#animation

1 messages Β· Page 175 of 1

clear dune
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He don't have feet

ashen junco
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You can have additive animations, but IMO it's way easier if you add dummy bones serving as a socket and animate it in DCC tool

merry lynx
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How to add dummy bones

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Whats dcc tool

clear dune
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I'm trying to retarget some animations from one skeleton to another -- the skeletons are identical, but the base poses are not. Surely there is a way to make the poses identical. I tried creating a pose asset but that doesn't seem to do anything. Using 4.26.2

ashen junco
merry lynx
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Blenders

ashen junco
clear dune
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Yes, that's true, but it has to be done by hand, by eyeballing it

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Oh, it's worth noting that I probably tried making a pose asset in 4.26.1. In 4.26.2, I can create a pose asset, and I can apply it to the same skeleton I created it with, but not to a different skeleton. Which kinda makes sense, but it was worth clarifying that it was probably 4.26.1, and the current issue is something slightly different

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The goal is still the same, though, and I do still think there must be some way to do this.

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I do see there's a details panel for bone hierarchy, which I didn't see before. So it does look like, worst case, I can manually copy/paste the XYZ RPY of every bone. I still feel like there's got to be an easier way. Is it possible to export the hierarchy's transform data to a file and re-import it, using the same bone names on the different skeleton?

rocky delta
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How can I play an animation in reverse?
I created an Anim Instance to control the animator in cpp through variables and that's working.
I am setting the variable to either positive or negative. I want to play the reverse animation when it is negative.
The image is my transition state from Idle to forward walking.
Do I have to create a new animation?
Create a new state for reverse walking?
Is there a way through the same state? (just asking)

ashen junco
rocky delta
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no

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the walk animation is basically just legs moving

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reversing it when walking backward is enough to do the trick

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this is the animation I'm using

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the only way I can think of is doing it something like this while using the same animation file but adjusting the rate scale

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but im not sure if this is the cleanest way to go about it

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I tried creating a blendspace 1d for the walking since they are controlled by the same variable but it is not allowing me to set the rate to negative, it takes the rate scale as 0.01 when I try to do that

radiant mason
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Anyone figured out root motion retargeting in ue5?

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If anyone have any advice please do @radiant mason so I don't miss it. :)

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Nvm figured it out (maybe?). If anyone else is stuck then set pelvis to retarget root, don't put the pelvis in any chain and it should be fine.

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One problem though, setting retarget root to pelvis obviously means the actual root bone is not the one which has the root motion which doesn't play well so still some stuff to figure out I suppose.

high musk
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Is there a thing as too many anim notifies in a single animation? I have 12 notifies in an animation i've been working on, 10 sound cues and 2 particle effects. I could munge all the sounds into one cue and use delays but my animation rate will change depending on game mechanics and i like the idea of not messing with delays and the pitch too much. But willing to compromise if needed.

ashen junco
high musk
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thanks, i won't worry too much about it then

toxic thorn
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how can i take the mesh of a paragon character and bind it to an epic stock skeleton? specifically wraith
im having trouble retargeting his animations to line up when duplicating the existing anim bps (there's like 300 animations and they're in an anim bp i dont fully understand and only some are messed up so i'd prefer to not have to migrate to another skeleton and fix dozens if not hundreds of issues when i have a working one) so i want to try binding the mesh to the existing, working skeleton instead

rapid arch
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If I have the skeleton mesh, with no animation sequences yet. Lets say a treasure chest. I want to create the animation sequences to open and close. Can I do that in unreal? What would be best way? Can someone point me in the right direction, please?

ashen junco
rapid arch
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You mean, like blender?

ashen junco
coral jasper
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how do u add notifies in ue5?

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i am in the animation window

ashen junco
misty dagger
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I have a Mixamo character in sequencer, all work great but when I render the sequence the character it's gone... Why? Any suggestion?

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In sequencer no problem even after rendering, it's a problem of render (legacy and movie render queue)

willow epoch
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I'm making a door for a game, it's like a big scifi door, so when it opens, it does things, like things twist, and slide open and then each segment of the door opens. What is the best way to handle the animation? Like is sequencer an option, should I just keyframe it in Blender? Does it need a skeleton and animation data that way?

ashen junco
willow epoch
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Thanks.

