
#

yup. It spawns the weapon actor on beginplay, and stores it as a variable

rustic plume
#

so GetOwningActor > Cast > Vehicle > Weapon

#

probably store that as a var in the abp

eternal ivy
#

All I have to get is the aim target (calc'd on my vehicle pawn, from the camera), and bind to the firing event to play a firing anim

#

Right now its setup as Get Player Pawn -> cast to vehiclepawn store as variable, from variable get weapon and bind event

rustic plume
#

could this not just be a "play animation" in your bp?

#

for the weapon

eternal ivy
#

The shooting animation yeah, could call play montage. But the aiming needs to be grabbed for use

#

Thanks UKaosSpectrum πŸ™‚

rustic plume
#

not montage, Play Animation

eternal ivy
#

k tried that, my gun dissapears

rustic plume
#

lol wtf

#

this node?

eternal ivy
#

Yeah

rustic plume
#

i bet your gun went to the origin

eternal ivy
#

I may not have exported the animation properly from blender as well. I did try adjusting the Additive Anim Type setting in the animation settings

#

the montage works, ima stick to that πŸ˜„

rustic plume
#

alright, fair enough

eternal ivy
#

I've got bigger fish to fry than fine tuning a roughly made mesh and animation πŸ™‚

#

Thanks for the help tho πŸ™‚

gloomy fable
#

So I have an EQS that generates coverpoints for enemies to take, but when there are no valid points the ai freezes up and breaks. While I know you can implement failsafes when it comes to navigation, I haven't found a way to run a task in the event of the eqs returning no valid points

rustic plume
gloomy fable
#

Also i just now realized this was in the wrong channel. Apologies y'all!

lean stone
#

hi everyone, i'm using "add mapped skeletal mesh" to connect a metahumans face_control_rig to a metahumans face/head to control it within a normal blueprint;
with small/medium female sized skeleton it works, but in tall male skeletons the neck area deforms and the mesh even breaks

#

is there a setting i'm missing or why would that happen? in the preview window of the rig when i set the preview mesh to those mesh that break otherwise, it looks fine; in the blueprint with "add mapped skeletal mesh" node it breaks the mesh

rose prawn
#

Anyone used MoveIt? It's like ALS if actual effort went into it 🐣

The reviews are great, but YT comments are disabled which seems a bit sketchy.

smoky shell
visual root
#

So I can't seem to find any information about this. Maybe some knowledgeable folks here could assist me. I have an animation in Blender which just consists of some keyframes of the scale of a mesh changing, how can I import this correctly into UE4? All of the tutorials and topics I find online are to do with character rigging and animation with armatures/bones. I'm just trying to do a simple scaling animation. I am also aware that this could be done directly in the engine but importing an animation like this from Blender to UE4 should be possible right?

#

Thanks in advance

past onyx
#

Does Animation Budget Allocator work in UE5? I can't get it to work, even though the plugin is present

smoky shell
ashen junco
rose prawn
jade pawn
#

Is it possible to animate the strength of post process volumes? I want to have one post process material on one shot and one on another even though they're in the same level and sequence

karmic bobcat
#

yes

#

i mean u can animate the parameters

karmic bobcat
#

use a node callled set members in post process settings in bp

jade pawn
#

Thanks!

undone sorrel
#

Hey guys, do you know an easy way to mirror a skeletal animation montage?

visual root
#

So I can't seem to find any information about this. Maybe some knowledgeable folks here could assist me. I have an animation in Blender which just consists of some keyframes of the scale of a mesh changing, how can I import this correctly into UE4? All of the tutorials and topics I find online are to do with character rigging and animation with armatures/bones. I'm just trying to do a simple scaling animation. I am also aware that this could be done directly in the engine but importing an animation like this from Blender to UE4 should be possible right?
Thanks in advance

trim fossil
#

of course, if you have already export the skeletal mesh, you just can export with "armatures, mesh" to unreal agian and set the frame time/position

#

in the importer in ue you can import only the armature if you want

surreal dew
#

how can make that when my pawn walking plays a animation?

#

i created a aimoffset 1D

#

also when normally walk then walk anim and when walk and aim then walk with aim

ashen junco
surreal dew
#

i have in c++ a bAiming bool

#

idk if i must use this

ashen junco
surreal dew
#

yeah but how check if aiming yk?

