#animation

1 messages · Page 170 of 1

thorny meadow
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It depends on the skills. I think it's a machine you just have to know how to start haha.
I have figured out all the principles of how this asset works, but the issue with blending by curves I can't solve for several days now 🥴

ashen junco
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It's just that the lack of proper documentation for such monolithic shit frustrate pretty much everyone, even those who are know what they're doing.

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And @thorny meadow don't hold your breath on me. Who knows if I ended up making my own locomotion solution for my project, which is in my plan list.

hot crown
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Made some progress was able to accurately map bones and retarget after rigging my model in MIXAMO

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However the mesh disappears when I use it in the third person character blueprint

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Also when I try to preview the animations in this viewer

ashen junco
misty dagger
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ty

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aww wasn't sure, since I thought it got introduced in 4.26

ashen junco
misty dagger
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aww, do you know if it works for armor pieces? haven't seen a example of it yet.

hot crown
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Just sharing these sorry if you already looked at them

ashen junco
misty dagger
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that sounds nice! maybe I'll look into that too!

hot crown
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@ashen junco srry to be annoying any idea for my question👀 👀 👀

ashen junco
misty dagger
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you are trying to retarget and having problems?

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could I make a suggestion?

hot crown
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Sure but the retargeting was succesful

misty dagger
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Control rig can retarget for you, I find it works better then the retarget system

ashen junco
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The auto rigger was awful, wasn't as good as Auto Rig Pro's.

hot crown
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But I appreciate any knowledge

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I am lucky that it worked for my vroid bases

misty dagger
ashen junco
hot crown
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I think there is something wrong with my pc

ashen junco
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I think someone had another python issue, said to be conflicting app from Steam or something. Was it you?

hot crown
misty dagger
ashen junco
misty dagger
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yea if bone names match you can just retarget, but anything that has a control rig humanoid setup is cross compatible. They work different scales too. so getting new animation is just couple clicks. It's still beta though.

whole latch
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I'm just wondering, am I missing some tools here, or complex animation graphs are supposed to look this messy? And I didn't even yet added a weapon-related animations, so they also will create additional transition rule from every node...

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Keeping check of the transition requirements and catching edge cases where I forgot to add one starts becoming quite a headache.

silver badger
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Good luck maintaining that, and I bet you are just starting.
But animation blueprints are "friendly", and "easy to use"...sure.

whole latch
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I really do miss Unity's "from any state" node.

rustic plume
whole latch
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You can do that?

ashen junco
last hound
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Having trouble with a bit of a math problem.
I want to draw a spline between 2 arbitrary points on a sphere with there tangents set to curve around the sphere. In theory I believe that the tangent should be 90 degrees from the center of the sphere to the spline point, in the direction of point a to b, of a certain length, since a sphere is constant radius.
How can I calculate a tangent vector that is perpendicular, parallel, and of right length?

ashen junco
last hound
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The Math is related to procedural animation like satellite trajectory. Maybe physics channel is more fitting.

rustic plume
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physics is procedural animation

last hound
whole latch
# last hound

Ballistic orbits are more like a circle or an oval that had part of it that's below the ground cut off. Maybe this'll help?

last hound
bright skiff
misty dagger
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Hey, anyone know how to use a float to "scrub" through an alembic animation? Like manipulate the playhead of the animation via a value in blueprint.

misty dagger
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Nvm I got it

weak delta
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Hello guys I need your help

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I want to retarged an animation but it's retargeting it in this random x position

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In the skeleton asset both of them are in the same place as a reference, I've also tried to put it the one that I am retargeting 2x up, but same results

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I am using UE4.26

ashen junco
# weak delta

Meshes looked the same, why you need hard retargetting?

weak delta
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What do you mean by hard retargeting? I simply took animations right click retarget to another skeleton and next

ashen junco
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That's what I call hard retargetting.

weak delta
ashen junco
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Soft retargeting would be changing the skeleton assigned to the skelmesh.

weak delta
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What do I need to change?

errant raven
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I have 2 animBPs and Blendspaces, one for normal movement, and one with a weapon being carried, what should I do so when I press 1, the animBP and Blendspace changes from the normal one to the weapon one?

ashen junco
lone void
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This channel is also to ask questions about animation retargeting, right?

lone void
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So, I tried retargeting this animation and to the left is the original one, right is the retargeted one. Does anyone know if I can fix this offset?

ashen junco
winged topaz
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i want to create some characters in blender and use them in unreal engine in a way that i can easily use existing unreal animations. i have no experience in character creation. what do i do? do i export the unreal mannequin and import it to blender to base my characters on that skeleton? can someone recommend a nice workflow guide or tutorial? thanks

ashen junco
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Also make sure your blender scene's unit scale is set to 0.01

winged topaz
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@ashen juncooh cool, thanks

ashen junco
winged topaz
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auto rig pro look nice. when you say "something matching that of UE4 mannequin standard" you mean its not exact and need fine tuning?

ashen junco
winged topaz
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ok cool, thanks again @ashen junco

grave sable
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Can someone please help? We're trying to export character animation as alembic into UE but when we add it to the scene, the animations don't appear, only the character.

grave sable
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Animation test

winged topaz
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@grave sablehave you tried the .fbx format?

grave sable
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We did yes.

misty dagger
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the montage component dont seem to work for me whatever i do

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any ideas?

hasty oar
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Hey folks. I want to make a TP character but the default TP mannequin has no animations for strafing or moving backwards. And every tutorial i've found on the subject uses the animation starter pack, which only has animations while holding a weapon.
Anyone know of any good assets or resources for TP unarmed animations? I unfortunately am not an animator.

wind pilot
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Yello, can you make relatively complex animations from scratch inside unreal or do you have to use Maya ,Max, Blender etc. for that? I don't seem to find any YouTube tutorials and all what I see are imported animations that make me assume that it is indeed impossible to make them in unreal.

rustic plume
hasty oar
rustic plume
ashen junco
hasty oar
ashen junco
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And no, I won't recommend Mixamo, but if you want to take the risk of working around with incompatibilities, then by all means

hasty oar
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and I know enough to avoid mixamo lol

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I know it's a pain in the ass to get it to work with UE4

ashen junco
rustic plume
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lol if als has strafing

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free anyways

ashen junco
rustic plume
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i mean its got some more stuff, but if you just need the anims

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im sure you could migrate them out

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never used als, but i assume its the same rig

hasty oar
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that might work actually. I just need the animations.

ashen junco
rustic plume
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unless its a "just anim pack" its going to be the same hassle of extracting, but hey free is free

ashen junco
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Nah, ALS is just going to be the more confusing out of them, due to how specifically used they are

rustic plume
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well if the anim asset are just that, animations and they use the normal ue4 rig, then they can be extracted afaic

near dragon
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I am trying to get a AK reload anim working and i am having the issue of not being able to import constraints into UE from Blender. I have a "ChildOf" constraint for the left hand so I can change the influence(allowing swapping weapon to other hand). I tried baking actions in blender but it didnt help anything. How are you guys doing reloads "the right way"?

near dragon
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Yeah, I have tried that. Pose>Animation>Bake Actions... checked Visual Keying and clear constraints

ashen junco
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Also for comparison sake, on this test run, I did not use attaching in engine for the gun, just playing back the anims on the character and the gun simultaneously. Though maybe I should look into attaching it, because I did ran into issue with shorter/taller characters

near dragon
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I have 2 armatures, one for the arms adn another for the gun. I am wondering if the constraint is on a seperate armature would that be causing the issue? If so do I combine the 2 armatures somehow?

ashen junco
near dragon
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ah ok, i can try that

ashen junco
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Though I should mention that the workflow works if your game is an FPS with floating arms. I personally found issue with this in full body FPS and TPS.

near dragon
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yeah mine are floating

near dragon
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still not working😔 ive tried every bake setting in blender. it just wants to stay attached to the right hand in UE no matter what

ashen junco
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Also please note that viewing it in Persona anim viewer is not representative of what it actually looked like in game

near dragon
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yes it is attached to the right hand the whole time in UE. bet that's the problem.. can I just key it to swap to the left hand in UE ?

ashen junco
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Again, both hand and gun are separate armature, and the gun armature has its own root bone motion, following the hand motion based on the constraints

near dragon
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yeah i think I have mine setup a little differently. I had it attached to the grippoint socket and attached a Weapon_Base component at start

fathom vapor
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Hello

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Everyone

lone void
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Does anyone know if it's possible (and how if it is) to retarget an animation using the absolute rotation/location of the bones instead of the relative?

fathom vapor
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I have a question!

Will we be able to somehow make the same realistic animations as in rdr 2 without having millions of money and hundreds of animators?

As we know, rdr 2 animations use muscle simulation, and so on.

Can we do that in the Unreal engine?

Maybe you know good tools or plugins for procedural Animation and Simulations of muscles and others, whether it's paid or not. Maybe you know such projects are in development?

I'm really wondering if ordinary people, animators, will be able to make the same animations as in rdr games.

ashen junco
ashen junco
fathom vapor
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If you have something, it wouldn't be a bad thing if you showed me.

ashen junco
craggy knoll
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About the Control Rig Component. If I want to correctly setup my ControlRig, I have to call this, so the Rig adjusts itself on the Skeletal Mesh:

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My problem is, how do I use this Control Rig in my custom ABP, or the other way around, get a reference from the Control Rig inside my ABP to my blueprint, so I can subscribe to the OnPreSetup event?

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If I use the ControlRigAnimInstance, I can't apply animations anymore. I want to use my own ABP.

misty dagger
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can someone give me a free punch animation or give some information about how can i make them?

ashen junco
misty dagger
ashen junco
misty dagger
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alright

earnest merlin
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Hello everyone, I have an oven with a bunch of animations that affect the whole mesh (for example the lid is closing and it bashes the rest of the mesh) But I've got also an Idle animation running the whole time while it's cooking. I'm trying to set up the opening/closing lid animations on top of it but they don't blend really nice with "Layered Blend per Bone".

