#animation

1 messages · Page 174 of 1

vast creek
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@ashen junco in all the UE5 tutorials I've seen, people are using Control Rig, which feels like overkill here. I really just want to figure out super basic FK animation for starters. I have an animation here

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But when I bring it to the anim BP nothing plays

potent current
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hi

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can someone help me. My KHandle points down instead of to the right and idk why

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connecting it from shoulder to wrist

verbal bone
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yea its maya

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if anyone can help would appreciate it

potent current
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making an anim for unreal

acoustic wyvern
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Thanks it was help

full sequoia
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So I’m trying to create animations for different characters that have the same UE mannequin rig, (running, attacking etc) is it possible for them to have separate animations even if they have the same rig. I’ve tried changing the Animations for one character but then they just apply to the other characters as well…How do I separate the animations?

late sun
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How can I override my animation walking with IK (Two Bone IK) please ?

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Is there a thing to check ?

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Because when I walk with my character, my IK configuration seems to be ignored

late sun
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My feet go through floor (slope) when I walk

vast creek
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@late sun I am super new to animation so I could be wrong, but I think you maybe need to convert the animation to Control Rig so that you can blend

late sun
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So I can't use Two Bone IK node?

merry summit
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does anyone know if its possible to have debug drawings from control rig shown in the actual viewport or in-game?

young garnet
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@dreamy root

dreamy root
young garnet
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Vs iPhone 5

swift blaze
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is it possible to export metahuman with animation?

glacial ridge
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Has anyone seen a decent example of stringing together many vertex texture animations to make a much longer animation, that appears seamless?

placid timber
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How can I achieve an actor not to clip in walls while animation is playing ?

mental bone
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Could someone enlighten me what are the bare minimums for setting up a control rig for a humanoid character in unreal engine?
I suspect at the very least I need to bring in a skinned skeletal mesh with weight painting applied, right?

Or can I even do that in unreal?

ashen junco
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You can't make skeletal meshes in Unreal from scratch.

mental bone
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Expected as much. Thanks @ashen junco

mental bone
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I might be interested in having a closer look at procedural animation. Is it fair to assume one should know the key basics of animation in order to make relevant progress on that?
I've always seen myself a bit more on the technical side (in contrary to artistic) and animations fall more into the artistic category I feel.
What's your take on that?

quartz nebula
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Good day everyone. I have an enemy who has 2 idle animations, one for a spawn sequence and another one for locomotion. The problem is that if I spawn an enemy in runtime, it plays a locomotion idle for 1-2 frames. How can I fix this issue?

storm cipher
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Hey peeps, I’m looking for Animators for a top secret project,
Must have years of experience,
Please DM me with links of your work so I can see what your capable of,
Looking for people who can create animations from the ground up, fully original,
This is a payed job.
must be able to work with all formats of code, used with unreal,
If this is something, your interested in please DM me 💯💪

ashen junco
midnight cradle
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how can i attach odm gear from attack on titan to move with a character and be attached to it

ashen junco
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<@&213101288538374145> crosspost across channels without redirected

serene egret
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joe biden

ashen junco
midnight cradle
silver bridgeBOT
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:triangular_flag_on_post: Banni#5953 received strike 1. As a result, they were muted for 10 minutes.

late sun
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How can I override my animation walking with IK (Two Bone IK) please ?
My feet go through floor when I walk on slope (down or up)

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someone told me that maybe I have to convert the animation to Control Rig so that I can blend, but I don't understand how to convert it to Control Rig. Is it a plugin ?

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I can't blend animation and IK with the "Two Bone IK" node ?

midnight cradle
dull sun
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Can FBX support bones that do not inherit parent scale?
I haven't been able to get it from exporting Blender, but that just might be Blender.

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Basically toony stretch animations look nice if you export at 60fps and the game is 60fps, but if you time dilate slower, you can see the child bones are just compensating scale for their parents between subframes.

upbeat stump
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What animation software is normally used/suggested for UE4 characters?

dull sun
upbeat stump
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Thanks, is there something more friendly?
I'm used to deal with complicated stuff but that kind of software makes me wanna quit.
The modelling part at least.

late sun
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It's better than Blender sculpting imo

upbeat stump
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I'm interested in animations only.
What I meant is, if they are as complicated as they are for modelling, it wouldn't work for me.

dull sun
upbeat stump
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I'm just trying to animate an existing skeletal mesh

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No need to create it

dull sun
upbeat stump
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It's an UE4 rigged character, I don't have the source at the moment but I think I would be able to obtain it, if that makes a difference.
I guess to export it as FBX is not enough.

dull sun
late sun
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How can I Use Two Bone IK with an Animation (additive) ? I didn't find it :/

covert onyx
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anyways

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I have a problem with my aimoffset

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its aproblem in my end to be honest

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its that when ever i blend between 2 aimoffset animations the hand moves to the right a little bit

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this man has the same issue as me

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i fixed the left hand problem with IK but i am yet to think of a solution for the right hand

wary valve
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how can i blend 2 montages based on their bone

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because i have a jumping montage which just rotates the root bone of the entire mesh (for my arms)

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and i have a shooting animation which moves the root bone backwards

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any way to blend the 2 so it can take mesh can take both the rotation and the location of both anims?

tepid flicker
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Hi, I'm animating using a character blueprint with modular assets. Is it possible to Control the Blueprint via Control Rig?

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all of the animations thus far are with basic blending in sqequncer

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I'd like to have more control

slim yacht
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Is there a way to show bone names in UE4 while running in PIE?

elder tinsel
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anyone know why the lowerarm twist bone always does this

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no matter what rig I use

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it always deforms the wrists

elder tinsel
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i've had this issue for months now

undone fable
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is it possible to create an animation without skeleton?
such as the opening and closing of a chest

covert onyx
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you can try to make 2 object

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one the box itself and one the lid

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and just make a new rotation value for the lid and lerp between old to > new for opening and lerp from new > old for closing

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Anyways how do i use vector curve for procedural animation

remote spire
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if I wanted to like have lamps hanging down, gently swaying, what would be the best way to complish this?

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do it as a skeletal mesh and import animations?

covert onyx
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yes

ashen junco
remote spire
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Ah thank you! :)

remote spire
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And this is normal? Idk why I thought there'd be a different way of doing it. xD

misty dagger
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Idk if anyone ever answered you but there is a plugin called inplacer for blender that does just that

regal sedge
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Hey everyone, does anyone tried to bake an animation retargeted to control rig in UE Preview by chance?
I think I found a bug, I have the same scene, setup etc between EA & Preview, in EA it's working fine but for some reason in Preview my character is stretch.
Seems like when you do "bake to control rig" on an animation that was retargeted, UE take in account the original animation instead of the retargeted one for the size.
Did some tests on diverse characters sizes, and different control rig setup, and I got similar result.

Maybe something is still wrong with the new retarget workflow & control rig baking for now, but if someone has an idea to test for fix, I'd love to hear it.

Left: Animation retargeted: fine.
Middle: Animation retargeted bake to control rig in sequencer: broken.
Right: Original mocap animation/character.

signal raven
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For those looking for MoCap free

waxen wind
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Ok i got my sliding doors working perfectly. Now I want to tackle the push doors. I want to add as much realism to them, so that the door seems, like it has weight, and have the characters (both NPC and PC) shoulder the door open or push with hand. and this video seems to present and animation, when encountering a door. (I think if you can kick oepn a door, you can push with with the hand or shoulder???) https://www.youtube.com/watch?v=LeqolMWP-wk

Hey guys, in today's video, I'm going to be showing you how to kick open a door with animations. After opening, we can then open and close it again like normal, or keep it so it stays open.

#Ue4 #UnrealEngine4 #Ue4Tutorial


00:00 - Intro
00:20 - Overview
00:54 - Tutorial...

▶ Play video
ashen junco
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I think it's only possible in CCDIK

naive zodiac
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Is there some way to get the current time in an animation, in an animationblueprint?

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I want to do some calculation based on the current time of the animation, to calculate playrate. I'm in a state in a statemachine

ashen junco
naive zodiac
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In a transition rule I can call GetRelevantAnimTimeRemaining, but I don't see that function when in a state.

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Oh lol, turns out that if I create a GetRelevantAnimTimeFraction node in a transition rule, then I can copy it to a state and that works. Feels like I'm hacking though, what's the 'regular' way of doing this?

misty dagger
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Question

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If I wanted to make some animations in Blender for Mr. Manny (the ue mannequin) - in particular the first person model (arms only)

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how would I go about setting up the camera in blender? The skeletal asset of the first person mannequin doesn't have a socket for the camera

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(the third person skeleton doesn't have one either) - so how would I go about "syncing" the two of them?

reef agate
zinc olive
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Hi all! I have an animation of dodge where capsule isn't moving, but mesh is moving (regardless enabling/disabling root motion or other parameters from screenshot) and, accordingly, returns to its original position after ending of animation. How can I fix it and enable true root motion, when capsule and mesh are moving together?

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And I'm going to use this animation in gameplay task with using root motion force, maybe there is a way around the problem in this case? ApplyRootMotionConstantForce works fine with character

cyan vector
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Hey fam having an urgent issue and totally stuck!! When I render a prores sequence in render queue, all fx, procedural texure anims, and particles GO FAST like playing in FASTFORWARD MOTION in the final video. Fps is an regular sequencer animations are right just fx and procedurals. Any help is highly appreciated 🙏🙏🙏

waxen wind
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anyone got a super easy tutorial for a physics, swinging door, but is only goes one way?

misty dagger
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Is there any way to align the xyz of blender with the xyz of unreal?

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Without doing some weird rotations in one of the other, have them synced in both workflows

ashen junco
misty dagger
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had? So you can't change it in Blender?

ashen junco
misty dagger
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also how do I export sockets that are in my unreal skeletal mesh to blender?

