#animation

1 messages · Page 171 of 1

rustic plume
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i can recommend photoshop or sai painter tool, there are others im sure

severe warren
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can i use procreate on my ipad pro?

rustic plume
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i dont get why you waited this long to ask

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sounds like you already have a direction set, go with it

severe warren
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i just use it for school so i didn't immediately think of it i also never used procreate

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so if i want an animation i need to draw the character a couple times each time a bit different but i will make the character look different each time how do i manage that

ashen junco
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Sometimes referred to as sprite sheets

merry loom
severe warren
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idk you seem familiar

merry loom
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nope 😄

severe warren
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but thx

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

ashen junco
compact aurora
pastel bone
south scroll
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did anyone have an issue with root motion animations using rigify in Blender? My root somehow isn't recognized in Unreal which resulted something like this without the red line indicator and toggle "EnableRootMotion" doesn't do anything, the bear keeps moving back to the original position.

twilit bear
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Hi everyone, I had a question about Blendspaces

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I went through some of the tutorials on movement and was implementing movement with them. But when looking through the Valley of the Ancients demo I noticed that Echo doesn't use any Blendspaces. Are they not the normal way of doing things anymore?

queen notch
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ashen junco
compact aurora
ashen junco
compact aurora
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I'll try to explain

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i have a revolver reload animation separated in 3 parts:

  1. the opening with the reload of one bullet
  2. the reload of another bullet
  3. closing the revolver
    I want to, when the player reloads, play the 1, and if needed the 2 (that's the one that i want to loop according to the number of bullets he needs to reload -1) and then 3
ashen junco
pastel bone
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Yeah this scenario doesnt seem to need a notify state. ^ Sounds like the way to go

ashen junco
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If you want to go the Treyarch route, just run an off screen reloading animation sequence a few times lmao

woven rose
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Hello, is it possible to change an animation in a blendspace from a character blueprint?

ashen junco
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Though depending on what you're trying to achieve, there could be better ways.

woven rose
ashen junco
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If it's for looking around, either use additive aim offset or outright using IK solution

woven rose
ashen junco
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One thing I know is that using blendspace for idle anim is odd to me. You could do the same with layered anims and slots.

misty dagger
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Hey there
I'd like to reimport a rigged mesh. Can I do that without having to reattach all animations and states in the animation blend blueprint every time?

compact aurora
thorn tendon
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Is it possible to export a single animation from the action editor instead of every animation?

compact aurora
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in the export settings

thorn tendon
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Okay so then if I wanted to export a specific anim, then I would select the action I wish to export THEN on export uncheck NLA strips? Also All Actions?

compact aurora
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yeah exactly

thorn tendon
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Awesome, perfect, thanks!

pseudo goblet
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How do I delete the second frame on this animation? It's just going to be used for a Pose, it only needs frame 0

near dragon
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anyone here using or familiar with animating in Maya?

vapid ravine
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jo qick question before i go mad
i have this woven basket and i need a simple animation for that that i cant achive with the inbuild unreal tools
and if been searching for hours now
but all that i find on unreal animation has to do with bones
but i dont want to import skeletons for everything cause there has to be static mesh animations

red tinsel
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how to mix root motion with character movement?

red tinsel
# vapid ravine jo qick question before i go mad i have this woven basket and i need a simple an...

Yes, the only proper way to import "animation" is through skeletal mesh. Don't worry about it being static mesh, you will do better with skeletal mesh. just one or two bone to add.
You could also try doing the animation with "blend shapes". search for the term.
Also you can get any mesh animated by using a technique called, "Vertex Animations", animations saved in textures, played by materials. Of course, this is an advanced topic.

vapid ravine
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sad to hear that but thanks

latent condor
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I've got a retargeting question: If I have several different versions of the same character, each with their own unique bones for things like anim dynamics, is there a way to set this up so that I'm not putting all of these bones on the main skeleton asset, but also so that I dont have to retarget and duplicate for every skeleton?

pine mantle
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Hey all, Has anyone had any issues previously with timings not being correct when rendering a Level Sequence? If I play the LS in game, it's totally fine, but when I render & simulate, the events are happening too fast and I'm going loopy trying to figure out why

latent condor
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You can use montages for the actions and bind to the OnComplete / Cancelled / BlendOut delegates in c++

latent condor
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Right click any anim sequence -> Create -> Create AnimMontage. For the purpose of telling game code when an animation has finished, those delegates are usually what you want to hook into

misty dagger
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Hello everyone I have set my speed attirbutes and blend space but for some reason character only playing the run animation

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I am in the unreal hangout voice channel

peak cipher
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any idea for the reason why when I import an animation from blender the foot gets messed up?

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only one foot, it point up for some reason

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checked in blender and its fine, and ther rest of the animation is fine too

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yea

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good idea, thx

smoky wadi
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hey guys, not sure if this is the channel to ask. I am new to Unreal

Is there a way of rigging I have to adhere to when rigging in Maya in order to ensure there are no issues when exporting animation into Unreal?
Or are there any best practices to follow?

Will there be any differences if say I use, Maya's HIK, Advanced Skeleton or Unreal's ART to rig a character in Maya?

Thanks

rustic plume
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I wouldn't recommend HIK, but your free to try it - again, if you want your own skeletons then it might be fine enough. Unreals ART rig lines up with the bones of the UE4 Mannequin

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as for exporting, dont export controls, just joints. Its a bit of a learning process. For animation specifically, you need to make sure the animation data is on the joints and not just the controls since those dont import. Therefore, bake simulation is usually a good way to handle it before exporting.

smoky wadi
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Thanks Conrad

rustic plume
smoky wadi
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if say i am going to use my own character mesh and all that

rustic plume
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using the ue4 rig either by art or by importing from engine means you can use a lot of other assets that use it

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lots of marketplace animations as well as starter anims use the rig

smoky wadi
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ah i see, so its easier to implement marketplace stuff if its rigged using ART

rustic plume
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you can always retarget somewhat different rigs though

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believe so, havent used ART extensively

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i went the route of taking the rig and making my own controls

smoky wadi
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as in the UE4 Mannequin ?

rustic plume
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yeah

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you can export it from engine as an fbx

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bones + mesh

smoky wadi
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and there you align the bones to your own mesh in maya?

rustic plume
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you could or model to it. it might take a bit to get familiar with the bones, but yeah you can adjust the bone positions for male/female or exaggerated proportions

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you could also just make your own rig and ensure the skeleton hierarchy is similar enough

smoky wadi
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got it

rustic plume
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as i said, there is retargetting

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the similar the smoother

smoky wadi
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understand

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what about facial rigging? Is there any tool to rig it in a similar fashion to Unreal's Metahumans?

Currently I see a lot of tutorials trying to apply the metahuman controls and joints to a custom head mesh,
but they all seem to be tedious to do and does not seem to be able to export back to UE

rustic plume
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not sure on face rig

elfin bridge
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I have kind of a weird situation, I have an animation blueprint in my project but its not attached or associated with any actor. Just a fresh anim blueprint. When I add this simple log to the event graph, it runs regardless of wether its in the scene or not. Is this expected behavior? Seems like a potential performance issue lol

rustic plume
elfin bridge
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yea I deleted it and made it again

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it uses the skeletal mesh of a gun that is also not in the scene

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it is a child of a weapon base class, but the child with the skeletal mesh is not in the level

rustic plume
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🤔

elfin bridge
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im gonna reboot lol, its UE5

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Reboot did nothing. That’s so strange

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I wonder if all my anim blueprints do this

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Wow they do

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I’m gonna try in UE4 on a fresh one

rustic plume
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weird, maybe they just do it...

elfin bridge
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Seems like a massive performance issue. But maybe Blueprint Update Animation is one global call?

rustic plume
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i dunno, feel like it might not do it in standalone or something else is going on

elfin bridge
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Yea. Testing in 4.27 now

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Wow, yea same thing

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I know if some of my code is invalid, even if it’s not used in game - I can’t compile and run.

