#animation

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bronze osprey
gloomy drift
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hi

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i see always light

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aaalways xD

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not on that but i mean like

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every map

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night time is same is daytime

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how do we change it ?

vivid verge
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Apparently I'm going to need more help than that. I can create the library, but can't figure out how to add my static meshes to it...sigh. There's just so much info.

merry loom
misty dagger
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but still in layout and any other modes the tornado is just a brick box lol

vivid verge
vivid verge
merry loom
blissful kite
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bump

novel blaze
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Here i have an idle pose I made in blender. Im using a procedural IK system and It works flawlessly here. All the rolls and overshoots are being procedurally added on top of the base idle animation

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Here I have an animation I made in control rig. Same skeleton same mesh same anim bp. Also using the procedural IK for aiming but this one doesnt work as intended. Does control rig do something different to baked animations?

novel blaze
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After digging deeper. the virtual bones im using to drive my procedural IK are not moving with the bones with my control rig animation. they stay in rest position. Does anyone know of any cases like this where virtual bones dont work with control rig animation?

covert jay
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Is there any reason why my model's feet would be stationary in Blender, but once imported into UE4 they appear wobbly? It's like the ends of the limbs wobble around as the rest of the bones in the limb move. The foot or hand which is supposed to be stationary appears to have it's position effected.

ashen junco
covert jay
ashen junco
covert jay
blissful kite
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bump

rustic plume
# blissful kite bump

ah i remember this frustration. its the difference between the transitions, so you can try to play with blend amounts for them or make more anims πŸ™‚

covert jay
# blissful kite bump

I had an issue like that where one of my animations started on the wrong foot. Each animation was left foot first aside from one that was right foot. Mirroring the animation to start on the left foot fixed it.

rustic plume
# blissful kite thanks

as i think on it, it could also be the phase of the anim. Like if one of them starts on the left foot while another starts on the right. I dont remember which you want, but since they are blending ....

novel blaze
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You cant have virtual bones already present in your skeleton when creating your control rig. You need to add them after you create the control rig else all those bones will get baked keys

merry loom
novel blaze
vivid verge
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After several hours of tweaking control rig and doing an animation in sequencer (UE5), my control rig character has just disappeared... All of his keyframes are there, the camera actor is still there. The scenery is still there. I've reloaded the sequence. I've restarted the engine. I've tried copying and pasting the keyframes to another instance of him and the same thing. He just doesn't show up. Anyone seen this before?

halcyon sail
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How can i convert root motion animations to static/inplace? I know there's force root lock but my animations have the characters body move up and down with their stride and using root lock just affixes their head/body in place and their feet kind of just walk on thin air (as a string was tied to their head, moving them above the ground while they "walked")

somber prawn
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When i create a duplicate of an animation sequence asset by clicking and dragging or through drop down, any change to the copy also changes the original asset. how do i make them separate?

rustic plume
somber prawn
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no changes are applied to the original too 😦

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like when i rotate a bone or delete animation frames

merry loom
zinc garden
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How can I get my blendspace vertical like this guys?

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Mine looks like this

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I'm in UE 5

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Hmm, it looks like I just straight up don't have a vertical axis

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Ah, needs to be non 1D, nvm πŸ˜„

vivid verge
# merry loom your character should be in the level before you open the sequence right? By def...

He was in there. I had animated a sequence and rendered it. Then made adjustments in the graph editor and when I went back to sequencer he was gone. His controllers/morphs were still in the sequence list and the key frames were still there. He had a single control widget in the viewport at the root location for any control I clicked on. Weird stuff. I just called it a loss and started a new sequence. Can you go back and grab autosaves?

gusty inlet
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Heyy, Is there a simple way in Unreal Engine for looping those idle animations in a better way? πŸ˜‚ I’m a noob I started using Unreal only in November πŸ™

ashen junco
gusty inlet
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Sure, sorry for that πŸ™

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I’m going to send a shorter take

ashen junco
gusty inlet
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Nope it's just an animation, I don't know how to use the montage really, I'm checking it out right now

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Is there a way in the montage to make it loop? With additive something or idk?

ashen junco
gusty inlet
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I solved it this way! Added a sequence, added a character that uses that animation, added an animation track, added a couple of the same animations, blended between them, baked down sequence to new animation

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Thanks to @exotic plover for the support πŸ™

south dragon
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where would you guys reccomend learning to import new animations using the ue4 skeleton?

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πŸ™‚

south dragon
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I just want to add some new animations to my character

exotic plover
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@gusty inlet hey πŸ˜„ πŸ‘

errant raven
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I rotated the arm bones and I would like to make this the default skeleton pose, how can I do that?

errant raven
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even after that, the next time I open the skeleton it still looks like this

vast hare
tiny mirage
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Does anyone have any ideas about how you would go about making a game like toribash? My guess is every joint needs a lerp from one animation state to another and toggling the joint will determine what direction the animation is lerping.

I guess I'd need to run the character as a ragdoll at that point? I'm more confused about how the stiffness of the joints during the animation lerping would work

ashen junco
vast hare
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i actually dont know πŸ˜…
i used cascadeur and keyframed the "black dots" not the bones per se

misty dagger
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Hi, is this a known issue that blendspace binding don't work ?
If i pin the variable RootYawOffsetInverse to the blendspace it works fine (the yaw is applied to the aim offset in game), if i bind it it's not the case

misty dagger
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Also, this is weird cause this only applies to BlendSpace, my bind on Rotate Root Bone is working well.

past fulcrum
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Hello, is it possible to retarget a control rig asset? Or should I just use the rig assigned to create the animations and retarget to another skeleton?

novel blaze
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Does anyone know how to make it so the sequencer doesnt add keys to virtual bones?

vivid verge
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Another dumb question... Is it possible for the audio to scrub in Sequencer?

ashen junco
vivid verge
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Still having Groom to Control Rig character issues in UE5... Grooms will "Attach to" bones and move with the character, but whenever I save the sequence, or try to export it (video/image sequence) the grooms don't move. Can you attach grooms to the skeletal mesh so they're already attached to the character when you apply the skeletal mesh to the control rig? Or what am I doing wrong here?

vivid verge
zinc garden
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So I'm playing with the additional layer tracks and saving my animations changes but it isn't showing me these changes when hitting play, it's like it's using an old cached animation or something, am I doing something wrong?

floral sky
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How much of a performance hit is it to slave something to an existing skeleton?

misty dagger
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I don't think this variable is picking up if my character is in air

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When I jump no animation plays

vivid verge
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Can a groom be permanently attached to a character? I'm doing something wrong here.

obtuse ledge
meager sentinel
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Hey, this might be a weird/dumb question, but I was wondering if anyone knew if it was possible to, and if so how to create a foot ik system that acts like the one seen in games like LittleBigPlanet (Gif for Reference) every foot ik system I've come across online either only works for the default ue4 character or doesnt work like this (eg. doesnt rotate the characters body as well, just the foot), if this question is dumb just ignore me and thanks to anyone who reads this.

jagged mountain
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Still looking for hint on fixing Revenants Shoulderpads and Jacket on Animation Retargeting

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Looks crappy

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looking it up !

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This should lead to the right direction.
it has both of my problems in it

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no, the shoulder is sth. other, but i'll first see, what's happening here

south dragon
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can someone help me with this?

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just messing around with replacing the default animations

jagged mountain
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i know about "reset selected bone transform", but don't know if it helps you out

south dragon
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okay thank you i'll try that

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you mean in blender or ue4?

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yeah but i'll try in ue4

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how do i set it as a keyframe in ue4?

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epic that worked , thank you !!

jagged mountain
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for me it's not working ...

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maybe i need to skip this character, which is a pity ...

signal raven
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i have an walking animation (exported from Mixamo, my own 3d model) and i have a slight inclined ramp that i want the robot to walk on, but i cant figure out how to get it to walk on the ramp. Is there a way i could attach a spline to show where i want the robot to walk?

reef agate
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fml friends. is there any way to print string values from control rig? ; /

ashen junco
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And I'd consider that overkill for something that isn't going to appear in Shipping build.

reef agate
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print that Z float so I can see what it's outputting

vast hare
south dragon
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Are there any good tuts payed or free to learn ue4 animation systems? I'm hoping it will cover the blueprint side of things along with blend spaces

copper vine
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Hey everyone check this out

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it's not motion matching but better, allows for some pretty cool animations. I tried to replicate the paper by installing all the software, but they don't provide all the animations and it seems they have an Unreal Project that they don't provide for copyright issues. Shame. Wonder if there is a way to implement this in the future

silver flare
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is there a way to change where a montage is (like setting it to be at 2.5 seconds) at runtime?

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not talking about starting positions, but just in general

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really what i need to do is find a way to smooth the transition from one animation in this montage to another, if there's a simple way for that to happen i'd be better off just doing that

rustic plume
silver flare
rustic plume
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Everything that youre asking for can be handled from the montage asset

silver flare
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gotcha, thanks

rose prawn
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For anim Blueprints, if you were looking at allowing a few different weapon types, what's the easiest way? Type would mostly alter the upper body stuff, like the way it's held when being moved and all.