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The only way these 2 will blend kinda okeish, is if I setup the Bone Layer from where it will start. BUT I'm losing animation details to the rest of the mesh

ashen junco
# misty dagger alright

With attack animations, in particular melee attacks, you can have three stages:

  1. Anticipation; This is where the character prepares for a punch, typically he/she will move the fist back to wind up for the attack

  2. Contact; This is where the character swings his/her fist to land the attack on the enemy. To convey sense of power, this stage has to be done faster. You can also shake the camera or slow down time for a brief moment when the attack lands to exaggerate the hit.

  3. Recovery; This is where the character had his/her inertia from the attack, and returning to the idle stance. At this stage, you can have a logic for initiating combo when the character is still have yet to return to idle stance.

misty dagger
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thanks

ashen junco
# misty dagger alright

For additional reference, you can give this a watch:
https://www.youtube.com/watch?v=8X4fx-YncqA

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ashen junco
earnest merlin
ashen junco
earnest merlin
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oh this one yeah, I have the Spawn and Rumble/Idle Animation in one State

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Thing is, I need to add the 3 Lid Close/Open animations on top of that when they are callend, **while **the Oven is rumbling/idling

jade pawn
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Does anyone have good tutorials / information on cloth simulation. Want to have the clothes in a short film be simulated all in unreal and we've been struggling

simple star
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What's the point of a "child montage" ?

rustic plume
simple star
simple star
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so the timing of the notifiers can't be changed?

rustic plume
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so if you have 10 idle animations, why make 10 unique montages with the same setup?

simple star
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I see it's for simple cases

misty dagger
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Hello, I have a snowflake that falls down the chimney.
Is there a way i can gradually fade out an object in the sequencer?

If i could "melt" it would be even better, but a simple fade out is also good.

rustic plume
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redundant cases 😉

simple star
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Mucho love and a merry Christmas @rustic plume

rustic plume
ashen junco
blissful kite
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Help, I broke the something trying to change the character mesh and now he wont move

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I deleted the other character i was trying to replace it with but it still wont move.

fathom vapor
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These animations are made using a neural network, maybe we have ways to do this in ue4/5 as well?

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Plugins or something?

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Is it possible to make animations using a neural network on blueprints in ue4/5?

fathom vapor
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Is it possible to make the same animations, only in ue4/5? Preferably on blueprint

heavy pelican
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I did an animation with the base mannequin and re targeted it successfully. But what if the non mannequin animation/charakter has a weapon that is attached to the previous mesh/animation. How do I get rid of it? I just need it off screen. I tried to set a keyframe inside the animation and put the weapon below the ground (see screenshot) but it still appears. Both in sequencer and in game which I don't need in this case.

wind pilot
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Easiest way to get rid of the weapon is to simply assign a transparent material to it

heavy pelican
wind pilot
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You find how to do it here

twilit rivet
edgy meteor
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Anyone have any experience with livelink? I'm having troubles applying an animation on top of my livelinked mo-cap footage

tranquil lark
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When doing animations in Blender and porting over to UE, should they be done with +X being forward? I noticed that when I do it with +Y being forward (because the default character in UE is +Y facing) and then import it into UE, it is like flipped backwards. The mesh that is. I am using +X forward and +Z up for export settings.

ashen junco
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though I should check on Auto Rig Pro's code first, brb

honest geyser
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So uh, can someone tell me what I did wrong? character has very similar skeleton to UE Manni, naming and hierarchy, with a couple extra bones, but when I retarget an animation that is based on Manni, I get weirdness like this. DCC is blender, if that helps.

edgy meteor
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does anyone know how to blend bones in an additive manner? In the AnimGraph, I've tried "Apply Additive" within the blends functions, however it makes my model huge

edit: figured out it was layered blend per bone is what I needed, then within the details, there are config options to add which bone names to add

misty dagger
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Hi, I have a problem, I don't know why but my animations are not exporting right in unreal

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I've got an animation from mixamo, and I need it in place

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but even after I updated the location on every frame to be the same

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it still doesn't work

blissful kite
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I'm still stuck

fleet stump
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Anyone know why everytime I import my character fbx from Marvelous Designer it gets imported in chunks like this. I also get the error "Could not find the bind pose. It will use time 0 as bind pose"

primal geode
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Hello all. Sorry for stupid question. I am doing a simple animation like "look how to easy unfold our sofa" for furniture firm in sequenser. But I want to add some bounce effect, when pillow drops. What I need to fo in ue5? Some soft body physic? Like Flex? And bring it to sequenser? Can someone point me in right direction? I run out of ideas for Google

obtuse idol
misty dagger
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Hey there, when you scale a bone via animation blue print the physics assets do not seem to scale with it. They show they are scaling when I turn on collision drawing, but any hit tests I perform act as it it were against the original PA. Is this a bug or controlled by a setting, or not supported?

past onyx
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Does anyone here have experience with inertialization?
How do I soften the transition between an animation with inertialization blending and one without?

honest geyser
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Alright boys, think Im ready to retire.

queen notch
#

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near dragon
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Still having this issue with constraints. Need to get the right hand detached but it doesn't want to export my anim bake from blender correctly

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i know constraints are functioning becasue my mag is constrained to my hand and that is working just fine. not sure the right hand wants to stay attached

proven sigil
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Looking for advice. Added physical animated hit reacts, quick timeline etc turns phys anim on then quickly blends it out. Thats all working as far as i can see, but my settings arent right and i fall through the floor. I have char mesh and tried several ways of ticking the 'ignore, block, overlao' part. Far as i know as long as world static (floor) and pawn(enemy hitting) is blcked is should work? The enemy is a child bp of my guy with slight differences in bp, mainly the widget cast for different hpbar. Any ideas? ive tried making custom channel and preset but i may not have done them right.

austere monolith
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So for a few days now I have learned something important about UE4. Custom character and rigging for Unreal is the most convoluted, backwards, overly technical, overly detailed, overly the top in method. Rigging and animation in UE4 is literally the worst part of UE4. There needs to be a better way than this abomination of a time sync process that has way to many options methods, work flows and technique's and hidden things that make progress near impossible.

/rant

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EZ Character rigging in UE is no such thing. It's way overly the top in silly technical garbage. The UE4 Mannequin itself is complete garbage with every new release of UE. Look at it. Take a good look at the UE4 char. Its a freaking monstrosity that needs to be put down.

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I seriously can not stand even trying to use it at this point. May as well just rig my own bones and set my own IK and set my own animations because taking a custom rig and IK and attempting to use it with the UE frankenbone system UE4 has its utterly the last thing on any planet a developer should do.

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Literally wasted 3 days trying to figure out a smooth way to integrate and there is not one. Not a single way without hashing through tons and tons of useless Bone parts, rig parts, IK parts and holy unholy god the face rigging... I am done.

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Seriously not done... A simply character with 24 bones and no simple way to make use of any animations that already exist because every body and there mother from Mixamo to Maya to any developer literally based everything off the Franken UE monster abomination speghetti trash UE4 base Char Model...

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I am gonna puke.

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No thats not what I am doing

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Here look

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Simple

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This character only has 24 bones.

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And I am supposed to delete my bones and integrate them with the UE4 trash monster...

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There just must be a better way to tap into the animations tons of Developer's have made for characters and unfortunately most all of them built around the UE4 trash monster.

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Yeah thats what I am going to have to do... Then I will have to custom each and every 1 animation...

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So I am exploring possible procedural movement

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yeah my guy has dog legs going on which kinda complicates things.

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Thansk for hearing my vent and rant but seriously UE4 guys really need to just trash the UE4 monster and lay it to rest... A better way but be done.

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I mean there has to be an easier way to make use of existing animations everyone has built over the years...

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yeah I got all the IK stuff set up in Blender

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I mean literally this little guy is ready to start making animations

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I can design my own animations within UE right?

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Meaning I can prolly just export this to UE4 at this point and start setting the animations up

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So UE4 is not capable of taking a custom with IK set up and doing the animations within? I need to set the animations up in BLender and export thwem?

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Well anything is better than wasting 3 days seeing if I can integrate my bones and character with something that has a ton of animations built into FrankenUE

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yeah yer prolly right

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Thansk man:) I usually hang out in Voice chat but nobody wants to hear my BS about this subject so I spared them

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Well mine only has 24 Bones:) Franken monster has more bones than there are animations made for it...

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yeah, hopefully Unreal might listen to developers that think there is an easier way but instead UE has doubled down on stupid with Metahumans

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Not everyone wants human characters

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Nice, well I made a tank game and not a single bone in it yet:) This character I made here is just a gound unit which would be the first to have any bone system in it

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And I thought it could be done pretty quick with some learning. Damn was I wrong

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yeah it would not work which is why I think UE4 needs to make more options for more simplified models

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If it was easier they could fire all 50 of them and hire 1 or 2

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If the process was made easier.

wraith furnace
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i am using cc3 characters in unreal. I have gotten 2 separate anim blueprints to work successfully one is the face live link iPhone app and the other is my perception neuron suit body live. I am trying to add my body blueprint to the face blueprint so they are one so i have a fully live character with both. I chose to add the body blueprint to the face blueprint because the body animbp was a lot more simply built lol. I have included 2 photos with the questions i assume i should be asking. Thank you!!

bronze osprey
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@austere monolith you need a symetrical base pose

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than you can retarget animations from another char.

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if u dont know whats goin on under the hood its prolly best you stick to the same hyrarchy setup

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if ur char has 24 bones its prolly a completely diffrent setup, this doesnt mean you cant try retarget animations from paragon crunch to ur rig tho

wooden sleet
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Hi, just wondering If I have a pickup animation and I just want the arm bone movement and none of the rest. Can I do that in unreal? or do I have to get into an external editor to remove them?