#

with the button

#

xd

#

ahh if clicked the rmb

#

right

ashen junco
#

Get the bool value from object reference of your character class in animBP.

surreal dew
#

oh ok i must show

#

when i need help i write you

#

you are a nice boy

ashen junco
#

Also in animBP you can use Try Get Pawn Owner and cast the result as your character class.

surreal dew
#

wait i show you what i have wait

#

atm i have this integrated

#

and how integrate aiming?

#

its only idle atm

ashen junco
# surreal dew and how integrate aiming?

Merging/Blending/Combining Mannequin Animations!

For the people following the series, this episode is the prequel to it. Had to split them up to make them shorter.

β˜… Tutorials To Help β˜…
Creating Animations (Blender): https://www.youtube.com/watch?v=a5ALIw3P7H4&t=136s
Creating your Anim BP: https://www.youtube.com/watch?v=ZL6pXqrKfc0&t=352s

β˜…...

β–Ά Play video
surreal dew
#

ok

#

its easy?

ashen junco
#

As in lemon squeezy, slots is rather easy concept to grasp in UE4.

surreal dew
#

ok i will test it

#

wait

surreal dew
serene scroll
#

hi when i scale actors it doesnt scale their animations or physics so they become super stretched how do i fix this
*physics not animations

surreal dew
rustic plume
#

need logic in these

surreal dew
#

ok idk

rustic plume
rose prawn
#

On this topic... Bidirectional transitions when?

You can hover over them to preview the logic btw

rustic plume
#

cant recall them not being a thing, i think maybe 4.8 i actually messed with anim graph

rose prawn
#

Isn't it just to: { logic }, away: { not logic }? How is not ready in UE 5?

surreal dew
#

so i have a question then conrad

rose prawn
rustic plume
surreal dew
#

i work with c++ and i have a bool in there show here named: bls aiming must i create now a variable in this second screenshot to use it in the locomotion

rose prawn
rustic plume
#

pfft, so many people assume I know about ue5 and/or cpp

#

vnce πŸ˜‰

surreal dew
#

hm

rustic plume
#

im reading it, gimme a moment

surreal dew
#

np bro

rustic plume
#

takes my awhile to think in text

#

i dunno about if theres a cpp difference, but in bp, those variables can be referenced in the transitions

#

looks like is aiming doesnt belong to this anim bp though

surreal dew
#

ok works

#

i have it

#

πŸ™‚ nice

rustic plume
#

cool

surreal dew
#

but when i aim my person flying

#

why is it so xd

rustic plume
#

flying?

surreal dew
#

i make video wait

#

i show you the problems

#

wait it uploading

rustic plume
#

maybe gun has collision

surreal dew
#

wdym

rustic plume
#

oh wait

#

trying to understand how you are doing inputs vs what im seeing

#

so in the beginning 0:00-0:03ish, you do that on purpose? the aim flickering thing

surreal dew
#

that was i

#

with my mouse xd

rustic plume
#

not sure what to call it

#

but you're clicking a lot

surreal dew
#

but why my character fly xd

rustic plume
#

and then after that, while you aim, player legs dont move

#

that makes sense, player is in aim pose animation

#

you only want to affect part of the model, not the legs

#

layered blend per bone could work (try spine1 maybe, not pelvis as legs are part of that)

#

or else you may need slots

#

or maybe you needs slots for layered blend

#

cant recall

surreal dew
#

ok wait i test

#

i a tutorial he layer

#

idk how get the blendspace

rustic plume
#

yeah, i think this gets trickier now that we want to specify

#

not sure if there is a way through the anim graph, i mainly do this sort of thing with slots + montage

surreal dew
#

ok have it

#

but now the problem is how can make when he aim that the weapon moves with

rustic plume
#

so you can have the upper body pose to aim while legs move and gun isn't moving?

surreal dew
#

animations are so hard

#

ooof

rustic plume
#

they are

#

but how bout my question?

surreal dew
#

i dont use upperbody etc

#

i must have this right?

rustic plume
#

sec

#

so this is my setup for upper body control, but its for montages, not anim graph

surreal dew
#

yes

#

ok i build it in

#

and now?