Ideally would have the lower body seperated away from the upper body/ weapon stuff

south dragon
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Anyone here familiar with animation workflows that would like to teach me ? I am willing to pay πŸ™‚

naive mountain
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Anyone retarget Mixamo animations onto a Metahuman? I want insight into other workflows

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I got it near perfect. But heavy side to side rotation in the neck and sometimes the fingers, need manual adjustment by rotating bones per-animation. Honestly a realistic approach to getting a fully animated metahuman without any mocap

novel blaze
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Is there some setting thats doing compression on animations I bake from the level sequence. Anims look perfect in the sequencer and when baked its as if some of the keys are missing or skipped. Makes the animation look cheap

royal tangle
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talking about this feature

south dragon
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any reason why this is happening ?lol

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its a mixamo animation

south dragon
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nvm i just cut the end

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but i am curious why the root motion seems so blocked up here

naive mountain
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Still pondering if it's possible to do what is outlined in this reddit post

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Im a conspiracy theorist right now! I dont think its possible...

bronze osprey
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twist bones are used a lot, lowerarm and shin you really need to make a hand or foot twist nice

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just twist ur own hand left and right and u can see, cant do that w/o movin the part of ur arm connected to it

ashen junco
bronze osprey
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looks like 1 of those guides.... i deleted half my stuff and now its faster

ember tundra
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I want to make my character go from its idle state animation into a sit down and then sit animation (where he should stay) if the player does not move for a while. Can I do this in the idle animation or a montage or how would you pros do it? πŸ€”

ashen junco
ember tundra
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Indeed, an unskippable short "standing up" animation would be nice.

ember tundra
naive mountain
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state machines

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ai

winter coyote
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Is there a way to turn off Blend Space Blending, so my animations can be snappy?

stoic heart
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Hey friends, I have a noob animation question here, regarding Houdini and Niagara. I want to export a simple tube with 2 bones in each end. What's the fastest way to do it?

ashen junco
winter coyote
tranquil thistle
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hi guys

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i have a problem like that

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when my animations are playing

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my character is looks like flying xD

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can somebody help me pls ?

lone bay
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can you set a specific bone rotation from a BP node?

ashen junco
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Otherwise you'd need to have the anim BP cache the values at all times

lone bay
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thanks, I found the Poseable Mesh but it's still problematic.. best I can do is get it to rotate the entire mesh, but the weights are painted and bound appropriately in blender..

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so it deforms there in blender but it's either all or nothing in UE :/

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it works with or without binding to Bone Envelopes in blender, but no apparent change in UE

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I bet it's annoyed I only have one bone in there

lone bay
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seems to be happier with two bones but still not getting my weights

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don't tell me the stupid thing needs another bone.. hmm

lone bay
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bah it's gotta be the export or import settings

lone bay
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maybe the normalization..

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it does see the vertex group

lone bay
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ah, I was bein a n00b and only giving a single vertex group, so it had no way to play the influence from one bone against the other I guess

reef agate
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Anyone know if Sphere Trace is broken in 4.27.2 UE4 in Control Rig? I'm drawing a transform at the hitlocation but the transform is at the root when it should be along the the Z axis under the foot as you can see from the draw line

spring heart
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Hey all! So I managed to fix one issue with my animation import (from Blender to Unreal Engine 4), but I've run into another issue.

The mesh itself, after a certain amount of frames, distorts in a way that doesn't appear in Blender. Is there a setting in either the skeletal mesh properties or the animation itself to correct the mesh distortion? Can give more info necessary to resolve this issue I'm experiencing

reef agate
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Heya, I'm having, what are probably similar 4.27.2 Sphere Trace issues as you in Control Rig : /

south dragon
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How can I make Slots work independently of one another when using montages ?

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So I had a simple walk run climb and fall system setup , everything worked fine

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until I messed with the animgraph to add blended animations, so like walking and equipping a weapon

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this is the culprit it seems, when i put it to 1 instead of 4 to blend my other animations work to climb and such

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But idk how or if you can just use two differnt slots and get them interacting independnt of one another

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this is what it used to look like

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for walking, climbing rolling etc.

random oar
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Hi all, I have a question!
Preconditions: default third person character
Steps: 1. open characher animation 2. dublicate "ThirdPersonIdle" file 3. Open new animation sequence
Problem: The new animation has Idle moves
Question: How can I remove Idle moves OR how can I create a new animation sequence without duplicating the "ThirdPersonIdle" file in T or A pose?

ashen junco
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If, however, you're referring to not applying any animation in the character BP (not the anim BP), simply select the skeletal mesh component and clear the used anim BP reference.

random oar
random oar
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Just search in youtube "unreal engine 4 animation montage blend"

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Ok, I'm new in animations

edgy hearth
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I am building an animation that involves a rigged motorcycle driving down a road - Is it best practice to have the motorcycle imported into unreal (from blender) as a single objects with seperated weight groups? Or should I bring each element of the big (wheels, handlebar, etc) into unreal seperately, then combine them?

ashen junco
mental ridge
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Hey everyone a high level question here. Lately with UE5 animation content I see a shift away from using blend spaces and instead using layered state machines. Any exact reason/ advantage to this method?

ashen junco
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I'm sticking with UE4, so no idea the actual advancement with the anim stuff in UE5

mental ridge
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Between Echo, some youtube tutorials and the new stack of bot it seems that way

ashen junco
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Can only assume Control Rig do the hard work more recently but I can't see how it supposed to replace pose based blend space

bronze osprey
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when u think of what a blendspace is, u could not make a blendspace asset and do the logic elsewhere if u like

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i run UE5 echo demo at 20% render res and it still hardly runs so havent looked at it much

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something like an upperbody aim blendspace shouldnt be to hard in control rig either

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ahh sry not for u

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im not sure whats goin on in ur vid, but that graph looks nice and modular and u should try piece by piece

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if u dont know the exact problem narrow it down as much as u can

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you can keep the anim graph open and show value on a few of the parameters that might be the problem

mental ridge
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back again :p how do I shrink all the keyframes to be all closer together at once?

bronze osprey
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i think its under the wrench button

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or select the keys and R mouse one of em

viscid tulip
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has anyone managed to fix the broken toes in the metahuman controlrig?

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If i backward solve and forward solve they straighten out. But the problem persists when baking from ctrl rig to anim sequence

viscid tulip
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if anyone else runs into this. here is the solution:

reef agate
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in Control Rig 4.27.2, does anyone know in cpp how to make a custom function node pure?

river hinge
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Hey has anyone here used UE 2 Rigify at all? Struggling with adding the default animations for the mannequin... Any help would be super appreciated!

random oar
stoic thorn
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Hi, is there a way to get notified when an anim montage is cancelled ? My animation stop correctly but i would like to stop a FX aswell

stoic thorn
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Ok thanks !

digital gorge
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im working in ue5 and every time i try reatarget the als to Metahuman ue5 crash. Anyone know a solution?

brazen wharf
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is there some way to copy a curve from an animation sequence to an curve asset?

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copy/pasting the keys seems not to work

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nvm copy/paste works once a empty key was added (or the track is hovered...)

summer linden
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I am working on a revolver animation and I was wondering how I could effectively do a more detailed reload which would involve having a fired casing be pulled out of the cylinder and then having a bullet placed in, would this involve having two seperate bullet meshes for both the shot casing and preshot bullet? I was wondering because the primer cap would be struck on the casing and obviously the bullet part missing which I would assume uses seperate textures. Any suggestions?

vocal fog
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Hello everyone!

I make a game prototype with topdown camera, WASD movements and cursor orientation.

I have a question.

Does anyone have any idea how to realize turn root motion animation when my cursor crosses the character actor and rotates him?

brazen flame
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hello everyone, I try to replace the character in the control rig sample, that you can get for free in the marketplace, it works almost, but how can I realign the body??

brazen flame
misty dagger
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Hey all, so I have this in my idle state right, however when I crouch in play mode, the crouching animation doesn't play,
any ideas?

spring whale
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why when i change something in the animation, like rotate, it doesn't update in the game?

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i rotated it, but still the same thing in the game

random oar
vestal rapids
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metahuman is working great , but unlike default 3rd person char , it can't look up or down, does that require additional adjustments or did I use wrong settings somewhere

raw bay
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Hey gang, been hunting for a bit but have had no luck so far. I'm looking for a particular tutorial about getting my player character to climb a rope as if it was strung horizontally (say between two buildings). I would think it's similar to a tightrope scenario, but the character is hanging below the rope instead of walking on top of it. (yes I did search those terms as well as I just thought about it while writing this.) Any leads?

primal schooner
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Heya! How to set default pose on control rig?

brazen wharf
novel blaze
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Do you guys know of any method to drive a control in one rig by another control in a different rig. For example a reload animation where you have a weapon rig and a character rig. How can you drive the control for the magazine with the control of the hand in the character mesh?

south dragon
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still kinda struggling with understadning layered animations

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here is my animgraph

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I just setup sheathing and unsheathing and layered animations so he can draw his weapon while maintaing the run animation

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I set the draw animation to a new slot called "body"

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But now my roll animation which is set to default slot isnt playing

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how can I get both slots working here?