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So I'm guessing everything has to have a skelton. I'm fine with that.

ashen junco
willow epoch
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I'm not sure. I've done simple doors already (and I've done fully rigged characters). For simple doors I was just moving in local space via a timeline and a lerp. So part of me thought maybe there was a quick and dirty built in keyframer for simple movements.

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I've never used a skeleton on like a stationary object. Like a door. Probably my dumb brain saying "Well it's gotta be able to walk around if it has a skeleton"

radiant mason
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Have anyone gotten root motion to get retargeted properly yet?

coral jasper
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how do i do this in ue5? i click on the timeline nothing happens

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im trying to add notifies for sound for reloading

keen minnow
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has anyone ever tried using mocap as input for character movement?

deep token
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how can i have two execution lines in the anim graph? I want to use the blend by bool, change only a couple of things when its true and let the result unchanged when false

merry lynx
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I have a progress bar and i want my animation to match the progress bar , like if progress at 25% the animation plays from 0 to 25% and pause at that and so on

wicked bough
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Hello everyone. I've modeled a simple 4 legged spider bot. It's rigged in Blender and I've even managed to muddle my way into making a simple control rig for it in UE4. The only thing I'm missing is a tutorial for procedural walking. I've been searching for days, but I haven't found one yet that teaches me how to accomplish this. I'd really appreciate any help here. (I know there's a few plug-ins that do this, but I've gotten this far, I'd really like to make this happen without plug-ins) Thanks everyone for you time. πŸ™‚

ashen junco
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The procedural walk system can be improvised to UE4, no exclusive features on that part

wicked bough
icy hare
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How I can stop animation loop from animation preview editor?

noble pelican
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Anyone run into this issue where fps occasionally drops dramatically when an anim BP is closed? It's really weird, open anim BP - fps is normal, close anim BP - fps cut in half

merry lynx
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How do i decide the percentage of the animation to play when i click

crystal imp
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Say anyone know why ALS uses a -1 value for animation curves in several places...I can't remember if I ever figured that out and would rather not spend hours trying to.

noble thicket
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OK so i got an understanding problem. Using a bought source here and I don't get why the creator needs to use "Play ANim Montage" AND using a transition in the state machine to play the attack animation. Is that really necessary? I mean the state machine already defines when a transition should occur, so what's the point of setting the variable the transition depends on AND calling "Play ANimation Montage". I tried removing the "Play ANimation Montage", but then the animation just plays once even though the anim notify resets the variable that should then enable another attack.

crystal imp
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I think he uses the -1 value because he's Blending a value of 1 when in the Not Moving State. I want to say that when that animation is playing and he's in the Not Moving State the two will cancel each other out for a value of 0 for as long as that animation needs it too be.

ashen junco
clear dune
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If I'm trying to retarget animations, and source and destination both use the Humanoid rig, is there any way to make the source and destination skeleton poses identical without manually adjusting it? Surely if they both use the same humanoid rig, there's a way.

clear dune
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What do people do, then?

ashen junco
merry lynx
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Since my question is difficult

How about playing a specific animation frames ? Say From frame 25 to 50 only ?

Any node to do that?

Alternatively i split my animation into many pieces

indigo minnow
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hi all, what does the Auto checkbox do in the morph preview?

umbral radish
# wicked bough Ok, thank you. I'll try watching it again and see what I can get out of it. He j...

I think this project has also a BP Auto Walk leg Setup that’s nearly the same as mine:

https://www.unrealengine.com/marketplace/en-US/product/power-ik

The guy who wrote the PoweIK part is now with Epic and building the new IK and retargeting pipeline.
I think it has the auto walk stuff you should be able to extract or learn from.

Unreal Engine

Power IK is a full-body IK solver with built-in ground alignment.

wicked bough
umbral radish
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It’s a bit fast in that part. Yeah. I hope to find some time to do some smaller pieces of it a bit slower. But if you pause and check the graphs you should be able to get it. I show all parts in the video.