#

come dm

misty dagger
#

Hey. I'm trying to build a system for moving my targets in and out on a target practice range. My blender guy made me this and right now the rope is made by a spline. is there any way i can get the rope to move along the spline? or how would i accomplish getting the rope to move. the blender guy talks about being able to animate it in blender but has a guess that it would require 300+ bones (its a 50m /142feet range) and thinks it would kill performance to play it

Ive been told else where that i could use a panner node on material but i dont see how that would keep the rope looking like it do

undone sorrel
misty dagger
#

only requirements for the rope is that it can move, and it would be nice if the user could hit the rope with an arrow. but no other than that

undone sorrel
#

you can assign a collision component to it and detect collisions with arrows easily, i think it wont be a big deal:)

rustic plume
undone sorrel
#

yes, it would need bones, but it wont impact perfomance that much

rustic plume
#

could even do wpo, though it may not look the best depending of polycount

undone sorrel
#

Conrad, do you know a way to mirror an animation montage?

rustic plume
#

but i dont remember what the fix was or if its actually possible

undone sorrel
#

I tried to make X scale of an animation -1, but when I create a montage out of it it retutns back to 1

#

maybe some other programs would do a trick

misty dagger
#

@rustic plume yeah simple tube would be great for panning but wouldnt match up with my expectations for the rope πŸ™‚

rustic plume
#

i know nothing of the spline system as well

#

if your modeller knows how to make an alembic file you can skip the rig

#

but i hear those are volatile

ashen junco
rustic plume
#

pretty sure i also just flipped it in maya

ashen junco
#

CSGO did the flipping thing as well

rustic plume
rustic plume
misty dagger
#

yeah, i just wish they had a feature for the spline mesh to make them rotate around. but i guess it could cost a lot if its 50m of small rope pieces calculating where next position is each frame

undone sorrel
rustic plume
runic rampart
#

I am trying to key frame my animation and then put it in an anim blendspace. The animation is keyframing correctly in the anim asset, but once i drop it into the blendspace, the blendspace ignores the additive layer tracks and and plays the animation without the keyframes added. This only happens in ue5. Anyone know how to fix this?

undone sorrel
#

have you applied your changes to animation?

#

If you reopen your anim asset will it have those changes?

undone sorrel
#

all my animations turn blank for no reason 😦
why importing .uasset files are such a pain?

runic rampart
undone sorrel
#

im new to UE, so thats all I can think of

ashen junco
harsh cedar
#

Hey guys, I have some environmental hard-surfaces (specifically, a garage door) that I've imported as a skeletal mesh - since I'm also doing my animation in my 3D app. Is the only way to get collision on the mesh with a physics asset?

ashen junco
#

I'm not sure if Mr Mannequin Tools plugin still has FP Manny arms, but you can still use Manny's whole body to make FP animations

lean stone
#

anyone knows how i can play an animation on a skeleton with a specific time range of it in a blueprint?

rustic plume
molten jewel
#

And then put in a float for time

serene arch
#

hey im trying to make 2 state machines, one for movement animation and one for melee attack animation, but I need a non attack state where it doesn't modify the pose at all in the attack state machine. I worked around this by having an attack state that returns a cached pose the movement state machine outputs.. but that ends up blending 2 exact same cache poses together.. not that I've had an issue with that but it feels like I'm going about this horribly wrong.. i'm trying to make it so you can swing a sword no matter what movement state you're in (idle, running, jumping) but the attack has different states aswell (winding up for a swing while the mouse button is being held and swining the sword on release) and it seems like a nightmare to link all those together in 1 state machine

#

is this where conduits come into play?

rustic plume
#

you will need to disable movement went attacks happen

#

look into montages and anim slots

#

they might be a little much at first, but they are well worth it

#

in montages, you can also mark things like when a particle or sound effect plays, and notifications of when an attack is complete so you can resume input logic

serene arch
#

that seems to be exactly what i need

#

thanks!

upbeat flame
#

Hi! Can someone advise me good tutorials for speed warping?