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if i set my roll animation to "body" slot. it seems to play but this happens

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so the weapon sheathing works ine but my roll animation looks like a zombie attack xD

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Im assuming its to do with the back that the body "slot" is ignoring the lower body

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But idk how to make it work if thats the case

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if anyone know that would be awesome

rustic plume
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your roll animation is a montage?

south dragon
rustic plume
# south dragon yeah it is

and it needs to be a montage? i would've thought you handle rolling like walking, or along those same lines

south dragon
ashen junco
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The roll can be montage, but you may have incorrect slot @south dragon

rustic plume
# south dragon It doesnt need to be I guess. Im just follwing some tutorials and thats how they...

what i was thinking was to handle rolling within the locomotion rather than montage - you can use a layered blend per bone within the animation state like where your idle/walk/run blendspace is used

if your roll montage plays the character rolls in the direction without input influence then thats difference since the above method would allow you to still control player movement just like when they walk. If this is the effect you want, where they roll in that direction and you have no way to change direction until it finishes, you to blend different "teirs" of animations. You have the cached animation for the layered blend per bone, and you have Body which is your upper body (spine_03) for sheathing/unsheathing, but roll is full body (pelvis) and that means a different slot is needed because you need to override the animation from a different bone hierarchy

south dragon
rustic plume
# south dragon Hmmm, yeah that seems to be what im looking for . DO you know of any tutorials t...

i dont know, maybe at one time i found one, but i really dont remember - it's a simple setup though, instead of doing a layered blend per bone at the root of the anim graph, you do it in the node that contains your idle/walk/run blendspace. Use the blendspace as the base with the roll as the blend. You'll need to set a bool to toggle between the two states which can control the weight value (bool to float will be read as 0 or 1)

south dragon
merry loom
merry loom
merry loom
# primal schooner Heya! How to set default pose on control rig?

default pose is inherited from the rest pose of the skeletalmesh. I remember ther is a way to change it in the skeletal mesh editor. For new controls and other rig elements created in control rig editor you can use setup mode to define their initial position

random oar
errant raven
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I retargeted a mixamo character to the mannequin, but after retargeting it seems wierd

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these are the bone maps

ashen junco
# errant raven

I won't hope much from Mixamo rig, it's unorthodox to the UE mannequin standard.

errant raven
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This video was voted for Patrons and YouTube Members. For those who voted, thank you!

Learn how to use the retargeting manager to copy the animations of one skeleton to another one. A common use for this is in conjunction with Mixamo assets. Learn how to retarget a Mixamo asset to the UE4 skeleton.

Support me on Patreon and get access to video...

β–Ά Play video
young shoal
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In general for mixamo animations do you use 30fps or 60fps?

ashen junco
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(Though I use 30 for making animations from scratch, not using Mixamo)

misty dagger
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Hey there, is there a way I can get a variable from my character bp to my anim bp
because for the love of all that is holy I can't figure out how to do it
I just want my bIsSliding variable in my anim bp

ashen junco
misty dagger
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Oh nice, I'll check that out

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Thanks

vestal rapids
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Anyone know off hand why my metahuyma > ue4, won't rotate an look UP or down on z ? Madening, but everything else works fine.

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metahuman

novel blaze
vestal rapids
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OK for anyone else wondering, found online, guess earlier my search was inadequate- ticking ' use pawn control rotation' gets me look up/down ;))) whew

stoic iron
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Hi all! I have imported a Daz 3D avatar through the unreal bridge and retargeted to the unreal mannequin. All ok bar the hand and an arm? Anyone able to fix quickly for a bit of cash?

ashen junco
rustic plume
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yeah

south dragon
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ahh okay

rustic plume
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instead of a transition out of idle run to roll, hop into that node and do layered blend per bone

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uhh

south dragon
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i set this up in the roll state

rustic plume
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thats inside idle run?

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oh

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hmm

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seeing that, i dont think this will work given the current animation

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from what it sounds like, its an animation of the stand pose that goes into a roll.... and then back to stand?

south dragon
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but it cuts off right when its fully standing

rustic plume
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hmmmmmmmm

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i think i would handle this as a montage then, not to go back and forth so much

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if it was just rolling i think itd be easier to manage as a transition between the idle/run animations

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this seems better suited, the way the animation is, as a one-off event animation - therefore montage

south dragon
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Because I just cat wrap my head around the bone blending stuff..

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I had the animations on different slots and i blended the slots in the aimgraph

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but only the sheathing worked

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the roll stopped working

rustic plume
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functionality-wise, how does a roll happen? does the player press roll and then it gets played? do they hold the roll button and can they steer the rolling?

south dragon
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Just trying to get something somewhat functional x)

rustic plume
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lol right right

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i havent had to play around with this amount of slots (yet) so i think its tricky to just make sure the right slot is weighted at the right time...

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i would think this would work

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cached is base, attackslot (fullbody) is blend 0 and upperbody is blend 1

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then it blends to whichever slot is set

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you'd have to control blend weights at that point though

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maybe?

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somehow you have to make sure to turn the weight to 1 for the desired slot and turn the rest to 0

vestal oxide
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some pls help

tranquil lark
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Did you set the mesh to use that AnimBP?

vestal oxide
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that was it,thanks

warped verge
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Can I make all of my Animations within Unreal itself?

rustic plume
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suppose its possible

warped verge
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I have a basic MakeHuman file with a skeleton. Trying to just streamline the workflow as much as possible

balmy ember
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Hey guys, anyone here has experience with Unreal Advanced Vehicle Template?
I am trying to figure out how to modify the skeleton and what is the pipeline.
Is there any video going through few examples?
One issue I would have is even if I export vehicle from Unreal, to Blender or Houdini, when it gets imported back into Unreal, the orientation of bones would get messed up.
For start I have just tried to move front wheels and bones forward (outside of Unreal, and import back). But when Animation Blueprint is applied some of the bones would get rotated:
https://i.imgur.com/6RyWjfc.png
https://i.imgur.com/yOjNYgd.png
I'm looking for some pointers, thanks.

south dragon
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@rustic plume I found the exact video for blending those two slots with anim montages

#

Hello guys, welcome back to another tutorial. In this video I wanted to show you how to blend between two different animation montages. One that is setup to blend from the hip bone up, and another that is setup to blend from the root bone up. This is very useful if you are trying to play root motion animations, while also playing animations only...

β–Ά Play video
#

worked like a charm

flint edge
#

Anyone got any idea why my control rig i made for this mesh isn't showing up when I try to bake this animation to a control rig?

south dew
brazen pawn
#

Importing a skeletal mesh to UE4 from blender: is there any method to bones have transform in quartenion instead if euler in control rig i need to avoid gimbal lock?

somber pagoda
#

I have a confusing problem. I updated an animation sequence that I had retargeted to my character in order to move her left hand to hold the rifle correctly and reach for the magazine correctly. The animation sequence looks fine, but when I add it to a montage it shows the old animation. Here's the Montage view compared to the Sequence view:

#

at frame 14, sequence vs montage:

naive mountain
#

Has anyone removed bones from a metahuman and reimported the new skeleton from maya to ue4 4.26

south dew
south dew
#

oh ooookay...good to know!

unkempt sorrel
#

how do I stop my camera pitch effecting the speed of my player character

#

if I look down on him he slows down

delicate locust
#

Seems like nothing I do in the Rig graph has any effect, no matter how simple.
Edit: Hold on, I may have goofed on something big.
Edit 2: No, I have not, it's skinned properly πŸ€”

umbral radish
#

Use a drawhierarchy node to see if the bones move.
Does the preview mesh fit?
Be aware the hierarchy in CR isn’t a reference but imported. So if you changed it meanwhile you need to refresh. Sometimes it helps to delete and import again.

delicate locust
#

@umbral radish Interesting, yes it seems the bones do move, but the mesh does not! Hm. This example is on a fresh control rig, with no changes done to the skeleton in the meanwhile. The preview mesh is the same as the one I made the control rig from

umbral radish
#

So that looks for me like a skinning problem. Did the skin follow in your DCC?

ashen junco
delicate locust
ashen junco
delicate locust
#

Hmm I'm not quite sure how to check what is the main and additional? What I've done is right click on the skeletal mesh and selected "Create control rig"

#

I've noticed it says "Previewing reference pose". Is that what it's supposed to be?

#

I have not added it to the "Additional Meshes" property (and that also didn't change anything)

umbral radish
#

Do a right click on the skeletal mesh and create a control rig from there and check if that works.

delicate locust
#

Yeah that's the way I've been going about this unfortunately

ashen junco
umbral radish
#

Try again withs new one. Just to eleminate that something with your rig is broken.

delicate locust
ashen junco
delicate locust
umbral radish
#

I would make a new one. And what @ashen junco said. Try your mesh in 4. something is fishy there.

delicate locust
#

Thanks for the assistance though, I'll try either of those!

umbral radish
#

Or make briefly a new project and import the mesh there again and make a rig.