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I exported the mannequin that has a default socket "grippoint" but it's not there in Blender

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there's no clear guide on this anywhere, how to do a proper animation workflow from blender to unreal

ashen junco
misty dagger
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Actually that begs the question.. what's the difference between a socket and a bone?

upbeat stump
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So when using root motion animations, are you supposed to manually update the character location at the end?

smoky shell
upbeat stump
smoky shell
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Uncheck hidden in game on character capsule to see if it's moving

upbeat stump
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It does when I play the same animation in an Ai character, but it doesn't when playing it in the player one

smoky shell
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What are you calling to play the animation

upbeat stump
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It's played through a state machine

smoky shell
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Root motion animation must be played through the provided 'Play Montage' nodes, as a call

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Depending on whether you use GAS or not this can change which node is used but doesn't change that fact

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If you play it through a state machine you'll at least need to extract it to curves and apply the translation in the curve to the character manually and it wont work in multiplayer without significant work

upbeat stump
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Thanks, I'll dig into that

novel blaze
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Did the rotations change for control rig? I have some controls that are using world spaces transforms to make my curve editing a bit easier but for some reason when I move on the Y in the graph editor it moves on the local Y and not the global. Had this same set up in EA but in preview 1 it’s acting up. Any ideas?

novel blaze
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I mean animation seems to be the exact category I need. Control rig is legit all about animation

rigid glade
novel blaze
rigid glade
novel blaze
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Yea thats the exact reason I got away from blender and its quat rotations. It all looks good when you are moving the controls in the viewport but when you go in to tweak the graph you can ruin the animation. Hopefully I can find a solution for preview 1. I got it working perfectly in EA but something has changed in preview 1

round shale
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Got an animation montage that's causing my character's velocity to explode.

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Anyone come across something like that before?

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It's a jump animation with root motion..

pearl smelt
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Now i want to play death animation can i tell like move to this state form any state Or should i needed to draw transition form all other state to death animation state, some one help i dont want to play death anim as montage

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Is that a Right way to play Death Animation

wooden pawn
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Does anyone have a Control Rig IK foot setup they can share?

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I've found a few videos but the approaches seem a bit hacky

ashen junco
pearl smelt
ashen junco
pearl smelt
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ok now i understand sry @ashen junco

earnest vale
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Any of you fellas play around with physical animations?

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I'm trying to blend ragdoll physics with a death animation and my character is falling through the landscape and clipping through walls

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Not sure why I would be getting this issue as the steps I followed shouldn't reproduce this behavior

ashen junco
earnest vale
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@ashen junco around 30 fps on epic settings. Physics asset has a profile with all bones assigned and given the physics values of 3000, 1000 (also tried 1000, 100). Mesh has collision enabled and ragdoll preset. Capsule is disabled.

ashen junco
frank citrus
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Does anyone else had problem/bug with animation not working unless moving the mouse a little bit? It seems to be connected to the directional light somehow, building the lightning seems to fix it most of the time but now it doesn't. So annoying!!

waxen wind
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Anyone got a favorite tutorials for warehouse bay door, perfect animation?

strong python
knotty pike
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Does anyone know how I can import a mixamo animation of the ue4 mannequin into my project? I can't restart with a set skeleton since i downloaded the asset animations. ( the animations are using the ue4 mannequin too)

sullen aurora
knotty pike
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@sullen aurora ty i found the fix

earnest vale
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I also enbled substepping and no difference either

wooden pawn
fleet willow
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When it comes to the AnimNotify workflow on Animation Montages, where should i really place those notifies ?
Like in the actual animation (The sequence) or in the Montage ?

earnest vale
tired lagoon
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The montage comes from this, no additives

earnest vale
ivory sky
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Hi guys.
Is there any way to apply animation modifier update to animation sequences for once and all?

iron merlin
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If I want to make an animation that connects two objects like a guy pulling a lever do I just make two sperate animations and time them really well or is there some way other way to animate two objects together? Also what are auxiliary bones?

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or like a guy reloading a gun

ashen junco
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You can animate root with Control Rig, however the bounds will not follow.

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Bounds as in the skeletal mesh.
As it can be culled out in certain camera angles because view frustum culling uses the mesh bounds, which doesn't follow along.
But it doesn't hurt to whip out a quick root motion anim just to see if the culling actually take place.

merry lynx
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I have different characters that shares the same skeleton

The problem is i have a giant character and a midget one

When i use the midget it gets high above the ground on that skeleton but with the giant no problem

Should i have separate skeletons because of size difference

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Nvm solved with this tutorial

merry lynx
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I think it has to be 4.25 if u can

dull anvil
merry lynx
ashen junco
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Please do not crosspost across channels without redirect.

silver bridgeBOT
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:triangular_flag_on_post: Svenni#9589 received strike 1. As a result, they were muted for 10 minutes.

fleet willow
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I've asked this already yesterday so i gonna give it a new try.
What kind of AnimNotifies should someone place on the actual animation (Animation Sequence) and what should land on Animation Montages ?

ashen junco
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Though Anim Montages are used more for one shot animations, while Anim Sequence can be used directly in anim state graph.

earnest vale
fleet willow
ripe yew
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When you play Anim Montage, how can you prevent the player from snapping back to center?

earnest vale
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probably root motion settings

ripe yew
earnest vale
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idk maybe try to mess with the blend out time

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Also check if the root bone is actually moving with the anim

fleet willow
ripe yew
earnest vale
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Because your animation has no root keyframing

void turret
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Hi,

I am having trouble trying to get accessories on a cloth material to stay rigid but still flow with the cloth

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^ this is a cape the person has on

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which has blades attached to the bottom

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ive weight painted them like the rest of the cape

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but when i enable physics, they become droopy (which makes sense cause im telling UE4 that it is a cloth)

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but i want them to rigidly follow the cape

remote spire
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i have two animations for an object, how do i combine them to play simultaneously?

remote spire
glass bay
iron merlin
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can control rig do root motion?

scarlet saffron
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when i turn shield on and off the legs does not match

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this is how i'm doing it now. Maybe this is not the right way?

strange nebula
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have you thought about layering the block to be just the upper body?

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using layered blend per bone with a blend mask

scarlet saffron
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Is it possible to layer the blendspace 'blocking'?

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it changes based on the direction

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i was thinking about using layering but idk how to use it with two blendspaces

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Is using layered blend per bone the right way?

ashen junco
round shale
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Anyone familiar with using the CMC to override velocity changes to a montage?

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Maybe invoking ConstrainAnimRootMotionVelocity (somehow).

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Nevermind. Was related to root motion and my anim.

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Fixed it by disabling root motion on my anim (!)

random sparrow
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Anybody familiar with QTM / Qualisys? trying to figure out what to do with a QTM file with mocap data that I need to do somehow convert to FBX. Seems I need the QTM software but can't even figure out how to get a license for it, nor price or anything.

strong barn
scarlet saffron
scarlet saffron
# ashen junco Wouldn't it be easier with layered blend per bone / slots?

https://youtu.be/yDSjW_2Jd3I?t=105 i'm using this animations, is it the right way?

This package includes essential animations for a character with sword & shield combat style, with a playable character blueprint. Recommended for an action RPG game.

available now on Unreal Marketplace
Link : https://www.unrealengine.com/marketplace/en-US/product/4e42f74484fe457d9288b2076061669c

Please visit our discord for more updates.
Disco...

▶ Play video
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i'm stucked on this block mechanic =/
Maybe this block animator is not the right way to block while moving

gilded kayak
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Hi, little question about animation montage. We uses montages mostly to be able to play an animation reacting to an event so it plays and overwrite whatever is playing in that slot in our animation blueprint. So our montages are pretty much only a single animation, created using "right click -> create animation montage" on an animation and doing taht makes the montage the length of the animation.

The thing is, we are working on the game, animation length changes and it's somewhat a pain to update those montages to fit the new animations length. Creating them was easy, but now that they are referenced a bit everywhere, it would be a pain to recreate them every time.

TLDR: is there a way to update animation montage to fit the length of the animation that is used in it ? or even force it to be always the same length of the animation ?

iron merlin
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Can I use control rig to do root motion?

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Like use control rig in sequencer for root motion

severe kiln
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Hi guys would any of u guys know how to do live link of a prerecorded video from iphone

severe kiln
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Anyone plz help 😕

small leaf
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Hello there!
Could anyone give me a bit of insight of how Unreal interpolates joint animation? I have a character with a few animations and everything works fine if animations are set to Linear Interpolation. However if I set them to Step, they start wobbling and move with some weird offset that wasn't even there to start with.
I'm just not sure how exactly Unreal does it's interpolation, but Step option seems to add some non-existent offset. If anyone has a clue as to why it happens, please ping me.

lofty marlin
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I assume the PhysicsAsset of Characters counts as #animation ? (says the mod...)
Is it normal, that PreviewMeshes, like a big 2H hammer, attached to a Socket, like HandR, cause simulating in the PhysicsAsset to freak out?
Seems like the Hammer has Collision enabled in the PhysicsAsset Viewport, which is a bit annoying. :D Arm freaks out cause the HandCollision and the HammerCollision try to get away from each other I guess.
We can remove the preview mesh, but just wondering if there was an easy way to resolve this while keeping the preview attached.
The default collision of the Hammer mesh is set to NoCollision.

graceful gyro
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is there a reason I can't change the skeleton?

solid quartz
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Greetings - I am wondering if someone could point me in the right direction. Apologies in advance if what I am asking seems dumb to those of you that actually know what they're doing - would it be feasible to basically "graft" an Animation BP from one marketplace asset to another? If so, what "game breaking" things do I need to make sure I look for? I know I need to (as far as I know) manually recreate any anim notifies in my "new" duplicate BP, but other than that, as long as I make sure any functions and variables are called, should it work? Am I going about this wrong? What happened to my life? 🥲

shy sandal
solid delta
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Im having a problem with aim offsets and anim montages, for some reason its really altering the desired position of the anim montage and essentially making the hands go straight up in the air when the montage is activated... Ive attached a screenshot of my anim graph and viewport for ref. Any advice?

tender elk
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i am trying to understand why i can't select an animation what can use the anim to play to be grayed out?

runic rampart
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anyone know why in unreal engine 5 blendspaces ignore additive layer tracks on animations? Yes, I applied the keyframes.

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Nvm, it still doesnt work, but I found a work around by using the create asset button to make a new animation with the layers auto built into it

iron merlin
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How do i make an animation where two things can interact, like two separate blueprint classes like a guy and a lever. How can I have an animation where the guy pulls the lever? Would I use an animation montage that somehow can connect two blueprint classes together? Help.

misty dagger
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Fundamentally, how it looks and how it works are distinct. The way you make it look and the way they actually work is really up to you. If you can understand this fundamental distinction, you will see that technically it's an eye trick. Meaning during the animation, it looks like something is happening between your guy and the lever. But in reality you signal the actual work happening usually via an animation notify at some arbitrary frame in your animation. It's arbitrary, in the sense that it's up to you if it feels right to you at frame 12 or at frame 21 to trigger it. they can even be 2 distinct independent animations that look like they are connected but work by themselves independently: one for the guys arm and one for the lever. Anyways, enough philosophy, if you understand this fundamental distinction you will have an easier time in game development.

iron merlin
iron merlin
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so uh, anyone know how to do that?

austere light
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Hi everyone, I'm having an issue with importing animation that I've not had in the past. My skeleton has the hips as the root bone, and UE4 refuses to animate it even though in the imported animation I have keyframes for the hips. My character walks like an action figure because his hips are locked in place, but in Blender the hips are animating correctly. How do I fix this? I've done this before and not had any issues but I can't remember what I've changed. I'm working in 4.27.2

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Wait, I just realised what the issue is. I'm using Mixamo for an animation, and the downloaded animation is rotating the whole armature instead of the hips... wtf? The hips are actually locked in place in the animation keyframes (I didn't notice that they don't change), and it's just keyframed the rotation of the entire armature. Anyone know why it's done this?