I've tried "custom anim graph node" plugin, but it didn't work for me.
I found out, that for using speed warping for one another "animation warping" plugin I need animations that are taking in account the ik_foot bones. Unfortunately my animations doesn't have this.
Can I use a speed warping technique with a regular rootmotion animation from mixamo?

misty dagger
#

hey guys, i made a custom realtime motion capture setup that uses my phone as a gyroscope and sends the data to the computer, however the gyro data is pretty noisy
ive been able to reduce it a bit by doing a rolling average on the last n pieces of data, however i was wondering if theres a recommended way to do this in realtime without smoothing keyframes in post
here is a screencap of one of the examples i made https://i.imgur.com/RGWc57Q.mp4

wide thicket
#

hi, how to animate a jog start and stop, looked everywhere, even tried a reference video, always end up with a bad result

surreal dew
#

Hey, guys I'm up to something at the moment I'm working with c++ and I have a blsAiming bool there. What should I do, when it aims I want to play an aiming animation....

serene scroll
#

how do i replicate SkeletalComp->RecreatePhysicsState();

proven sigil
#

Im trying to visualise in my head a comprehensive combat system, and how the mechanics should work for what i want. I saw some stuff about physical animations and things like that for hit reactions, which got me thinking. Is it possible, to make a system where say, the attacker attempts to do a thrust sword stab to his opponent, aiming for 'exposed' area, maybe using physical animations to take a regular thrust montage, and just make him move slightly so that the sword aims for different body part. Then using character levels and stats, compare each to make a calculation, if the opponent could block/parry. Block and parry would still have the 'press key within this small time frame' start, but it being successful, is dependant on few factors. How far away he is from blocking, distance between weapons. How much time left until impact. The opponents stats will give his baseline 'speed'. So it would be something like, - character can move at 6 out of 10 units (use any speed measurement, just example) he has to travel the weapon 10 inches(example unit) he would take 2.3 seconds to travel the distance, the incoming sword will hit in 3 seconds, if action input has been pressed, block/parry, using physical animations or something to get a basic block/parry that just slightly tranforms to adapt to the in game location of the attacking weapon. Think ill translate it all to percentage chances, so meeting all the criteria isnt always an absolute guarantee.

sorry for the rant im just curious whats possible. It seems to me like a version of a tactics rpg altercation calculation like final fantasy tactics, but realtime. Combining realtime button timing, but with the kinda precalculations of jrpg.

Message #πŸ‘Ύgeneral

misty dagger
#

Is it possible to set animation playback speed directly in an animation blueprint or the graph? After testing I realized my punch and kick animations arr slower than Id like and would like to avoid recreation of them all of I can just speed them up.

#

@queen badger just looking to speed them up so instead of taking 1.5 seconds they take maybe 3/4 of a second.

#

Without having to remake them all

#

Err sorry I meant you

#

Discord mobile showed you for some reason

#

So I can just increase them all to 2.0? Or adjust each one individually? They are all playing from states right now in a state machine

#

Perfect. As long as each state can have its own rate.

#

Will that effect notifies? Like will they still trigger at the right time in the sequence even if its at a faster rate?

#

Right but at the same spot in the animation?

#

Perfect, awesome. Thank you.

#

Yeah i wasn't sure if it was attached to the playtime or not. Sweet.

#

Appreciate the help. Thank you.

full fulcrum
#

please help

plucky geyser
#

Sorry I have a very dumb question

#

I have my own character that I imported from blender with its own skeletal mesh + texture. How do I actually animate it in UE 4.27?

#

I have looked ad tutorials but they all modify already existing animations (mixamo, default mannequin) and they don't address animating something from scratch. How do I approach this?

nocturne radish
#

So I guess it would be a case of moving a bone and setting a key frame.

misty dagger
#

Woot increasing animation speed looks much better.

#

Suppose I could post a video

plucky geyser
#

that is what I've done in the end

ashen junco
#

As cool as CR + Sequencer is, allowing for animating in editor, it's still pretty limited compared to animating in DCC tools proper

misty dagger
#

err sorry it didn't display it as a viewable video in discord 😦

minor lava
#

hey guys I was wondering if anyone could answer a strategy question i had regarding complex first person animations;

Lets say for example I had a gun with a ton of moving parts on it and arms that interact with that gun by like pulling on sides, pushing in a new magazine etc...

What would be the right way to break it up so that we can support multiple guns and multiple arms models with the same rig?