#

My gut feeling is something went wrong on importing the mesh

delicate locust
#

I'm about to test the WindwalkerEcho project, if that character works in control rig

#

Yeah possibly

delicate locust
#

@umbral radish @ashen junco Yeah, it's def not the UE5 version, because the Echo rig works πŸ˜„ I'll compare my rig with that one, and hopefully figure out the missing pieces

umbral radish
#

Good luck.

quick horizon
#

For simple upper body IK, used to aim weapons, how much does something like that impact general performance?

blazing wave
#

having a weird issue when i re-import any animation and its longer than the previous one. The timeline doesn't adjust

#

oh nvm all good

south dragon
#

blender users, can you tell me why the volume isnt being preserved on my imported animations ?

#

its also moving my mesh on the z axis at odd times for some reason

#

looks fine in blender

#

in ue4,

#

I think its the pevlis? Am I not allowed to use the pelvis when animating or something ??

#

it seems to be driving the weird z tranform happening in UE4

barren sand
#

Hey guys, I might be missing something. I'm doing some sequencer auto renders of some different animations. I've made a simple blueprint that updates the animation each time the one before has finished, however I'm seeing an issue. The animation blueprints/skeletal meshes first update the frame after a new animation and explicit time has been set, causing my loopable sections not to work.

It's a simple setup. heres the code for setting the animation:

#

and inside my anim blueprint:

#

Just an example(unable to show pictures of the project, NDA):
Frame 210 animation A finishes
Frame 211 animation B is applied and explicit time set to 0, this should be the first frame of the new section. However animation A is still active once this frame is rendered
Frame 212 The second frame of the new section, animation B is now shown

ashen junco
south dragon
#

Also any idea why the anim is shifting up and down when the pelvis is moved ? Not sure how I'd animate without being able to shift the pelvis

flint pendant
#

Hey guys, I really need your help 😦
I wanna get this animation:

https://youtu.be/CiQWaQozFlM

I bought SwordAnimsetPro, but I’m not sure if it’s using ALS or not. Can anyone please tell if it’s using it or not ?

Experimenting roughly with a town scene and some basic NPC Patrol AI that follows a given route.

Do consider subscribing if you are interested in seeing more of these.

Socials
https://www.instagram.com/hazardgamestudios/

β–Ά Play video
delicate locust
#

@ashen junco @umbral radish I managed to track down the issue. It was absolutely brutal. If you have bones named like this: ORG-hips, with a dash, UE5 doesn't have an issue with that - until you import it into control rig, and it stealthily renames it to ORG_hips with an underscore, because control rig doesn't take dashes. And thus the names don't match anymore and, while it updates the "rig", it doesn't update the mesh. So Blender Rigify rigs need to rename the ORG bones

iron knoll
#

Hello πŸ‘‹

Does anybody know if it's possible to somehow modify a socket only for the duration of a specific animation/montage?

**Context: **
I have a Socket attached to my characters right hand which is where my weapons get attached to. However, when playing some animations, since they're not specifically designed for the weapon attached, the weapons rotation is sometimes a little off during the animation. I would like to add relative rotational offset to this socket to correct it, but only for specific animations

wintry silo
#

how do i get full body motion on an anim montage

#

if it is even possible

#

rn i only have upper body

rustic plume
wintry silo
#

the anim montage has the full body motion

#

its when i play it that only upper body motion works

#

wait

#

i dont even want lower body motion itll fuck everything up

bitter shard
#

Does anyone know if you can reset the accumulated time node in control rig?

serene scroll
#

how do i find the animation assret of an animation montage

rustic plume
crystal imp
#

Ok, I really need some serious help understanding what's going on here.....
Why does the one on the right work but the one on the left doesn't?
What am I missing here? 'Set Vector (by ref)' It seems pretty straight forward....it worked in another project...why not this one?
Any insight into this would be pretty helpful

#

Never Mind I wasn't setting them to be Passed by Ref...

spring heart
#

Does anyone here use Blender in conjunction with Unreal Engine?

rustic plume
spring heart
misty dagger
#

i imported a alembic file that has an animation, can i make the preview of it in an socket bone be static? it keeps looping the animation

umbral radish
tranquil hollow
#

about the name of the bones

vocal cave
#

Hello, I would like to know how to implement camera movement and screen shake when the player presses a button and it does the move (like in fighting games) I want to implement that in this animation specifically. Do I need to have a level sequence and camera shake blueprint to do that, if so how in UE4 or I can do it in this animation sequence? Thank you

ashen junco
vocal cave
#

Especially for implementing the level sequence to the animation

ashen junco
vocal cave
errant raven
#

I am trying to snap the left hand to the weapon but its not working

#

This is a tutorial series where i will show you guys how to setup a true FPS character with the following features:

  • Camera system.
  • Locomotion setup.
  • Turn in place mechanic.
  • Hand IK system.
  • Weapon ADS (Aim down sights) system.
  • Weapon sway mechanic.

Link for the TrueFPS_Asset: https://drive.google.com/file/d/1oPU___i1wyp9bGWxu-eiiA0e...

β–Ά Play video
#

The left hand is just snapping to the right hand

gray bloom
#

Anyone have a good TPP dash animation for a 3D FPS I'm making?

#

Any recommendations would help as well

crude narwhal
#

Hi, How in Shooter Example , Code nows when Animation is Looped or not ? im swap animation on Fire Anim and one play is as loop and other not.hmmm...

night condor
#

i followed along with this tutorial
https://www.youtube.com/watch?v=bU95pf5hTkI&t=318s

but i cant get the animation montage to play, anyone any ideas?

Hey guys, in today's video, I'm going to be showing you how to use upper body montages in your game, as well as being able to blend between both upper and full body so that you can utilise both.

Punching And Fighting Tutorial: https://youtu.be/1jxElVA7g3c

#Ue4 #UnrealEngine4 #Ue4Tutorial
________________________________________________________...

β–Ά Play video
cloud plinth
#

this is probably a pretty simple question, but how would i go about having an anim montage play repeatedly whil im holding down the button

#

I want my character to do a spinning slash on repeat until i release the key

sacred dove
#

Does anyone have a good reference for a master class on Control Rig and Animation Keyframing in general Unreal Engine? ... Paying is fine as well. Thx!

tranquil lark
gray dome
outer maple
#

Heya folks, curious if somebody could tell me the difference, I'm looking to make this blendspace node:

#

creating a blendspace in the anim BP gives me a distinctly different node though

#

ah, it's a blendspace 1D and it appears control rig has a special display layout for blend spaces that was different from my project making me think it was a different node. πŸ‘

flat cedar
#

Does anyone know why this happens? I keep importing animation fbx but its always corrupted 😦

flat cedar
#

I'm using Maya 2020 and this model is made by Christoph

ashen junco
flat cedar
#

😒

ashen junco
#

I mainly use Blender so yeah

rustic plume
#

i guess ill help

#

so whats the rig ur using?

flat cedar
#
Gumroad

This model is free to use non commercially (since this is fan art). Feel free to play around with the model and animate it as you like. All I ask is that you credit me if possible. I'd also be very happy to see what you make so don't hesitate to share it with me when you're done :)Character was designed by Alexis Pflaum: https://twitter.com/Alex...

#

I’m using this one

rustic plume
#

i get this is the model

#

whats the rig

#

the skeleton

ashen junco
#

Is the skeleton matches that of Unreal Engine mannequin?

flat cedar
#

OH no I'm using the skeleton from this model

ashen junco
#

Let me rephrase that

Is the skeleton of that specific model has bone structure and names that match with the mannequin's bone structure and names?

flat cedar
#

There are bones but I'm not sure of the names match with mannequins skeleton

#

I'll check hold on

rustic plume
#

sounds like you havent if you just imported this model into engine and expected it to work

#

if it has its own skeleton, you should see it in there and it should come in skinned properly

#

so then i might wonder if the exporting from maya is flawed

flat cedar
#

the imported skeleton is there :/

rustic plume
#

so what are you doing for export?

flat cedar
#

I tried Export(fbx)/Game Exporter Animation Clip/Send to Unreal

#

Tried all of those but the results are same

rustic plume
#

so it looks and deforms just fine in maya?

#

you've tested how the bones move to see skinning effects?

flat cedar
#

yeah its totally fine :/

rustic plume
#

so thats the pose it came in as?