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Like can I mask a montage, only for the arm movements

wooden sleet
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Yeah I've managed to do it with my general animation for it a slot called UpperBody

ashen junco
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Now do that again, but on the arm part.

wooden sleet
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Like this?

wraith furnace
edgy meteor
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Does anyone know how to attach static-meshes to a socket within sequencer? I'm currently trying to use a trigger event, and then within BP, use AttachComponentToComponent. However I am having 2 issues with that. I can't find/use my static mesh that I want to parent under the parent noodle, and I get an error saying my target skeletal mesh isn't a skeletalmeshactor

subtle shore
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hi! I am having an issue with my character camera. Whenever I import a large mesh that surrounds it (a wall in this case) the camera gets all messed up and does this:

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it is a 3rd person camera
i believe it has something to do with the collision?

proven sigil
# subtle shore it is a 3rd person camera i believe it has something to do with the collision?

details panel of characterbp, click the top left cam and cam boom, then details penel scroll down to collision, you can tinker with them there. Even if this does not provide the fix, it may help debugging, as you could like make the camera and boom overlap all, and if it still does it then it may suggest where else the problem is, just a thought im not an expert ive just been sweating out collision research as ive got issues currently xD

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check the collision of the imported stuff, remember to double check right below its settings for block ignore overlap, it has the setting for what its own object type is. Easy to forgot about.

warm coral
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Is it possible to rotate an entire blendspace? So like when I rotate the root it keeps that rotation?

lone void
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does the anim bp of anyone else also keep looking like this messy?

ashen junco
lone void
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Oh yeah

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But I'm only going to use a max of 2 weapons tho

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I think

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Idk

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I spent like 5h making that😳

past tusk
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Anyone know why my IK rig exported from Blender acts so unusual in Unreal?

ashen junco
past tusk
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Really? Don't you have to set up targets/poles in Blender first?

ashen junco
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AnimBP do have two bone IK functionality as well, but it might be more difficult to set up.

past tusk
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Ok thanks I looked this up and it's an experimental plugin, will activate it and give it a try. Thanks!

elder echo
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Hey everyone! I have a gltf file with a mesh and two animations, I'm trying to convert it to a fbx file in Blender to import it into UE4 but I end up with a file with 300+ animations. I'm just importing it into Blender and exporting it with no modifications whatsoever.

viscid tulip
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hey guys, Is anyone good with quaternion math? how would i compare 2 quaterninos and apply the delta to a third quaternion?
if it was a vector i could do v3 = v3 + (v1 - v2)
im working in control rig

ashen junco
viscid tulip
ashen junco
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AFAIK the only real advantage Quats had over Rotvectors is alleviating gimbal locking issue in transform/interps with gizmos.

viscid tulip
viscid tulip
# ashen junco AFAIK the only real advantage Quats had over Rotvectors is alleviating gimbal lo...

Hmm. im not sure if i did something wrong with the calculation or if im going about the underlying problem in the wrong way. I have question active on the forum with more context. feel free to take a look (if you want to / have the time, ofc)
https://forums.unrealengine.com/t/contol-rig-basicik-setup-with-0-0-0-bone-transforms-4-27/268336/6

cloud lodge
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does anyone know how to change the skeleton from one mesh to another, the mesh i want to use is using the UE4 default mannequin but the one i want to use has a few more bones

cloud lodge
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Won't work tried that

novel blaze
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Im trying to add a skeletalmeshcomponent to my data asset so that I can fill out the skeletal mesh and materials different for each data asset. What is the name of the class that will let me drop down and edit it as if im in a blueprint with an attached component?

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I've tried TsubclassOf<UskeletalMeshComponent> , USkeletalMesh*, Uskeletalmeshcomponent* but none of them allow me to do what I want

rustic plume
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i dont code, but in bp, setting skeletal mesh targets skinned mesh component, hope it helps

novel blaze
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I was wrong using a pointer to a skeletal mesh component works as long as I point to a class.

rustic plume
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alright

novel blaze
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Well actually that didnt work either. So my solution is to use TSubclassof<UskeletalMeshComponent> and just create a bunch of blueprints aka skins. Its not as streamlined as I wanted it but it works

misty dagger
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it seems like everytime i move left or right this weird glitch happens to me

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i checked the animation and its fine

#

it only happens when i launch the game

latent sluice
#

I have a problem with animation FirstPerson_Run from FPS Template. It twitches at the end. As if the start and end positions of the hand in the animation loop are not the same. This is not so noticeable in the video:

#

But in the game it is very noticeable. What can be done?

viscid tulip
#

hmm. does anyone know how to find the "additive control rig" mentioned by epic in their control rig youtube demo?

peak lantern
viscid tulip
# peak lantern maybe it is changed? Maybe add a normal control rig track and change the track t...

i managed to figure it out. the workflow has changed a bit. if you are intressted, here is the resolution: https://forums.unrealengine.com/t/additive-control-rig/147578

peak lantern
#

awesome, yeah I somewhat remember that the additive setting was moved to be associated with the track itself

obtuse idol
#

i exported a 24 frame anim but it doesnt import as a 24 frame anim

fathom vapor
elfin axle
#

anyone use als?

feral trellis
#

should i use als or just stick with regular anims

#

ive been trying to use echos mesh on the regular third person character. I just cant get it to work.

#

but the regular thirdperson anim setup is easier than echos so thats why im trying to put her mesh onto it

raven flicker
#

hi, i'm currently modding the UE4 game jedi fallen order, and i'm trying to play an animation for an actor but it's displaying incorrectly - in blender & in-engine it plays fine, but ingame the limbs of the actor are distorted

languid spade
#

Wondering if anybody knows the solution to this. I have a skeletal mesh with several chains that I want to simulate physics on. However whatever settings I try to input, every chain except the first in the skeleton tree gets snapped to the root bone when simulating.

ripe rock
#

Does UE have it's own rigging system for assets or does a user need to rig and skin in another 3d application like maya before importing to the engine?

ashen junco
ashen junco
ripe rock
#

Not sure what UE's other job is if you pretty much make all the assets in other programs.

ashen junco
#

Those tools you mentioned mainly spits out textures for you to use in Unreal's material system.

ripe rock
#

Yup I agree. But Unreal has it's own node system too to input those textures.

ashen junco
#

And not even related to rigging.

rustic plume
#

you should use unreal to make materials, you are taking textures made elsewhere

#

there are no skinning tools in the engine

ripe rock
#

The thing that confuses me is materials I create in substance painter is already perfect right? After I export, what am I doing in unreal with them ? Any changes would make it look different than my substance/mari render.

rustic plume
ripe rock
barren sand
#

Hey guys, I might be missing something simple but I have a little issue:
I have a character with an animation blueprint controlling the animations using explicit timings etc...
In the character blueprint, I have 3 other skeletal meshes that use the same rig and animation blueprint, they drive changeable outfits, jewelry etc..
When I update the explicit timing and animation to play in my main character anim bp, I want the others to follow it. Is there a way to share the anim bp between multiple skeletal meshes or do I need to loop through them and update each on their own?

ashen junco
barren sand
fathom vapor
#

https://youtu.be/AI0k1V0t_SI

Does it use mocap or procedural animations?

Time: 2:17

⚡ADD TO WISHLIST: https://store.steampowered.com/app/1372880/The_Day_Before/

The Day Before is an open-world MMO survival set in a deadly, post-pandemic America overrun by flesh-hungry infected and survivors killing each other for food, weapons, and cars. You wake up alone in a world you no longer remember, setting out to find answers and the r...

▶ Play video
merry loom
#

bothalex

fathom vapor
#

Nope

#

I just don't know how to show you what I've set

#

Sorry

ashen junco
#

<@&213101288538374145>

silver bridgeBOT
#

:no_entry_sign: Biglio#5838 was banned.

light river
#

It's hard to get banned from here too.

warm kayak
#

would you do Quadruped leg placement with regular old Two Bone IK in anim bp or setup full body IK and control rig?

raven flicker
ashen junco
#

Hence why I refuse to elaborate about the underground ways here 🙂

raven flicker
#

fair enough

#

i don't suppose you could point me to somewhere where i might find support for that kind of thing?

misty dagger
#

Hmm I have a montage that plays when I fire a gun. The montage is the player bringing the gun from pointing down to straight in front of him. What's the best way to #1, keep the gun aimed up for a bit, and #2, only allow firing if the gun is up? Right now if I fire the animation jumps between up and down, and the projectile leaves the barrel even if it's not all the way pointing up yet.

#

The fire action can be used multiple times in a row, and it mostly works how it is now, except for the weird jumping in the montage

blissful tinsel
#

hey so, im trying to use mixamo to export animations to unreal

#

and im not really sure how the workflow works

#

I want to import animations and put them into my animation blueprint so I can stick them into my state machine

#

but I have no idea how to put them inside my animation blueprints

misty dagger
#

You drop them into the anim graph

charred aurora
#

I have a question on editing animations within Unreal Engine. I want to edit the skeleton to the pose I want, but it changes the position of the other animations that use the same skeleton. Is there a way to have the other animations negate the changes I made to certain animation pose using the same skeleton?

charred aurora
#

I probably did it the long way but I adjusted the skeleton to where I wanted it, then I recorded and readjusted the skeleton of the other animation to fix all of them... took a much greater time than I wanted lol

misty dagger
#

This is the issue I am having. I can't figure out how to make it so it doesn't actually fire until the weapon is 'up' (its an animation montage playing from idle state to pistol idle), and additionally make it so the down to up and up to down transition is smoother if you don't fire immediately after the first one.

#

hmm I smoothed it out a bit using a delay

#

yeah nevermind, I think I am okay with that result.

raven flicker
#

an animation plays fine in UE4, but not umodel/ingame, any ideas?

#

also plays fine in blender

ashen junco
#

<@&213101288538374145> Cross post across multiple channels

silver bridgeBOT
#

:triangular_flag_on_post: god.rays#8300 received strike 1. As a result, they were muted for 10 minutes.

past tusk
#

Trying to do IK with Ctrl Rig, but the bones stretch off into the distance. Any ideas why that might be? Is it a Blender export issue?

merry loom
past tusk
#

Tried using FABRIK because my leg has more than 3 bones too, but it still deforms quite a bit

past tusk
#

Just an update, I think I know where the issue lies, but cannot change it. It appears my bones are all scaled by 100 by default

#

Or is the control rig scaled always by 100? Weird

merry loom
#

emmm i can see taht scale causes issues

#

try reimport? Is this from blender? Did you use epic’s blender addon for import?