#

or rather maybe a better way to explain it is:

guns have multiple, varied rigs, and possibly multiple models or reskins per rig.

arms all have the same rig, but different models

misty dagger
#

Isn't that what IK is for?

misty dagger
#

Man, fine tuning animations and trying to sync everything up is a real pain

vagrant shard
#

question. i just dragged in some animations for an anim offset and now my character has disappeared, i can still select bones and it seams to be there but when i plug in the anim offset it doesnt affect anything

misty dagger
#

Wrong skeleton for the animations?

vagrant shard
#

no the skeleton is correct

#

i made sure of it

#

i found one that actually works ima use it actually

silver badger
obtuse idol
#

hows my walk animation

vestal thistle
#

anybody know how i can force an anim bp to update? i want to spawn an actor, render it to a scene capture component, and immediately destroy it, but the anim bp needs to update first

misty dagger
#

Psycho is this the ue4 mannequin skeleton?

obtuse idol
#

it isnt work in progress

warm island
#

How does an animation work with fps? I use a trace module and if the fps is too low it wont trace the swing arc properly

Does the animation start and stop?

silver badger
#

I uploaded the FBX to mixamo and this animation looks fine in the preview, but when I download and import it, then that happens.

warm island
#

hah so basically, just spawn a box trace in front of my character while i am at it

tropic basin
#

I was watching a rokoko mocap tutorial for using mete humans and he applies a "bone map override" asset.
Anyone know what that is?

ashen junco
tropic basin
#

He says it's for bone names but doesn't say much else about it and I can't find anything about how they are made

tropic basin
#

Found it
It's a data asset type included with the plug in and is just a bone list

misty dagger
#

Quick question/opinions about animation. Is it typically best practice to use animbp and states for character related animations, or is using animation ls directly okay? Im working on a 2.5d fighter and while right now there's only 4 attacks (hi/low punch/kick) so handling 4 variables in the animbp is doable, I could see it being a mess if I decide later to add multiple different attacks or combos etc, and was wondering how best to handle/store all that

rustic plume
# misty dagger Quick question/opinions about animation. Is it typically best practice to use an...

i think the setup i have is pretty standard in following the animation features of the engine, for 3d, which is to have the animgraph handle locomotion - run, walk, jump, crouch - animations that are more like states of a pose. All other animations are montages, whether its a collection of one or more anims, using slots to override the the locomotion when they are fired. In this way, you can call which ever montage you want from code and it will play so long as the montage is setup with the right slot and any notify events and such - i think the flexibility of montages here is that you can reuse the same notify events for similar kinds of anims (attacks for example) and can also hook up sfx/vfx to fire based on the animation, montages can also be made to loop with additional logic to know when to break from that loop, and ofc they can consist of multiple anims (like combos) to fire in succession or not based on addition logic of the combo system

misty dagger
#

The logic for a combo would basically be is high kick pressed? Do high kick. Is pressed again in x time? Do high kick combo 2. If not, go back to idle

rustic plume
misty dagger
#

Slots are used to determine which part of the skeleton to override?

rustic plume
#

when used in conjuction with layered blend per bone, yes, you can specify the bone and therefore the descendant chain to override with that specific animation

#

such as spine01 for the upper body

#

or Rshoulder for just that arm

#

i dont remember the bone names exactly

misty dagger
#

Yeah I got it. I'm just wondering if I need that for my purposes since the character wouldn't ever be in two animations at a time.

rustic plume
#

then it would blend per bone on the pelvis

misty dagger
#

The way my combat works right now if you press an attack button it stops your movement and performs the animation then restores movement after its done. You cant attack while jumping. I did it that way so people can't run forward towards their opponent while attacking.

rustic plume
#

yep, i dunno where you do it, but i have branch checks for my MoveForward and MoveRight inputs (using third person) that only fire if the player is not: dead, already attacking, jumping, or interrupted

misty dagger
#

Yep me too

#

Then each attack sets a bool that is pulled into the animbp that has a matching bool to fire the animation

rustic plume
#

same check for if jump happens too

rustic plume
misty dagger
#

But if I add 5-6 more attacks I could see the logic being nasty. I'm wondering if the attack/animation could be stored in the character bp, and looked up/referenced in the animbp.