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You only need the auto walk from it (if it’s in). That part is BP and doesn’t matter what version. From having the leg move in logic you need to find out how to connect to another solver in 4.27. the full body solver in 4 is different from the one used for the video in 5.

wicked bough
umbral radish
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Sure. DMs are open.

charred turret
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Hi, I got some data for the mannequin it is in JSON format what i want to know is how to send those values to my skeleton and make it move accordingly

worthy surge
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I'm a total noob, do I make animations like weapon reload or character walking in blender or in ue4?

dire shuttle
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character anim is rotated

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when exported from blender

wicked bough
worthy surge
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I've also noticed that in many games leg animation is separate from upper body animation, how do you achieve that?

charred turret
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how can i access the game mode in control rig?
and how can i get the event graph in the control rig? i cant find it

wicked bough
# charred turret how can i access the game mode in control rig? and how can i get the event graph...

Control Rig is a plugin that you have to enable. Try watching this and see if it helps you get started. https://www.youtube.com/watch?v=3CKt48BceFk

In this episode we take a first look at control rig, we talk about some basic functionality and how to setup controls and some inverse kinematics.

Join the Discord server here: https://discord.gg/zBeebU7uv3

Support the work of LeafBranchGames on Patreon here: https://www.patreon.com/LeafBranchGames

β–Ά Play video
ashen junco
charred turret
ashen junco
charred turret
wicked bough
charred turret
ashen junco
keen minnow
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Does anyone have suggestions with getting mocap animation to have physics/collisions applied?

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I am trying to use physics to stop him from colliding with blockAll objects

cloud ermine
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Is there any reliable way of getting what slot a montage is currently playing in? - specifically in the animbp

clear dune
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My suspicion is "no", because (and I could be wrong about this), I think a montage can support multiple slots at the same time

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Perhaps instead you could create a Struct which includes the Montage in question, as well as whatever other data you'd like to be known about it

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If the AnimBP has knowledge of what struct is being used, rather than just the Montage, then you'd always have whatever additional information you're interested in on-hand while the montage is playing

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Is there any way to blend two animation sequences within the same montage?

clear dune
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When adjusting bone transform in order to retarget (especially rotation), changing one value also changes the others, to the point where I literally can't all three values to be what I want. (4.26.2). Is there a solution to this?

clear dune
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As frustrating as it is, I did discover a workaround in case someone sees this later. You can set them to 0 (in local) starting with X then Y then Z, and then when you give them their real values, you have to do so starting with Z, then Y, then X. A pain, for sure, but at least it's possible

summer plank
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do i need any sort of external software to make animations?

ashen junco
# summer plank do i need any sort of external software to make animations?

Yes. Blender and Maya are decent DCC tools for animating.

You can use Control Rig + Sequencer to make animations in-editor, but it depends on the project and the skelmeshes. I'd recommend it for prototyping or making machinimas with shared rigs, but I won't necessarily recommend it for more professional work.

clear dune
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What is the point of virtual bones? I thought it would be helpful if retargeting from a skeleton with a weapon bone to a skeleton with a weapon socket, as a replacement for the socket (so it will actually retarget) but nope, doesn't seem to support that. So, I don't really get the point

sinful raptor
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Hello! Do i have to manually add all anim notifies back after retarget? This is gonna take a while....

ashen junco
clear dune
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I know I've been asking a lot of questions here, but I've narrowed it down to one single thing that will solve everything. Basically, I've been using a skeleton with no weapon bone. The Paragon characters I want to retarget from sometimes have a right-hand weapon bone, or a left-hand weapon bone, or both. I discovered that the Bossy Enemy anim pack is just like the default skeleton, except it has a right-hand weapon bone (without all the extra bones each Paragon character comes with. This is basically exactly what I'm looking for, except that it lacks a left-hand weapon bone.

All I want is to know how to add a left-hand weapon bone, just like the right-hand one. Do I need to export the skeleton and modify it in another program? Is there a marketplace asset with a two-weapon-bone skeleton? If you could point me in the right direction, I would GREATLY appreciate it

sinful raptor
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i'm very beginner but i think you use "add socket" for that

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you don't have to modify the skeleton

clear dune
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I think I finally discovered that that isn't the right answer

quiet dagger
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hey anyone know how to make animations in unreal, i just wanna make a simple slash animation

clear dune
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That's what I've been struggling to do for the past several hours, but it seems as though you cannot retarget one skeleton's bone to another skeleton's socket

sinful raptor
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a socket is used as a child under a bone to attach items for example

clear dune
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Therefore, if your destination skeleton has a weapon_l socket and a weapon_r socket, and the source skeleton (say, Feng Mao, my nemesis right now) has his weapon in the weapon_l bone, I actually can't retarget that to my destination, because you can't choose a socket as a bone destination

sinful raptor
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just use hand_r for example and put a socket under it

clear dune
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I can attach a weapon to the socket, no problem. But what I can't do is tell Unreal to treat the destination skeleton's socket like the source skeleton's bone