#

does it have animations?

flat cedar
#

the pose should be looking like that yes, and there's no animation movement but the controls are keyframed

rustic plume
#

you should test the joints and move them around to see if the skinning is correct or not

flat cedar
#

Alright lemme see

quasi vale
#

Would y'all recommend rigging in unreal or in the modelling application (blender in this case)

rustic plume
#

recommend: not unreal

#

though plenty do

quasi vale
#

So do it in the modelling application

rustic plume
#

if control rig gets to a point where animations can be made to the same quality and with comparable ease as the dcc tool, then i would use unreal, but until then..

ashen junco
quasi vale
#

Yeah

#

I just thought I'd ask, seems like one of those topics most people ask about

#

And my last animation question for now... T or A pose?

rustic plume
#

thats up to you

quasi vale
#

Is A pose better and a more modernized version of T like some have said

rustic plume
#

i think manny is a pose

quasi vale
#

Or like I have reas

#

Manny?

rustic plume
#

ue4 mannequin

ashen junco
quasi vale
#

Ah

ashen junco
#

It's the unofficial nickname for him

quasi vale
#

You learn something new

rustic plume
#

a pose is fine for animations where arms dont typically raise up much

quasi vale
#

I mean what I've heard about apose makes sense

ashen junco
#

Though we haven't settled the name for the female counterpart...

rustic plume
#

t pose is better for full sweep of anims

quasi vale
#

Yeah

rustic plume
#

its all preference though

#

id go with A pose if your unsure

quasi vale
#

What I've heard is that a pose is better because "it's a more natural position"

#

And in practice when modeling I see what they mean, but I could just be modeling wrong

#

Too many/not enough loops you get it

ashen junco
#

Usually A-pose has relaxed finger position, so it's better for CCDIK / finger IK setup

rustic plume
ashen junco
rustic plume
#

not to mention skinning and unwrapping

quasi vale
#

Yeah tbh I need to do more modeling I'm still new to everything

flat cedar
# flat cedar

Okay sorry for so much confusion but it seems like there were a group of hidden Old meshes and it turned out looking fine when I deleted them

#

I'm guessing the old meshes were showing up when they were imported and the skinning gets corrupted somehow when its in ue

quasi vale
#

i lauv her

rustic plume
flat cedar
#

same ❀️

rustic plume
#

specifically all bones that the mesh is skinned to and the sk mesh/es

quasi vale
#

such a cool concept

flat cedar
errant raven
#

is there a way to use multiple fabrik?

#

I placed the left arm on the rifle guard using fabrik and I want to place the right hand at the trigger aswell

errant raven
#

nvm, got it to work

compact monolith
#

Is there any piece of documentation regarding .dna files? What are these files used for? What information do they contain?

summer whale
#

having issue importing animation in to unreal from blender. it only importing the t-pose and ignore the other animation

#

look like bone size is too small but resizing character and skeleton doesnt fix it

maiden drift
#

this is the anibp:

#

the "Targeting" state machine does the "hands up" animation

#

the upper body is turning but the lower part is staying in place

summer whale
#

yea i rename it because it kept saying i had multiple roots

#

i rename it to lowpolyskeleton

#

should i have not done that?

#

okay ill take a look at the video

#

i have them all mark as fake user

#

with different action and name

#

only have two

#

yeap those are check and only the tpose get imported

#

those are the setting i use

#

ive deleted and imported it multiple times butt i still get the error saying the bones are too small

#

i see the warning in unreal and none of the animation get imported

#

yeah not sure what i did wrong ima watch that video and redo the skeletal mesh

#

probably renaming it screw it up

misty dagger
#

o/ any source of important tips for animations setup?
like core basics you have to know not to having redo animations and setup, learned the hard way πŸ˜›

rustic plume
vivid verge
#

If you have a control rig character in UE4 sequencer, can you import an animation file and apply it to that character? I guess I'm trying to figure out how to edit a motion captured animation with Control Rig.

misty dagger
rustic plume
#

Model, unwrap, rig/skin, animate, export/import

#

Do it quick and dirty before putting in the quality

real lake
#

Hello all, I was hoping to get help figuring out what this warning is all about... When I Run my project from my IDE, the Editor Log is entirely clean, except for this one warning, and I'm not sure what it means, or how to track it down.

Warning LogAnimation Animation Blueprint ____path____ has nodes with invalid node guids that have been regenerated. This blueprint will not cook deterministically until it is resaved.

lethal violet
#

I see two nodes in the docs: "Transform (Modify) Bone" and "Set Bone Transform". I can find neither in UE5. Any ideas why? Pls ping if you know :)

maiden drift
merry loom
merry loom
merry loom
keen inlet
vivid verge
edgy hearth
#

I'm about to lose my mind. I've been trying to apply my physics constraint profile to my skeletal mesh and no matter what I do, the profile is not used during simulation. When I test the profile in the physics asset editor it works fine. I've followed this documentation exactly, as well as a ton of small variations to it, with no success https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Physics/PhysicsAssetEditor/HowTo/ApplyConstraintProfile/

Is there some way to troubleshoot this?

This how-to will show you how to apply a Physics Constraint Profile to a Skeletal Mesh Component using Blueprints.

#

or maybe someway to just bypass the entire blue print and just use the physics asset in a more basic way? I dont need to be able to control the object I just need to keyframe it for a cinematic and want some physical interaction

vivid verge
turbid plover
slender sierra
#

If you have an animation where the character moves forward, but the root stays in place.
Is it possible to move the root or do you have to set the new position of the new position of the character at the end of the animation to avoid teleporting.

gentle zinc
#

how do I preview the values being passed into an animation blueprint

#

at runtime

#

for a specific character

clever acorn
#

sup. First message here. Anyone knows how (if possible) to create constant motion in sequencer? like a sinewave.. without having to create a billion keyframes. there's gotta be a way, right?

#

btw i'm mainly a unity user so talk to me like im 6, or your aunt please

tame sail
#

hello maybe you can help me, trying to solve the problem for a month
my character slides down in 1st frame of animation, all animations are in montage and animation itself doesn't has any movements up or down, so it's perfect and I do not use IK. slide disappears when blend in is 0, but it is not an option

#

any ideas? thanks

tame sail
#

if I play animation without montage everything is ok

jaunty aspen
#

I'm using the CopyPoseFromMesh node but it isn't working, any idea why?

ashen junco
jaunty aspen
ashen junco
jaunty aspen
ashen junco
#

Gotta repro that later for sanity check

rustic plume
#

Sounds like you kind of answered it though. By handling these related animations in one montage all of the logic is in one place and not by bp. You also have vfx and sfx that can be added to the montage for each shell reloaded, as well as other notifies that are specific to the anim (guessable by code). It is allowing you all the customizable effects in one place and not by coding it.

normal bramble
#

I'm having difficulty retargeting an animation. both skeletons have been mapped and their reference poses match. the arms are coming out completely wrong on the retargeted animation though. what would be going wrong?

normal bramble
#

I've found the per-bone retargeting options and nothing is really improving it

ashen junco
#

Screenshot.

normal bramble
#

second one is the right one

#

maybe it's the spine that's wrong. the retargeted animation only has one spine bone

#

nah it's not the spine. it definitely begins with the clavicle

rustic plume
#

this is a rig you made and you are retargetting to the ue4 rig?

normal bramble
#

I did not make this awful rig πŸ˜„

#

it's from some mocap outfit

rustic plume
#

ah, but it is a custom rig

normal bramble
#

I'm retargeting the animations they made to the UE4 rig yeah

#

yes

rustic plume
#

is it possible that the joint orients arent the same?

normal bramble
#

correct, they are not the same

#

I tried aligning them in the reference pose, didn't really improve it

rustic plume
#

then i think that's why the arm is like that

normal bramble
#

I would have thought the animation relative mode would fix it, but that stretches the spine through the roof

rustic plume
#

if ue4 rig clavicle points down X (or which ever it is) but this rig points down z (or something) then it's going to be bent no?

normal bramble
#

it's not something I can alter

rustic plume
#

im not sure then

normal bramble
#

this is a tough one

rustic plume
#

ive not had to correct orientation before in engine

#

i get what you mean about anim relative mode though, that would've been my suggestion

#

it's not possible to set just clavicles to anim relative?

slim wyvern
normal bramble
#

Yeah

ashen junco
# normal bramble

Okay, I thought it was bone axis issues with rigs made in Blender.

normal bramble
#

It most likely is

#

Oh well. Will try again in the morning

bronze osprey
#

and select > create rig

#

now use that rig in skel retarget manager instead of default humanoid retarget

slender sierra
#

I have a layered blend on my character to allow for mixing lower and upper body animations. However, some animations break because of this. Is it possible to add an exception to this blend for some animations?

normal bramble
bronze osprey
#

fullscreen with mapped retarget rig selected

clever acorn
#

i ask again. Is there a way to create constant motion (like a sinewave) in sequencer? thank you.

bronze osprey
#

yea in curve editor

#

you just make a looping curve

ashen junco
clever acorn
clever acorn
ashen junco
bronze osprey
#

you can add a sequence inside ur sequence and have that loop

#

so u can have 1 sequence of lights bounce trough the level and 1 for ur characters

ashen junco
#

If the context is animating in code, one can simply use timeline nodes.

clever acorn
bronze osprey
#

hell u can make a loopin sequence to move platforms in a jumper

clever acorn
#

i started using unreal two weeks ago only. I swear im not this dumb on unity

ashen junco
clever acorn
# ashen junco Explain in-game context on what you're trying to achieve.

i have a dinosaur walking moved by a camera rig and i wanna apply a rocking up-and-down sway, in fixed intervals. I have a take inside a main animation sequence/shot. I'd need the looping thing to happen inside that one animation, on the keyframes with blue tracks kinda part of the.. interface. You know what i mean right? Ideally i'd add an aditive track with that constant sinewave motion and forget about it. But i haven't found out how.