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So maybe everything is included on some level

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Bugs to look out for later I guess when casting isn’t working.

rustic plume
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yeah, looks to be doing the same when i try it

elfin bridge
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I guess as long as I do all my casting in BeginPlay and then do validated gets in Update Animation I’ll have no problems

rustic plume
elfin bridge
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Ha yep that too

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I’ll have to do a stand-alone test at some point.

rustic plume
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you can without building

elfin bridge
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Oh dope I didn’t know that

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I haven’t built anything yet, switched over from Unity about 6 months ago

rustic plume
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lol you should build as well, each method of testing is its own

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oh you should build lol

elfin bridge
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🤤 mmmm building

rustic plume
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best face the music

rose prawn
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You can also handle the events once in the anim BP, not sure if that's a fucking terrible idea. I'm doing it so probably is 🤠

rustic plume
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dont want to fix all build errors at the end

elfin bridge
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I just started this project, I’ve been mostly learning and scrapping projects. A lot of cinematics stuff too

rustic plume
elfin bridge
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But yea build errors are a bitch. I’m a software dev so I’m well aware lol

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I build vst plugins in C++ and apps in React Native and they all have the their own list of build issues

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This is hobby tho, server apps are my main

rustic plume
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crazy, cool

misty dagger
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Guys can you help with a problem , i have a blender python script that will send current keyframe using UDP and I want to recieve it in unreal using live link.How to setup this live link in unreal ?

pine ravine
rustic plume
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i think its a blender issue

misty dagger
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Somebody told me in programming section to ask here

vocal cave
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Hello! I have issues exporting and importing the rig from Maya to unreal engine 4. I show the video below about the issues, so when I Import the rig in unreal engine 4 some parts of the textures keeps glitching like it's overlapping with each other, and when I tried to export the animation using "game export", it doesn't play the animation and the character on the ground for no reason. if you know how to fix it, please do tell me, thank you.

raven raft
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Hey whats your workflow when rigging multiples characters for Unreal exacto like mannequin skeleton i use Blender Uefy Script and It works well but its very slow process for making multiples humanoid Rigs cz you have to Make a new rig for the character then pose the metarig exactly like the Other change all the nanes import ue mannequin and export but then you can't create animations on Blender with this skeleton cz you lose the rig

bronze osprey
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ehm i usually use the blender orientation and retarget UE4 anims to that skel (this is with automatic bone orientation and manual fix of the tip bones)

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you could also use the UE4 skel and a constraint rig to animate

smoky wadi
vocal cave
viscid tulip
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is there a way to retarget an animation with an extra weapon bone to a skeleton that doesnt have that weapon bone. or do i need to open the skeleton in blender and add the bone to the skeleton?

smoky wadi
vocal cave
meager prawn
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Does anyone know of any resouces on using control rig for procedural first person aim offset? Currently i have something that works (take camera forward vector, use that with aim nodes in control right to rotate a few bones), except I can't get it to work nicely with the camera (and it will full 180 rotate instead of cap at 90)

meager prawn
eternal sage
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Does anyone know how to use a bone(position) as the effector transform input of a FABRIK node? or any IK node for that matter?

ashen gorge
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So here, i am creating my Anchor mesh, which I place under my motion controller, since I cannot use a physics constraint to a component. I then create the corresponding skeletal meshes, and physics constraints. There are ill exposed in BP so I set the parameters there.

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I set my constraints, and they work just the same settings in other blueprints. However in this character, the skeletal mesh hands will not move. I have them set to simulate physics, they have a physics body

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they are ignoring the pawns capsule as well

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they stay stuck in place and moving the components does not move the physics constrained skeletal meshes at all

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this is a bp setup that works just fine

merry loom
merry loom
eternal sage
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I got these effector location inputs and I want that vector to be a target bone location. But I don't understand how to get the bone location vector inside an animation blueprint

latent condor
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You can batch-create anim montages by selecting all of your sequences and following those steps.

compact aurora
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@ashen junco sorry for the ping, you're the guy who helped me last time, the anim montage won't play

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i have the montage with the continuous animation sequence but after i play theopening sequence, the montage wont play

brazen pawn
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Hello. Im trying to work on a robot arm's IK with CCDIK, but its breaking out.
How can i lock 2 axises and limit the third one?

latent condor
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I might have misunderstood your original question. It sounded like you were using the animnotifies to tell game code when your animation was finished. If that's the case, you can bypass the animnotifies altogether by using montages and binding to their delegates

elfin path
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Hi all, I'm not familiar at all with animation, but I do have iClone and have recently purchased a model from the marketplace that I didn't realize wasn't rigged to the UE skeleton and also doens't have IK bones. I'm not sure what to type or look up to get some direction on how to rig this fellah to be compatible with UE, is there a resource you can pass along to me to help me get started? Thank you a ton for the help and direction!!

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I also checked the pinned comments on here incase there was anything, but I didn't see anything, so I apologize if this is a frequent question.

latent condor
elfin path
latent condor
elfin path
latent condor
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Yah, honestly it's a decent price for how well that tool works

elfin bridge
feral trellis
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is it possible to migrate anim blendspaces? I keep trying to export them but them come out as a .T3D file which is not possible to import into ue5.

latent condor
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Yeah animnotifies can be problematic for that, mostly because there's no guarantee they will be fired even if the animation starts playing. This is one of the things montages we're designed for

thorn tendon
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Question, when walking up stairs, my anim loop gets stuck on Jump Start. Any tips on how to not have it be stuck?

eternal sage
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Anyone know a method to limit the distance between bones?
I got a jacket that uses bones to control the cloth but these bone chains are able to move apart from each other

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I want to limit or lock the distance between the bones that the red arrows point to

vocal ocean
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Is there any way to make this node rotate another bone instead of root one?

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Like spine

flint sail
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hey does anyone know were to get alot of different animations?

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im looking for melee weapons more specifically

cloud jungle
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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.

meager prawn
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How is the "mesh to component" rotator pin used in the RotateRootBone node?
I'm following a tutorial and their version doesn't have this pin

regal orchid
brazen pawn
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Hello. I need to limit my Y rotation at between -180 and 90 degrees, but after the Y rot reaching -90 and 90 degrees, it goes back, and X,Z get a +-180 value. Y is the only axis which has this problem. What can be solution for this? This little video shows the problem.

gilded rock
small shale
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Working in blender. Is it worth building my own custom character rig? I'm reading its difficult if it doesn't follow unreal's humanoid rig

regal orchid
regal orchid
gilded rock
regal orchid
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or rather the skeletal mesh itself

gilded rock
small shale
regal orchid
feral trellis
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Does anyone know how to export anim blendspaces? Every time I export anim blendspaces the file turns into a .T3D file type which is not possible to import into another project.

young urchin
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Greetings.
Who's familiar with Morphs and curves?

brazen pawn
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Hello. In Control Rig how can clamp my bones rotation at Y axis, if the limit is not in -90 +90 range? Everytime the rotation reach this 2 value the X,Y axises get a -+180 value and the Y start to back to 0.

merry loom
brazen pawn
rose knot
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Hi, how do I add noise to the curve?

jaunty aspen
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what's a good way to stop all animations from the animation blueprint? do I just make a state that has no Output pose?

ashen junco
jaunty aspen
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without resorting to a T-psoe

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pose

ashen junco
jaunty aspen
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no I don't know much about animations

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I don't make them, and the ALS animation blueprint is way beyond my skills

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but we have a person on our team that does animations, although I don't know if they know about animation blueprints

ashen junco
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additive anim is a built in thing, not strictly ALS thing (as there's no C++ involved)

jaunty aspen
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yeah I have a scarce understanding of what additive animations are

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okay so apparently it is as you said, there's a breathing one and an actual idle one

vivid verge
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Having a Control Rig issue...definitely my fault, I just can't figure it out. FBX imported from Blender 2.93. Using UE4.27. When setting up a basic IK chain using the foot control as effector, the lower and upper leg bones scale up 50 times. What am I doing wrong?

ashen junco
merry loom
vivid verge
vivid verge
vivid verge
last venture
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Dumb question : Is there 'Air Drag' for ragdolls in ue4? e.g. I want to control how much air drag a ragdoll pony tail has when a character moves.

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or a Wind Coefficient like cloth?

vivid verge
brazen pawn
vivid verge
brazen pawn
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Btw, if u scale up everything in Blender to 100 (after u change the units to 0.01 cm) and u apply the scale (Ctrl+A Scale), then ur sizes wont be so small in ue, still the bone scales will be 1

vivid verge
vivid verge
brazen pawn
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but this wont help this scale problem what u talked about

vivid verge
merry loom
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there are the control's transform, and control's gizmo transform, they are different transforms, make sure you only scale the gizmo transform

vivid verge
merry loom
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awesome

sturdy valve
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(im very new) how do I scale this gun when its parented to the hands, when I try to scale it normaly or move it I cant (im using fps template)

ashen junco
silver flare
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so i was trying to rig my character in blender, following a tutorial, and in the tutorial his works fine, with mine, this weird shit happens, WHY??

jaunty aspen
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I have float variable on my animation blueprint, but changing the values of it doesn't seem to do anything at runtime

rustic plume
silver flare
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someone said weight painting and it's beyond me how to fix it

rustic plume
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yeah, weight painting is how you skin

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check out videos on it then

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you assign influences of each bone to each vertex of an amount from 0-100%

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i thought you had your character already in game? i remember it animating without this problem

silver flare
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the problem i'm facing is i can't select individual bones to choose how they influence, and i still don't entirely understand weight painting and how it works

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most of the videos i'm watching are making it look so simple, but when i do what they do it doesn't work

rustic plume
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skinning is an intricate process, never done it in blender, but id assume its just as tedious when i do it in maya

silver flare
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my brain can't comprehend this, there was an automatic weighting tool, but it didn't work

rustic plume
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yeah, it only works so well

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you might have to learn skinning

silver flare
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more than likely, or i can just try and figure out if i can animate the mixamo rig

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that's probably easier actually

icy verge
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Heya guys, sorry if the text gets pretty long, i'll try to explain the best i can: i was trying to create a character (using a metahuman as a base) and put him in a static pose for trial (specifically a sitting one that i got from mixamo), before i would attempt to animate him. Everything went smoothly util i tried to put some clothes on him. The robe, a skeletal mesh i got from "ROG Modular Medieval Accessories" in the epic games store, wasn't animating with him, even when i used it as a torso skeletal mesh. I also tried to apply the pose to the robe separately in the sequencer, but it only accepts the animation sequences that originally came with it. Anyone got any idea of a way to animate the robe with the metahuman?
I'm sorry if the question is stupid, i'm pretty new to animating and UE5 in general

I tried to get everything i talked about in one image:

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btw, my primary language isn't english as you can see in the print, so if you have any questions about what is written, i would gladly answer

midnight thorn
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what is better to reset an attack state an anim notify or onmontageEnd?