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Basically, if you're in the retargeting manager, and you're mapping sources to targets, the target can only be a real bone. Not a socket, and not a virtual bone

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I suppose it makes sense, though, since I don't think sockets can be animated (they just move according to their parent). However, these weapons are sometimes somewhere other than in the hand (especially Feng Mao who tosses his weapon mid-swing, and Kwang who literally throws his weapon)

sinful raptor
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as i understand you don't have to retarget the weapon bone anyways because it has no weight, it's like a placeholder like a socket

clear dune
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Well, their weapon is literally baked into the model -- it's not a separately attached mesh, it's the same mesh. As a result, they definitely use that bone to move the weapon around, so unless I have some place for that information to end up on my destination skeleton, it will be lost

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And since I can't retarget a bone to a socket, and since I lack a left weapon bone on my destination skeleton, there is no solution, other than to get one

sinful raptor
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if it's literally used with the whole skeleton then i think yes you can't retarget that and will have to make a model with same style skinning and bones

clear dune
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Right, that's the conclusion I reached as well

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Also, I did try to just tell it to retarget weapon_l from the source SK to weapon_r on the destination SK, but it was floating way off to the side

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Wait a second.... maybe if I set up a custom pose where I move weapon_r, then retarget, maybe it will work. Rofl, that would be so funny if that worked. Gimme a second

sinful raptor
clear dune
sinful raptor
clear dune
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What plugin??

sinful raptor
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rigify or easyrig maybe. Some come with UE4 mannequin built in

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uefy 2.0 aswell

clear dune
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Oh, ok cool. Sounds great, thanks!

ashen junco
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I don't recommend anything Rigify because of how broken and difficult to work with it is.

clear dune
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Ok, good to know, thanks

ocean needle
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Is there an easy way to prevent this from happening when reassigning meshes to a new skeleton?

ashen junco
ocean needle
ashen junco
misty dagger
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I too am also looking for either a howto or paid help for that.

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It seems the animator role is a path to endless freelance work

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lol

ocean needle
sharp river
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hello! I tried to create simple animation with controlrig. And I see ik_hand_gun and foot_ik bones are not attached to arms/legs. Is it possible to create controls on this bones or snap it to other bones?

sinful raptor
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Good evening. I'm getting a yellow text that animation is being edited but i'm not editing any. or so i think. what could cause this

ashen junco
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I'm inclined to think those bones are removed in UE5's new standard anyway

dawn salmon
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starburst pattern, nested states, blendposes everywhere

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or rather, concurrent states really

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it's not spaghetti at all. the anim programmers I've seen execute this for very complex animation systems looked perfectly readable

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you end up with very few animation states, and rely mostly on blending different types of animation states

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e.g. upper and lower body

jagged viper
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https://www.artstation.com/artwork/zD0bBw Hi guys I have an issue with the character animations I downloaded, I think the issue seems to be when it transistor from one animation to another

ArtStation

This project was for my 11 week specialism for the Third year at Escape Studios. My goal for this project was to create a Cinematic sequence of a character casting a spell, which opens a portal. As they open the portal, the character turns to dust teleporting to a different dimension. I aimed to make this cinematic as realistic as I could make ...

novel blaze
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Right now I’m laying in bed and batch editing and exporting 150+ animations. I edited the base pose of the animation one time and set up an automation task to do that work over a library of animations. If you have marketplace assets that you want to make you own you need this tool in your life!!

https://youtu.be/z3YOc3INoxk

What IS GOOD DEV GODS!
In today's video I show you guys an in depth process of using one of the best animation toolsets out there.
Houdini KineFX allows you to procedurally rig, edit animations, mirror animations as well as allowing you to automate these processes using PDG or "TOPS".
This is one of the most powerful workflows to have so good ...