#

the sway is not for the camera but the dino, btw

ashen junco
bronze osprey
#

you can add an additive section

clever acorn
clever acorn
#

that's my whole point. I want an additive section that loops for whatever time i want. But with keyframes (and no way to apply constant functions) i'd have to do that by hand for the whole duration of the clip

bronze osprey
#

ok here it comes πŸ˜›

#

you make a new level sequence

#

you add the actor u want to normal seq + sine

#

remove all tracks

#

make a new additive section

#

do the sine

#

now open the original sequece, add track

#

new subsequence

#

add the additive sequence u just made

#

drag it as long as u like to make it loop

clever acorn
#

hmm so on the part with the red bars with the animation clips. There's where i should stack the sine animation, which i can drag to make loop, and the normal animation?

bronze osprey
slender sierra
#

Is it possible to turn off blend in certain situations?

bronze osprey
#

@clever acorn you have to Rmouse the subscene >properties>can loop checked

ashen junco
slender sierra
#

I'm using layered blend to combine lower and upper body animations, but this breaks some animations. So I'm trying to disable blending for those specific animations.

ashen junco
slender sierra
#

I tried that, but it seems to blend when using it as I get the correct result when linking the pose directly to output pose, but not when linking it through Blend by bool.

clever acorn
pliant fjord
#

hey everyone, I'm on 4.26 and for some reason I don't see the floor in the animation player

#

I didn't pay much attention to it but now I found out that some animations have a broken root (they make the character go too low and so the feet end up clipping in the floor)

#

I need to have a proper floor in the animation player to not have to place every animation in the level to test it

slender sierra
#

Can't for the life of me figure out how to select which animation poses to blend. Its either blend or no blend.

lethal violet
#

I'm trying to rotate a single bone based on mouse input, how can I do this in UE5? It seems like some nodes from UE4 have been removed.

slender sierra
#

Tried using a new setup with Blend Poses by bool. When triggering True Pose it acts as though False Pose is still in effect.
edit Found out that what was wrong. An uncompleted exec node caused the attacking? variable to not set.

misty heron
#

what's the most efficient way for making animations for an fps game?
do people really animate a bunch of animations and poses for every gun
and every reload?
then the gun gets parented to the hands in engine?

#

I was thinking another way might be to animate the guns only
then have the hands follow the guns using ik

gloomy holly
#

you can grab a pack of animations for the character

#

and then usually yea, the gun model is attached to the player model which is playing animations

#

there are some really good youtube videos that will walk you through a whole template in less than an hour

ashen junco
misty heron
misty heron
ashen junco
gloomy holly
#

search youtube for anything like 'ue4 tps tutorial' or 'ue4 animation blending' etc

#

and just pick someone whose voice you like, haha

ashen junco
#

CodeLikeMe vids have terrible pacing tho

gloomy holly
#

i don't disagree.. but they have covered so much material, it's a good starting place i think

misty heron
#

ok thanks guys!
I've been trying to find more efficient methods
because I really do not want to make animations for like every action
I was hoping ik rigs would kinda caryy

gloomy holly
#

yeah you end up making "blendspaces"

#

you could look at mixamo.com too, it's a very good set of starter animations

north stratus
#

any tips for foliage issues on a massive forest animation - client has requested a 7 mile radius for a potential development in a wooded area...need to fly up to 1300 feet to capture main massing (think wind turbine from a drone type shot) - using these nordic firs pack

#

tried William F's foliage tips but I think the sheer amount of trees we have is too much for the game override LOD settings...

#

getting less then ideal shadows and sometimes the textures bug out and we are left with just a bunch of tree stumps with no leaves

ashen junco
north stratus
#

how so? Im running on a 3090 jacked up machine btw probably should have mentioned lol

#

I'm wondering if there is maybe a way to camera cull just what the camera sees in the animation so I dont have to load everything in but all the camera cull settings I have found dont seem to quite cut it

digital gorge
#

how can i setup this? So i want to have 2 type of gameplay. I want to put 2 bind for different things, For exemple a left mouse button to jump but when inside a trigger box i want it to attack. How do i do it?

rustic plume
jaunty aspen
#

if I have two characters that have a skeletal mesh component in common, how do I copy the pose from one character to the other?

#

I tried "Copy pose from mesh" node in an animation blueprint but that didn't work

jaunty aspen
#

Apparently there is "Save Pose Snapshot" but I don't know how to get the snapshot from one character anim bp to another

jaunty aspen
#

this isn't working

normal bramble
#

it looks like it's JUST the clavicle breaking. no retarget option will fix those two bones, so I'll get the animators to fix it

#

ok yeah this is what's wrong with the source

#

near zero-length bone as the source is not going to map well

#

because when it does additive, or additive scaled, it blows the animation right out, which is why with those two the result is stretched into the sky

#

and with the wrong axes it can't do skeleton retarget mode

rustic plume
#

i kinda wondered, as a bandaid over the real problem, if there would be a way to override with code the rotations of the problem joints or seomthing

misty dagger
#

Currently I handle all the functions related to animation on my character blueprint. I'd like to switch these over to the animation blueprint but I'm missing some pretty major parts. For example I have animation functions that I need to trigger without anim notifies. How can I reach the animation blueprint's event graph from my character? The most I can get is the class of blueprint

#
#

the links here are dead

#

ohhhhhhhhhhh it's anim instance not anim blueprint

#

I... I'd already done this

rustic plume
#

lol

misty dagger
#

thanks

ashen junco
north stratus
ashen junco
north stratus
#

I see what your saying - got it

fading apex
#

Anyone know if having 50 meshes with each individual skin bind is more expensive than a combined mesh with 1 skin bind when exported from Maya as an FBX into Unreal?

jaunty aspen
oak zodiac
#

Anyone know how to find where an anim notify is coming from?

rustic plume
oak zodiac
rustic plume
#

right right

#

so in terms of where they come from... did you make one and now are trying to call it or...?

oak zodiac
#

I'm using ALS, it comes with a ton of animations and some notifies built-in. I can watch the notify event get triggered in the anim BP, but I can't find a single animation that uses this notify

rustic plume
#

oh i see, you want to know which anim asset is using that notify

oak zodiac
#

Right

#

I'd really love a list of anim assets that use that notify, but I'd settle for knowing which specific anim asset is using that notify at the time I can see it happening

rustic plume
#

then add the name of the notify you want to look for

oak zodiac
#

That seems promising, but these stupid notifies have weird names ("->N Stop R" for example), trying to see if I can wrangle the query syntax to accept it...

rustic plume
#

yeah the > might confuse it

#

partial name may work i dunno

oak zodiac
#

Hm, tried it with a simpler notify that's getting triggered ("Pivot"), doesn't seem to work

#

I'm not crazy right? This event on the anim BP's event graph is generated from a skeleton notify triggered by some animation?

#

It's especially weird because this is the only notify listed for that skeleton...

rustic plume
#

you search in your content browser and make sure you have the right folder (or content folder) selected so it can show up. Its not a search in the bp, its in your content browser @oak zodiac

#

AnimNotifyList=Pivot

oak zodiac
#

Yep, I can get the search to work for that BMAnimNotifyCameraShake notify, but not for Pivot

#

(partial notify name does seem to work btw)

rustic plume
#

dunno, havent used ALS. I hears it a mess though πŸ˜„ maybe that notify is an extended class or something. I tried again and partial names work for me πŸ™‚ but im noticing that its only montages showing up - then again, i dont put notifies in anims, just montages

oak zodiac
#

After staring at ALS for a while it's starting to make sense, but this issue of tracking down notifies isn't really ALS-specific

rustic plume
#

yes, i mentioned that

oak zodiac
#

I'll look into your theory about some kind of extended class

rustic plume
#

AnimNotifyList= may not return custom classes

#

its a hunch

#

or maybe they are anims and AnimNotifyList= only returns montages

rustic plume
# oak zodiac

oh wait, i guess not because in that bottom picture has a green bar instead of blue montage bar

oak zodiac
#

Right that's a sequence

#

Aha, apparently these are "custom blueprint events" raised by states in anim BP state machines

rustic plume
#

good, because i had an ugly solution πŸ˜„

oak zodiac
#

Thanks for the help! That AnimNotifyList query will be helpful in other ways

cursive hollow
#

When picking animations is there such a thing as to to many ? Does Unreal have a cut off for to many ?

ashen junco
ashen junco
iron merlin
#

can someone please tell me why my robot looks so weird when i apply full body ik on it?

lone wadi
#

what is the best way to adjust hand placement on weapons right now? IK or Control Rig? Please advise any guide

ashen junco
lone wadi
shadow salmon
#

Hey guys I just joined this server, I was wondering what my best approach for having an animation play for an enemy spawner. (Like crawling in from a window or jumping down from the roof). Im kinda new to UE4 with animations . My initial thought was to play anim montage at spawn location then turn on the animBP but its not doing what I want Any suggestions? or links to a tutorial?

ashen junco
ashen junco
# shadow salmon ty! I will give this a try

If you're on UE5 (or planning to migrate to UE5 after it's stable), you can also preparing to use Motion Warping to shift the root motion anim at given point in the animation.

shadow salmon
shadow salmon
mighty nebula
#

I'm using Chaos vehicle. Anyone knows how to make wheels to rotate when they are not touching the ground?

lean jasper
#

i have a problem. when i walk backwards it plays the walk sideways anim how do you fix it?