#

you could try scale the bones back to 1 using the set transform nodes in control rig and then apply the IK just for testing to see if this is actually the issue

ember field
#

How can I extract data from an animation curve? I have a curve inside an animation which I use to drive the character's movement speed but I'm not sure how to set the character's walk speed based on the curve

past tusk
elder echo
#

Hey yall! peepoHey I need help converting a gltf model with a couple animations to fbx. I made the original model and animations in Blockbench and I'm trying to use it in UE4.

The issue with Blockbench is it can only export animations to gltf format. Not only that but it also exports bones as separate objects in Blender, which turns my 2 animations into separate animations for each bone.
After almost giving up on having any character animations in my game I found the addon Empties To Bones which seems to fix this exact issue, however I'm now having new issues.

After baking animations and exporting as fbx, the imported model looks wrong in UE4 and my animation file looks empty. Would anyone be able to help me with this?
https://youtu.be/qMaJsShb5FM

misty dagger
#

Hey guys, is there a way to copy Additive Layer Tracks from one animation clip to another?

fathom vapor
#

Boys

#

Are there any new animation solutions in development for UE5?

#

Perhaps something similar is already in development on UE5, I don't know for sure

#

It would be cool if someone made smooth, realistic procedural animations with new ue5 chips.

#

Although perhaps it is a matter of time

steel tree
#

hi i wanna ask,is it recommended to use control rig for your IK solution?

#

thinking of using similiar method like ValleyOfTheAncient demo

simple star
#

Anyone knows if you can play random animations from an array?

misty dagger
#

That's what that node is for?

simple star
misty dagger
#

Change them dynamically how so?

simple star
#

Like these

misty dagger
#

In the example you provided it would randomly select one of the animations in the array based on their weight. If weighted evenly, it would randomly select them. AFAIK, if you set them randomly in there, there isn't a way to change the items in the array.

simple star
misty dagger
#

It is, just not from where you are doing it, afaik

simple star
#

yeah I could do via blueprint but that becomes a mess I think ?

charred aurora
#

fair warning to anyone using mixamo animations, make sure the box "in place is checked". I have to redownload and reedit a bunch of animations now 😩

woven rose
#

Hello, is there a way to have animations play while the game is paused?

fathom vapor
#

Perhaps something similar is already in development on UE5, I don't know for sure
It would be cool if someone made smooth, realistic procedural animations with new ue5 chips.
Although perhaps it is a matter of time

plain drift
#

Changing retarget source sometimes doesn't work:

#

UE4 4.26

#

Can't figure out why. Have two poses imported from the same blender file. One works perfect, the other has wrong bone transforms due to it seemingly not applying the retarget source. All asset detail settings are identical for both poses

#

I have set them to local space additive. Using Non-Additive or mesh space solves the problem

jolly hatch
#

hello.

#

Im working in VR and was trying a new method of Changing hand poses, so set a gripstate enum that casts to the hands anim BP. One method works fine, But I wanted to get a state machine method working of it the hand pose is = or not.. and for some reason Its not working. Just wondering Is there is anything I might have over looked

dry grail
#

Would I be able to switch animations within a montage based on a c++ function call? I want to play a melee animation and switch to a "recoil" animation during the montage if the melee attack results in a hit.

#

Can this be done without an anim BP?

ashen junco
#

No animBP necessary for the montage playback

dry grail
#

I was initially planning to do that but I was hoping it could possibly be handled in the montage itself; that would help keep my code a bit cleaner.

drifting sleet
#

these two horse have similar skeleton tree, and I retargeted, but the ​new Anim Asset is turn 90° than before.

stone patio
#

does control rig have some kind of LOD system? one of my characters eyes stops aiming if i move away from it :/

proven veldt
#

I imported one animation, but it keeps splitting into separate parts of the one animation

grave sable
#

Is there anyone here who has any information on importing character animations from blender as alembic? I am having a tough time and would appreciate a few pointers.

Please!!!!!

ashen junco
merry loom
ashen junco
plain drift
#

I have an issue with "hidden" or not "visible" skeletal mesh components not updating their poses. I want the mesh to be invisible but still have correct collisions. Right now I jsut apply a holdout material to deal with this. Is there any other way?

ashen junco
plain drift
#

Mmh yeah. I was hoping I could somehopw force update the animations but skip rendering.

#

I guess the performance impact is okay for now

woven rose
#

Set tickable when paused doesn't seem to work, perhaps I'm doing it wrong. I connected it to begin play and the mesh component of my character. I'll try the time dilation trick if I can't get the pause to work. Thanks for the help 🙂

plain drift
#

How can I move the constraint range, without moving the axis rest position? I only want to allow rotation in one direction on y-axis

#

I remember that in older versions I could just snap the axis back to bone axis and the range would stay where it is. But now the range also snaps back

#

mmh seems like holding "ALT" key does the trick 🙂

ashen vine
#

Hi everyone who can help with control rig in alsv4?

#

Or share script for that

#

I had edit one animation for firing

#

Its looking good in preview

#

But when playing its look creepy

#

Here is in preview

#

Its ok

#

But then its looking like this

#

What could be the problem?

misty dagger
#

is there rigging inside of unreal engine?

ashen junco
misty dagger
grave sable
#

It's set to geometry cache and everything. Rest of the settings.

ashen junco
#

Huh. I thought the deformation was so complex (as in monsters and whatnot) that alembic was necessary

#

Even then monster deformations can be done with some morph targets or VAT

grave sable
#

Well this import process is complex lol. I am missing a step, I just don't know what it is

ashen junco
#

If I may ask, why alembic cache for character animations? As opposed to normal skeletal meshes with normal skeletal animations and morph target (or even VAT)?

grave sable
#

We're using blender for the animating, buit we're also using marvelous designer etc

#

We want to improve the workflow because you can easily bake in MD, quickly grab animations in Blender and put them all into UE without a lot of extra go-betweens

ashen junco
#

I'm not working with physically accurate prebaked cloth sims, but unless it's a strict requirement (e.g. for close up shots), I'd assume that's solvable with chaining together morph targets or controlling Vertex Anim Texture based on bone rotation. Even then I usually just get away with bone based physics (or the realtime cloth sim)

As for Alembic, I rarely use it, maybe limited to something like pre-cached destructions or fluid sim, when morph targets or VAT are not suffice for the occasion. And from my experience it just worked, not much additional steps, aside from materials.

grave sable
#

k

#

thanks anyway for trying to help me

#

I super appreciate it

bold lake
#

Any help

proven veldt
#

It's happened for another fps rig too

harsh cedar
#

Do physics fall under 'animation'?

#

I'm just wondering what the color coding on the physics geometry/collision means? I've duplicated a physics asset; one copy shows as mostly green/yellow in the editor window, the other mostly red.

#

What is the color indicating?

raven flicker
nocturne radish
#

I’m dabbling in making a pro wrestling game. When it comes to animating, I’m reading that I can’t animate two actors in a single animation but instead should have an “attacking” animation and a “defending” animation, and sync them in-engine. Does this sound right?

proven veldt
#

@ashen junco I've also tried importing the file into blender then exporting that

serene patrol
#

Anyone know what that adobe free animation website is called please ping me

serene patrol
#

Ah that's it thank you so much

elfin bridge
#

can you set a variable in a state machine

#

inside a transition

ashen junco
elfin bridge
#

damn

#

so I cant trigger a variable change after an animation completes?

elfin bridge
# ashen junco No.

I'm trying to build a fighting system, but when I run a montage in the character blueprint it seems that the animation blueprints state machine overrides the play anim montage call. My character just twitches in an A pose and then goes back after animation duration completes, but the animation doesn't play. I was going to try and accomplish things in the animation state machine but I can program it like I can with a blueprint

proven veldt
#

bruh

#

Don't reply if you ain't gonna help

elfin bridge
#

lol

ashen junco
elfin bridge
#

yea I tried loading the montage directly

#

tried disabling movement as well

ashen junco
ashen junco
elfin bridge
elfin bridge
proven veldt
#

bruh

#

again

elfin bridge
#

then I have an idle with a blendspace

#

inside the state machine

#

jump/run simple shit

ashen junco
# elfin bridge

You should try blend the state machine with cached pose in slot

IIRC the setup goes like this:

Slot -> Cache pose

Cached pose -> Blend (with the state machine) -> Output Pose

elfin bridge
#

is the cached pose the one inside the variable?

ashen junco
#

I think what's going on is that your anim graph has no idea about the slot that the montage used

elfin bridge
#

well the montage isnt in the graph

#

its in the blueprint

#

is that required?

ashen junco
elfin bridge
#

so Play Anim Montage uses a slot somewhere?

#

ok researching slots

zenith sapphire
#

is there a way I can blend 2 state machines?

#

like I have a deer that when it idles it eats and looks around randomly and stuff

#

but when it is done eating, and say its face is on the ground, and not looking around while chewing, the animation looks really bad

#

I'm also a beginner

#

these 2 I am trying to smoothly blend, theres just a velocity calculation in the transitions

#

nevermind, I got it, you can literally set a blend on that transition, now the rotation changes while it is like halfway through the transition, but it looks way better than it just snapping

nocturne radish
ashen junco
gilded latch
#

quick question: i dloaded some anims off marketplace that were designed to be use with unreal rig, however, they also came with a diff mesh. trying to figure out how to get it on the default robot char. any ideas?

#

when i go to retarget manager it only shows the skeleton the anim came on. doesnt show UE4_Mannequin_Skeleton

ashen junco
gilded latch
#

hrm any vids on that? i tried to yt a bunch of vids but they were all showing how to put stuff on new skeles. im tryin to go back to mannequin (which seems like it should work similarly but i just didnt have any luck)

#

i also got one to import but when animating (its a walkF), the mesh is slightly above the ground. but idle is grounded

warm island
#

Well this is a headscratcher...