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thanks

steady hatch
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I have a question 😮 If anyone could help

My crowd controls play their animations on the enemy and all - but the crowded controlled character doesn't rotate towards the one comboing

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For example - The second image is a back attack knockdown crowd control. But the test dummy didn't rotate properly

carmine lichen
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yoo, any idea how to stretch the duration of this default section?

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my shooting montage didnt fully played, I assume its because of that default thing on my screenshot

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this is the function I use for playing the montage

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and the animgraph looks like this

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sorry for flooding the chat 🙂

last venture
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you can't stretch the section name (default). that default marks the beginning of that section, not the duration. maybe the animation length has change since you set it up? try deletting the animation, and dragging it into the montage again

carmine lichen
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nvm I found the solution, just decreasing this value

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shoukd i delete the chat or just leave it there?

fathom vapor
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Guys, Which is better suited for realistic animation, realistic combat system, and so on. Full procedural Animation or use motion Matching?

ashen junco
glacial latch
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I have a single bush object made of several quads, I am animating the UVs inside the material with a simple sin(time) function, how can I add a different offset to each quad

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?

fathom vapor
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What for today, is better suited for such purposes.

brazen pawn
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Hello. On first picture is base transform of Axis4B and the 2nd picture shows his transform after i rotated with a control 30 degrees around Z axis. For aim math i only need the Z rotation, but i cant work with that, because other axises rotating too. The third picture shows what i try to do with aim. Some has any idea to solve this?

novel blaze
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Anyone dealing with control rig not working correctly in UE5? Inside of the editor I try to move my controls for my Ik arms and the controls move but the bones dont follow

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Okay the issue was me having "Initial" checked in the get control nodes. I dont understand why so If someone who knows can explain it that would be helpful

ashen junco
wet musk
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Is there option in UE4 to have something like playmontage, but with anim graph (to make character use custom animgraph specified with param) ? for example I have in game many minigames, and for every minigame I have separate animations for player (like chess minigame I have set of aniamtion for playing chess, for puzzle minigame I have another set of animations), I don't want to add them to character animgraph, because I don't want to load all of these animations only animations currently used in some minigame.

novel blaze
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Sounds like you can use animation blueprint linking for this

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Question about rig setup. Has anyone gotten a finger curl set up properly and can share code. right now I have it working but 2 things wrong. when I rotate the base of the finger the finger curls properly but the controls for the other sections of the fingers dont follow the bones. And if I try to combat that by running a project to parent to snap the controls back to the fingers I can no longer adjust each section separately.

eternal ivy
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Anyone know if the Control Rig Mannequin on the marketplace is usable in 4.27 or 5.0? My project is 5.0 and I'd like to create anims for it. Could I make the animations in a 4.26 project and migrate?

stark maple
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Hi guys, I would like to know if "Sphere Trace" in UE4.27 works well ? because I've no problem with UE5, but no Hit with UE4.27

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( UE4.27 )

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( UE5 )

novel blaze
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How did you guys fix the crash where if you ctrl z while editing a control location the engine crashes?

ashen junco
novel blaze
ashen junco
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5.0 branch?

novel blaze
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im using the launcher version. I should probably get the source version but that disk space

ashen junco
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Yeah, Early Access suffers lot of regression

jolly hatch
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I have a revolver and when I want to have the cylinder drop out for bullet reload and want the cylinder to sping for a second. whats a good way to do that. from BP the Animbp

ashen junco
jolly hatch
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They do it in saints and sinners vr. when you eject the bullet cylinder it animations open, Which I have done. But then it spins for a second or 2

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i THOUGHT ABOUT AACTIVATING A ROTATIONG COMPONENT AND PASSING IT TOP ANIM BP

ashen junco
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I don't play VR games, so i don't know.

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But I'm going to assume it's one of those revolver reload animation cliches.

jolly hatch
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I suppose I could make it all an animation but then that would have to be done on every revolver type

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yes

ashen junco
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Is your project a VR game? Because making animations for every weapon type in non-VR FPS game is kind of a must anyway.

jolly hatch
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ye4

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yes

ashen junco
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Then I can't help. I don't work with VR.

jolly hatch
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thanks anyway

ashen junco
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It's just a shame that my body can't take VR for prolonged amount of time, but oh well.

jolly hatch
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You get used to it

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You adapt

novel blaze
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Trying to set up a rig with constraints. One that constrains the left hand to the right hand and another that constrains the weapon to the right hand. when moving the controls they follow fine but when playing the anim keys I get this odd behavior

paper crypt
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This is kind of cool. Web based app that lets you do mocap with your web cam: https://plask.ai/

deft prawn
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good to know👍

merry loom
merry loom
lament spruce
#

hi animation experts. I have an IK setup for my true fps gun for both arms (using default skeleton). CCDIK goes from clavicle -> hand. however, i find that I need to lock the palm in the grip of the gun, what would be the best way to go about doing it? right now, I am having both arms IK to fixed hand sockets, but that breaks down when the hand bone needs to be somewhere else for the palm to be holding the grips of the gun

#

the sockets are tuned for the first position, while when sprinting, I have the gun in another position, bot the sockets for the hands are no longer correct

novel blaze
#

Is it possible to override the C++ base class of control rig. That way I can create functions that will be present in all my rigs by default. I want to set up a procedural rigging system in code.

modern compass
#

where can I find the most up to date maya to UE / UE to maya animation tutorials? I've been doing scott pagano's realtime motion graphics on linkedin learning but it's using matinee, which I can translate to sequencer, but the camera just doesnt import into UE with same settings as in maya... he rotates the camera 90 degrees in maya and creates a new camera which he bakes the animation into then exports to UE, I get the camera imported to my sequence but the field of view is totally wrong, theres unnecessary rotations in every axis etc and zeroed out depth of field

#

Then I also tried exporting whole scene to maya from UE using 'export all' - all static meshes come through but not skeletal meshes

modern compass
#

now I got it to work, blows my mind that paid platforms wont bother to update their courses, no rotations were necessary and had to click embed media to get it right...

#

he specifically states in the linkedin learning video that you have to do this or it doesnt work otherwise 😵‍💫

stark maple
novel blaze
spring heart
#

Hey all! Completely new here (hehe), I need help with something in regards to an animation I'm importing into UE4 from Blender.

So my issue is that I have the eyeballs as a separate mesh from the rest of the character model I'm trying to import, I've made sure that the eyes are paired to the armature correctly, and when I import the character in their REF pose (T-pose) it imports properly with the eyes where they're supposed to be, but when I then add in the animation for that character model the eyes stay in the same location (origin point as they were during the REF pose) but they don't follow the character model at all, they just stay static as if the REF pose was still in effect.

The thing is that in Blender, the eyes follow the rig and have animation on them to look in specific places so I don't know what's going on here or how to fix it and was wondering if anyone here would know what I could do to fix that?

-- was told it'd be more relevant in this channel, so I'm putting this here 😅

lyric oriole
upbeat topaz
#

How can i increase the Rate Scale of a Character animation through blueprint can anyone suggest me some idea or the method to do that

merry loom
merry loom
coarse crater
#

better it's to create animations in a blender or control rig?, for the trailer

ashen junco
coarse crater
#

I tried in a blender and control rig

#

in control rig these animations don't look natural

coarse crater
#

for making trailers animations

finite belfry
#

Hi guys! I have a question, maybe someone here already did something similar, So im working on a prototype of a figthing game similar to smash, in this case, i have a rig with different heads ( the characters are more cartoon, so the faces can't be animated with blendshapes, because sometimes there are new meshes, like fangs, or expressions that are way to different to the base mesh), what wouldl be the best way to "Change" or "Swap" heads during the animation, how would that work?

sick laurel
#

hello! is this an okay place to ask about timelines and the curve float asset?

sick laurel
novel blaze
#

I might be mistaken but wasnt there an option to reset transforms on selected controls in control rig. did they move that because I cannot find it for the life of me. lol and my muscle memory keeps ctrl-z'n everytime and I crash everytime

eternal ivy
#

in sequencer, is there no way to select all the keys on a frame? no shortcut?

#

ah, if I collapse the tracklist, I can

strong python
#

I tried to import animations from mixamo (I imported my own fbx in the website) then selected some animations and downloaded them, then imported them in UE4 but for some reason my character is so small but the animation is working, how to solve the issue please ?

#

you can see that my character is so small and half in the ground

whole blaze
#

put 100x and reimport

#

or 10x

strong python
whole blaze
#

it matters

#

animation scale even overrides mesh scale

#

not otherwise

strong python
#

then how do I make sure the scale is the right scale compare to the player scale

whole blaze
#

try 10x or 100x

strong python
#

this is 100x

#

with 10x it gives me the same size as the screenshot above

#

nevermind

#

this is 10x

#

nevermind this is 100x

#

the first one was 500x

whole blaze
#

sometimes it can be how you export it from blender/maya

#

the mesh is just originally small

strong python
#

can use the move tool to move it above the ground ?