β–Ά Play video
void turret
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anyone know if its possible to have a camera in sequencer track a armature bone for a sequencer shot?
The lookat tracking settings that exist on a camera has a 'Actor to Track' parameter but that only tracks the origin of the armature/static mesh which isnt what im after

somber notch
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anyone know how to view sockets or animate them in control rig?

clear dune
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Is there any way to blend two animation sequences within the same montage?

charred steeple
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Hi, what can i use to make animations in which both actors(Player and enemy) act in one sequence? Like for example finishing enemy, or getting rid of it's grasp.

weary frost
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Q: How do I stop ice-skating? I know I can try to match the max walk speed in the animation to the walk speed in the character movement component but it still looks "un-natural" as if i make the character walk super slow it still slides like it,s on ice.

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I have been trying to work out how to stop a movement when a foot hits the ground as if both feet are on the ground in a walk cycle a person doesnt move until they lift their foot off the ground to create the motion.

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but i could put the max walk speed at 0 and it,ll still slide to it,s location in it,s idle state. Is locomotive anims really a case of matching movement speeds to animation play rates?? I have a 1D Blend Space for that guy 300 is max speed (0 - idle , 150 - walk , 300 - run) so if i put max walk speed as 150 in the character movement component for the enemy it almost matches the walk animation but the feet are still sliding instead of a natural movement of moving when each foot is lifted, Sorry for the essay just wanted to explain in a detailed way to give enough information maybe someone can help. πŸ™‚

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if it helps im using the mutant model from mixamo along with their Idle, Walk and Run animations (InPlace animations)

shut spoke
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does any one know how to Print a list of what animations are currenty being played? or see the states light up? Im trying to see what animation states are active at a partiuclar time during play

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for example in unity you an see the anim graph just lighting up on nodes and transitions as you play the game

oak jackal
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Hey guys hope you’re doing fine! I just released my latest short film entirely made in UE4 with motion capture! Hope you like it! - https://youtu.be/iyxZSPHBJpw

CGI 3D Animated Short Film: Till This Day Animated Short Film by Nako Baev. Featured on CGMeetup Gallery https://www.cgmeetup.com/project/till-this-day

A man with a haunted past visits a town where an accident took place that claimed his brother, he returns to face his past, but not all is what it seems.

Realistic CG Animated Short Film ''Til...

β–Ά Play video
ashen junco
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That's a lot of channel crossposted...

obtuse parrot
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Hello, does anyone know if the only way to sync audo and animation is with an anim notify or blueprints? I have baked face ctrl rig data coming out of sequencer that control the metahuman rig with a speaking audio file and I'd like to be able to manage the animation with the audio file together instead of having to trigger it on playback.

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It's in UE5 btw.

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The audio file is another track in Sequencer.

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The issue is that after baking the animation sequence the audio file doesn't get embeded in the animation.

modern zinc
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Has anyone here worked with control rig as a prototyping tool? If so, what was your experience? I'm interested in increasing our iteration speed and getting better data on animation-heavy game mechanics without bugging the animators for placeholders to test out some collision patterns. There seems to be a gap in tooling between the programmer and the animator that control rig may be trying to fill? I am also open to suggestions.

mortal ingot
# weary frost but i could put the max walk speed at 0 and it,ll still slide to it,s location i...

Well movement speed doesn't actually have anything to do with animations, it's just a guess based on either logic or speed inputs.

So feet sliding can still happen with 0 speed like no animation can happen with 300 speed but you're still moving around.

Chances are with mixamo free animations there aren't enough because you'd need stop animations for each foot as well as for different speeds to set it up properly.

Take the Witcher 3 where the movement can occasionally feel a bit unresponsive or laggy because the movement carries on until a proper stop animation can be made for movement fidelity.

clear dune
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Is there any way to blend two animation sequences within the same montage?

hazy yoke
hazy yoke
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Hey can anybody tell me how can I fix this I am using animation sequence

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In anim blueprint

ashen junco
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The Sequencer itself however is kinda limited when it comes to animating tools that are quality of life in proper DCC tools like Blender or Maya

civic yacht
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Is there a way to blend animations within an anim montage. Or blend diferrent sections within same montage?

ashen junco
civic yacht
ashen junco
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Well, just to make sure, but whatever.

civic yacht
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Did you find a solution ?

clear dune
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Bummer, it really seems to me like there must be some way

civic yacht
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It is sad that unreal dont have inbuilt blending for that.