#

I made a ball with 2 joints: root and ball

#

I made 2 animations: roll forward (360 degrees in 30 frames) and idle (nothing for 1 frame OR nothing for 30 frames)

#

when i make a blend space, it stutters like crazy in between those 2 animations

#

what can i do to smooth it out?

tall knoll
#

is it possible to edit additive animation by code (before being applied) ? i have an additive move animation for arms and want to decrease the influence of z axis

ashen junco
lunar valve
#

What does Inertialization in Anim Graph means?

warm island
#

@ashen junco yup. The physics ball is quite awful sobi opted for anims

molten sequoia
#

Пр

analog turret
#

Hello, aim offset yaw is not being replicated, but pitch works fine, does anyone know why?

ashen junco
warm island
#

@ashen junco also looks weird. Like i said i wanted to try using animations instead.

warm island
#

So i checked a few things to no avail so i wonder if my setup is wrong.
I tried interp time 0 and interp weight 5.
My rolling animation does 12 degrees every frame with fre 0 being 0 and frame 30 being 348 and not the full 360

limpid robin
#

If I have my player pawn sitting in a vehicle pawn that is currently being possessed, how would i send turn/look information from the vehicle to the player pawn as the vehicle has the controller?

warm island
#

@ashen junco you know what in the end that is the way to do it

limpid robin
#

Is it proper to have 2 animation blueprints for a single pawn, because lets say i want to have a different group of animations for when the player is walking around from when it's in a vehicle? Or is it best to just have 1 animation bp that has it all?

warm island
limpid robin
#

That's what I was thinking, another bp might make sense, I just wasn't sure what common practice was. I always get stuck on "the right way" to do these things

ashen junco
feral trellis
#

I’m making a tps game and I’m wondering if I should use als? It seems complicated to add additional anims in als and that is something I will need to be doing.

ashen junco
clever shore
#

any idea how to fix the aim ?

merry loom
#

target space looks sus, does it help if you set it to none?

clever shore
#

Unfortunetly no, but I converted target location (set from anim blueprint) to be in mesh component space

#

it helps as it does not longer spin around

#

but it still far off from pointing in correct direction

merry loom
#

i could not see where your aimtarget is in the video, i suppose it should be at where ur camera is pointing ?

clever shore
#

towards crosshair

#

ok I have add aim start (like head bone or muzzle socket), and it starts to look better ;

wintry marten
#

how can I synchronise animations to avoid the "snap into place"?
for example, I'm trying to make my character sit

merry loom
merry loom
lament spruce
#

it worked for the first pose, and i can't seem to get the other poses, the editor is refusing to delete the frames

#

nevermind, fixed it!

dusk tinsel
#

Has anyone used the KaiLocomotion system before? I’m stuck on something with setting it up and wondering if anyone can help?

ashen junco
#

It's difficult to troubleshoot when it comes to one specific plugin.

dusk tinsel
#

Ah I see, it’s mostly about using data assets with animbps

#

The tutorial kind of cuts off at that part

#

Or anyone that can help with distance matching in general as I’m new to it

vocal spindle
#

Hi everyone,

I have to create a short movie for my high-school media class and I decided to try and make an animated short. I am very inexperienced with this sort of stuff and have short deadline. Can anyone give recommendations on how to make a good animated short which is not too difficult to make. Like how to skip having to animate a lot of actions etc. I found a nice environment I want to use and was thinking of doing something like an Eagle flying around it with some sort or story to it... not really sure... but felt as if it would be easier to do a single character in first person.

#

Any help would be greatly appreciated

ashen junco
merry loom
ashen junco
#

Also yeah, having no experience doing something with a short deadline is just shooting self in the foot, or zeroing out the score.

vocal spindle
#

Well I have a month so maybe it is enough time?

#

I have a lot of experience programming in C

#

So maybe I can pick up c++ quickly

ashen junco
vocal spindle
#

Is it possible to make something decent mainly using paid assets? I see that quite a lot of them have precreated animations

ashen junco
#

Heck, forget about C++ if you're not making your own tools in the engine for the short film.

ashen junco
merry loom
#

Tbh since it is school project it kind of depends on what your goals are. If you want to tell good stories go with 2D anim, since it gives u most control over the tradeoff between quality and time. If you want to use the chance to learn 3D anim then go ahead but just don overscope ur work😆 . Hand keyed animation is hard. Rig making is time consuming as well

ashen junco
merry loom
#

Or just good old adobe animate cc

#

I did one of my school project with that XD, quite fun

vocal spindle
#

The end product doesn't actually matter, what they mark is the planning of it and the evaluation etc. If they graded the film I would probably do 2d but I would like to try out 3d as I think it would be fun

merry loom
#

Yeah i figure u just want to learn the process

ashen junco
#

It took me years to get the hang of 3D CG content creation.

merry loom
#

I mean in that case it is fine. I bet the teacher would be happy if things are moving onthe screen

vocal spindle
#

Most other people are making a live action movie trailer with school ipads so I think it would be kinda cool to do something like this.

#

I'll give it a shot over the next week or so and see how I am getting on

#

If I'm in over my head I can always change to 2d or live action

merry loom
#

I would do the whole thing in blender tbh

#

Or maya if u have it

ashen junco
vocal spindle
#

The movie doesn't need to be anywhere near perfect - just as long as it doesn't crash when I press play lol

ashen junco
#

3D animating, or 3D CG content creation for that matter, is not something that can be mastered overnight or in a week.

#

A week might get you a bouncing ball, and then some basic stuff

merry loom
#

I think what might help is if you can come up with a proposal/storyboard and we can maybe help point out which parts are ez, which parts are not realistic/hard

ashen junco
#

I'm sure Luxo Jr is entirely doable in realtime by now

merry loom
#

I am not worry about looks tbh, but badly keyed anim really stands out

ashen junco
#

Not everyone can pay Maya, so no Autodesk elitism here

#

Guess I have the upper ground for having trained with financial hardship living with Blender ¯_(ツ)_/¯

merry loom
#

not to fuel the blender/maya comparison more, but coming from a blender first background I would say that whichever software you touched first will likely make u biased towards it

ashen junco
#

Rather use Blender than pirating Maya

#

And I started with pirated copy of 3ds Max. I was none the wiser as a kid.

merry loom
#

sure, i respect ur opinion.

ashen junco
#

If pirating Maya is actually better than legally using Blender, then the elitism can be more justified.

Anyway, tangent's over.

merry loom
ashen junco
#

🛑

vocal spindle
# merry loom I think what might help is if you can come up with a proposal/storyboard and we ...

I'll have a think about it today thanks. My current idea was to use the modular lost ruins kit which is one the free for the month list and have a bird fly through the air around the environment possibly even just in first person. I also seen a few animals packs with animations so I could maybe put wildlife in the area too. This was just a really quick idea there is no plot but I was coming from a viewpoint of having only 1 character to cut down on workload. Not sure how to make a plot from this? Maybe something like the bird is young and is trying to fly and is finally able to after failed attempts?

I am really bad with creating ideas etc, I mainly do computer science and maths and took this class because it was either this or art - so I was wanting to approach it from a games dev pov hence unreal engine.

ashen junco
merry loom
#

this makes a lot of sense no worries, I actually dont think it is too complex XD

ashen junco
merry loom
#

i wouldn't mind photoreal environment + a lowpoly bird built from scratch lol

vocal spindle
#

What's a photoreal environment?

#

I like the idea of a lowpoly bird

merry loom
vocal spindle
#

Might be easier to do. I think having young birds would be too difficult to do as hoodieguy pointed out so maybe I can try and use some other plot

vocal spindle
#

I should mention that I have a budget of £100 as well

merry loom
#

I am just saying, given that you don care about quality, you can do whatever you want XD, just enjoy the learning process. heck, I tried to make a multiplayer fps shooter for a school project when i was in highschool

#

the end result was so bad but fun regardless

vocal spindle
#

Aha yeah the most important part is the write up which I do afterwards

merry loom
#

💯 , looking forward to seeing what you come up with over this month 😄

vocal spindle
#

Thanks for the help guys 🙂

cloud lodge
#

@dusk tinsel dont cross post into multiple channels the same question.

hot crown
#

So much closer then before

#

finally fixed my scale issue

#

But these legs

upbeat flame
#

Hi there. Please advise me good tutorials about ALS (Advanced Locomotion System).

carmine delta
#

hi, is there a way to extract animations from videos?

rustic plume
#

i use my EYES

carmine delta
#

for now, I don't have a good camera for motion tracking yet, but want to use few videos with clear animations

merry loom
carmine delta
#

oh! Nvidia again, I had an issue earlier, I couldn't launch metahuman because there is no nvidia, i'm using AMD Graphics

twin fulcrum
#

So would anyone be able to point me in the direction of some sort of tutorial to do what thest best I can describe as is "Spritesheet but like for 3d" think like NES Mario but 3d kinda thing

rustic plume
merry loom
carmine delta
#

ah ok, lol

merry loom
gilded latch
#

when creating a montage out of an anim that has 38 frames, the montage ends up being 19f. when hovering the original anim i see sequence length is .663 (which would be 24f). trying to figure out what sequence length actually means here

#

if i set sequence length within the montage, it gets to the 19th frame from above, and just stops

#

also, new question. without using a montage, is there any way to get length of animation playing, or time remaining on animation? need it to spit out a variable. only reason i thought of using montage is cause i couldnt figure out how to get time remaining on a single anim

rose horizon
#

Can I set this value to be read from the class blueprint instead of having to manually set it on each animation I use the notify on?

#

This is the anim notify BP

#

omg nevermind I got it

#

silly me

sudden sedge
#

Is there a way to get location of a bone pre-additive?