#

in belender he's above the ground

whole blaze
#

that converts to ue4 with normal size

#

try reimport

strong python
#

for me it's this

whole blaze
#

yea its wrong

novel blaze
#

Something weird happening. In the control rig blueprint everything is superb! When in the editor trying to do some animations controls are doing some weird things.

novel blaze
#

bruh!! thank you lol

crisp bluff
#

How to convert world space rotation to bone space rotation?

#

I have an object in world space, but it have world rotation

#

The transform modify bone have bone space rotation

strong python
# whole blaze yea its wrong

I still have my character being half in the floor, can I just move it above the ground or will it mess some stuff ? also using a scale of 1 makes the character still small but a scale of 10 is good so that's weird.

crisp bluff
#

how to ignore rotation of basic ik node?

novel blaze
#

I Was able to get a solid control rig built today. Has FK IK switch with snapping, finger controls, Left hand parent constraint to the right hand, as well as a weapon control that is parent constrained to the right hand as well.. Took a long ass time to get things working right and had to deal with stupid UE5 bugs (like hard crash every time i hit ctrl z to undo a move i made on a control. Animating has some bugs too. The level sequence is a soft reference and even though its there somehow the asset validation fails and it causes the rig to break in the editor.. Cant wait until this feature is refined its so good even with all the issues.

clear gust
#

I got the question: since the fish can turn around rapidly in the world, how do I implement the interpolation to prevent it moves to fast.

#

so it can work like how the blue line indicates

merry loom
vivid roost
#

Hello! I am trying to play a montage on my character but it is not actually animating. I suspect it's a problem with the anim graph that I edited in the past. Can someone help me diagnose?

#

For testing I trigger the montage here:

#

What could cause an anim graph to suppress my animation?

twin shoal
#

Hello. I have a rig (for a model I can't show, it's for a game I work for) and we're a little stumped. We're trying to retarget the animations for it, but for some reason, the pelvis lost its location data.

#

So the pelvis is locked into place.

#

Things like the model crouching or walking don't work properly.

#

Both models have the exact same skeleton, it's just that one of them has smaller arms/legs closer together.

#

I feel like technically everything should be working, considering they're the exact same, but maybe I'm missing a step?

whole blaze
#

something about root motion

twin shoal
#

What do I do with it?

stray wraith
#

how can i align the last axis to the ground plane 🥺

stark maple
# merry loom You might be able to yoink the code from 5 and put it in 4.27. It might just wor...

@merry loom It works whithout change, I answer to myself here : https://forums.unrealengine.com/t/sphere-trace-in-control-rig-version-4-27/272150
Just doesn't works in the Control Rig Preview, but in a level, works like a charm 🙂

hearty pike
#

The control rig cannot be found with "bake to control rig". I have already created control rig.
Does anyone know?

#

I'm not good at English, so I'm sorry if I'm wrong

stark maple
#

( this is THE RUUUULE 🙂 )

hearty pike
novel blaze
#

I want to attach my camera to my first person skeleton so that I can have control over the camera animation. How does one do this? I’ve tried it but the arms always seem to lag behind the camera. I’d like to have the same movement that you get when the arms are attached to the camera.

stark maple
twin shoal
charred coral
#

Hello, does anyone know of an asset pack that has a "fist over heart" style roman salute animation in it? (Like this: https://gyazo.com/d4c9629b4f7e21df0e0c0b7e70088ac0)

Searching for salute has very few results and I've been looking through animation packs but looking for one specific animation in packs that sometimes contains dozens or even hundreds is a bit less than fruitful so thought I'd ask and see if anyone had come across one and knew what pack(s) to look at lol

Thanks

shut kraken
#

Is there any way to get skinned meshes to ue4 without any of the -90 rotation? Does anyone have the ultimate Blender -> UE4 export settings?

livid pilot
#

I'm using UE5 early access. Tried to create a simple root motion layer in the animation, but the root motion doesn't play in montage created from the animation.

merry loom
tall swallow
#

hey i am trying to attach the gun to my characters skeleton and was wondering 2 things:

  1. i am wanting to have multiple different guns so how would i do this?
  2. the way i am trying to do it right now is directly placing the gun in the skeletons hand (if i had multiple guns would this be the wrong way to do it) and im wondering if i am allowed to move the arms around or if i should keep it t posing
spare pulsar
#

hey guys

#

can someone help me rig my car for unreal

merry loom
#

I don quite remember but at least it deals with the scale and axis problem. I can imagine extra bones getting generated during the process if you are talking about leaf bones. My guess is that it is mainly due to blender using a bone system(bone length is a property of each bone) while other software including unreal uses joints. (Bone length are implictly defined by a pair of joints). Well the addon is not perfect but my argument is that the more people use it the more likely the addon will be improved.

spring heart
lyric oriole
spring heart
pulsar inlet
#

does anyone know how I can transfer this skeleton to this model?

worn marlin
#

Hi has anyone encountered this white snapshot glitch when using save cache pose after a ragdoll? On a different simpler setup I do not encounter this. Thank you

pulsar inlet
iron merlin
#

Whenever I export a mesh with armature into unreal the end bones are always missing. Any way to fix this? Leaf bones have already been turned off. Help

iron merlin
#

I posted the whole process i did

spare pulsar
#

Guys I need help

#

I import a car with bones and rig

#

but my wheels dont get physics capsules

#

any ideas?

main mesa
#

Hey can any1 help - I messed with the skeleton of a bp ai (dumb) it was in a modkit)and now none of the animations will play only t pose only I’m not experienced. It was like an already made bp so idrk 😞

stark maple
#

Hello, this time I'm trying to get the Mannequin to sit on a cube all in a Control Rig Blueprint, and I'm having some difficulty, I think I'm close, but the pelvis_ctrl is moving the opposite of my cube's position.
(basically the higher my cube, the more my pelvis_ctrl goes down and vice versa)

lean sparrow
#

Can anyone answer a couple of questions for me? I import my character from blender to Unreal, then import again with the animations. The scale of my animations is extremely small but my character is to the correct scale...is there a something I'm doing wrong or does it even matter if my animations are not coming into the engine with the correct scale?

gilded rock
#

Hey, I'm trying to implement Simplygon to generate Skeletal mesh LODs, does anyone know if it's possible to specify in the LODRecipe which bones to remove? Currently it's doing it inconsistently which is my problem.

tidal sparrow
spare pulsar
#

how do i stop my wheels on the car from collapsing when simulating in physics tab?

merry loom
# stark maple

instead of using the offset use -offset?you could set variable values in control rig to test things out first. Also you are setting the pelvis control local transform, maybe try global?

random hatch
#

Hi, i try to retarget tp animation to fps arms. Is this possible or will it break?

merry loom
merry loom
# iron merlin Help why is my bone missing

In unreal things are joints, so you wont see the end point of your bones unless you add leaf bones. The import is working as expected i believe. If you rotate your joints, they should deform ur mesh as expected

ashen gorge
#

Hello, if I am using the dedicated left, and right hand skeletal meshes, is there way to get them to have their own instance of the same AnimBP?
right now its looking like they can draw from the same animinstance class but i would need to make a dedicated animbp for each hand

fallow spear
#

When i import my weapon skeleton and set scale to 1, UE4 set its to 100....

#

Anyone knows why?

tidal sparrow
#

Is there a way to have the control rig make a motion path display to help change my arcs better?

sand crag
#

Is there a decent way to replicate turn in place animations?

tidal sparrow
# sand crag Is there a decent way to replicate turn in place animations?

Do one turn, then in the sequencer select the keys for transform (make sure you are only seeing the row of transform) Then go to the next frame and paste. It should paste the keys. The thing you may have to change is the rotational curve. because if it goes from 0-360, then the pasted rotation will be 0-360 again, possibly creating a motion blur and snapping render issues. Take the rotational curve of the spin and pull it down so that it is starting at 360 rather than 0. Hope that helps.

stark maple
merry loom
limpid rivet
#

is it possible to animate your character in a cinematic without importing new animations?

limpid rivet
#

sweet thank you very much!

gloomy fable
#

Is there a way in blender I can attach the pistol to the hand but then use the pistol's movement to key the arm? I tried parenting the hand to the pistol, but the keys end up exclusive to the pistol and I need them on the arm for when I import them into unreal

vestal oxide
#

How can i reverse this animation?

loud sluice
#

Hello! So I'm a little more used to characters in Unity than Unreal. I was wondering if there was an easy way to change blendshapes of an FBX model, or an easy way to turn off and on parts of a model that consists of one skeleton, but multiple meshes.

#

In engine

#

Because I'm not sure if I imported it wrong, but I can't see a list of blendshapes, nor can I see a hierarchy of meshes, only bones.

lofty river
#

is there a way to only apply an animation on the upper body-
If my animation is a montage that i call through the third person character blueprint?

#

i'm having a "draw sword" animation

#

and it happens so rarely that i felt like it'd be a waste to send a bunch of variables over to the animation blueprint and over to the animation graph and do it there...