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I tried adding a root bone and it's just done the exact same thing, the root bone and hips are locked and the whole armature is just performing the job the hips should be

ashen junco
austere light
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Ugh

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Thanks Makoto, I'll have to figure something out as I can't animate to save my life xD

peak locust
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hi, I'm trying to figure out the new Anim Blueprint Templates to consolidate common logic across multiple graphs, but I can't seem to figure out how it's used, been on it for a few hours now but theres zero documentation yet for it, has anyone had any luck and can point me in the right direction ?

austere light
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I fixed my Mixamo issue. In case anyone else comes across this problem, it looks like Mixamo didn't like me renaming the bones (I had renamed all the bones from mixamorig:Hips to just Hips for example). Leaving them with the original name Mixamo assigned to them got rid of the problem

smoky smelt
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Is there a way to import and bake an animation straight onto a control rig without having to import the controls through sequencer?

peak locust
# peak locust hi, I'm trying to figure out the new Anim Blueprint Templates to consolidate com...

I figured it out, it's just a holder for logic that then can be replaced using the AssetOverrideEditor in child BPs... Many of the relevant nodes are 'Player' suffixed that need to be used that are blank but overridable in children. It works the same as previous asset overriding but now it doesn't require a skeleton on the parent animbp..... I think
Replying to myself in case anyone else comes searching, so they can find it

iron merlin
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If I wanted to make an animation like a guy pulling a lever, do I have to make two seperate animations for the lever and the guy's hand and make them play at the same time or could I make an anim momtage that included both the lever's and the man's skeletal mesh instead

bitter shard
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In UE5 control rig, I've been able to execute the console command "a.AnimNode.ControlRig.Debug 1" to show control rig debug at runtime. I'm trying to do the same thing in UE4 and it's not working, can anyone confirm?

solid delta
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Hey everybody, does anyone have any suggestions on how to get an aim offset working with montage anims?

dull sun
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Noob question: I have this single fbx that contains multiple anims in a row (let's pretend it's a punch, punch, kick combo).
I've been cutting up the anims in unreal by duplicating the Animation Sequence asset and setting start and end frames in each duplicate.
Is that the typical way it's done?

nimble arrow
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Hello, I have a basketball dribble animation without the basketball. Whats the quickest way to add the ball to the animation so that its bouncing on the floor? Is there a way to get the playback position of an animation (not a montage) outside of the anim blueprint?

solid delta
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Wow this channel is pretty dead when it comes to getting answers but after 2 days of research I found a solution to my prob, if anybody runs into a similar issue I will be happy to share what I got!

misty dagger
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what is the best way to animate these days?

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do people still do hand animations or is most everything mocap?

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have never animated anything in my entire life

mortal granite
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anyone using ALS know how to check if the character has landed?

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EventOnLanded does not seem to trigger

ashen junco
scarlet saffron
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Is it bad practise tô use a single blendspace with negative Speed for move backward?

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Or are 2 blendspaces better?

hearty flame
#

Will automatic transition rules still work if you use the Evaluate anim node where you feed it an Explicit Time?

minor minnow
#

Hello, It seams like I can't post on #hire-a-freelancer for animation. Does anyone know an animation dedicated discord server? Thank you!

scarlet saffron
#

0 on speed?

dull sun
# misty dagger what is the best way to animate these days?

Mocap and retargeting skeletons can save a LOT of time and you'll have natually realistic animations. For humanoids at least.

Sometimes you'll want something stylized or cartooney. Maybe the character needs to do something impossible IRL like fly, or do a double backflip. You can embellish mocap or just make the animation from scratch. A character may have 3 arms. You could probably use mocap on most of them, and hand-animate the extra arm.

Raw Mocap doesn't usually come with finger anims.

Quadruped mocap is ultra rare. Usually, you'd be animating those on your own.

Insects, snakes, octopods, all safe from mocap automation... for now.

steel oar
#

Anybody encountered cloth simulation resetting after every camera cut in sequencer? I'm battling this issue right now in a project. We have some characters with cloth-simmed hair, and everytime the camera cuts, it's like their hair resets.

#

I think it's actually happening between subscenes.

cyan solstice
#

when I export this mesh blender into unreal engine the right hand bone goes backward

uncut relic
#

is there a straightforward way to make use of FPS/arm-only animations in a project with a full-body mesh?

ashen junco
mossy ivy
#

Hello everyone, I have a quick question here :
I have a simple animation in maya made with the curve warp ( I just scale a mesh along a spline) and I would like to import it in UE4. Is that possible ? If yes what would be the best way to do it ? sorry I'm a total newb at animating stuff (in maya or UE4)

pastel onyx
#

how do I get the animation graph to wait for the current anim to finish?

ashen junco
pastel onyx
#

thanks

crimson vortex
#

retargeting from CC3 skeleton to any other causes crash "Array out of bounds"

#

how could I fix it?

dull sun
fickle hemlock
#

Anyone have experience importing mixamo.com animation packs into unreal? Seems they cant be imported using the default skeleton due to Mesh contains root bone as root but animation doesn't contain the root track. Import failed.

#

do I need to import some kind of mixamo compatible skeleton first?

#

nevermind! looks like one item in the pack included a skeleton. the "xbot"

uncut relic
sour chasm
#

how to create animation depends on the object position like pickup weapon animation?

ashen junco
civic flame
#

this may be a really stupid question, but when looking at the 4.27 third person template, do the male and female mannequins not have the same skeleton? I only see one skeleton asset

woven hemlock
#

Is there a way to reset cloth animation to restart at default? I used cloth simulation for a character's hair and when I simulate the animation, the hair goes all over the place due to the force of it moving rapidly to the animation location. T^T

civic flame
#

Okay, so my skeleton based issue is more or less resolved. I'm not corrupting my skeletons when I reimport stuff anymore.

#

Now my question is one of Blender: I have 2 meshes that are parented to the same armature, I have weights painted to the vertexes on both. Only one mesh moves when I start posing the armature

primal schooner
#

Hey fellas! Modelling and animating not my kind of expertise, so im just trying to understand scope of problem. Models have this armpit stretching when hands is high and im not sure why. Is this animation or skinning weights problem?

ashen junco
primal schooner
primal schooner
#

Im just not sure about correct behaviour. Is this how it should be? Like they should stretch probably, but not that much?

pastel onyx
#

how can I assign skeleton without changing the original one with the missing bones?

tired kindle
#

Does anyone have any idea why my cpu usage spikes up to 100% when I go to mixamo.com using chrome and browse animations? Not to mention that the animations play in 2fps. I tried to browse the site using edge and it works perfectly fine.

silver flare
#

i suck with blender, but i'm trying to use the mixamo control rig plugin to adjust a pose animation from mixamo, which i changed the first keyframe and copy pasted it to the next second in the timeline, but even when i did that it reverts back to the original pose on the next frame even with the same keyframe as the first being there, any idea on how to make the adjusted pose be the whole animation?

silver flare
ashen junco
tired kindle
ashen junco
#

The site has been "crapshoot" for too long by now.
Not to mention unorthodox rig.

ashen junco
silver flare
#

i suppose i could just retarget them, but that's just more effort for something i can do already

#

plus mixamo is free

ashen junco
#

Eh, I personally make animations...

FROM SCRATCH

silver flare
ashen junco
#

I was a Mixamo user since back when Mixamo used to support UE4 rig.

#

And that's like way, waaaay back when

silver flare
#

i miss that, shame that they stopped it

#

we have the root bone adder, but it's just not the same

silver flare
tired kindle
silver flare
tired kindle
#

Man, then I guess I'm better off just buying assets.

#

I don't have that kinda money though. I'll attempt to learn.

keen minnow
#

How do I control a material parameter in the sequencer? I have an emissive material on a lightbulb and I want to animate the emissive power, is this possible via sequencer?

earnest vale
#

Does anyone know if it is possible to layer IK with physical animations? For example, if the left hand is IK'd to a socket on an item, and the right hand is bumped (thus moving the item) how could the left hand get IKd to the new position? My current IK system doesn't seem to want to cooperate with the physical animations even when the left hand is not even being simulated.

uncut relic
#

i have a weapon skeletal mesh being held by a player skeletal mesh, two separate actors, with the weapon spawned at runtime. the weapon has a magazine on it's skeleton, and i want the magazine bone of the weapon sk mesh to follow the transform of the hand_l bone during my reload sequence. is there an effective way of telling a skeletal bone to mimic the transform of the bone from another skeleton in this manner, or am i better off keyframing an animation based on the transform of the player's hand_l bone?

still geode
# uncut relic i have a weapon skeletal mesh being held by a player skeletal mesh, two separate...

Ideally for such animations like reload, both the character and gun are animated together, exported separately and then played together. Although you can attach the magazine bone to the hand bone via Transform(modify) bone node in the gun's animBP but it would be like magazine teleporting to hand when attaching/detaching. If that's fine for you then you can do it otherwise animating it is the ideal choice.

upbeat flame
#

Hi. I have 2 animation sequences, I want to combine them in one animation sequence (or animation montage). If I try to make it in Anim Montage, I cant find an option to blend 2 animations inside one Anim Montage. In Anim Composite I have the same problem.
How can I combine 2 fbx animations with blending between this animations and put this all in Anim Montage?

nova heath
#

Can anyone help my brain logic my way through thought process on how to "scale up" or exaggerate an existing animation fbx tied to a particular skeleton. Similar to the "overdrive" on mixamo.

Am I right that this would basically be scaling up the individual translation keyframes in their respective directions in a tool like Blender ?

#

Was trying to think of a method that could be automated

toxic thorn
#

hi, im trying to integrate 2 large anim bps together by using a linked anim graph but it's not showing up in the dropdown

#

i've ensured that the linked anim bp's skeleton is retargeted to the main anim bp's skeleton

#

and that they use the same rig

#

and same pose

#

could the problem be that the 2 anim bps use a different anim instance parent? (im not exactly well versed in anim bps so sorry if this question is really stupid :p)

toxic thorn
#

nevermind i did the retargeting the wrong way

#

🤦‍♂️

misty dagger
#

Any tutorial about how to make a simple animation for the mannequin arms?