#

I have a reloading animation I want to play on top of other animations, but I want to use the pre-delta'd running animation to use as an ik goal for certain elements

red tinsel
#

My setup :-

  • I have a character.
  • I have an animation with root motion, and its corresponding montage.
    My questions :-
  1. Is CharacterMovementComponent is designed to work with root motions in regards with networking?
  2. What are the ways to control CMC when an animation montage is playing? What are the function calls to CMC?
    2.1) Selected Cases :-
  • During a "lunge" animation, player can control the character's direction, but speed only to an extent.
  • During an attack animation, player can only control the character's orientation, to an extent. (RotationRate?)
  • Movement is disabled, during special animations.
languid spade
#

I have an issue where I try to simulate physics on a skeleton with multiple chains and all of the bones not in the first chain snap to the root bone on simulate. Does anybody know what the fix is?

glass oyster
#

Hello, I've created a simple skeleton mesh with only one bone and two key frame. The mesh is a cone, and I lift it up. But in unreal the cone do not trigger any event and I ticked overlap all. So I tried to add a collision box, but the animation do not move the component. Enable root component is tick, and the collision box is the root of the actor. I tried to play the animation as a montage or through state but I have the same result. Any help please

tawdry drum
# hot crown

Were you able to resolve this issue? I had the problem the other day trying to import animations and I didn't even know where to begin to resolve this.

wild sonnet
#

Hi guys, I need some help with retargeting. I'm trying to use a mixamo animation on Shinbi from paragon but her feet goes a bit underground. The animation works fine on the ue4 mannequin.

ashen junco
wild sonnet
ashen junco
# wild sonnet

Judging by the odd looking arm, you might have the retarget settings on the bones wrong.

jade storm
#

i thought paragon comes with default manny retarget poses?

wild sonnet
#

I used Humanoid and Paragon_proto_retarget, same result

ashen junco
wild sonnet
ashen junco
#

Weird.
I never had any breaks with clavicle bones set to Skeleton, at least retargetting from Manny

wild sonnet
ashen junco
high musk
#

How can I transition to a different state after a single animation has played inside a RandomSequencePlayer? RelevantAnimTime nodes seem to consider all animations in the RandomSequencePlayer so the transition never happens.

ashen junco
# wild sonnet Yes,

Yeah, because I know the settings I mentioned above should work on any UE Manny compliant rigs, including Paragon assets.

Also for comparison sake, by "arm break", how does it look?

wild sonnet
ashen junco
wild sonnet
#

no changes

#

isn't there a way to change the Z translation?

ashen junco
#

Animation Scaled should change the translation, because it accomodates for the proportion scale, unlike Animation 🤔

wild sonnet
ashen junco
wild sonnet
#

So ultimately, i fixed it by re-importing the animation and adjusting the import translation Z

plain drift
#

Anybody knows what causes a physics body on a character to twitch? It's really annoying. I use PhAT for breast physics and it looks really weird

#

Also, even when I set all linear and angular constraints to 'Locked' the bones still tilt upwards once I start simulating physics...

twin fulcrum
#

Ok I asked this the other day and got an answer( forgot who it was but thanks) but I didn't really understand what was meant. I figure this would help to. I have these 3 models here that I basically wanna be able to cycle through as an animation. Im not sure the best way to go about making this kinda effect

#

I guess what Im trying to figure out it how to do this snapping animation without needing bones, cause I don't think that would work given this is how they are going to be made

ashen junco
twin fulcrum
ashen junco
twin fulcrum
#

yea I was using timers but figuring how long the delay should be

rustic plume
ashen junco
rustic plume
ashen junco
#

I mean, who knows if one voxel appears in one pose, but not in the next pose

worthy canyon
#

Is there a way to attach a preview mesh to a socket in an animation, rather than just the skeleton view?

upper fossil
#

are hit reaction best implemented as additive layer into the animbp or as montage?

rustic plume
#

though ive also been experimenting with some physics influences to make a little more random each time

upper fossil
#

I’d rather have them as full body montage too, is there a way for them to overlay currently playing montages tho (like attack/shoot) at the same time tho?

rustic plume
upper fossil
#

I’ll give it a try thanks

gilded latch
#

anyone ever run into an issue where you drag a conector in statemachine animgraph.. and theres no transition rule node? i had to create a new state machine to get them to show up. still doesnt show up in my original state machine

cinder nymph
#

Does anyone know what does the "Machine Weight" node return?
It just says "get the blend weight of a specific state machine" on the documentation. But what does the blend weight mean?

shy hemlock
#

hey, I have a noobie question about importing animations from blender to UE

misty dagger
#

Question
I want to animate my skeletal mesh, it's is only for cinematic purposes, so it doesn't need to be controlled by a player.

But I can't seem to find the correct way to start keyframing?

Which one should I choose if I want to create a simple keyframe animation to be used in sequencer?

misty dagger
shy hemlock
#

ight. so basically I created an incredibly simple titration animation in blender and I want to export it to the lab I made in UE. However, every time I import it to my content folder, it loads in like 1000 animation files and not the whole thing in one unit. Is there something I might be doing wrong on either end?

#

lmk if you need more context!

shy hemlock
#

yes

misty dagger
#

I had the same with my Cinema4D file and Datasmith

#

is it a big fbx?

#

in size

shy hemlock
#

its 1.36mb, that might be big relatively

misty dagger
#

oh can you dm it to me

shy hemlock
#

yeah sure

merry loom
misty dagger
merry loom
#

after u add your skeletal mesh actor to sequencer, you should be able to add a FK control rig track

misty dagger
#

i dont have a control rig

#

i tihnk ill jsut do it in blender or c4d

merry loom
#

Then add an animation track

#

and use whatever anim you imported

misty dagger
#

lol

#

the question is how to make said animation inside ue4

#

i jsut need some floating legs of my char for a cinematic. so i dont want to setup a whole control rig if im never gonna use it

merry loom
#

XD then add a fkcontrol rig track pls it should be a universal rig that the engine creates for u

misty dagger
#

ok il try

misty dagger
merry loom
#

Emm yeah just enable it

misty dagger
#

Perfect thanks

#

I almost couldnt believe it was not possible

merry loom
#

😆 awesome

steady mist
#

Hiya, would I be able to get some feedback on my animation showreel for my uni work please? These are the first animations ive created so any feedback would be much appreciated. Thank you 😁

steady mist
misty dagger
#

Question:
I have an object with an animation from C4D inside UE4 with DataSmith. How can I attach the animation to the SkeletalMesh so it moves with the head? If i drag it on the root bone it doesn't show up in the sequencer anymore.

merry loom
misty dagger
#

Thanks again, you on fire today

merry loom
hot crown
#

Hello

#

Good mornin

shy hemlock
merry loom
#

do you actually have 1000 animations in that fbx?

shy hemlock
#

ah shit

#

literally just noticed

#

yeah... it looks like there were a bunch of unnecessary animations

iron knoll
#

Hello!

Does anybody know if it's possible to rotate a socket during an animation? I know you can rotate a bone using the Additive Layer Track but it doesn't seem to let me add a Key for a socket 😦

hot crown
#

Can someone explain to me what the concept of getting these all on the same skeleton means? I was able to rig the base in Mixamo. But how do I get the loose parts on? Can someone explain it me like I'm dumb or push me in the right direction

#

Still working on fixing the wonkiness of the retarget

merry loom
proper bramble
#

Hi, I have an animation made in Cinema 4D that's just some hard surface bits moving around, no bones or anything, just animated transforms. I'd like to import this as an actor with the animation to Unreal. Is there any way to do this?

#

I understand that animation sequences are for skeletal meshes only, but things like buttons, light switches or doors are animated by parts, not as a skeleton.

#

I've seen there's Actor Sequences as an experimental feature that are close to what I want, but I still don't know how to import the scene hierarchy from C4D as component hierarchy in an actor, or how to import the animations from C4D as Actor Sequences 🤔

tough tusk
#

Does anyone know a good tutorial for animations (beginner)?

indigo gulch
#

@tough tusk Are you familiar animators survival kit? Many basic tutorial and lesson, hope it help

merry loom
# tough tusk Does anyone know a good tutorial for animations (beginner)?

how much do you want to learn? the whole pipeline in simple terms is like: character modeling -> rigging -> animate, if you just want to learn to animate, you probably just need to find a rigged character, pick a software and start playing around with it a bit, for that a new animation software "cascadeur" is probably the most straight forward . If you want to learn the whole thing then it is a different story :D, you will need to find blender/maya tutorials.

#

and yes, 2d animation books help too, an eye for good animation is transferable from 2d animation to 3d

#

( meanwhile, I am personally still very bad at animating anything, I feel like it is so hard

tough tusk
#

Thank you!

shy hemlock
merry loom
limpid sundial
#

I will have thousands of live link animations captured as Level Sequences. Is there a way to automate the "Bake to Animation Sequence" on all one thousand animations? I really don't want to do it one at a time. I can script with blueprints also.

#

I am using Take recorder also. I am using a metahuman as the target for the live link animations.

hot crown
#

I figured it out sorta

#

But does anyone have any idea why an asset would be flipped in anim BP?

#

I will try to show what I mean asap

proper bramble
#

I think I found a solution

#

Importing a nonskeletal fbx as skeletal mesh automatically creates a bone per object in the hierarchy

#

And the NLA animations then work as expected

bronze osprey
#

@hot crown i know ur materials need the morph target checkbox 😛

feral trellis
#

Any recommendations on what to learn for creating a advanced locomotion system?

feral trellis
merry loom
#

😄 sry I just thought it is kind of funny you asked for advanced loco system and there is literally a project of the same name on the market place that is open sourced. don mind me alex

ashen junco
uncut flicker
#

Hey im working on my character´s animation bp and I encountered this error. Ive tried to find info about it online, but no luck. If anyone can help me thanks.

hot crown
ashen junco
pseudo goblet
#

I feel like I'm missing something about Poses.

#

I exported a pose based on 1 frame of an animation, but when I open the Pose it's the start of the animation not the pose I created.