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Anyways thanks

clear dune
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From what I've observed, changing the play rate of the montage doesn't scale the blend-in and blend-out times, which creates significant unexpected visual behavior when, for example, making a weapon swing slower vs. faster

woeful aspen
tawny ore
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Been struggling to apply simple marketplace animations to the standard mannequin. If they refuse to play montages, is that a matter of retargeting? Only animations from certain bundles seem to work, and I'm too new to animation to immediately tell what the difference is between these assets that's causing the error. If anyone sees any blatantly obvious mistakes here, feel free to let me know. It's probably something embarrassing or facepalm worthy.

I'm still gonna be looking into this more myself, but I'm hesitant to touch it too much after breaking a few things on my player before.

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TL;DW: custom events are triggering imported montages, all applied to the same mesh. Only 1 of 3 of them play, and I'm having trouble finding info on what beginner's mistake could be stopping them. I think it's something skeleton related but I'm hesitant to mess with too much without knowing what I'm doing. Just been difficult to research correctly, if that makes sense. Any suggestions or blatant callouts appreciated. 😹

ashen junco
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Sure, just use physics assets on skelmesh, make responsive foliage material, and ridiculously strong wind directional source.

gaunt onyx
ashen junco
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No plugin, just vanilla UE4 tools

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While the built in Wind Directional Source is said to just affect SpeedTree assets, this will also affect skelmeshes with simulated physics asset, and you can use the parameters yourself in the foliage material.

clear dune
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@tawny ore It's most likely a skeleton issue. Animation montages are made of animation sequences, and every animation sequence uses a skeleton. Each skeleton is basically a completely different language, if you will. If two animations use two different skeletons, you won't be able to play both of those on the same mesh (because the mesh only uses one skeleton), so you'll have to use retargeting to apply one of those animations to the skeleton of the other

thorn tendon
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Hey folks, any of you have experience with mo-cap and facial animations using it?
When making a character, does the facial mo-cap software somehow create shape keys? Or do I have to manually, painfully create shapekeys and weights on every single character I plan on having in game?

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@ me if you know haha. I'm thinking of throwing down some hard money on some mo-cap gear and want to know if it does it automatically

tawny ore
hard fog
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Hello, how can I make my boss follow the player as he is doing a root motion based animation?

modern zinc
ashen junco
winged violet
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How can I choose 1 of 2 random anims in an anim bp state machine without getting the thread safe call warning?

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I am currently doing blend poses by pool passing in a random bool

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But getting the "thread unsafe call" warning

vague oriole
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Is this the right place to ask about AnimationBlueprint stuff?
I'm trying to let my animator preview their state changes in the previewer, but of course no game state exists. Is there a standard way to check if the game is running and return dummy data?

ashen junco
vague oriole
ashen junco
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Pardon my small icon mode...

ashen junco
vague oriole
knotty pike
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Does anyone know why my animation montages are not retargetting properly? as when it is in blueprints and the animation montage is supposed to happen, nothing happens but it looks fine in the editor

craggy knoll
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How do I debug values inside the Anim Graph? I want to log the curve value that I'm modifying twice between the first and second modify. I tried the callback function OnUpdate on the modify curve nodes, but it seems since the function is called on another thread, the curve value already has been processed by the two modify curve nodes. Not sure, but I get the same value printed twice by those two Modify Nodes which doesn't make sense πŸ˜…

quaint herald
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Are crashes when diffing anim BPs normal? I keep getting garbage in my diffs (stuff I absolutely did not touch), then when I double-click that bit of diff I hit an ensure and a hard crash immediately afterwards

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I am using macros in the anim BP to access native anim vars (saves having to break structs and is easier to find for animators) in case that could confuse the diff

deft bluff
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Hi, when importing animation from blender to anril, it's either good or not. how to solve this problem&

inland epoch
woeful aspen
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Why does the whole level disappear when I click play on a sequencer? Visibility track is set to visible and nothing works, everything is invisible as long as it's playing

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I have to click G each time I start the sequence to see the level again

languid lintel
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Is there any good tutorial of make a ready asset car to rotate its wheels ? I got a low poly car asset (which got ready skeleton) and am looking for a tutorial of how to animate its wheels when its moving .

ivory plover
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Hello everyone. I'm hoping someone has had experience turning the visibility on and off for seperate mesh pieces in thier animations from Maya to Unreal.