#

Blender is garbage

ashen junco
misty dagger
#

Yes.

ashen junco
misty dagger
#

who the fuck spoke about maya you weeb retard

#

Obviously I'm using blender, get blocked

misty dagger
#

Hey Everybody, I have a question which at the moment represents a major probleam in our animation pipeline: we have 150+ animations on a pawn character. Every now and then this character's rig in maya gets mesh or rig updates, and hence we have to re-export a new skeletal mesh with every new update. Unfortunately though, old animations authored with the previous version of the rig won't work anymore, and we find ourselves with the need to re-export everytime a huge amount of animations from maya, using the latest rig.
We have tried unreal's retargeting but it ended up breaking the anim blueprint because all the fine tuning work with anim curves to filter body parts out doesn't get retargeted really well, if not at all.
I know that editing the rig afterwards is not the best of the habits, but nonetheless it happens.
Has anyone of you faced this situation? How did you manage to work around this? Thanks

ashen junco
misty dagger
#

i see, ok thanks

ashen junco
#

Having the rig modular from the start and test rigs very early on really helps.

short mulch
#

hii does anyone know how to export a blobmesh particle system from 3ds max? my problem is that it doesn't move at all

dull sun
dull sun
# misty dagger Hey Everybody, I have a question which at the moment represents a major probleam...

Oooh, I'd like to know this as well. I've only been able to mitigate headaches, but not fix it:

I wrote a little FBX export button for blender so it's only a single click in each anim file, exported to the correct relative path (but with 150+ anims, that's still gonna be massive pain)

I also try to change only the control objects and constraints when changing the rig. If the bones stay the same name and the same hierarchy, it doesn't care if the constraints or control objects changed.

IMO, the only thing that seems feasible is to have a tool that just runs through every maya scene and export an FBX to some relative path.

dull sun
#

Can you seriously not use an event to directly trigger a transition in Anim BP?

cold stirrup
#

Hello guys, happy wednesday! Absolute noob in the 3d animation world here and hoping to learn a lot from you as well as share my journey. Any tips , please share. it's a bit overwhelming here in the wild west of the internet trying to find courses on making 3d animated films using UE5

midnight perch
#

If captain falcon was an instructor at planet fitness 😂😂

#

Made on unreal

misty dagger
dull isle
#

Is there a way to deal with self body penetrations? Let's say there's an animation that is applied for characters of different body shapes, so how do I avoid the body penetrations without having to change my animation data?

ashen junco
dull isle
#

can you suggest a tutorial video? That'd be really helpful. Thanks!

dull isle
rocky wave
#

this is blender related but whatever...

#

how do i recenter the little orange dot?

#

i want to make a rotation animation, but it rotates in this large area, not in one place

ashen junco
rocky wave
#

alt+g on what?

#

it just selects the whole object

#

not the dot

ashen junco
rocky wave
#

yeah i misspelled

glossy vapor
#

Hi all.. I have question I have this BP_character but inside the BP there are several mesh parts that make up the character (legs,arms_head) If I wanted to replace the UE_mannequin how do you do this? Because If you have a SkeletonMesh you can't assign BP

ashen junco
glossy vapor
#

Thanks so much. So If I goto the BP_Of the character which has several mesh parts. Do you need to assign a skeleton inside the BP

drowsy hull
#

is there a way to active variant states in a sequence ?
so that different sequences can have altered lighting setups

glossy vapor
glossy vapor
drowsy hull
#

I have it installed, and it works well, but I need to be able to set up different sequences and have a variant attached to it

glossy vapor
#

Have you put the variant BP in you sequencer too? I'm not sure if I'm correct I have hardly any experience but as I said I was watching the videolast week.

drowsy hull
#

ooow that sounds like it could work

#

ill try it now

#

thanks

glossy vapor
drowsy hull
#

yeah sure, appreciate your help

glossy vapor
#

cool.

cold bobcat
#

Importing a model via FBX with some animations why is my model so small in the previewed and why is my model floating in the air?

glossy vapor
#

Thanks so much. When I added the skeletalmesh do you add the SK_Mannequin? As I want to use ThirdPerson to run around. is that correct?

#

correct

#

So for each mesh I need to set that skeletalmesh

#

I meant like this then. Thanks for your kind help btw.

#

yes... So If I have all the mesh parts like a head,leg,etc inside BP_ I just have assign a skeletan mesh for each mesh part

young scroll
#

Hi - I got an animation that I am trying to import from blender.

#

Here is how it looks in blender:

#

When I import it in UE the face area gets all distorted/shifted

#

what is causing this and how can I fix it?

ashen junco
young scroll
#

using these settings in blender

#

all body part scales are at 1

ashen junco
ashen junco
# young scroll

For Blender to Unreal, the unit scale has to be 0.01 (1 unreal unit is 1 cm). Of course you have to scale everything up 100x and apply it.

young scroll
#

hm but in the viewport it seems to be the right scale?

ashen junco
#

Weighting and bone transforms will get screwed up

dull sun
# young scroll

oooh man i’m having flashbacks to when my dog rig did this…. but i can’t remember what was causing it exactly. i feel like it was how i set up the face controls (which were all bones, dotted around the face)

#

awesome looking model and grooms, btw

young scroll
#

yeah seems to be the same issue as yours

lost spear
#

One message removed from a suspended account.

young scroll
#

@ashen junco this correct?

#

yeah the scaling didn't help

#

same issue

#

@dull sun were you able to fix your model completely somehow?

dull sun
#

Yes, but I'm so sorry, it was a while ago and I can't recall what I changed.

young scroll
ashen junco
dull sun
# young scroll so weird

Have you tried importing the FBX back into blender itself, to see if you can get any hints from bone locations?

dull sun
#

Oh and this is probably unrelated but name your armature something besides default “Armature.”
Unreal treats default named armatures different and applies scale in different ways.
It’s trying to be helpful but it ain’t.

young scroll
#

Yeah it has custom names

young scroll
#

@dull sun yes you were right - when I import the FBX back to blender it comes out weird

#

maybe it has something to do with shapekeys? or some other cause?

dull sun
#

maybe it’s the bone scale inheritance.

young scroll
#

these are the export settings I use

dull sun
#

that’s pretty much what i do, except i have “add leaf bones” checked and “only deform bones” unchecked. but idk if it would affect this instance

young scroll
#

leaf bones same problem

#

maybe one more thing

#

up to here it looks fine

#

when the second action triggers it gets all weird and stays weird

dull sun
#

hmm i haven’t done much in actions

young scroll
dull sun
#

well here’s another shot in the dark:

judging by the bone skew, there may be some bones that have inherit scale set to “None.”
FBX can get weird about that.
If you are able to make sure the bones are all on “Full” inherit scale without breaking the rig, it might possibly help.

young scroll
#

where do I see that option?

#

under bone relations?

dull sun
#

This could probably break the whole face rig though. Someone isn't going to disable scale inheritance without a good reason

young scroll
#

hm went through the face bones - all seem to be set to full

cold bobcat
#

Hello all, I have quick question, when I import my FBX model with the animations and my model inside of the previewer is really, really small and I have a hard time finding it lol! Has anyone else ran into this issue before? I know that my model is about 3x bigger then an average person when I generate it in game

dull sun
cold bobcat
#

Yes, the still model is normal but the animation model here is really small

cold bobcat
#

No, I wrote a custom script to convert an old model format file into fbx. I am trying to track down if this issue is related to my script or if it is my settings in unreal.

dull sun
#

My only experience with a normal sized model and a tiny animation is from when blender's armature is the default "Armature" name. If it's renamed to "Skeleton" or anything, it fixes the issue.

cold bobcat
#

Hm interesting, ok, I will look into it and give it a shot! Thanks for the lead

dull sun
young scroll
#

If I just look at the bone after importing it is stretched

warped verge
#

You can use both script and root motion on one blueprint, right?

dull sun
# young scroll

Are you allowed to share the rig as a .blend file? Even if you deleted the mesh and had only Armature/Controls, I might be able to figure something out.
Although if the issue is about Actions, I may not.

#

Another thought: My broken rig may have had face bones that were NOT parented to the Head bone. Later, they WERE children of the head bone.

runic peak
#

If you guys were to make a plane in-game with moving parts, would you use it as a static, or skeletal mesh?

#

Like the rudder, prop, aileron, elevator, etc.

keen minnow
#

Can anyone help with saving a reference pose inside of UE?

#

I am using the retargeting manager and I tried using Modify Pose but when I save it and try using the skeletal mesh with mocap data in a live link blueprint, it uses the original pose that was imported. I am trying to change the reference pose inside of UE.

#

The reason is because when I try importing an updated pose of the skeletal mesh the blueprint stops working

median compass
#

trying to do a multi directional walking blend space but character doesn't respond correctly

#

character walks backward when going forwards left and right, left when going backwards

umbral radish
#

You mean by Player input? Your skeletonmesh is properly rotated in the character Bp?

prime willow
#

can someone suggest a good place to learn advanced FPS animations? I want to be able to create a polished procedural animation system like in mw2019 where its possible to aim and reload at the same time but all the tutorials/books seem to be too simplistic

ashen junco
#

I'm sure MW2019 use differently animated (but with same timing) reloads for ADS.

prime willow
# ashen junco Well, it really boils down to the basic tutorials/books.

https://www.youtube.com/watch?v=K25VaiEUMY4 0:38

Can you suggest how would this be possible to do? 🙏 I understand how to play reloading animation and zoom, but I dont quite get how its possible to do at the same time

A quick tutorial on how to do & time a Zoom Load in your trickshots.

Music: 4-ever - Sorry
https://soundcloud.com/f0rever
https://soundcloud.com/f0rever/sorry

Thanks for watching!

▶ Play video
high dust
#

Does anyone know of any free solutions to use a Kinect V2 for mocap?? I'd prefer not to buy any software right now because I'm saving up to get the iclone bundles on top of a potential actual mocap suit. Just would love to use this kinect in the meantime

quartz latch
#

Anyone have a suggestion for my animation issue?

I have an FBX of a dino. I want it to idle, or bob back and forth a bit. SUPER SIMPLE. I do not have any animations or rigs or anything with it. Do I use level sequencer? Blueprint? I'm at a point of going through animation blueprints but there is SO MUCH TO DO AND LEARN for a simple animation.