#

That way I can use one piece of logic to look up the correct animation to play without having 15 nkde snakes

rustic plume
#

that is where i have my attacks, i have an array of montages, one of them is called in the attack logic

misty dagger
#

Oh you call the montage on the character?

rustic plume
#

yes, from the character

misty dagger
#

Oh , interesting. Im using the animbp to do the logic.

rustic plume
#

i suppose if it works, there is no difference

#

its doable straight from character though

misty dagger
#

So I have a huge sequence that checks the bool of the casted to character class and sets the animbp appropriate variable which triggers a state in the default locomotion tree

rustic plume
#

i actually have very little the anim bp, just the update for some locomotion stuff and anim notify events

misty dagger
#

What does your array look like?

rustic plume
#

its just an array, nothing special

misty dagger
#

How do you identify which index to use?

rustic plume
#

the attack function gets which ever is passed into it

#

so it can be done from different inputs

#

or in a combo succession

misty dagger
#

So you do like if attack a and combo b index use index 4?

rustic plume
#

i did it this way because i want the player to combo light to heavy or light to light or w/e

#

you could also have the combos as one montage then allow the montage to progress to the next section, but i havent done much of this

rustic plume
#

i would use a get for the specific attack

misty dagger
#

Yeah that's what I mean. But the get index you pass it is gathered previously in the chain conditionally?

rustic plume
#

for my needs yes, but i know online there are other ways to use montages for combo attacks

#

so for example, index 0 is the first light attack, then index 1 is the second, so the player attacks then has a follow up if they get the combo timed

misty dagger
#

Since this is just a fan made project, I don't think I need to get super accurate to standard but efficiency is still good.

rustic plume
#

if they decide to do a heavy instead, its the same index used - lets says 0 light then 1 heavy

#

i figure you want it to work

#

but i think the way im doing it so the normal way

#

again, all attacks can go into one montage, instead of an array

misty dagger
#

You only have one montage for all your attacks?

rustic plume
#

no, but you can

#

well

#

maybe not all

#

but for one combo of attacks

misty dagger
#

Hmm ill mock up a blueprint later and see if it's what you're talking about.I think I understand.

rustic plume
#

my combat is more akin to dark souls or dragons dogma, melee sword attacks from right and left, etc

#

for a fighter, you may want a different setup

misty dagger
#

Ah no my game is like street fighter or mortal kombat, but nowhere near as robust/advanced

rustic plume
#

thats what i meant by fighter

#

its also 2d, so its something else to consider

#

ive never done 2d in unreal

#

though it sounds like you can do montages with 2d πŸ˜„

misty dagger
#

Well im using 3d assets

rustic plume
#

ah ok ok

#

i getcha now

misty dagger
#

You are just locked to movement on 2 axis

rustic plume
#

im familiar with the games, just thought 2d as in sprites, not fixed camera

misty dagger
#

Ah gotcha. Nope fixed camera.

rustic plume
#

well i dont actually see the game world, but ill take your word for it πŸ™‚

misty dagger
#

Oh it didn't show the combat? It's at the end of the video.

#

Thanks for the insight. I'll work on a mock up blueprint later and see if it's what you are describing.

rustic plume
#

I dont think so

rustic plume
#

Got it

rustic plume
#

im not the best with retargeting, but it sorta looks like the wrong bones are being used. check the retarget manager for the skeleton in question, may also help to see the bones of this mesh so you can see the joints and move them, seeing which ones affect what

#

i dont see the ik chain in the left model, was that intentionally omitted when importing?

#

i also dont see the twist bones that the ue4 manniquin uses

#

either of these could mess up the anim part, but i dont know for sure if they actually do - try checking the joints of the anim asset

misty dagger
#

Hey Conrad do you have a single attack function and do all your logic inside of it?

rustic plume
#

Yes

#

You can add inputs for whatever you want to alter about ofc

misty dagger
#

Yeah that is what I do, but I have a function for kick and for punch. I couldn't figure out how to pass the key pressed into the function. Or at least, I couldn't find a variable type to match a keystroke

rustic plume
#

Call the function via input event? Am i misunderstanding?

#

All attacks are montages so that can be a function input

misty dagger
#

On the input pin inside the function, you specify a pin type. I couldn't find one for passing in the 'key' object from the input event

rustic plume
#

You dont need to

#

At least thats not what i do

#

Its just input event > attack function

misty dagger
#

Then how do you specify which key was pressed inside the function?

rustic plume
#

For what reason?

misty dagger
#

So you know which key was pressed. If you use the same function for all attacks and animations, and you just pass it directly from the input how does the function and or logic known which Montage to play?