For example, having a cartoon eyelidw visibility turn on and off when blinking.

We're currently looking at a pipeline using modular characters and custom attributes in our fbx's. This feels like quite a lot of set up though and I was wondering if anyone has attempted something like this already?

knotty pike
#

Does anyone know why my animation montages are not retargetting properly? as when it is in blueprints and the animation montage is supposed to happen, nothing happens but it looks fine in the editor

digital aurora
#

Guys how to do animation hitstop when hit enemy like in God of War 4? Any link to tutorials would be appreciated

pastel roost
#

hello everyone. has anyone had trouble getting bodies in physics assets to collide with each other? cant get it working, any help would be appreciated

neon lagoon
#

Been trying to search this for some time, but not found a definitive answer yet.

What are you all doing for hit impact "pause frames" for melee combat? I know about GlobalAnimRateScale on the skeletal mesh and you can set the RateScale dynamically on the current animation, but ideally I want the total play time of my animation to be the same and not let the impact "pause" extend it. Is there a way actually to "seek" or jump forward in the currently playing montage after a pause/slow?

Or am I just overthinking something that can be achieved in a simpler way?

neon lagoon
#

We are going to explore using a pose snapshot and blending in/out in the anim BP based on hit impact events

swift widget
#

I got a Blender question 🀚🏼
Is it posible to animate rotation, like a Door with Shape keys?

I get this ugly result - Shape keys are only linear(?)

swift widget
#

I heard is better to have Shapekeys/Blendshapes/morphtargets (they are the same) then having bone structures

ashen junco
#

I mean, context matters here

#

Because doors are not flexible, you don't use morph target for that

swift widget
# ashen junco Sorry, what? Who said that?

When you need to animate an object in your Unreal project, chances are you jump towards a skeletal mesh, but using vertex based animation on static meshes can save significant performance. (This example asset alone cost 0.5-1.0 ms total less when using vertex animations)
Vertex animation and crowds: https://medium.com/xrlo-extended-reality-lowdo...

β–Ά Play video
granite zealot
#

i have trouble retargeting. they are the same skeletons but for some reason (only) the bone "ik_hand_gun" is out of position galore. any ideas?

swift widget
#

You can see in that video he is rotating pieces of the gun not displacing them with Blendshapes not Bones, and having better performance allowing for more assets without cpu/gpu cost

#

A gun, like a Door, is not flexible, more complex yes, but I've seen GDC like Abzu animation bootcamp(?) where they use this Shape key techniques to have more fishes and so on...

digital aurora
ashen junco
swift widget
#

Well, you're right, i don't need to have ten thousand lockers with animated doors in it, still I Just wanted to know how to do those animations?

Again, he's clearly rotating pieces with Blend shapes, while mine are sliding in a linear fashion πŸ€”

swift widget
# ashen junco Ugh, I keep turning off that video due to how long it is....

Don't need to watch the whole video, but to understand that he is not the only one using shape keys animation instead of bones for performance, here's another (lengthy) one

https://www.youtube.com/watch?v=l9NX06mvp2E

GDC

In this 2017 GDC talk, Giant Squid Studios' Matt Nava offers insight into the unique art style of Abzu, and the processes that he and the team at Giant Squid developed to create it.

GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more...

β–Ά Play video
#

Those interested in learning, we are willing to put the time in any lengthy video we can learn from πŸ˜‰

#

5:20 for his demo/explaination on how fishes are animated in the game πŸ‘€

neon lagoon
ashen junco
#

I may be ungrateful, but I don't like talks wandering around that much

swift widget
#

Here you have another complex animation made by blend shapes too, overgrowth, he used 4 poses and blended them in engine

https://www.youtube.com/watch?v=LNidsMesxSE (chapters included, look for Movement)

GDC

In this 2014 GDC session, indie developer David Rosen explains how to use simple procedural techniques to achieve interactive and fluid animations using very few key frames, with examples from indie games like Overgrowth, Receiver and Black Shades.

GDC talks cover a range of developmental topics including game design, programming, audio, visual...