So far I've made it follow a camera rig rail, which is not working great. Is there something I can do in blueprint to just make it rock back and forth a bit?

ashen junco
#

I don't even know how camera rig rail make sense on this situation lol

full merlin
#

how to make the camera stick to the head during some animation (for example) of a rollover? I have been looking for it on the internet for weeks and there is no guide about it anywhere

pseudo idol
#

I'm importing a simple character I modeled and rigged, then retargeting animations to it, but I see stray vertices deformed way into the ground. It looks normal in Blender when I do any type of deformation to the bones. Does anyone know what I'm missing?

I rigged it with the same armature that the UE4_Mannequin uses, which I'm retargeting from, using the same names and everything. The IK bones aren't weight-painted to anything but the normal ones all are. My bone mapping finds everything correctly except root, which I manually set

#

actually it kind of looks like one of the arm bones, probably upperarm_twist_01_{l,r} is in the ground for some reason

ashen junco
burnt viper
#

FPS games like Insurgency Sandstorm have the root bone at the location of the camera. Effectively, the camera is at 0,0,0 which makes it a bit easier to work with for first person animations.
Do any FPS animators here do it the same way? If yes, how does the 3P skeleton look like? Is it difficult to transfer an animation from 1P to 3P if the root bone is at a different location?

ashen junco
burnt viper
#

Understood. I think most games have a slightly different TP pose / animation. Weapon tends to be lower in TP in my experience.
Do you use the same rig / skeleton for both?

ashen junco
#

I use the same rig, as my game's an action RPG (as opposed to true FPS game)

burnt viper
#

Ah got it. I'm not using a true first person system either, so I should have a similar set up as you.
Thanks for the insight, appreciate it!

full merlin
#

when invoking an overturn animation using state machine or Play anim montage

#

no way works, does anyone know what needs to be done? Literally nowhere on the internet do they talk about first person animations like roll

woeful aspen
#

So this doesnt work?

#

None of the changes done with this node affects the control rig at all

warm kayak
#

I'm playing with FSkeletalMeshMege found a free snippet on github:https://github.com/Luis24989/SkeletalMeshMerger ... It's all working at runtime but ... what I don't know if it can work with attached to Socket SK mesh... My hair don't share the same skeleton but are attached to a socket before merge... after merge my hair and accessories are on the ground : /

GitHub

Plugin tha merges skeletal meshes at runtime, good for procedural skeletal meshes - GitHub - Luis24989/SkeletalMeshMerger: Plugin tha merges skeletal meshes at runtime, good for procedural skeletal...

woeful aspen
#

Since reimport removes all keys from sequencer, we want control rig to look at a specsific component, but we cant manage to change any variables within the control rig no matter what we do.
Shouldnt control rig node in animation bp be able to edit variables in preview / live?

quartz latch
knotty pike
#

Hey does anyone know how I can retarget my 3rd person character to replace my 1st person skeleton arms? I've been trying to figure it out but can't find the solution.

clear dune
#

I haven't done that before. But it seems to me like, if it is possible, it will probably involve creating a slot just for arms, and then these animations would only exist in that slot (because, first person animations won't have data like foot movement).

knotty pike
#

@clear dune I already have that but with the default ue4 skeleton arms. i'm making a game similar to overwatchs style of character selection so I am trying to figure out the easiest way to replace the 1st person arms of each character on selection.

clear dune
#

I haven't played, but if you only want this for a character select screen, I see no reason why those character select screen models need to have anything to do with the gameplay animations. You could use a totally different skeleton, animations, etc.

knotty pike
#

which is very simple to code, i just dont know how I can get the model of the arm and get it to sync up with the default ue4s animations for only the arms

clear dune
#

yeah I wish I knew. What I said before is the only thing I can think of. If you're trying to match animations, it's definitely a retargeting issue. However, if you retarget only arm and hand movements to a whole skeleton, there will be parts of that animation which aren't present (because they never were) so you'll probably want to constrain it to a certain animation slot.

full merlin
odd mantle
#

Many people are saying you need a t pose at keyframe 1 or 0 for the animation to work properly but that isn't true

frank citrus
#

Do someone know how to tackle the problem when playing anim montages and the aim offset doesn't work?

frank citrus
#

Fixed it by setting the animation to additive mesh space and then selected animation frame which is the same animation

frank citrus
#

Thou the hands get a weird rotation :S

iron mauve
#

Hi, I was wondering if someone here could kindly help. When I press PLAY to launch my sequence my system almost explodes and appears to be unlit?? FPS drop to almost nothing... problem is when I'm out of the sequence everything looks and runs great. Nice FPS, and the lighting is back to normal... I have a 3090 and i9-12900k system... It is a BIG project... but I don't understand why my scene looks unlit.. any ideas? thanks..

#

This is what it should look like...

prisma quiver
#

would anyone be able to help with a control rig question? I have a character that has a leg like a wolf/Animal and I am just trying to make a basic ik system for keyframe animation in the sequencer would any be able to show or link to a vid on how to setup a basic ik for this kind of leg. most of the tutorials are for humans or a really complex blueprint for a playable wolf character

odd mantle
prisma quiver
#

I found a unreal engine project with a Meerkat but holy shit that rig was never designed for a normal person to try and figure out, I'm so lost spent 2 hours no luck

ashen junco
prisma quiver
#

It's a close enough structure that if someone had an example or video on how to do a simple control rig it would be close enough

primal schooner
#

Hey fellas! How can i find look at rotation from other character forward direction? Look at rotation node gives me actor to actor direction, but i need calculate it from other character forward vector.

iron mauve
ancient isle
#

hey guys im going to cross post this problem here from the cinematics channel as well

#

because i am in need of desperate help

ashen junco
ancient isle
#

Ok sorry about that

#

maybe someone who knows cameras then can help me with a different question

#

does anyone know why my camera seems to keep snapping its scale back?

#

it seems to be offset and i was wondering if anyone knew how to remove the offset

#

its screwing up a lot of footage and i cant for the love of me figure it out

ashen junco
#

Scale is irrelevant with cameras.

ancient isle
#

yeah i thought so too!

#

its just strange that all of a sudden this offset has occured

#

and scaling the camera removes it

#

I figured it out

#

that was terrifying

#

This is what I get for doing filming the night before

#

Ok so if anyone in this discord ever experiences this when working with Sequencer and camera animation...

#

when youre keying and animating your scene you usually select the root of the cineCameraActor

#

which looks like this

#

However, the CineCameraActor has a 2 child component under it

#

They look like this

#

if you select the bottom one (cam component) and MOVE IT, it will create a permanent offset in all of your footage because the camera component is NOT being keyed when you key the parent

#

which is the problem i was having

#

turns out the scale has nothing to do with it, when I scaled, i guess it was just snapping back to 0 0 0 for a moment

#

Make sure these values are zero unless you are specifically keying the child object

prisma quiver
molten veldt
#

For some reason the mouth bones deform during an animation when Imported into UE4.

#

I've tried rotating the bone rotations in Blender but it ends up just deforming it more

#

This is for all animations, not just this one by the way

ashen junco
molten veldt
tiny matrix
high musk
#

I created a single bone armature in Blender for a static mesh, imported into unreal, and am previewing the placement on a character. Even though the root bone appears further up on the handle of the sledgehammer, its getting connected to the character socket at the very end. This is the same way it acted as a static mesh, without any skeleton. Any ideas what might be wrong?

outer maple
#

With the new UE5 IK anim retargeter, what's the right way to target fingers?

#

do you just chain starting from the hand?

outer maple
#

Set it up with fingers chained to hand, seems to work great

muted geode
#

Anyone well versed in walk cycles? I'm currently making some animations for a character in my UE4 project, and I already have a pretty solid idle animation. For the walk cycle, should frame one be keyed from the idle pose or from the first contact pose in the walk cycle?

ashen junco
muted geode
#

Sweet ty

full fulcrum
#

What does it mean, when Animation Bluprint pin connection do not glow

ashen junco
wraith quiver
#

Hi! I need some help with animation blending. I'm trying to implement a shoot animation. The animation plays when intended, but the blending does not work. It a-poses his entire body instead of blending only the hand which I've specified in the animation graph. I've watched like 5 tutorials on this and done exactly as they do and it won't work. 😦

#

and here is the character bp that triggers the shooting, which works

#

here's what it looks like. I want it to be only the gun moving

#

just some more info: The character has a Rigify rig from Blender, not sure if that changes anything. But it doesn't do the blend properly no matter which bone I choose
EDIT tried the blend in another way and it worked, however the actual left click trigger in the character BP is not using the blend.

shadow tendon
#

Hi, is it currently possible to get Curve values through Proprety access in Anim BPs? Anyone figured out? Thank you

wheat egret
#

How Should I Teach Myself Fundementals Of Unreal Animations?

regal orchid
wraith quiver
#

Oh? Would you mind elaborating please 🙂

#

The gun is part of the character. It's weighted to his hand, so it's essentially a limb.

#

I FIXED IT!!!

#

I just copied the documentation from Unreal and it works... I feel so dumb ExplodingJoy

regal orchid
wraith quiver
#

Yea 🙂 I was following a tutorial, and for some reason some of the nodes they told me to add is the reason it wasn't working

tawdry pebble
#

Any ideas what could be the fix for this? They both have the same rig, but the animation only works with the original :(

misty dagger
#

https://youtu.be/JkcJ5bjGPsg somewhere in this video

Here we go through the import process for several different Skeletal Meshes and show when we can and cannot share Skeleton assets. We also show how we can share animations between two Skeletal Meshes that are sharing the same Skeleton asset. We also take a quick look at setting up Skeleton Retargeting for various sizes of Skeletal Meshes.
(00:05...

▶ Play video
#

I have a question - any reason why in the first person template (mannequin) they used an anim montage for the fire animation, instead of just using the animation sequence?

tawdry pebble
spice spade
#

does anyone know the proper way to retarget fingers via the new method in UE5 Preview?

orchid sparrow
#

Is there any tutorial for the new 'Animation Blueprint Template'? Trying to share logic between 2 different skeletons and can't figure it out

ashen junco
keen minnow
#

Has anyone here ever used Perception Neuron before?