#

oh so i don't have to go through the anim graph or the anim bp montages OhIPanda

#

neat

#

wait, there's a difference between BP montages and ABP montages tho

lofty river
#

well there's these two in the anim blueprint

#

and then there's these 2 in the third person character blueprint

#

for some reason rescBlank

rugged tinsel
#

I had gotten a mesh and animations from Mixamo and made a working character. animation blueprint and such. I thought maybe i can use the same stuff and just use a different mesh. i assign it the same animation blueprint, it works in the preview but when I go into the game it doesn't do anything but stand idle. Am I missing a step?

fallow spear
bronze panther
#

Does anybody know how to change the default pose my skeleton asset is in? How to permanently make modifications to the transforms of the bones in my skeleton asset, to be more precise.

lofty river
#

oh- i always thought the animation blueprint & the character blueprint ran on different threads or something and one overwrote the other rooThink1

#

OhIPanda i see

#

alright... thanks for the help! rooVV1

ashen junco
#

I won't be surprised if the Unity parallel in question is something completely different than modular characters

median rapids
#

Hello everybody 🙂
New project: trying to animate inside Unreal 5 (via sequencer) only.
Coming from MotionBuilder, I lack some basic animation tools, I'm not sure are available in Unreal/sequencer, main one being being able to PIN CONTROLLERS in WORLD TRANSFORM (that is e.g. root can be adjusted but certain controllers stay put).

  1. Is it possible?
  2. If not, can I at least get controller world transform coordinates when selected? (so that I can copy - paste to a later key)?
  3. If not even that, can I get gizmo world transform coordinates on selected (as it should be the same as controller)?
    Thanks for your time and advices.
meager prawn
#

Is there a way to play an anim sequence from a variable in the anim bp in the anim graph?
I want my weapon data assets to specify the pose for character's arms while equipped

meager prawn
# meager prawn Is there a way to play an anim sequence from a variable in the anim bp in the an...
meager prawn
median rapids
vestal talon
#

does anyone know if the "use normalized root motion scale" thing actually does anything in practice?

merry loom
median rapids
vivid verge
#

quick question... I want to add a suffix to all of the bones in my control rig (UE5). Is there an easy way to do that...and will it break the rig? I have no animations attached.

merry loom
merry loom
vivid verge
merry loom
#

yeah probably

median rapids
# merry loom not sure I understand but it looks like the input space here can be any space, s...

Exactly, that would the desired outcome.
But I'm afraid the naming of the parameter is a bit misleading. Seems like what is called "space" here is actually just a value of a transform key you're trying to write (as it only checks whether the same value already exists → If it does, don't make a key; if it doesn't make a key. Probably related to the functionality in the picture below).
It doesn't really care how the transform values were calculated. The documentation of the function even presumes the key is in what they call Control Rig Space, that is a local space of a bone relative to its parent. 😕

merry loom
median rapids
merry loom
median rapids
#

No worries and thanks for your time. I thought I was overlooking something but the possible space switch is still better news than nothing.

iron merlin
#

I'm trying to use control rig on a rig I import from blender. Whenever I import a rig that I made in blender by parenting the mesh to the bones with automatic weights, and then exporting it to unreal, the meshes don't follow the bones when I move then with control rig. And this bone

#

Instead of staying at the same place, moves down here

#

Please help I have been stuck here for a long time

rustic plume
iron merlin
#

like weight painted?

#

I used automatic weights

#

here i moved the legs

rustic plume
# iron merlin here i moved the legs

okay, lol, just gotta ask, just in case - I've not worked with control rig, but you said that the mesh doesn't move when you move a bone in unreal no?

iron merlin
#

yes

#

in blender it moves but not in unreal

#

unreal it just stays like a statue

rustic plume
#

sounds like an export problem then

#

i saw that you exported with some settings for fbx, but i couldnt see all, so maybe double check

iron merlin
#

okay hold on

rustic plume
#

for example: deformed models and skins to be checked on

iron merlin
#

deform bones?

rustic plume
#

i dunno what its called in blender, i use a different software, but stuff that has to do with skins

iron merlin
#

what software do you use?

#

Maya?

rustic plume
#

yeah

#

so i dunno what armature means

#

i guess that refers to the joints

iron merlin
#

its the bone thing

rustic plume
#

whats Armature FBX?

iron merlin
#

fbx is the export file format

#

and then you just choose what to put inside the file

rustic plume
#

its set to null

iron merlin
#

oh wait

#

let me check

rustic plume
#

and the last thing in that list is Bake Animation? nothing below that?

iron merlin
#

nothing

#

also i dont think im supposed to touch armature fbx

rustic plume
#

fair enough

ashen junco
iron merlin
rustic plume
#

thanks hoodie guy, you know Blender 🙂

ashen junco
#

Like what the hell is RightLeg_2 supposed to represent?

iron merlin
#

idk all the names got messed up

#

i dont really care about the names now

#

because i constantly need to change the bone and then the names change it i dont like to change them back

ashen junco
#

The names are important tho, because the hierarchy got messed up like that, and causing the IK to not work

iron merlin
#

I haven't even put any ik

#

I just made the bone things

#

I want to do the ik thing with control rig in unreal if that's how control rig works

ashen junco
iron merlin
#

uh okay

#

ill name the hierarchy and record it again

ashen junco
#

Adjacent bones in the same level won't interfere the IK, but skipping more than one level isn't going to cut it.

rustic plume
ashen junco
iron merlin
#

okay

ashen junco
#

The IK goes from thigh bone to ankle bone

iron merlin
ashen junco
#

Thigh bone -> calf bone -> ankle bone

#

Not directly on the toes.

ashen junco
rustic plume
iron merlin
#

oh

#

there's uh

ashen junco
rustic plume
iron merlin
#

uh the mesh is moving now but it's not following the bone

rustic plume
#

that it does!

ashen junco
iron merlin
#

is it normal for all these bones to have weird rotations

iron merlin
vivid verge
ashen junco
#

How do you set them up in the first place?

bitter shard
#

Does anyone know if you can have local variables in UE5 control rig functions?

merry loom
merry loom
bitter shard
#

@merry loom Ah thank you!

upbeat flame
#

Someone here faced problem with rotation of Mixamo Character?
I've used mixamo converter plugin to add RootBone to the Character and to the animations and actually it seemed good to work. However i'm using MotionSymphony Plugin and i faced the problem, that the trajectory of my Character is somehow wrong calculated. I think that it can be because of wrong initial rotation of Mixamo Character, with Z Forward Axis and -Y Up Axis (not like by UE4-Mannequin).
I'm trying to change the Character rotation in Blender, but if i change it to 0, then my Character in UE4 is laying on the ground. How can I change the rotation of mixamo Character correctly?
Any ideas would be very helpful.

cobalt star
#

roxanne wolf

vivid verge
#

One more control rig question... in UE5. I can replace the mannequin with a custom mesh and he controls great, but he has to stretch to fit the rig. Is there a tutorial on adjusting the rig size by bone? Can that be adjusted?

jagged mountain
#

Even when following a YouTube Tutorial on doing it, i cannot repose and remap Paragon Twinblast to a Mannequins Animation ...
Is there any good hint on what may be wrong, too ?

#

i would say the wrist rotation doesn't match enough, but it's a new topic for me as a programmer...

#

don't know what i want to do, and trying it now for about 5 days ...

#

ah !

#

finally ^^

#

better !

jagged mountain
#

Revenant still is a case ...

whole bear
#

Hey all, I'm having an issue with the unreal skeleton. I imported the unreal skeleton into blender, weighted my model to it, then imported back into unreal. When i retarget or replace the mesh of the basic UE4 manniquin with my own its all twisted and contorted. the closest i have gotten is crumpled fingers and a weird stomach. will attach picture.

ashen junco
# whole bear

The A pose is wrong for retargetting from Manny, and because it's Blender, chances are it's the wrong bone axis.

ashen junco
whole bear
ashen junco
whole bear
jagged mountain
#

i got revenant working - yeah

vivid verge
#

Looking for a tutorial about rigging faces in UE5 control rig. Custom character. Blender's Auto Rig Pro (paid plugin) actually made the import to UE5 and retargeting pretty easy if anyone is interested.

ashen junco
vivid verge
ashen junco
#

Assuming you use bones for the face as opposed to morph targets

warm zinc
#

Hey hope everyone is good

#

any idea how can I play a dead animation montage and keep my character at that montage

#

like not returning to the animBP

#

look how the worm dies and then it returns to the idle

#

thats what I got

iron merlin
#

how did you make the wires go so straight and diagonal

warm zinc
#

With Electronic Nodes

#

its an addon

iron merlin
#

woah

ashen junco
# warm zinc

Either:

  • Run the death animations entirely in state machine/anim graph
  • Run the death animation montage and toggle a boolean variable (e.g. IsDead) looked up by the anim BP to transition the state to dead idle
strong forum
#

So I'm finally at the part where I'm going to learn to make custom animations using Blender. I have no prior experience at all in animations or Blender.
I want to get the UE Mannequin from UE, get it into Blender, make some simple animations, export as FBX, and then import it to UE.
The first step is to get the UE Mannequin to Blender. I've read the easiest way to do that is to download and install the Mr Mannequins plugin for Blender.

I'm just wondering but why doesn't simply exporting the UE Mannequin from UE and then importing that into Blender work?