#

HOWEVER I see the Pose_1 weight down there, and when I make that 1, it's correct

#

But like, I can't figure out how to "save" that. it doesn't count as an edit on the asset it seems, and when I close it and reopen it, I'm back to that shitty ref pose

#

I think maybe I need to wrap this in an animation asset? But I cannot figure out how to import this pose into that

#

When I try to drag and drop this pose into the Animation BP, I get a node that's looking for a Source Pose which... makes no fucking sense. This is the source pose!

hot crown
pseudo goblet
#

OKAY i had to set pose by name. Is there a better way?

autumn venture
#

Hi all, programmer here. I’m working on a personal learning project in UE4 and finding it very limiting what I can do with free animations on Mixamo. Has anyone had success teaching themselves to animate at a prototype quality level from zero experience? Any recommended learning resources aimed for hobbyist to get started making custom animations with existing assets I got from marketplace, mixamo, etc?

#

Im pretty sure I could figure this out eventually with enough Google and YouTube but would love some pointers in the right direction since the space is very large.

rustic plume
cinder nymph
#

Hey guys, I'm studying ALS and the node "Machine Weight" comes up quite a bit, what does it mean?
It just says "get the blend weight of a specific state machine" on the documentation. But what does the blend weight mean?

stoic jacinth
#

hey guys, can someone help me understand these stuff

what is the real difference between

motion matching
distance matching

and can both be combined ?

I am very confused between the difference now

because this what I understand about them

distance matching it matches the animation to the distance moved by the character so it won't feel like the character is sliding on the floor

and motion matching gets the movement values to choose which animation to play so again the character doesn't feel like sliding on the floor

and they both seem like having the same purpose with different approach

I could be wrong so can someone correct me

merry loom
round shale
#

dumb q

#

Are all animations, like a gate opening, only capable via skeleton mesh?

#

(aside from doing it via lerping of rotation etc)

stoic jacinth
# merry loom i think motion matching picks the best animation out of a database of anims, and...

I found this on a channel called (OutCast DevSchool) it is in a comment from the author:

Neither is the superior method, in my opinion. Both have pros and cons. Motion matching is great because it can represent the natural variety of human movement. We don't step the same way twice. Motion matching can, however, be unpredictable. Because a neural network or algorithm determines which segments of animations are played where and when you can sometimes encounter strange, unexpected results. This isn't always a bad thing, but it is a lot of the time. Distance matching is closer to the traditional state machine method, it modifies how animations are played back, not which animations are played back, that's still up to the developer. Which one you use depends on your project, and your budget. An optimal Motion matching setup needs lots of good mocap data, which is expensive to record. Motion matching can be done with looped animations, but you loose some of its greatest advantages. Because these systems are separate, and do different things, it is very much possible to combine them. Though this all is mostly in theory

#

so motion matching mostly solves the idea of state machines (the need to tell the code when to use each animation)

and the distance matching solves the animation problems itself like wrong foot position or warping

I think the only thing that is in common between them is start and stop animations

here they both try and solve the problem , but I think motion matching is superior in this

gilded latch
#

is there an easy way to remove the acceleration that seems to happen during a blend when going from an anim with root motion to your walk or run state

bronze osprey
#

@hot crown your materials have a checkbox in the details you find it if you type morph in the search bar when u open em

#

the material wont compile right if it has morph targets or blendspaces and the box isnt checked

worldly swan
#

Hello everyone, I am trying to have hit animations when the character is taking damages. I am using anim montages and and it works well but is there a way to have hit animation blending while casting a spell for example? I am using anim montages for spell casting too. From my understanding it's not possible to have two anim montages play at the same time. Maybe I should not use anim montage for one of the two?

lunar valve
#

Why Root motion in UE4 is very limited compared to Unity's counterpart?
Anyway to improve?
Like no way toggle specific rotations

rose prawn
misty dagger
#

hi

#

hi

#

i got problems with retargeting and character making, can i get some help with that please? 🙂

#

i use the easy rpg survival template and i love it how you can customize your own character and want to do this with metahuman or something else

#

if you look at this you see that i really S at it

#

for this i feel deeply ashamed

umbral peak
#

hello, all. I’m very new to animation. I just got some new ones and even though they match the ue skeleton, it says they aren’t compatible with the ue skeleton I currently use. is there a way around this issue without retargeting, since it’s the same skeleton? retargeting has caused big problems with the orientation of hands and wrists, even when i match the pose closely. thanks

smoky shell
# hot crown

Just learn Akeytsu, fantastic software in it's own right, but will rig for you too

#

Maya was outdated garbage back in 2010 when I studied 3D for film, I still use it because I know it inside out and now that I've moved to programming my 3D usage is so intermittent that I forget any other software between use

#

Autodesk intentionally assign unskilled devs to Maya purely to make it look like it's still relevant; they don't bother with meaningful work on it because they know their major customers, 3D studios, all develop Maya further in house

#

If you're not already incredibly experienced with it, jump ship

#

I did everything related to 3D at some point, but my major specialization was creature rigging in Maya (incl. python scripting), but I still changed to Akeytsu for rigging + animation (I do the skeleton + weighting in Maya, but only do that if you already have the knowledge and know how to navigate it so you never encounter bugs, etc)

bitter shard
#

Has anyone else had problems with the Control Rig in UE5 compared to UE4? I'm using more or less the exact same setup I had with PowerIK in UE4 but with FBIK.

The solver itself does a good job in the debug view (the skeleton goes where it should) but the animated character doesn't follow the skeleton, as if it wasn't rigged properly

smoky shell
#

I ported UE5 FBIK to UE4 and use it in both, works well

#

Havent used PowerIK

bitter shard
#

I think FBIK is just PowerIK under the hood, very similar setup and PowerIK is free which means Epic probably bought it

smoky shell
#

They did, and it probably is, but they would have improved on it

#

Which could involve meaningful changes with different requirements

bitter shard
#

Which is why it's so strange it isn't working for me

#

In fact, it seems like regular IK isn't working either

smoky shell
#

Sounds like your problem will be something simple and overlooked

merry loom
smoky shell
bitter shard
#

Sure, hold on

#

The black line is the debug skeleton showing that the solver does its thing, but it's the mesh that doesn't play along

merry loom
#

do other nodes work? try a set transform node and see if u can affect the dragon

#

btw, are you using UE5 EA or UE5 built from github?

bitter shard
#

Hmm it doesn't seem like set transform works either

#

Using EA from the launcher

#

Hold up it works for certain bones

#

The head moves perfectly but most bones don't

#

So there isn't anything wrong with the nodes

merry loom
#

you have lost me 😄 so what is the problem now?

bitter shard
#

Basically, the mesh acts as if it wasn't rigged properly in the viewport

#

Most bones don't affect the mesh even though they should

#

I'm gonna try to see if it's just the viewport by adjusting it during runtime

merry loom
#

kk, yeah you can also try recreate the asset/ use a different skeletal mesh, find a working case and see what makes it different from the non working case. u could also enable bone displays in the viewport toolbar, I think under "Character"

bitter shard
#

Nice, you can see on the skeleton that the problem is the mesh not following along

merry loom
#

kk. check if the mesh is properly skinned, maybe in the skeletal mesh/anim editor?

bitter shard
#

Ugh I found the problem, a really dumb thing

#

This must be a bug

#

So basically, wherever there is a '-' in my skeleton (like Hand-L), it has been replaced with a '_' when creating the bone hierarchy in the control rig (so it's Hand_L). That's why most bones didn't work, but some did (like Head, which remains the same)

#

I think in the original skeleton in Blender, the bones have spaces in their names (Hand L), and the skeleton editor interpreted that as '-' while the control rig as '_'

merry loom
#

lol, yeah I can imagine that causing problems. Spaces in names are always tricky for software to handle

bitter shard
#

Yep, I guess you gotta learn the hard way 🤣 thanks for your help

merry loom
#

glad you finally figured it out 💯

umbral peak
#

@smoky shell thank you so much. I will give it a try.

sick yacht
#

hello - i have the following problem. I have an idle animation to which I applied small tweaks in Unreal via additive layer track. But when I use this animation in a blend space, this tweak is not applied. And when I change additive settings on the Idle animation to anything other than None, in blend space all the bones in this animatin are scaled to 0 and generally twisted and clamped -_- I'm probably doing smth wrong but not sure what

#

Idle animation - shoulders are moved back thanks to the additive layer tweaks

#

when set to No Additive, in Blend space the tweaks are not applied (arms are moved forward)

smoky shell
#

FWIW unreal expects non case sensitive A-Z, 0-9, and _

Nothing else

#

In many cases when you deviate it's fine - until it's not, and control rig is still pretty new I guess. It's best to not deviate so you never encounter edge cases

#

They should absolutely fix it so that it spits out a warning, but they've shut down any form of bug reporting that isn't UDN; they make a show of having the capability, but its worthless

#

If you report it, no matter how clearly, you will get someone who can't understand it and wont escalate. They gatekeep user error as they should, but unfortunately also very real bugs

#

They've also started ignoring pull requests so I've fixed a few engine issues that wont be merged

#

One of my PRs should be a perf boost for motion warping that I PR'd to UE5 main but they ignore that too, so it's not just because there's a new engine

misty dagger
#

How can i set the start of my cable so it stays put. it goes trough the mesh now

#

the angle doesnt turn with the attached point so to say

bitter shard
#

@smoky shell Damn well I guess in this case it's a pretty small thing, but still very annoying - and hard to spot. Hopefully they manage to iron out the most severe bugs until the full release

smoky shell
#

Well, if they can't just fix it

#

The fact other anim systems function fine with it indicates it should be fixable

modern root
#

I'm setting up directional movement for a blendspace, when moving directly backwards, the calculate direction node is printing out -179/-180 and flipping to 179+/180+ making the animation appear to flip between my -180 and 180 poses. Anyone know off the top of their head the proper fix for this?

lethal comet
#

had my editor crash mid-playing and this happened to some animations

#

no preview mesh

#

any idea on how to restore this?

ashen junco
#

You didn't save the skelmeshes?

lethal comet
#

had to reinport the skel mesh

#

scary crash though

somber briar
#

how do you make animations always open in a new editor window

#

oh you can hold shift

merry loom
somber briar
#

ohh ya I used to have that set to main window and forgot about it since going to 4.27

hot crown
#

Like these hits hurt lol if you get what I mean.

bitter shard
#

Has anyone had a problem with physical animation in UE5 Chaos where the ragdoll's target pose is offset rotationally? Instead of having his feet on the ground like in the animation, he's offset 180 degrees on Z and 90 degrees on Y trying to have them out to the side as if he's doing the human flag.