#

I am using the PN Studio suit, and keep having problems retargeting my characters to their character. I am trying to use their Live Link plugin and when I do my characters have this weird issue with the shoulders not moving correctly. Anyone know how I can fix this?

outer maple
#

I have a pesky frame in my animation that I can't seem to remove

#

I'd like to end the animation lying down, but I seem to be stuck with this random frame for some reason

#

any time I cut frames it just creates this ending frame, how can I avoid this?

median compass
ocean wharf
#

IK setups: Can I somehow import the IK-setup into UE or do I need to hook up some IK nodes/goals/targets in the graph to get the IK-functionality?

misty dagger
#

Hi guys, I am animating a simple monitor open/close animation. UE4 demand 1 single root bone only, but if I link my bones the animation become messed up (offsetted). How can I tackle this problem?

obtuse idol
#

I exported at 30 fps

#

so why are there 1000 frames

merry lynx
#

When retargeting , why a character can look way bigger than the other character while they are the same scale in the scene

#

And how to fix that

ashen junco
# merry lynx

If the resulting animations doesn't exhibit undesired stretching, it can be ignored.

merry lynx
#

Yeah i usually ignore it as the animations are good enough, but as this will be in the market place epic team showed me this screenshot i think they want it same size

ashen junco
#

I thought animation packs were animated with Manny 🤔

wheat egret
merry lynx
deep token
#

its a FABRIK for the left hand

obtuse idol
wheat egret
deep token
clever acorn
#

How the f- do i avoid selecting both the main animation and the additive track when clicking on a bone of the rig they both share? also why is autokey broken when you have additive (even if not active on the current frame)?? i try to slightly tweak the rotation of say the head, and when i look at the animation it turns 970 degrees. Sure i can fix that later on curves but WHY i don't have additive on being applied anymore

lime bronze
#

Hi guys hopefully someone can help me on my problem, been thinkering about for more than 5 hours already and I'm loosing my mind here.

I added bones in my character using maya and skin painted it, its working great it maya and unity using mixamo animation (I use the bone structure from mixamo) but when I uploaded it in unreal, the bones are exploding. I am retargeting the animation with default animation in unreal engine.

I also tried using the humanoid unreal engine character so I grab his bone and skin weighted my character to it but once I imported it to unreal, the problem persist. Is there any way I should take in mind while editing the bone from unreal engine default humanoid character? maybe like dont resize them just move and rotate?

Thank you

ashen junco
lime bronze
#

sorry

ashen junco
#

I frequent on both here and #ue4-general so it can get confusing.

sly tide
#

Hello, so I imported a skeletal mesh from blender to unreal and the proportions are very weird

#

It consists of a pair of hands and a knife attached to them

#

But the knife is huge compared to the hands

#

In blender the sizes are fine

#

I have even applied the transforms and same issue

bitter ginkgo
#

Hi guys! I'm trying to figure out how to do root motion and I'm stuck. I got a left and right run anim with root motion, but it always runs to the right

#

here is the blend space (with root motion off for visual feedback)

jolly viper
#

Someone used Infinity Blade packs before ? Some animations seem incomplete ... Am i missing something ? Here's an example with the spider (in the "Adversaries" pack)

clear forge
#

Hey guys, what’s the best way to make a model like this one playable in third person with Advanced Locomotion System? I’ve tried all day but I can’t crack it.

https://sketchfab.com/3d-models/mandalorian-armored-fortnite-6dabccb1ba044d85ad6b05a94544973c

whole blaze
umbral radish
clear forge
#

I’m not sure how to adjust it, I’m not good at blender or anything

whole blaze
#

you need to weight paint mandalorian figure identically as ue4 base character

#

its alot of work

#

or you can try weight transfer

#

but it not always work

primal schooner
#

Hey fellas! Im using simple inplace anim montage. Rotation goes great, but when character starts to move it turns a little at the beginning of the movement. Why is this happening? This only happens if im using set actor rotation.

I have a feeling its somehow related to actual character movement direction starting points which is not updated or something.

#

Basically its just:

  1. Set Actor Rotation
  2. PlayAnimMontage (without rootmotion in place)
  3. AI move To

Its same without point 2, so its just set actor rotation and ai move to.

ashen junco
iron mauve
#

Hi guys, any idea what setting is causing this blur streak behind my moving animations? I've turned off blur in the project settings..

iron mauve
#

why is an anything animated passed onto #graphics?

ashen junco
#

Because your particular question governs with #graphics.

That is NOT animation specific.

iron mauve
#

I'm posting here because I'm wondering if anyone here who has animated people walking, has seen this issue before and resolved it?

ashen junco
#

Fine.

I'm going to suspect that is TAA artifact, not an animation issue.

iron mauve
#

thanks, much appreciated. @ashen junco

sly tide
#

Hey, so I'm having a hard time working with animations. I created a simple bat model and attached a bone to it in blender. Then I exported it to unreal and the animation plays but the model itself doesnt move. Is is supposed to be an idle movement but the mesh just stays still

#

I searched the internet and found nothing useful

inner zephyr
#

how can i stop ALL other animations besides idle with the bool "isLocked?" ? :S

ashen junco
inner zephyr
ashen junco
sly tide
#

I exported an animation from blender with the right settings

#

I imported the skeletal mesh in unreal

#

The animations dont play

#

But the timeline moves

#

Or better said, the animation plays but the bone itself doesnt

ashen junco
#

Would be nice to have some visual clues, but it's fine if you hesitant to post it.

ashen junco
sly tide
sly tide
ashen junco
sly tide
#

no

#

Ok so I imported it into blender

#

And the animation doesnt work

#

The imported fbx has the bone smaller

#

Wait

#

I found the issue

#

The bone itself is moving

#

But the mesh doesnt follow it

#

Ok so now it works

#

I had to attache the mesh to the armature properly

nova mantle
#

hey guys, i have a blender animation that is facing up when imported

#

i have tried adding an import rotation and while it works for the 3rd person mesh, the arms go all crazy in the first person

#

did any one face this before?

static falcon
#

Anyone ever done something like metaballs with characters in unreal? Wondering if I could blob a skeleton together from multiple meshes

ashen junco
static falcon
#

Is that because it's too slow?

ashen junco
marble pine
#

In ue5 I added a control rig to my right hand. One it won't show up and 2 as its started parented to the right hand it should start with that as its transform but its not. I did this about 10 minutes ago and it was working

#

the gizmo is set and everything

#

ok I just closed and reopened ue5 and its working now nvm

#

hopefully it stays working

obtuse idol
#

how do i make the movement less janky

lethal comet
#

what's the most forward way of fixing this issue? animation retarget making the character be above the ground

clever acorn
#

sequencer curves are in world space?? how do i use local space? it's dumb AF to have to go thru loops and such to just make my character's head look up! absolutely ridiculous

ashen junco
#

Instead of doing it in anim BP (rotate bone or move IK control), you decided to do it all in Sequencer, for gameplay.

vivid verge
#

Is there a solid tutorial on making a shareable control rig? I built one control rig that works fairly well with one character, but would like to have a start up event that would snap it to a different character with the same skeletal structure even if the proportions are different. Right now, I either get squashed or stretched characters. Please don't make me build another control rig from scratch :)

ashen junco
#

One of those things I learn from dissecting MetaHuman, if it weren't for that I would've not known Setup Event existed lol

#

Also for safety you could do the same in Backwards Solve for Controls that snaps directly on bones (e.g. IK controls, FK controls)

vivid verge
clever acorn
#

the issue was probably a bad rig btw. But still, Unreal apparently has no way to fix gimbal lock-ish related issues, does it? i haven't found the "use quaternion" checkbox that people mention online, perhaps it was deprecated...

blissful cape
#

is there a way to retrieve the location of a socket

#

i have a mesh that doesn't have a socket (because the socket was created by importing a different mesh)

#

but the other mesh was based off the first

iron merlin
#

Is it okay to use root motion in blendspces?

nocturne vapor
#

is it me who doesn't understand how knees should bend or is the UE4 mannequin just not good for IK?

ashen junco
#

I could use Auto Rig Pro on the exact same skelmesh and could have different result than either rig.

nocturne vapor
#

the mannequin skeleton does have a thigh bone that's not aligned with the rest of the leg
I'm guessing that's what's causing those rigs to be weird

iron merlin
#

should i use root motion for walk cycles?

ashen junco
iron merlin
ashen junco
iron merlin
ashen junco
clever acorn
ashen junco
# clever acorn yes
clever acorn
narrow elbow
#

Hi does anyone here have some experience with physical animations, my character uses a physical animation but when I scale the character mesh ingame it gets all distorted, Im trying to create a growth system anybody got any solutions?

#

When I shrink it it gets all stretched and when I increase scale it gets very fat and squished

#

Scaling works perfectly with the physical animation disabled but I need to have it to create smooth movements for my shark

keen yacht
#

hi! anyone knows why my weapon animation is not playing?, event is firering and the correct anim is set. First screen is the code in the player bp and the second one is in the weapon bp

#

its about the anim that is played in the weapon bp

#

the other one is working

ashen junco
keen yacht
ashen junco
keen yacht
ashen junco
keen yacht
#

oh i see

#

i play the reload anims the same way and they just work

#

they are setup the same

high musk
#

Hey all, I'm using KawaiiPhysics - anyone know if the collision limits can be adjusted at runtime? I basically want to toggle a static capsule on and off.

ashen junco
high musk
#

ok, so I guess I'd need to swap anim instances?

#

i'm doing some other logic switching for physics settings in the animbp so that wouldn't be that big of deal

ashen junco
high musk
#

Thanks, I will play around with that!

keen yacht
#

@ashen juncodo you have any idea for a fix?

ashen junco
zinc niche
#

why do fbx files from blender get rotated when importing them as a animation?

#

it's also flipped

ashen junco
zinc niche
#

yeah, it's an axis issue

sterile warren
#

Hello, I'm looking for some recommendations? What are the best videos/documentation to learn UE5's new animation tools? I've found an Inside Unreal but I'm looking for something a little more beginner-friendly. I have UE experience just not so much in animation. I want to create my own AI characters for my project that are as realistic as possible. Thank you 😀

ashen junco
sterile warren
#

Thank you brother. I’ll check some more out!

static falcon
#

Is there a preference between bones vs blendshapes for face animations? Metahuman has hundreds of bones, wondering which is preferable

ashen junco
thin edge
#

Something wrong is happening

#

Whenever I try to capture and render a sequence at 1920×1080 res., my gpu crashes and an amd message pops up

iron merlin
#

what's foot locking?

sterile warren
#

What's the best way to get a Character's movement speed in BP?

#

Get Last Update Velocity > Vector Length > Set Float?

#

Like directly from the Character Movement component or is there a better way?

sterile warren
#

Hello, I'm wondering why I see some people use 1D Blend Spaces while others use the 2D ones? How do you decide?

obtuse parrot
#

Hello, I have built some lipsync animations in Maya for a metahuman and I'm able to bring them in with audio and sequence them using the level sequencer with no problems. I'm wondering if there is a way to just import the curve information and use that directly on the blendshapes in an animBP for the common MH face rig.