#

Or wait do you pass the montage into the function too?

rustic plume
#

All attacks are montages so that can be a function input

#

Correct

misty dagger
#

Ah, I misunderstood what you were doing. I thought you were calling the function directly and providing the montages in an array inside the function

rustic plume
#

Nope πŸ˜„

#

Anything that needs to be adjustable becomes an input

misty dagger
#

So how do your combos work? Wouldn't you need to know which buttons were pressed in sequence to pass the montage? Or do you do that pre attack function too?

rustic plume
#

I only count the combo and reset on fail so it is tied to the array order

#

You may want something different though

#

So i do not care about sequences like in ur typical fighter

#

Ive never made that kind either but i would guess you need something to track the inputs

misty dagger
#

Oooh, I think I see what you are doing. Each attack is assigned an int value, and when a button is pressed you store it, plus add any additional values up, and pass that value into a get array to get the matching montage then pass that. If you fail it just resets?

rustic plume
#

That sounds about right

#

It is based on one input though

#

Input events do output their key so you could somehow count which input gets pressed

misty dagger
#

Yeah that's the thing I couldn't figure out. How to pass that into the function. I thought all your logic was in the attack function but it sounds like you have pre function logic to determine what montage to use.

rustic plume
#

Its just an array get which plugs into the sttack function

#

Inside that function it also counts the combo

misty dagger
#

Hmm I guess I am not understanding how that logically works and how it knows the difference between kicks, punches, high, low etc just by the montage being passed in. You can't track inputs inside of a function can you?

rustic plume
#

Come to think of it thats probably another function that it is calling

#

Well my lmb is on kind of attack

#

What u are doing, as ive mentioned several times, requires input logic for your needs

#

I have these systems but that does not mean they arr universal

misty dagger
#

Do you have a different attack function for each type of attack? It sounds like you are using one global function, which I don't understand how is possible if you aren't providing which input/key is being pressed into the function. No, I'm not trying to replicate yours, I'm trying to understand how yours is built because it doesn't seem logical the way I am thinking it's built.

rustic plume
#

Lol no it dont but thats how mine is πŸ€ͺ

misty dagger
#

Yeah I guess I just don't understand it. All of my attacks do different amounts of damage etc so I'm building my button pressed logic differently and passing what is needed to the attack function which handles the animation and damage dealt.

#

I did end up changing it to be character side though instead of animbp side so thanks for that suggestion

rustic plume
#

I have a parallel array for damages

misty dagger
#

Thanks for the tips. It'll be nice to have everything in a single place (on the character), and clean up the nasty animbp

bright skiff
#

Apologies a newbie question here , in my project on the animations screen the mannequin is not moving upwards vertically on the jump in the preview. Where can I fix this ?

sonic sparrow
#

Has anyone used Blender and Uefy for animation editing? For some reason when trying to get my armature to match the pose of my animation source, it just twists my UE4 mannequin armature in odd places and does not match the animation source pose.

tropic basin
#

@bright skiffif it's the default animation it's an in place animation

bright skiff
bright skiff
#

Some kind of auto loop option that I need to turn off somehow ?

true night
#

I'm trying to animate part of a skeletal mesh, but I have no idea what I'm doing. Can anyone help?

dawn yarrow
#

Hey guys, we have a weird bug with skelmesh merging - left limb (only left) gets stretched randomly, without any system to it. All skins and rigs are perfect, the stretch doesn't show when the merged mesh is in refpose, only when animated. Did someone encounter the same problem?

simple star
#

Is it possible to share animation blueprints at all?

#

and replace animations?

ashen junco
thorny meadow
#

Hello everyone!
Could someone put me in right direction. How default ALS v4 anim blueprint activate this blending by curve (see image)? I have made retarget ALS character to my custom character, then I have configured bone names in layer blending graph. I know that these alpha blend values get from curves in overlay state animations, and they configured the same as ALS, but the layer curve values are always 0. Maybe someone faced with this issue and know how to solve it. Btw, UE 4.24. Please help.

ashen junco
thorny meadow
ashen junco
#

Shit, dismantling ALS again for crosschecking, here we go again...

thorny meadow
ashen junco
#

I don't think that's possible, unless both the skeleton have similar hierarchy, you might have success assigning your second skelmesh into the first skeleton

ashen junco
ashen junco
#

TBH, ALS looked good on the surface, who can resist.