#

I'm reading a post 3 years ago:
If you export the skeleton as FBX it will be skinned but not rigged.
Why wouldn't it be rigged?

ashen junco
# strong forum So I'm finally at the part where I'm going to learn to make custom animations us...

Why going through Mr Mannequin Tools? Because not only it is compliant with UE Mannequin, you have animation ready rig with all the controls for your convenience. Once you're done, you can export just the deform bones and baking the animations in the process, and call it a day.

But if you, for whatever lunatic reasons, wanted to painstakingly animate by rotating per joints, then by all means, import the SK_Mannequin to Blender as is.

strong forum
#

But from what I read: for example, exporting a model (that doesn't use the mannequin skeleton) from UE to Blender means it will not be rigged
Is that basically right?

ashen junco
#

For clarity, when you export a skelmesh from UE4 to FBX, it'll carry the skeleton with the bones that it uses.

strong forum
#

Hm, so then you could export any 3d model from UE to Blender, and make custom animations for it and reimport it to UE
But Mr Mannequin simply provides extra functionalities to make it easier?

ashen junco
#

Correct.

strong forum
#

I see, I think I understand
Thanks

tidal sparrow
#

But you have to attach the controls in unreal to make that work

strong forum
#

Hm, what's the benefits of using control rig vs doing animation sequences?

rustic plume
#

i would assume that using control rig is all within the engine vs using a separate software

#

importing from software can be annoying sometimes

ashen junco
# tidal sparrow With control rig you can just animate in Unreal and leave Blender alone

Nah, animating with Control Rig is serviceable for basic anims, but sucks with anims that rely on constraints, like character holding something.

Sure, you can say "just attach the mesh lmao", and it's fine for gameplay third person anims, but for cinematic anims and first person anims, constraints provide much better solution for holding object anims.

#

Just because Control Rig allows for animating in engine, doesn't mean animating in Blender or Maya is irrelevant.

#

And don't get me started with less intuitive tweening, UE's odd curve interps, unweighted curves by default, dealing with gimbal lock issues, chance of crashes mid work... just to name a few

#

Just to clarify, I'm not shitting on Control Rig. Don't get me wrong, it's a cool system, especially used in gameplay, but its in-engine animating tool is by no means full replacement with proper animating in DCC tool.

tidal sparrow
# ashen junco And don't get me started with less intuitive tweening, UE's odd curve interps, u...

I've worked in Maya for about 20 years as an animator. Unweighted curve are my default way of working with animation. If you need the curve to be longer, just add another key. I've been animating with control rig, and I find it to be very similar to Maya. Certainly a lot better than something like Aftereffects animation solutions. If you run into gimbol locking you can try using the Euler filter in Unreal (Or Maya) I haven't tried constraining anything yet so I can't speak for that in UE

tidal sparrow
# rustic plume i would assume that using control rig is all within the engine vs using a separa...

Exactly what I was thinking. Sometimes it is easier (if you don't know how to animate) to learn how to animate in the program you want to be using in the end. If you want to know how to make a control rig for your imported FBX, check this out. https://youtu.be/Xgwuoia_3G8

In this video, we'll start creating the Control Rig for our custom character Drongo by creating some basic Controls & Spaces. Later we'll learn how to make them functional using basic Setter and Getter nodes.

Thanks to Amaresh Beuria (https://bit.ly/3hPFkbe) for helping me with this series.

Don't Forget to give this video a BIG THUMBS UP! as i...

▶ Play video
unkempt oriole
#

How can i prevent animation from affecting other?

hollow mesa
#

hey folks, so i have a bit of a problem
i have a bunch of anim packs i bought for ue4 and am trying to get into ue5. when i migrate the anims from ue4 projects (they cant be imported into ue5 natively) i have to retarget them
when I do this they all break and the character is stuck in an a pose
the additive anim setting for these anims is 'no additive' and when i change to mesh or world space, the animation comes back
BUT if i build blend spaces with assets that are anything but 'no additive' when the animBP utilizing said blendspace is applied to the skeletal mesh in my pawn, it disappears
i'm in a real pickle!

rustic plume
#

haven't used ue5, but it think its a different rig, Manny 2.0 or something

hollow mesa
#

as far as i can see its the same manny, it's even called ue4_mannequin still

#

ok weird so if i export all the anims first as fbx then reimport them and choose the same skeleton i was targeting to, they work

rustic plume
#

weird that migrate doesnt work

#

well.. kinda weird, i wish migrate worked better 😕

hollow mesa
#

i'm sure it'll get fixed up when it comes out of EA

inland tinsel
#

Hello everyone! Somebody can help me...
I found animation, create animmontage from it, and set-up custom anim slot. In animation blueprint I add this slot. And in blueprint class I call "play animation montage", but in game, when I press 1 it doesn't work. Somebody know, what I do not right? May be I forgot about something?

quaint palm
#

Why does my character lift a bit off the ground when punching?

errant raven
#

I have a problem with rigging, is this the right channel?

ashen junco
errant raven
#

I imported a character component(headgear) that is already rigged to epic skeleton in blender, modelled another headgear and copied weights from the rigged headgear and then parented it to the skeleton. After importing it back to ue4, it does not work as expected.

  1. It throws some skeleton error (Missing bones)
  2. When I use the master pose in Character BP, for some reason it flips 180 on the z axis, and -90 on the x axis.
ashen junco
errant raven
#

this is the component I am copying weighs from

#

this is the component I am copying to (Skeleton is the same)

#

what do I exactly do?

serene fiber
#

i have a question regarding exporting and importing skeletal mesh, 🤔 maybe its wrong place but i cant find the correct place for it..
anyways i have a skeletal mesh in UE4, when I export it into .FBX, open in 3D viewer, the legs are missing - same thing when I import to Blender -- what could be the cause?

#

the legs are obviously there in the skeletalmesh, i can see them

#

it imports the bones though

serene fiber
#

-nvm found problem. If someone has similar issue just delete everything under -> Window -> Clothing

coral kite
#

Hello is there a way to do this without keeping track of a bool maually thanks

rustic plume
coral kite
#

Well that would be great if it did that, but when no montage play in slot Upper Body, it just freezes over the upper body

#

Im guessing I could get some other settings to do it otherwise?

#

No matter what I put in Curve Blend Option does not change anything tho

rustic plume
# coral kite

maybe the blend depth? that means it only affects that bone no?

#

i think 0 will do all bones in hierarchy

#

you are inputting the cache into base pose right?

coral kite
#

Yeah the base pose is basically BasePose default slot

#

0 bone depth does not seem to change anything either :/

rustic plume
#

not sure then, that's basically my setup

coral kite
rustic plume
#

ah yeah that is the problem

#

make a copy of you cached pose and plug into base

coral kite
#

As you can see she's doing nothing with her arms

rustic plume
#

dont plug in anim directly

coral kite
rustic plume
# coral kite

i mean i have a state machine, but i guess thats the idea

coral kite
#

So even this way

#

the character upper body is frozen

#

If I unplug Blend Pose 0, I get a T shaped upper body

rustic plume
#

well i mean, the poses are different - the ones plugged into layered blend per bone

coral kite
#

Are you setting AttackSlot on every animation?

rustic plume
#

but the picture i posted is what works

rustic plume
#

attack slot is for montages that fire as a one-off

coral kite
#

What's your settings in Layered Blends if you dont mind ?

#

thanks

rustic plume
#

same as what you have, but the bone is pelvis because i override the entire body, bone depth 0, blend weight 1

coral kite
#

Do you get a T shape if you unplug Blend Poses 0 ?

rustic plume
#

no because my locomotion animations dont use that slot

coral kite
#

Mine dont either

rustic plume
#

if i unplug it and fire one of the montages that uses attack slot it will T-pose

coral kite
#

Then I dont understand we dont have the same engine lol

#

Even something as simple as that just give me a T Pose

rustic plume
#

CC-Block doesn't use a slot right?

coral kite
#

With pelvis 0

#

I have this in CC Block

#

So I want to say no?

rustic plume
#

yeah i guess not

coral kite
#

My theory is that layered Blend per bone are exclusively overwriting each other and that they dont "pile up"

#

So you can essentially only use it once

rustic plume
#

oh you are using another one somewhere else?

coral kite
#

Yeah

rustic plume
#

i guess so, you'd need to pipe them all into the same one

coral kite
#

Basically I have

  • hit animation
  • eat animation
  • upper body animation
rustic plume
#

if they each target different bones then yeah, you're handling different bones lol, so you need the base and three blend pose inputs

#

i think they can all be at 1 weight, but it only gets tricky of you are overriding the same bones with different slots

#

not sure blend pose 0 takes priority over blend pose 1 for example

coral kite
#

No they dont but basically if I pipe base -> eat -> upper body, having a eating animation, but not upper body animation will cancel the eat animation

#

Which is kinda stupid because it should just not touch it

rustic plume
#

then that's where controlling the weight comes in i guess

coral kite
#

Combining them doesnt help actually because they dont chain either way

#

THey only want the state machine animation or theirs

#

they just overwrite all other pins

rustic plume
#

you have multiple state machines?

coral kite
#

See here I have pose 0 for the upper body and pose 1 for eating (yes its called block sorry ahah )

rustic plume
#

that doesnt look right

coral kite
#

If eating has 0 as blend weight, then it will remove the animation from upper body that is currently playing and output the base pose