#

Does anyone know if you can import just the curve information to unreal?

light palm
#

guys, im trying to smoothen out the transition between the animations in the anim blueprint, any leads to termenology that i can start with?

light palm
#

That's why locomotion is set with 2D BS

young escarp
#

Hello guys, I want to use ikRig and ikRetargeter to retarget animation. However, after I installed ikRig Plugin in UE5.0EA, there is no ikRetargeter option when I try to create new asset, and content of ikRig looks different from some tutorial videos. Can someone teach me how to correctly enable these functions in UE5.0EA? Thanks for the help.

digital gorge
#

Hi i need some help. when i play a animation my character do it and after that it goes back to the point where he was. I have enabled root motion but isnt working can someone tell me how root motion work and tips to do it correctly

tepid token
#

I have 2 questions: Are the animations only usable by 1 mesh (got a character and mesh from mixamo but i want to change it but the anim bp and bs dont work) and also where can i get animations for free

ashen junco
ashen junco
umbral radish
# sterile warren Hello, I'm looking for some recommendations? What are the best videos/documentat...

This goes a bit into a simple setup in a sample you can also download. Tho it’s EA but with some fixes it works on 5.0 release too

https://youtu.be/9fqMCSaQ1Nk

There is a brand new Unreal Engine 5 project that you can download for free! Available now on the Unreal Marketplace, Stack-O-Bot is a great project for those picking up Unreal Engine for the first time or for indie developers looking to try out all the new features in Unreal Engine 5. It uses Lumen, Nanite, World Partition, Control Rig, Metasou...

▶ Play video
#

There was also a live stream that went through the animation setup a bit.

umbral radish
sharp river
#

Hello! Why mr mannequin (blender) disables ik controllers after animation import? IK works with default pose but don't work for edit imported animations. I use last version

sterile warren
ashen junco
hazy yoke
#

hey i am using random sequence player can anybody tell me how to stop my animation looping i also used do once where i set the command to play anim

iron knoll
#

Hello 👋

When using AnimLayerInterface with Anim Blueprints. How can i save/cache the inputted variables so i can use them within a State Machine? Here i want to make use of the Direction and Velocity Parameters i'm passing into the layer from the Locomotion StateMachine. Is this possible?

#

I can promote the Input to a variable, but cannot actually store it because there is no Exec pins in the AnimationLayer, only a pose pin.

iron knoll
#

Okay this might be a nice find for anybody else interesting in using Animation Layers. It seems that some Magic happens here and if you create a Variable with the same name and type as the Input Pose variables, they automatically get set. See picturses. I've created variables with same name and then i'm able to feed them into my anim nodes like Blendspaces. Very powerful and handy

misty dagger
#

Is it possible to change the skeletal mesh of an animbp after creating it?

misty dagger
#

or, bonus question - can I make an "animbp_base" animbp and have childs of this animbp for different skeletal meshes?

#

with possibly the same functions as the parent animbp

vagrant anvil
#

I have this socket called "Socket_weapon" and whenever I socket something to it's out of place. However, when I start playing an animation on it, it does not follow the socket location. This is both in the anim BP and with AttachComponentToComponent in the blueprint in the live game.

#

Has anyone seen this issue before?

misty dagger
#

the socket is not animated most likely

vagrant anvil
#

Are you referring to this?

#

"Force always animated"

misty dagger
#

no, are you using the mannequin skeletal?

#

and where is the animation coming from?

vagrant anvil
#

which animation?

misty dagger
#

the one that has the socket not moving

vagrant anvil
#

it's all in an animation blueprint, and then i have another actor which i spawn that calls AttachComponentToComponent and i pass it the socket name and component of its parent

#

does that make sense?

#

The one that does not have a moving socket is the third person character. I also have a first person character which is just floating hands

#

They both use the same skeleton

ashen junco
vagrant anvil
#

Is there a way to have a downward travel of animations then in this case?

#

For example, I have two skeletal mesh comps, and two anim BPs but they both share the same skeleton

#

I don't have to have to implement the IKs twice

ashen junco
vagrant anvil
#

So yes

vagrant anvil
ripe dawn
#

I'm trying to understand the workflow for animations. Do you generally have a separate blend file for each animation? Do you have the rig separate and Link it in each new file or how does that work?

#

I'm using Blender, specifically

dull sun
# ripe dawn I'm trying to understand the workflow for animations. Do you generally have a se...

I have a master Rig .blend file. All anim files use "Link" to stay referenced to the rig even if it changes.
Here's my process:
-Put the whole rig under a collection like AlienRig or whatever
-Save Rig somewhere (make sure it's in a path you want, cuz I've had things break when trying to relocate)
-Make new empty .blend file
-File -> Link...
-Find your Rig file
-Select the "Collection" folder
-Choose the collection that encompasses your whole rig (AlienRig or whatever)

Now you'll see it in your scene, but you can't select or manipulate anything

#

-So now, Expand your collection in the outliner till you find something with the collection name, but a link icon (see image below)
-Right click -> ID Data -> Make Library Override Hierarchy

Now you should be able to manipulate and keyframe the rig controls.

#

You can even change constraints, which is ultra useful

hazy yoke
#

hey i want to play diffrent death animation when die i diffrent situation like if i die while running i want to play diffrent running death anim or when i die while jumping i want to play diffrent jump die anim how can i do that

#

also i want that there should be multiple running or jumping death anim so each time player die with diffrent anim is that possible

weary ibex
#

Hey! I have a classic first person "two arms" type setup and want to do some animation 😀 I guess that I need to author unique animations for all actions (drinking out of a bottle, using a hammer etc) but what is a common solution for walking around? Do I need a custom idle animation per item or is there another technique I should investigate for automating different grips?

hazy yoke
#

Hey can anybody tell me how to fix this my player stand up after death I don't want that

short sinew
#

Does anyone know how to fix the error connected with FP and TP animations for character? (For example. TP animations work, but FP don't)

celest hawk
#

anyone know why my rig is all messed up in the animation ?

#

i imported this from blender

vocal flicker
#

Is there any "Trigger" option for anim blueprint in transition rules, just like unity ? If not then what is the possible workaround for this? [create a bool and set it to false on the next frame ?]

vocal flicker
#

No i meant to transition from one state to other state

sullen aurora
# vocal flicker No i meant to transition from one state to other state

you could always try an animation montage, and play that from any state, thereby staying in the current state, but it will play another animation no top of your state.
i mean does it have to be state to state, to implement that would be tricky, anim notify is actually not a bad idea, then set the bool to false on the notify

but if you are looking for a one shot animation, maybe look at playing a montage, also, a montage could be comprised of multiple animations, and even contain logic to diverge etc. as simple, or complex as you need

silver flare
#

So i have an roll animation that uses root motion, but i was wondering how i could make it so it rolls further, be it through animation tricks or through some extra blueprint magic

vocal flicker
ashen junco
silver flare
digital vigil
#

Is there an easy way to stop a bit of a animation moving?

#

Im using that blue soldier that is free but the animations are so jittery it makes the camera shake so badly

#

its not a very smooth experience

#

so im wondering can i select the head and remove its movements from the animation?

digital vigil
#

thanks ill have a looki

digital vigil
sterile warren
#

Can I use the same Animation Blueprint for my Player as my AI? Is this good or bad practice?

misty dagger
#

Hello, I have a skeletal mesh of a AirPlane with all the bones, but I want to animate it inside sequencer, how can I get the bones to appear inside sequencer so i can keyframe it? what should I look for in the documentation?

ashen junco
ashen junco
ashen junco
digital vigil
#

im using an older build of ue4 (i believe 4.26) were slots not a thing until recently because i cant find the blocks?

ashen junco
digital vigil
#

ok thanks ill keep looking

misty dagger
dull sun
#

I've got a "LeanLeft" animation on only the spine.
I'd like to combine it additively with a Run anim to make a "RunLeanLeft" asset.
I don't wish to dynamically blend 2 poses in an AnimBP, just kind of "bake" it into a new anim sequence. Is that possible wthin unreal?
I'm RTFM-ing right now but there's SO many anim tools.

misty dagger
#

Should I have an animbp for every weapon my character uses?

#

I was thinking of having an animbp+blendspace for every weapon (using the same skeletal mesh) and then have the code switch animbps on occasion

dull sun
digital vigil
#

is it possible to remove a portion of a skeletal model with-in ue4?

misty dagger
#

or have them as an additive

sullen aurora
digital vigil
#

thanks 🙂

#

ill ook into it

short cape
#

Anyone know if it's possible to turn a dynamic montage into a 'regular' montage?

sullen aurora
short cape
#

That's for cases where I'm blending to an animation. Like I don't have the Stand to Stand Aim animation so that I can turn it into a montage. I know I can just record and blah blah. I was just wondering if there was a way to just do a dynamic montage and then save that. It's all good. I should look into sequencer. I think I can use that to help make new anims.

sullen aurora
#

Cool. Yeah I dont know if you can serialize that output to a montage easily in UE. Sounds like something that should be done from the art pipeline to be honest. 🙂

short cape
#

;p

sterile warren
#

Is there any way to hide an entire skeletal mesh? I've got a camera attached to its head socket for realistic movements and animations, but I don't want the skeletal mesh to be visible. Any help is greatly appreciated, and different approaches that achieve a similar result are welcomed.

short cape
#

Set visibility and don't let it propagate to its children?

#

Set visibility off I mean obv ;p

boreal bloom
#

Hello everyone, I use a montage with section for my mob, It's there a way to know in blueprint the duration of a section ? not the entire montage. ?

eternal cypress
#

Can someone point me in the right direction regarding Cast To. I'm trying to do a double jump animation and a punch animation...not at the same time. and all the tutorials say to run them off of a Cast To (character_bp)... but I can only select one or the other animation and not have them both linked up to the same Cast To node. Is there a solution to this. Sorry if this is super basic. this is my second day of using Unreal.

sly tide
#

@eternal cypress use a custom event and play it at the start of the Cast To

#

Or like, could you send a screenshot?

eternal cypress
sweet lantern
#

Could someone please help with the aim offsets? How do I make it point the gun precisely on a target? Or at least what is the "pivot" for the aimspace angles in animstarterpack? Currently got this:

#

I'm calculating the aim angle from the character's pivot, yet it seems to be wrong

urban yoke
#

Can i add walk animation to my empty character?

fickle citrus
#

Hi everyone! I'm currently working on a project that is having a big amount of animations. We have some animation blueprints that have a big amount of transitions between them and its getting really bad. Any tips to order/structure this? I've also posted on the forum, but I haven't got an answer yet 😦 https://forums.unrealengine.com/t/animation-blueprint-good-practices/508397

fickle citrus
urban yoke
#

and invisible cube in game!

barren sand
#

Hey guys, anyone having issues with animations not being the same on different machines?
Both PCs take from the same Github repository.
Both are at frame 146.