#

all other directions work perfectly

mighty nebula
#

yeah sure, they are gonna tell me #animation cause they are rotating by anim blueprint

lean jasper
#

anyone know?

full merlin
#

does anyone know how to set the camera during the animation?
I'm doing a first-person game and during the roll I want to attach the camera to my head

iron merlin
full merlin
#

do you mean it?

torpid smelt
#

Any quick way to set an animation to not move around in the area, and remain on 0? The attack animation has character stepping forward and doing a spin attack. Enabling RootMotion kills the rotation and looks awkward

#

Thanks that worked but is all weird, yeah I'll just re-export

gloomy holly
#

or you could move the camera from one socket to another during the roll

full merlin
#

how can i do this?

wide idol
edgy hearth
#

using control rig to make a motorcycle and rider - should I import the motorcycle and rider seperately and build control rigs for each of them, then somehow attach them together in the editor/sequencer? or import both objects together, and build one control rig that controls everything?

rustic plume
gloomy holly
#

it's probably easier to keep the motorcycle and rider assets separate to keep materials separate

#

and then it's pretty easy to attach two skeletal meshes together via sockets in a character, but there may be even easier routes

edgy hearth
gloomy holly
#

there's more than one approach, i think it will matter a little how your animations are set up also

#

if you're just doing one animation, like a video, actually maybe one skeleton is easiest, why bother joining them in ue4

#

but if you're trying to do more dynamic movement, you can wire things up however

#

you would have to break your animations into two skeletons though, one for the bike and one for the rider

wide idol
edgy hearth
# gloomy holly but if you're trying to do more dynamic movement, you can wire things up however

Yeah, I'll probably end up trying things both ways. The biggest thing Im nervous for is IK. I want to be able to have the riders hands locked to the handle bars, and keyframe the movement of his shoulders (like when hes leaning into a turn) and have the arms react realistically. I feel like that'll be a weird setup, because the pelvis will be locked to the seat base, and the seats locked to the handlebars, but the shoulders will need to be able to move freely

gloomy holly
#

i think you'll be good, that's just like blending locomotion animations

#

i would definitely animate the humanoid separately from the bike

#

make like a socket on the bike skeleton, and one on the rider skeleton, and you can attach them in ue4

#

you might not even need a skeleton for the bike tbh, it could just be an origin offset from a socket on the rider skeleton

edgy hearth
gloomy holly
#

yes πŸ™‚

vivid verge
#

Does using the graph editor in sequencer (UE4.27) with control rig crash for everyone?

ashen junco
#

Nope.

Least not immediately, but sometimes it cause D3D device crashes.

hexed sonnet
#

Hey, so I'm trying to import an alembic file with animation into unreal 4.25.1, and for some reason there are a few pieces of it that are just totally off. Most of the model is fine and the animation is intact but these little skulls are in the wrong place.

#

this is what it looks like in unreal

#

this is what it looks like in 3dsmax, these buttons are missing when i import it

#

well actually they arent missing, they're stuck under the base for some reason

#

does anyone have any idea why this is happening and how to fix it? Importing the alembic into max or blender works fine, its just unreal that has an issue with it.

#

also if this is the wrong chat to ask in lemme know i dont come in here often

wary valve
hexed sonnet
#

yes

wary valve
#

did you assign bones to the skulls

hexed sonnet
#

they're skinned to the torso bones

#

they dont have their own indivisual bones

languid isle
#

Hi, I have the problem here

#

Any idea why any additive keys added in an animation doesn't work in 1d blend space? (Unreal engine 5)

wary valve
#

remove them from any other bones

#

thats just temporary though

#

try exporting as different fbx version

#

might work

#

if u dont want to to the bones

hexed sonnet
#

can't do fbx, the model has a bunch of stuff it doesnt support

#

and then entire thing breaks if i try

wary valve
#

whatever youre using

#

if theres different version

#

try those

#

like fbx has multiple versions idk how they differ im not that experienced

#

but its helped me in the past

hexed sonnet
#

tried the different version of alembic and it didn't work

#

tried exporting from blender as an alembic and it didn't work, there it had a different problem, the pivot was in a different place and the skulls were near it, same with the last model so it looks like they're just being pulled to the origin and rotate for some reason

#

i tried converting them into editable polies instead of editable meshes since the necklace is an editable poly and it works fine, but that didnt work either

ashen junco
hexed sonnet
#

because i have deformations on the geometry that fbx doesnt support

ashen junco
#

What deformation?

hexed sonnet
#

and when i try and export as an fbx it gives me a bunch of errors and flips the model in weird ways

hexed sonnet
# ashen junco What deformation?

like i rigged it with a skin modefier and then went back and added an edit poly so i could adjust some things that the skinning couldnt fix

#

i only need it for an idle pose so it didn't need to be a super robust rig

ashen junco
hexed sonnet
#

the thing that's weird is that it imports fine into blender, its just unreal that it doesn't like

hexed sonnet
ashen junco
#

I don't know how fricking retopo even put into consideration out of nowhere.

hexed sonnet
#

i think so, idk the terminology basically when the fingers curled they were too square and i wanted to round them out

#

but that wasnt the only issue fbx had with it, it said there were nonorthagonal meshes and idk how to fix that

ashen junco
hexed sonnet
#

i want the fingers to look like this

#

but they look like this with just the skin

#

no combination of weights works

#

and again there are other problems preventing me from using fbx

#

there's no logical reason the alembic shouldn't work im just trying to figure out why those very specific peices are broken

ashen junco
#

No need for retopoing bullshit, just the matter of another bone helping to preserve the volume.

hexed sonnet
#

i could, but that doesn't let me use fbx still

ashen junco
hexed sonnet
#

what's bp?

ashen junco
silver flare
#

so i have a character, and what i wanna do is make it squash and stretch with my animations from mixamo that i gave a root bone to, what is the simplest way of doing so without having to redo all the animations myself?

silver flare
#

what i want is something like that, but in 3d

rustic plume
#

that's kinda what animators do though... 12 principles and all that, so i mean making your own is always best πŸ˜„

silver flare
#

true, thanks for the help!

rustic plume
wide idol
#

I'm developing a Third Person game using an animation package that comes with idle, start walking, walking animations and stop walking. It actually comes with more animations like turn to right / left. The basic movement likes quite similar to NieR: Automata / Replicant.
Is there any place where I can read more about connecting this animations? I think blendspace isn't what I'm looking for.

outer maple
#

Is it possible to set children skeletal meshes to inherit the animation BP of their parent?

#

Both on the same skeleton, would like the pants to inherit the anim BP of whatever the top mesh has

quick mica
#

Hey everyone, I've encountered an issue with AnimationSequenceComponent. Triggers (events) that you put on Sequencer timeline in some cases (especially when time dialation is faster than 1x) are not working. It seems like Sequencer is skipping frame so the trigger key on given frame is not fired.

velvet dagger
#

has anybody used Mixamo animations for Unreal recently?
Seems that the Mixamo platform has been updated and no longer exports with mesh, so they can't be downloaded/used in Unreal anymore ?

ashen junco
# outer maple Is it possible to set children skeletal meshes to inherit the animation BP of th...

Yes, it's possible. Either:

  1. Use Set Master Pose Component on the children skelmesh with the parent skelmesh as the master pose. This has cheaper runtime cost, but at the expense of overriding any kind of anim instance the children skelmesh have. Alternatively,

  2. Give the children skelmesh an anim BP with just Copy Pose From Mesh node in the anim graph (not event graph), and in the node details, have it use the parent skelmesh anim instance. This doesn't override anim instance, so children skelmesh can have anim dynamics or any other anim BP post processes, but at the expense of slightly more expensive runtime cost.

ashen junco
velvet dagger
somber pagoda
#

Is there a way to handle 100+ instances of an animated character to add some offset to the animation loop or disable their loop entirely? I have a character that's in an animation loop, duplicated about 1,000 times as an audience. The room is dark and you only see the back of their head so I'm not too concerned about them all being the same. Their animation loop is about 5-6 seconds long though and they are all moving in sync. Is there a way to stagger or modify their timing/speed easily?

woeful aspen
#

Is there anyway to get an event on end play from a sequencer? Even if its on a loop?
Want to avoid adding events to the sequencer to trigger, just want to know when the sequencer is finished

#

well nvm
I guess a timer event is only solution if you have a sequencer with a loop, no events for restart
Magic nodes if you need to do something similar

iron merlin
#

How to add notifs like dust particles at the feet on procedural animations?

misty dagger
#

What's an easy fix if i made some adjustments to my sequence before 0 on the timeline?