#

on its bones

#

(Eating plays only on one arm, so it removes the animation from that arm)

rustic plume
#

maybe dont do it this way lol

coral kite
#

How else can I achieve this ?

rustic plume
#

well are you able to get one slot working even?

coral kite
#

Yeah yeah if I have only one its fine

rustic plume
#

then see if you can find out how to mix more than one i guess

#

or else just work with the one slot and have your animations created in accordance

#

in other words, only one action can happen at a time instead of multiple

coral kite
#

Well the issue is that I need at least 2 to separate upper body and full body motions

#

But this is removing the upper body animation part of each full body animations (default slot)

rustic plume
#

maybe you can do full body here at this level, and then for upper body, add layered blend per bone nodes in your state machine to override at that level. That would mean full body would always override because the other layering is done within the state machine (cached pose) while the full body overrides after that

coral kite
#

Then the problem would be reversed: empty full body would just remove all upperBody animations

#

I think I found something though

#

It seems that upperbody is not empty by default, but output the result of the state machine

rustic plume
#

i mean its not, thats why you are caching

coral kite
#

I created an empty state machine and now the upper body of the model just T pose

#

Basically it always play even if there are no animation no matter the settings

#

But it does it on top of the state machine (hence why you have no issues)

rustic plume
#

base pose gets overridedn by the blend pose yes

coral kite
#

Even if blend pose is empty

#

Which is the bit that I think is a bit stupid IMO

rustic plume
#

well i guess if boolean works to control it, then keep going with it

coral kite
#

Well it does work but it's overly complicated and causes a lot of bugs

#

Because you lose track of it pretty easily

#

Honestly I would just need a simple method "isSlotEmpty" but cant find anything

#

OK I found a kind-of-solution-maybe by adding both slot to ffull body animations

robust dawn
#

hello guys!
Can you please help, why my imported animation is super tiny?
i've found the issue when renaming armature from blender works, but it doesn't for me

#

any advice on that?

rustic plume
#

sounds like a scaling issue, but i dont use blender

#

maybe exporting with the wrong scale factor

#

ive heard that the default armature name can cause problems so renaming it is a good idea afaik

robust dawn
#

yeah, i've renamed that, scaling is default and the mesh imports just fine, but something's wring with animation

hearty snow
novel blaze
#

Anyone dealing with the annoying control rig bug where you save your sequence and your level and your bones just teleport to another position even though you have them keyed in a specific position?

#

What does it stem from?

#

Okay I found the issue. I was doing something completely wrong in my control rig blueprint. If anyone is running into this give me a ping

vivid verge
#

Do you add grooms to your control rigged character? I feel like I should apply them to the skeletal mesh and then see them, but it's not working. I can add grooms to the control rigged character, but they aren't binding...and adding sockets caused a crash in UE5

vivid verge
ashen junco
#

Geez, all those UE5 (possibly EA2) specific questions, and I'm still sticking with UE4.

hardy shell
#

Hello My friends I'm relatively new to unreal and I have encountered a problem with the animations I have imported from mixamo. The animations play correctly in mixamo but when I import them to unreal they don't move the same way for example I got a dodge animation and it worked fine then I got it in engine and now all the animation does is this weird bend over thing while staying vertical . Any tips or fixes?

ashen junco
#

For starters Mixamo don't have dedicated root bone, and uses pelvis (named Hips) as the root bone. Hence the weird bend over thing that I can picture in my mind.

hardy shell
#

is there a free alternative with better rigs?

ashen junco
hardy shell
#

No im doing this just to learn unreal so if i can apply it to the unreal mannequin that would be ideal

ashen junco
hardy shell
#

Do you have any good resources for doing that? i watched a tutorial and followed it but every time i tried to retarget unreal creashed

slate badge
#

Im trying to watch tutorials on how to do animation for wheels. Almost every single one uses an animation blueprint called vehicle anim instance but that does not show up for me as well as other things like wheel blueprints. Im using unreal engine 5. Is it not included in 5?

novel blaze
#

Control rig functions cant have more than one return path?

flint thorn
#

Hey guys. I've imported fps character to tps project to have arms assets but after retargeting the whole skeleton for all animations I cannot see model of arms in animation blueprint and for player animations are not working

merry loom
swift burrow
#

goodmorning, just wanted to ask, do anyone have links to any videos or resources for gun reloading/animation tutorials ?

ashen junco
# swift burrow goodmorning, just wanted to ask, do anyone have links to any videos or resources...

Basically reload anims boils down to use of constraints, so some videos on constraints

https://youtu.be/U8JXO39aAqY
https://youtu.be/jXCq8CncEeA
https://youtu.be/aZt07wyasnU

Today I'm showing you different methods of connecting objects to your characters, from the easiest to the most advanced and foolproof!

My Amazon Recommendations for Artists: https://www.amazon.com/shop/sirwadefx

Project Files Available Here: https://www.patreon.com/SirWade

This tutorial is longer than usual, but it's a full animation lesson a...

▶ Play video

This example reviews how to use the Child Of Constraint in a simple shot.
Download these files here: https://gum.co/pZtWA

This example is something that is fairly common in shots, picking something up and putting it back down.

There are other ways to do this, this example is simply showing how to achieve this with the child of constraint.

...

▶ Play video

Animation Constraints is a hot topic that I have been getting questions here on the channel, how to best use them. Here's how I used them in a professional environment. It might surprise you how simple it can be and how little you need to use to get objects or limbs to play ball.

Sponsored by @Autodesk

🔴 My Patreon: https://www.patreon.com/h...

▶ Play video
swift burrow
#

I’ll try it out !

#

Take a look

umbral egret
#

anyone know ho to fix the animation that wukong is currently playing?

#

its supposed to be hit reaction but

#

it became something weird

ashen junco
ashen junco
stuck pike
#

hey all

#

any idea why this is always returning 0, even if the character is clearly accelerating ?

#

i cant get "is accelerating" runing

ashen junco
stuck pike
#

hey man

#

what do you mean ?

#

the others work fine

#

im getting the speed and direction

#

but acceleration is always 0

ashen junco
stuck pike
#

oh well

#

😄

gloomy drift
#

hi !

#

**Problem in animation**
-my animation jumps like 1 meter straight with an cougar claw attack in the air.

Thats actually no question?

  • yes it is ! when i apply the attack in the blueprint i have to set-up how much distance he has to make a smooth transaction between begin place and end place...

So whats you're question?

*- Wel... how can i see in the animation how much distance my character / sk_mesh is leaping forward? *

**Anwser ? **

Thanks !

gloomy drift
ashen junco
#

Or alternatively apply root motion if there's any.

tall lion
#

Hello,
I previously imported and animated a character in my unreal project. I have now updated the character with new mesh and abit more advanced skeleton. The Skeleton hierarchy is the same, - but some joints are added.
How can I use the old animation assets with my new rig, what are my options?

gloomy drift
#

hmmmm

#

shall i apply a lod ystem on each rock or shall i make it one big mesh or shal i make 3 different meshes with good lod system ?

umbral egret
gloomy drift
#

300x700 m

open aurora
#

Hello, I've a problem with the Transform (Modify) Bone node. For some reason it's not modifying the rotation or translation (if playing), even though it shows the correct modification in the Animation BP view. Modifying the scale works when playing.

novel blaze
merry loom
lean sparrow
#

Can someone please help me. I am trying to learn this but it's difficult to find any help. When I import from blender to unreal using the addon my hair is unattached, when I attach the hair using a socket I can't add physics simulation to make the hair move. If I use manual import (importing character then reimport for anims) my animations are scaled wrong. I tried retargeting but it gives me errors too. Any help will be greatly appreciated.

sweet falcon
#

how do i choose my character to male in mixamo

ashen junco
sweet falcon
#

oke

#

why i get Mesh contains the root bone in the description, but animation does not contain that bone track. The animation data should contain at least root bone track.

#

import from mixamo

ashen junco
sweet falcon
#

so its a no go?

ashen junco
#

Personally I distance away from Mixamo.

But granted I can make my own animations.

sweet falcon
#

Mike shows you how to import Mixamo animations and rigs into unreal engine (UE5) to create games, cinematics and animations!
Superhero UE5 rig: https://rendercrate.com/objects/RenderCrate-Male_Superhero
How to use PRE-MADE RIG! https://www.youtube.com/watch?v=LLmEndL4Fdg

------Video Content------
0:00 - Intro/Prep
2:12 - Importing Model and An...

▶ Play video
#

this guy import fromt mixamo

#

and it works

ashen junco
#

Also just to clarify, I'm shitting on Mixamo, because Adobe effectively abandoned it. When it work properly, it served good enough.

Back then (before 2017), Mixamo used to support Unreal Engine standard, but because they deemed it "not popular" compared to Unity (their words, not mine), they dropped the support for UE rig conventions

sweet falcon
#

actually this tutorial is pretty good

#

i think i might get some animations from the store

ashen junco
# sweet falcon actually this tutorial is pretty good

If it works for you, then by all means.
But you can get anims that are better suited for UE in the marketplace. I know, kinda sucks because Mixamo is free in comparison, but it's unfortunate that Adobe screw up the whole service.

#

Anyway, tangent's over.