#

I've also tried re-importing the same FBX on both machines. Same thing is happening

sweet lantern
fickle citrus
# umbral radish I did answer now.

Hi Andi! Thanks for this explanation! It's going to help a lot to be able to order all of the states! 😄 Just for interest, is there a way to make this work around in Unreal Engine 4 (or something similar)? I have other projects that I would like to implement this but they are still in UE4. Thanks!

umbral radish
#

the alias is new in 5.0
but the rest you should be able to do in 4 as well.

mystic pine
#

Hey guys,
I have a char rigged to the epic mannequin (using the same bone structure and rotations). They both share the same skeleton asset. Thing is, in some animations (not all) the translations seems to be over the place (.ie. centroid at the origin) and other odd issues.
I have set the translation retargeting of the bones in the retargeting options at skeleton except root which is animation and pelvis which is animation scaled. Any idea?

young urchin
#

Greetings. Have anyone ever used PoseBlender?

hearty kiln
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Hi! Anyone knows if it's possible to remove somehow the interpolation for the anims in the blendspace? I was thinking of making a 8 directional character that snaps between poses, think of it like sprites from 2D.

mystic pine
young urchin
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@hearty kiln just make the control value snapped, use round, ceil or any other math function

mystic pine
hearty kiln
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thanks guys will look into it 🙏

young urchin
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@hearty kiln remember - there is also temporal (time) blending, set the transition time to 0 if you want it to be instant

hearty kiln
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looking into it, appreciate the help 💖

misty dagger
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Question I have a car that came with bones, i followed a tutorial on how to assign the wheels and steering, but now when i try to play it seems something is stuck under my car and it flips when i try to drive. Any ideas? I was thinking maybe about collision or something but i dont know.

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I can accelerate and steer, but somehow the car is not touching the ground.

mystic pine
hard fog
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Hello, how would I make my character's animations fit the direction that the character is facing?

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nvm I put in the meshes rotation rather than the actor rotation into the calculation of the direction

merry lynx
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I want my character to do squat animation , where do i add the socket for the weight/bar? If i add it to a hand , it would rotate the bar and the weight as he lifts it

merry lynx
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Instead of sockets , can i manually record certain positions of an object to match the grabbing animation then save that as an animation

candid fulcrum
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How do I get the length of an animation in animation blueprint? I can see that the default jumping has that. But that's only for the transitions.
I've tried googling for this, but was unsuccessful.

sweet lantern
full sequoia
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Does anyone know why this deformation is occurring whenever I turn my character?

muted geode
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Any blender > ue4 experts? I've read a lot of conflicting info about importing animation especially with root motion in mind. My root motion is not working for a custom skeleton rig.

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I believe it's because of my hierarchy and or scale. So question 1, do I need to name the rig "Armature" for the real "RootBone" to be the real root?

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And 2, do I need to do the Metric unit scale 0.01 thing still for the skeleton to be correct?

sly tide
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Yeah I'm having the same problem

ashen junco
ashen junco
paper canyon
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Having some issues with retargeted animations and the IK hand/feet bones in Unreal.
I exported a working unreal rig into blender, added IK bones and pole targets and exported back into unreal.
I set IK as animation while all other bones (except for root and pelvis) to skeleton.
Any ideas of why it's breaking like this?

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also did not set IK retargeting in retargeting manager, tried doing that but didn't seem to help

craggy knoll
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Ancient Valley has a solution where Echo gets rotated inside the Animation Blueprint with help of the animation Curve MoveData_JogRotationDelta, instead of using the Rotation Rate of the Character Movement Component, so turning the character animates better.

This seems pretty cumbersome to setup and it seems that using the Root Motion Rotation of the Animation Sequence as the Actor Rotation, would result in a similar output.

How do I get the Root Motion rotation of an animation, even though Force Root Lock is enabled for the animation sequences?

tough elm
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Quick question, I have characters that have the ability to be left or right handed, I have the animations mirrored (with some tweaks) and imported in Unreal using a naming convention like shoot_anim_L shoot_anim_R.
Currently, in my AnimBP I have duplicated all my State machines (one for left handed and another one for right handed) and then I do a blend poses by bool (something like the photo).
Alternatively, I could do just one copy of my State machines and in each leaf where I have a SequencePlayer use a blend poses by bool.

Do you know if there is a better approach to this? or should I have to create a custom SequencePlayer node?

craggy knoll
keen minnow
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Hey does anyone here use perception neuron mocap? I am new to UE and I am trying to figure out how to add a prop to my hand, is this possible?

sweet lantern
keen minnow
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TBH not sure where to begin, thought of just attaching the prop via bone socket but doubt that will do that I want. I am looking to have a mocap character hold a sword and slice the air, should I use an AR prop?

iron knoll
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Hello 👋

I'm new to using Control Rig and trying to setup a simple IK using the Unreal Video on Youtube. I've figured out my Primary Axis should be Y = -1 otherwise the entire leg is messed up. However, after connecting the Control and Pole Vector, my shin/knee is pointing inwards (towards the other leg) instead of forward, while the Foot Bone (Attached to the Control) is pointing forwards. Any ideas why this might be happening?

midnight tiger
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So I've decided to dip my toes into character animation and i have a few question. Does the axis of the bones matter? I've been exporting from blender to get different results.

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I didn't make the model. I had it made and my modeler doesnt know much about UE

twin raptor
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For the new peeps getting into unreal 5 preview 2 heres a quick way to retarget https://www.youtube.com/watch?v=mRYPeiV2ZvU

How to retarget animation in unreal engine 5 preview 2

First 100 people gets discount on my UE5 Course
https://www.udemy.com/course/how-to-create-a-movie-in-unreal-engine-5-beginners-edition/?couponCode=15E90C71F87BAF32E4C8

Buy my courses to support the Channel!
How to make a movie in Unreal Engine 5 Beginners Edition Artstation Link:
https://...

▶ Play video
sweet lantern
keen minnow
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Realtime mocap

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I can use it with recorded but prefer realtime so the actor can see how it will look

keen minnow
azure cave
twin raptor
keen minnow
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No problem just thought I'd ask! Thank you for your tutorials they're super super helpful

keen minnow
twin raptor
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goodluck man especially with rokoko

rocky delta
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How can I control animations from cpp?
I created an animbp with variables and transitions but I have no idea how to set its variables from cpp

tranquil lark
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A few ways

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Should help

misty dagger
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Hi! Question about animations - what was the node that allowed you to blend two animations based on socket?

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So from the pelvis down -> use one, from the pelvis up -> use another?

rocky delta
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Thanks bow3

craggy knoll
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https://youtu.be/HmOVHZ4MUtg this is the new way of retargeting Animations in UE5 preview 2

UE5 TUTORIAL - QUICK Retargeting - FULL BODY IK
A BRAND NEW way to retarget your animations.

A quicker way to retarget animations, included a basic
implementation of the brand new FULL Body IK solver.

I am a novice with IK Solvers, so smarter people will follow
to give you a better understanding of the powerful tools that
are available to you...

▶ Play video
ashen junco
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Hard retargeting is the ye olde way of duplicating anim assets and retarget it to another skeleton.

craggy knoll
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You are right. Sry JSFILMZ for my comment 🙏

toxic thorn
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if i'm using a paragon character with a metahuman head, how do i minimize the performance impact of the paragon character's head? i can assign transparent material to the paragon head but is there anything else that can be done to boost performance?

ashen junco
toxic thorn
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dcc?

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also that's probably not an option, the head is there for cinematics, the helmet stays on for gameplay (third person shooter)

ashen junco
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Your Blenders, Mayas, Zbrushes, and whatnot

toxic thorn
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so remove the actual bones?

ashen junco
toxic thorn
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wont that break the anim bps completely? or is assigning None for a bone in a rig not a critical error?

ashen junco
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And by face, I mean the polys

toxic thorn
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aaah right the geometry

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aight so i'd need to make 2 meshes, 1 with and 1 without, ok, not ideal but should be doable

ashen junco
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The bones can be left as is, even if it's not having any weight to the geo

ashen junco
toxic thorn
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so toggling visibility (the Hidden in game bool?) has an impact on performance that's worth a damn?

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i always kinda assumed those are those more for visuals, but very little in terms of memory usage and at best some gpu usage

ashen junco
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Hiding meshes in game would actually mean not putting the polys into the scene, so definitely worth the micro optimisation.

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Compare that to just setting opacity mask to 0.

toxic thorn
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ah ic, yeah ok that clears it up, i've worked with visibility based optimization before

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just never thought it has much of an effect (i assumed you have to do lower level data asset/chunk loading and such for that to kick in)

bronze girder
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Hey, i have a problem with Auto rig pro. I can't add the forth spine, cause as soon as I change it from 3 to 4 it gives me this.

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Anyone knows what could be the problem? There are no issues when exporting this with 3 spines, but for ALS I need 4.

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That's how my rig looks like after setting it up and i dont see anything wrong here.

ashen junco
bronze girder
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Care to try for yourself in case that there is something wrong with the fbx?

crimson adder
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Is it possible to use a physics asset in a niagara system? I have created a leaf-like asset using chaos cloth, now I want to spawn several of these around a location events generated on a torus from an emitter.

crimson adder
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I thought it would be as simple as using the mesh renderer, but discovered I can only use a static mesh.

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Cheers, @ashen junco

junior berry
merry lynx
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Can i animate the socket ? Like adding a key and apply it to the animation

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Or only bones

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How do i have my socket to be animated

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While its connected bone isnt

bright quartz
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Is there a good way to copy a keyframe of one animation to another in UE4 (I don't have the source files and I just want to do a minor correction to an animations start frame)

grand swift
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how can I animate a walk cycle that has a start, loop and a stop animation?

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like the ones from kubold, where you have walk start, walk loop, walk stop (with either of the feet). I can't figure how to make them

ashen junco
clear dune
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I figured you were asking about implementation. If so, you need to use an animation blueprint. Download one of the Paragon characters and look at their animation blueprint (in AnimGraph -- Locomotion)

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Just don't download Paragon Sevarog lol