Interestingly, this only happens if the root bone is simulated. If it is set to kinematic (and everything else simulated), or if the affected rotational axes are locked, he acts like expected.

bitter shard
#

@ashen junco I don't know if this is UE5 specific, could be some overlooked settings or something but I'll try there as well

ashen junco
#

You mention Chaos, so it has to be UE5 specific. UE4 still uses PhysX for the physics, including physical anims

bronze osprey
#

try the same setup in 4 and u know if its engine specific

#

i think its the setup not the engine

bitter shard
#

@ashen junco I meant that Chaos is relevant info, but not necessarily the problem. Gonna try it in UE4 like @bronze osprey suggests

bronze osprey
#

ow i dont thik u should ever simulate the root bone

#

the rest is parented too that

bitter shard
#

@bronze osprey I think that just means it won't be able to stand up straight and probably fall on the ground. There shouldn't be anything inherently wrong with simulating the root, it could be used for example in transition from animated to ragdoll

bronze osprey
#

root has no real weights

#

just simulate from the pelvis

bitter shard
#

@bronze osprey In fact I don't think it's the real root that's being simulated, since it doesn't show up in the PhysicsAsset editor. It's just the topmost bone, sorry for the confusion. You're right

#

It's the Pelvis I meant

#

@bronze osprey @ashen junco I tried the exact same setup in UE4 PhysX and it's the same problem, any ideas?

bronze osprey
#

physics has a lot of lil settings, dunno where or what is setup wrong

bitter shard
#

I haven't changed much, this is what I did:

  1. Generate single convex hull collision
  2. Assign all bodies to a physical animation profile
  3. Set orientation strength 1000, angular velocity strength 100
  4. Simulate
bronze osprey
#

you are simulating in the phys editor?

bitter shard
#

Right now yeah, but it's the exact same behaviour during runtime

bronze osprey
#

mayB show a screenshot of the phys editor

bitter shard
#

Simulated

#

See how he just turns on his side

#

If I uncheck "Is Local Simulation" he's trying to turn upside down instead. Really weird

bronze osprey
#

thats complex collisions

bitter shard
#

I know, I use it for now since it would take a long time to make good capsule collision (lots of bones), but it doesn't matter for the problem. It's the same when I use the generated capsule collision

bronze osprey
#

what if u do simulate selected with a wingbone selected?

bitter shard
#

It's only the pelvis that's acting weird, if I set it to kinematic everything works like it should

bronze osprey
#

to me it looks like 1 big collision

bitter shard
#

What do you mean?

bronze osprey
#

looks like bones dont have collision but its 1 collision for the whole dragon

bitter shard
#

Each bone has collision

#

The dragon looks rigid because of the physical simulation

bronze osprey
#

if u simulate a wing it starts to hang?

bitter shard
#

Yes

#

This is with physical animation turned off

bronze osprey
#

what does ur pelvis collision look like?

bitter shard
#

It's a convex hull like for the other bones

bronze osprey
#

and if u just sim the pelvis bone?

bitter shard
#

Nothing happens then

bronze osprey
#

u can run an animation during the sim

bitter shard
#

Yes, and it's the same thing, the animation is playing but is offset rotationally

bronze osprey
#

if it drops flat w/o the profile i would think the offset is in the profile\

bitter shard
#

Yeah, but the profile doesn't have a lot of settings. I only changed the strength and there isn't much else to change, it's so weird

ashen junco
bronze osprey
#

never tried myself 😛

bitter shard
#

@ashen junco It certainly does

bronze osprey
#

mayB setup a more simple rig first like the manny

bitter shard
#

But it isn't the convex hull that is the problem, since simple capsules generate the same behaviour

#

If I change the skeletal mesh initial rotation he still always rotates back to the same offset, so the problem is probably something with the target for the physical animation

teal osprey
#

Hi sorry to bother, i am quite in a pickle right now ( i am a junior rigger and first unreal job), i received a model to rig and some animation from an other model to put on that said rig and i have quite a problem with the hands. ( see the screen, the hand of my model has some relax hands and the reference one has the straight one )

When i do a re-target for the animation, i found myself with the fingers twist in an unnatural way squashing them. I redid the rig multiple time with Animation Rigging Toolkit 2, re did the translation targeting and the set up rig Humanoid. Nothing changed. I even imported in maya the reference model and compared the joins orientations and that seemed clean.

The only moment it seems to worked out when i created a skeleton that, just like the reference model for the re-targeting has some straight hands. Sadly it only worked once and ever since it don't work anymore.

I know that ARTv2.0 don't put every joint on the model (like Ik's or twist's)

#

here is an example, on the left, you can see that the fingers turn and create an odd angle compare to the right

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I also tried and copied by hands the local rotation a from on to the other and it seems to correct the problem but if we need to do correction on each animations, we have 30 + animations . . . . i won't lie saying that i may cry if i need to correct all of those by hands

tall knoll
#

anyone knows how to change the additive alpha of an animation montage ?
im playing a montage which is an additive animation so slot automatically do "apply additive" itself but I want it to be played with different alpha

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🤔

misty dagger
#

How come my layers go in front of each other in the wrong order when I move the camera?

The first img is how it should be

2nd one is when i move the camera they go randomly in front of each other

#

in depth they are behind each other like so:

gaunt meteor
#

Hi guys, I'm trying to make a new animation from an already existing one, I just duplicated one then moved the bones in the new animation asset so the character would be looking down. Unfortunately when I do this it also changes the original I duplicated from. Does anyone know how I can do this without affecting the original?

bronze osprey
#

@misty dagger looks like translucent sort order

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but not really animation problem

limpid sundial
#

Is it possible to use animations that are stored in a data table? I have thousands of animations and it makes it easier if I reference the animation from a datatable.

merry loom
ashen junco
merry loom
stray wraith
#

yeah Inu Games showed this on twitter 🤙🏻 My Gif is made inside 5.1 Source

compact aurora
#

hey is it possible to llop an animation a certain number of times?

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loop*

void anchor
#

Blender --> UE4 questions:
hey all, ive been struggling with my rigged character blender > workflow. sometimes its not an issue, but UE4 is expecting Joints instead of Bones (Maya uses joints, blender uses bones) the key difference being the rotation at the tip vs the base of the bone. This problem comes up a lot.
ALSO
Randomly my meshes turn to either 1/100th the scale or x100 scale when i assign the skeletel mesh in ue4

merry loom
void anchor
#

oh shit

unreal trench
#

Why're they such different sizes in the preview aha

jaunty aspen
#

anyone knows if a montage that calls the BlendOut delegate will certainly call the OnMontageEnded delegate, or are there instances where OnMontageEnded isn't called

cloud jungle
#

Hello. I followed this tutorial online last night to successfully get my model retargeted to the UE4 mannequin so it could use the animations and poses from it. I had to edit the model and when I followed the same process I cannot seem to recreate the retargeted skeleton mesh animations to the new model. Please see attached. it is the model I have retargeted on the idle third person on my model on the left and the mannequin third person idle on the right. https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/AnimHowTo/Retargeting/

Examples of how to set up and use Retargeted Animations for multiple characters.

pseudo goblet
#

So I can select all the bones in a physics asset and edit them... is there any way to bulk edit CONSTRAINTS?

valid rock
#

where does people usually get animations like for shooter and such, any other site or source other than mixamo?

ashen junco
valid rock
ashen junco
valid rock
#

Which software do you use for that?
Blender?

ashen junco
#

Good ol' Blender.

Sometimes Control Rig + Sequencer in UE, but I have yet to really have constraints working the way Blender did it.

tall knoll
#

has anyone ever used custom blend logic for transition rule ?

#

how do I get alpha of blending duration there ?

#

🤔

tall knoll
#

NVM

carmine delta
#

Hi, Good evening,
Can you please guide me on creating animated visual storytelling in UE?

ashen junco
carmine delta
#

hmm... that's the confusing part.
what I need to do is to present a kind of 3d Slideshow or Presentation, as well as present some short 3d Movie

ashen junco
#

As for filmmaking, it practically the same as any other 3D CG movie making, except with Unreal, you have to put into account game engine limitations.

carmine delta
#

ok, let's start this way. How do i move a car from Point A to B or maybe people walking around, then record the displacement of the car as well as the people?

ashen junco
#

Look up on how to use Sequencer.
That'll at least able to make some sequence in UE with existing animations, events, and more

carmine delta
#

ok, thanks, let me look into it

severe warren
#

Hello,
So lets say i would want to make a 2d game
how and in what program do i design the charakter in?
also do i have to code?
thanks in advance

rustic plume
severe warren
#

like half 2d half 3d game

#

like hollowknight

rustic plume
severe warren
#

oh and unreal is c++?

rustic plume
#

yes

severe warren
#

so how do i design the character and the animations and stuff?

#

in what program

rustic plume
#

2d or 3d art?

severe warren
#

the charakter is 2d but the world is kinda mixed

rustic plume
#

is there a game with a similar idea?

severe warren
rustic plume
severe warren
#

you could compare the vague idea i have to hollowknight or octopath traveler when youre only talking about the visuals

rustic plume
#

hollow knight is 100% 2d, as in sprites, so you dont need 3d software for that, but you said mixed, so it sounds like there is some 3d

severe warren
#

oh ok then 2d

rustic plume
#

my bad, octopath has 3d

#

so 2d characters in a 3d world?

severe warren
#

kinda i just want to start now and kinda see what im getting myself into and if i ever could learn to make a simple game

rustic plume
#

see if you can get free marketplace assets that serve your needs for now then

severe warren
#

i want to make the character myself

rustic plume
#

so pixelated like that?

severe warren
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no maybe more like hollowknight