In short: use Mixamo at your own risk.

sweet falcon
#

are you jp?

ashen junco
#

@cinder pollen What about your animBP's event graph?

cinder pollen
#

this could definitely be the problem i just dont know how to fix it

ashen junco
# cinder pollen

So you're trying to cast to the Rampage Player Character class?

#

Do you use a different class for NPCs?

cinder pollen
#

I am just messing around in this project so I just imported the character, did a few things, and then tried to make it an AI I haven't done anything else

ashen junco
# cinder pollen

And then you try to get pawn owner again and again, instead of storing it as reference in initialize event. 🤔

You should try playing the game while having the animBP editor debugs the one in your level as opposed to the preview actor (change the Debug Filter in the toolbar above)

cinder pollen
#

none of the debug settings are available

ashen junco
#

Toolbar, not the menu bar

#

It's below the menu bar.

cinder pollen
#

? which one do I select

ashen junco
cinder pollen
#

there was only no player or the rampage character

ashen junco
#

Geez, I'm blaming the BP class naming first.

cinder pollen
#

okay well my problem is still here and idk how to fix it

ashen junco
vast hare
ashen junco
#

It's almost similar to blend space.

vast hare
#

i tried to follow it

#

my "problem" began at:

#

"In the Content/AnimStarterPack/UE4_Mannequin/Mesh folder, Right-click on the UE4_Mannequin and select Create Aim Offset."

#

the pose looks like that after i droped the different poses:

#

and i dont know why or what this is causing

ashen junco
#

Hehe, it looks like one of those silly dances in Yakuza series

vast hare
#

haha xD

#

its the file called "UE4_Mannequin_Skeleton_AimOffset2D" in the tutorial

ashen junco
#

How do you setup the animations in the aim offset?

vast hare
#

1:1 like in the tutorial
i created each one based from "Aim_Space_Hip", like chopping it into pieces

#

i think i found the solution, can i show it to you so you can "confirm" it?

#

😄

#

i think the weird poses is a result of mixing the "idle state" with the newly generated "UE4_Mannequin_Skeleton_AimOffset2D"
but i dont know if that is correct

ashen junco
#

So your Aim Offset has the idle anim for one point in the grid?

vast hare
#

as soon when i remove "Preview Base Pose", it looks normal:

#

(gif creating....)

ashen junco
#

Well ngl that was kinda anticlimactic, thought the asset itself is problematic

novel blaze
#

So I have a bone parented to my hand in my rig ( WeaponAttachBone ) I have a control that is supposed to transform this bone but for some reason it doesnt. I've tried a couple of things where I take that bone and project it to the ik_hand_gun bone then transform the ik_hand_gun bone with the control. That doesn't work. Basically what I want is the ability to control my weapon bone so I dont have to use sockets for weapon attachments. Which can get super tedious

jagged mountain
#

When retargeting Mannequin Humanoid Animation to Paragon Revenant, how would i avoid this shaby shoulderpads or the cape falling through my leg ?

jagged mountain
#

i don't know any hint to solve this ...

jagged mountain
#

how would i find that out ?
it's an animation mapped to mannequin.
the other one is paragon revenant.

#

sorry, i am a programmer, doing this for my bachelor project.

ashen junco
#

I haven't checked into the skull boi yet

#

Wait that's the wrong revenant

jagged mountain
#

the wrong revenant ?

#

got it from marketplace ^^

ashen junco
#

Nah, my mind keep thinking about Doom's Revenant

jagged mountain
#

i understand

ashen junco
#

But yeah, I haven't checked all of the Paragon characters. I only checked on the girls and some beasts

#

So I don't know the oddities specific to that character

jagged mountain
#

i got it working on kwang, wraith, sunwukong and twinblast,

#

but this guy is a bit tricky with his clothes

#

the others don't have cape or shouldpad though ...

#

with characters with tight clothes, it's quite easy

#

but that things look shaby

autumn cipher
#

Hiya, is there a way to make this a dynamic value I can change at runtime?

ashen junco
autumn cipher
#

Dang. Any ideas on making a blend editable at runtime?

#

Just in case you might have any idea. Thanks though otherwise

ashen junco
autumn cipher
#

Its for the aiming transition from Idle to aim. I have 2 animations, An idle breathing and an Aim Breathing. Having a "Begin Aim" and "End Aim" creates issues for sights on my guns. So I was hoping to make the speed of the "idle -> aim" a variable that could be increased with a skill level

ashen junco
#

Ah, I'd recommend going for additive animations instead, as opposed to hard states.

autumn cipher
#

Additives eh. ill see what I can conjur I guess.. Thanks!

misty dagger
#

can you select and cutout a certain element and then edit it further? like in the middle it looks like human from the back

ashen junco
misty dagger
#

idk where to post

rustic plume
umbral egret
#

hello does anyone know how to set animation mode to anim blueprint immediatley after an animation playing

strong forum
#

Just a curious question but hair and cloth physics for characters are handled in UE, and not in Blender right?
Like in Blender the hair and clothes are static with no physics
Then you import it to UE, then add hair and physics in UE
Is that right?

opal meteor
#

Hi everone,
I'm having issues exporting and re-importing a skeletal mesh using 3dsMax.

For some reason 3dsMax creates a new root bone with the original mesh name as well as a secondary bone structure with one bone.
Would love to hear if anyone else has had this issue.

ashen junco
opal meteor
#

This bone is not visible before export and only shows up in editor after import

strong forum
umbral egret
#

hello does anyone know how to set animation mode to anim blueprint immediatley after an animation playing

ashen junco
umbral egret
#

ummmm

#

anyone?

umbral egret
#

???

flint thorn
#

How can I set the end frame?

random hatch
#

HI there, anyone know or sell Animations for getting in ,staying and leaving a closet?

lunar finch
#

how do i make a preview asset on a socket show ingame?

umbral egret
#

hello does anyone know how to set animation mode to anim blueprint immediatley after an animation playing

vestal oxide
mortal violet
#

hi, got a question
I wanna make a soulslike game and I wanna handle melee with two state machines in an animation blueprint, one that's always active that handles movement when not attacking, and another that gets switched depending on which weapon the player has equipped, done using animation blueprint linking
Would it be possible to sync the state of both of these state machines in multiplayer? if not, what other possible options are there to achieve the same result?

hearty snow
#

How would I go about doing a revolver animation (I already have the animation) and playing another montage at the same time?

ashen junco
rugged tinsel
#

so i dont know how it happened but this is a thing. its only like this in the animation blueprint and in the game. Do i have to redo the entire blueprint?

hearty snow
rugged tinsel
ashen junco
gaunt timber
#

Weird question, but I want to make it so the player in my FPS game can fall over; this means moving the camera around which I have accomplished with timelines and lerps, but its very robotic feeling and I want more control, is there a way to animate objects like cameras? I was thinking of sequencers but I'm not sure you can do the local movements I need

ashen junco
still marsh
#

I need a little help, I'm trying to get my characters moving on a CCTV camera. As this is an Oculus Quest game, I have the framerate capturing every few milliseconds to cap the framerate for performance's sake

#

However, the character's animations are not showing on the camera

#

Here's how it looks in the map

#

here's the CCTV

#

strangely enough, letting it capture every frame lets the animation play out normally on the cameras

#

but i don't want to have it do that due to frames

#

somehow i fixed it, nevermind, sorry

silver flare
#

im probably being very dumb here, but my character is in an animation state, and i just want to override where the character is facing when it is playing said animation, how would i do this? is it just root motion?

#

i just want the character to rotate against the face of this object, and to face forward based on what direction they landed in

swift burrow
#

good evening everyone, so me and my friends are working on a short low poly FPS and I wanted to ask is there any advice on making the gun fit better in the players hand

umbral egret
#

guys

#

how do i set animation mode to anim bp IMMEDIETLEY after an animation playing

#

heres what i used

ashen junco
worn marlin
#

Hi. Are there any difference using IK bones vs VB, or info on when to use them over the other ? there are some procedural setup for FPS nowadays some use IK some use VB. THanks

umbral egret
#

thnx ill try it

umbral egret
#

eyy naruto fan

umbral egret
#

lol

novel blaze
#

Any control rig gurus free to hop in chat with me and debug my control rig. I feel like I have everything right but the rig is just not working as intended and I really don’t want to go back to blender lol.

blissful kite
misty dagger
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how do you export animation, model from blender into unreal? when I try to export as fbx it just exports default box

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using this project file

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it just shows default box in project file and nothing like in the video, need to enable something?

vivid verge
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Custom Gizmos for Control Rig... I have the static meshes made...how do I add them to the list?

merry loom
bronze osprey
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@misty dagger looks like he makes most of it in material editor

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didnt fully watch it, looks like an interesting something tho

misty dagger
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when I open it it's just cube

bronze osprey
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in blender?

misty dagger
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but has all the nodes and stuff

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yeah

bronze osprey
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cycles evvee?

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might be cycles only effect

misty dagger
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when i render it as animation it shows tornado kind of, even tho pretty grainy quality

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idk what you mean

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beginner in blender

bronze osprey
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its ur render setting

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there is evee and cycles and has a dropdown to change

misty dagger
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where can you change it?

bronze osprey
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mayB do a google search so i dont have to open blender 😛

misty dagger
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worked with evee

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pc went airplane mode lol