There toomany keyframes and layers for me to select and move over.
The image sequence numbers them from -300 up to 0 and then 1,2,3...
How can i set my 0 time to be numbered on export?

lean stone
#

hello! what space is the offset transform Rig Graph node working in?

gloomy holly
rustic plume
dawn jackal
#

Autodesk have now taken over the Maya part of the Unreal Live Link and updated the plugin -
Exploring the 'new' Unreal Maya Live Link plugin from Autodesk
Part 1 - https://youtu.be/5iTbnk5Zmak
Part 2 - https://youtu.be/gPnGbtAWAl0

Stream data from Maya to Unreal in real-time with Autodesk new Unreal Live Link plug-in for Maya.

The Unreal Live Link plug-in makes it possible to stream object, lights, camera, animation and timecode data from Maya to Unreal in real time. And is the result of a close collaboration between the Maya development team at Autodesk and the Unreal t...

β–Ά Play video

The Unreal Live Link plug-in makes it possible to stream object, lights, camera, animation and timecode data from Maya to Unreal in real time.

This video is Part 2 of 2 videos explaining the basics of using the plugin to stream data between Maya and Unreal. In this video we will cover the following topics

  • Initial Setup
  • Establish a Live Con...
β–Ά Play video
outer trellis
#

hey guys, I have a sword model, an idle animation to it, and a swing animation(only sword no arm or anything), so if I would like to make the swing animation occur How would you suggest it happening? Animation Blueprint?

viral ridge
#

hi I have a problem I need to disable root motion in some animations and enable it in others I try to use AnimNotifyState_DisableRootMotion but I don't find how works this

outer trellis
#

it that's what you meant

viral ridge
#

but during my search i see the AnimNotifyState_DisableRootMotion but no have idea how works

outer maple
fickle dust
#

guys I have an issue

#

I want to simulate hair movement for this character

#

I made a custom skeleton for it

#

but in the physical asset I only have like, 10% of my original bones and the simulation is broken

#

how can I add ALL my bones to the physical assets? or maybe I'm using the wrong tool and I should go for cloth simulation for it?

outer trellis
viral ridge
#

Now I only have the existential doubt about what utility can be given to the one that is by defaultπŸ˜…

ashen junco
halcyon glacier
#

Upon importing my animations into unreal from blender, they are incredibly small.. but the mesh itself is fine

#

Any fixes?

ashen junco
halcyon glacier
#

Saw someone said in here to set the export scale to 100, that 100% didn't work lmao

ashen junco
halcyon glacier
#

There's mine

ashen junco
# halcyon glacier

That's the problem.
Reduce it down to 0.01, and scale everything up 100x to compensate for the new unit scaling.

halcyon glacier
#

Mesh is fine now, anims are not

ashen junco
ashen junco
ashen junco
#

Scale everything up, then make the animation.

halcyon glacier
#

If it has to do with the scale of bones, keyframes, ect, i can probably fix it

ashen junco
halcyon glacier
#

Also inside unreal everything is working accordingly.. besides.. the scale

ashen junco
#

Also don't forget to apply the scales in Blender πŸ˜‰

halcyon glacier
#

Hmm.. didn't seem to work

hexed sonnet
#

@ashen junco @wary valve idk if you guys care but i figure out my issue, if I import the alembic into 3dsmax and then reset Xform on THAT then it doesnt mess with the animation and it keeps the skull buttons in the right place

blissful kite
iron merlin
rustic plume
# iron merlin no, I just sphere trace and use the location for my control rig

Then i dont think there's a point to use anim notifies. They work well for montages which is the benefit of montages. Youd be figuring out each footstep based on how your procedural animation is set up. I dont know how you setup your proc anim, but id guess itd be able to return that kind of info since a footstep may occur on flat ground, slopes, or steps.

fickle dust
fickle dust
# ashen junco Yes, it's on GitHub.

I tried it ! it works like magic ! Thanks Γ  lot !! I just wonder how does this impact game performances .. but I guess I will figure out.

ashen junco
#

That is what I did when making Idolmaster Million Live machinimas, as the eyes are not rotated by bone, but shifting the textures instead.

iron merlin
#

I connected a vector as a variable in the anim blueprint to control rig and set that to the character's leg's bone's control's position but the bone doesn't follow it

azure onyx
#

hey guys how you doing i have a problem and i am sure where to post it but i really need help
i used blender for the skeleton
after i finished and import it to the engine this is how its look

i doing retarget proccess

iron merlin
#

WHAT? why are they different?

#

I'm so confused

tender flicker
#

hey, does anyone know how to find which animations are using a specific curve?

outer trellis
#

Hey guys, I have a sword actor which has its own animations blueprint, when ever I click left mouse button the animation blueprint checking is the player is in "is attacking state" then transfers from the idle animation of the sword to the swing animation of the sword. But there is an when I spam mouse button the animation doesn't fully play it sometimes moves like one cm instead of playing the full animation. In order for it to play the full animation I have to wait. in this video every time I will click left mouse button an "Attack!" text will appear on top left of the screen so you can tell when I am attacking. Also there are screenshots of the blueprints

iron merlin
#

what's the question

ashen junco
outer trellis
# iron merlin what's the question

"when I spam mouse button the animation doesn't fully play", how can I make it so i can spam the attack and the animation will play along with it

iron merlin
azure onyx
# ashen junco What's your retarget settings?

i did a skeleton from blender using rigify , change the manican skeleton to humanoid and then in my custom character i choose humanoid too and in the manican aninmation in the targetting windows i didn't change anything and press change what bring me new animations for the character what you see in the picture

#

sorry if i did not explain myself very well my english poor and its hard for me to explain

#

the same settings i used

stone creek
#

How to wait for montage to finish? I want to use inside a function?

copper sigil
#

The scale here initially looks off, but in fact the camera is different. Is there a way to adjust this, just to remove the anxiety I get every time I see it πŸ˜„

bronze osprey
#

@azure onyx often you dont want to use the default humanoid for retarget but a custom retarget rig

split dove
#

Hey Guys, I just have a small question if someone can direct me in a good direction to look for answers.

Im using the metahuman to animate with in sequencer. I dont own maya so cant use a software like that. So i continued using the control rig to animate. I want to ask is there any way that i can call or attach a object to a certain bone During a period of time and then remove it later on. (Without blueprints) Or if anyone knows how to animate with metahumans in blender and then export the anims out.

ashen junco
split dove
split dove
misty dagger
#

Hello. can someone help me with a animation problem in privat chat ? I can't solve the problem for days, i must send someone my project.

ashen junco
#

Directly and clearly specify what's the issue, along with the video (or image) capture of the issue in action

misty dagger
#

The Textures and Models are not from me...
If I show that, I'll get a ban on the Discord right?

ashen junco
#

Only if it's NSFW, yes.

misty dagger
#

Ahh ok on a another discord get a ban for textures and models are not from me

ashen junco
misty dagger
#

wait a second make a video

errant forge
#

Hi!
BLENDER QUESTION: Is there a way to use EMPTY axis component in blender as origin for different separate meshes on export in UE4

dry grail
#

Is there a way for me to "scrub" through the playback of an anim montage on a skeletal mesh during gameplay?
I'm trying to play an animation where I can stop the animation at any point and then play it in reverse from the point where it was stopped.

digital gorge
#

hello, i need help. how do i set up a animation transition. for exemple i pressed left mouse button to start dancing and when i realease it will back to idle. But i want to only back to idle after the animation played (not while is playing) because i pressed left mouse to shoot for exemple and if i realeased mid animation it will just back to idle without completing the animation. Anyone know how to fix?

misty dagger
#

blueprint*

digital gorge
#

animation blueprint

#

im sending what i made 1sev

#

sec

misty dagger
#

ok

digital gorge
digital gorge
misty dagger
#

set up an variable (for example "isDancing") and in the transition back to idle, specify that the variable must be false to go back to the idle animation

digital gorge
#

ok i will try

misty dagger
#

I’m not exactly sure where to post this but I’m having an issue where I have an animated sequence but the dynamic shadows don’t update as the objects move. The objects will cast shadows but the shadow persists after the object moves away.

#

It’s a stack of discs that explodes so it looks like this:

#

Then it explodes:

#

Then here you see the persistent shadows:

#

Another thing, if I move the camera away from the objects then bring the camera back, all the shadows reset.

full merlin
#

does anyone know how to set the camera during the animation?
I'm doing a first-person game and during the roll I want to attach the camera to my head

ashen junco
zenith pewter
#

hey I'm new to animating in unreal, I was just wondering if I wanted to create a jump scare should I do that in blender?

ashen junco
#

As far as the game code is concerned, it could be as simple as playing animation when enemy attacks. Jumpscares working or not depends more on how it visually (and in extent audibly) executed, as opposed to the technical side of things.

zenith pewter
#

I see