β–Ά Play video
ashen junco
#

Felt it didn't fit Unreal's animation ecosystem that much.

digital aurora
ashen junco
#

Which could work for melee stuff, but it backfired with firearms, particularly full auto ones lol

#

Imagine time slows down everytime a bullet from your minigun hits the enemy

digital aurora
#

Yeah it wouldn't be satisfying

neon lagoon
ashen junco
#

Or chained morph target, which is just moving the goal post a few centimeters.

proud linden
#

Hello. I have a problem with the animations of a model, which inherits through Retaget from the animation blueprint of the base character. When duplicating on my computer it works perfectly, but when opening this project on other computers, the animations are damaged and the process that was done on the other computer must be repeated, and this happens on all new computers. Does anyone have an idea how to make this not happen, since we run multiple computers and making a change to something in the animation blueprint means that all other computers must redo the retarget from scratch

ashen junco
stuck marsh
#

Any Idea on how to make animation blueprint work on an already spawned character ? I have a character with a Skeletal Mesh (Empty) and Empty AnimClass, when I spawn it and set both the AnimClass and mesh, the animation bp dsnt work, Only works when I pre set all this stuff before spawning

proud linden
#

It's weird and I don't really know what causes it

ashen junco
proud linden
dull sun
#

Has anyone made a (publicly available) blender rig using Manny's exact skeleton?

wooden trellis
#

A quick question about animation: If a character's animation blueprint has 5 states with as many animations, does each character carry those 5 animations along , meaning that 20 something characters on level add up to 100 animations in memory or are they "instanced" in a way to reduce their payload ?

lavish geyser
#

has anyone successfully imported animations from daz?

misty dagger
#

Hey does anyone knows how to export a model with a mp4 texture on it? like I have a tv and I want to export the model with the mp4 texture for UE4

orchid crow
#

Hi everyone. I'm using rokoko suit to live mocap my character. But I'm having trouble making my character feet stand on the floor.
It's the same issue if I switch to using mocapforall. Does anyone know how to fix this

versed grotto
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Hi im trying to add additive animations but my blendspace preview makes my character mesh shrink till it vanishes. What setup am I doing wrong?

fathom loom
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Hey! I've got a weird problem with montages... They play... Inverted?

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My gun shot montages.

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Will invert.

#

So, if the gun moves backwards, it goes forwards.

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And if the gun goes down

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The gun goes up.

#

The Gun moves normally in animations.

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But only inverts in montages...

ashen junco
fathom loom
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@misty dagger If you export the texture correctly. It's possible to plug the mp4 file into the material.'

tight basin
#

Hey guys, does anyone know of any UE features that allow animation syncing between two separate animation BPs blendspace playing? I've got a horse and a rider (same actor, two skeletal meshes) but they always play their locomotion animations out of sync by a few ms which looks very off

#

Tried a few things already (identical BS timings, identical variable referencing etc.)

kindred basin
#

Okay I've watched maybe three or four different tutorials for blending animations that all say to just use the Save Cache, Blend Per Bone and DefaultSlot method. Whenever I do this though my locomotion animations stop playing and instead things like reloading or firing take over the entire body. Any ideas what's causing this because I swear I'm following the steps exactly?

obtuse parrot
#

Hello, If tiy buy some animations from the Marketplace and they are setup to work with the Mannequin skel, but they include their own mann skel at a location in the pack, is there a way to use a mann skel at a different location in the project without retargeting?

#

Can you switch the reference in the animation to use the mann skel at a different location?

obtuse parrot
#

If anyone eles needs it doing a replace references worked.

misty dagger
#

how can I find in which animation this anim notify is?

candid lake
#

Hey, I'm having an issue with the transition between animations. I created an animation and it plays fine on the editor but during the transition the character moves down and then get back up to the normal state.

kindred basin
#

It almost feels like questions don't get answered here, ouch

ashen junco
kindred basin
#

Here's 5 cents and a doughnut.

ashen junco
#

(nah jk, I don't answer some questions because either I don't know, I don't have time/energy, or the question lack context for me to picture in my mind)

kindred basin
#

That's fair. I'm just surprised that so many questions went unanswered here. Some of the other chats you'll get a dozen people answering in like... 5 minutes.

#

Guess it just shows a difference in mentality between certain disciplines?

ashen junco
#

Timezone exists. I'm on the Far East, while many questions were lopsided from the west time zones.

kindred basin
#

You trying to tell me that in a server with nearly 19k people online not one of them is an animator based in Europe?

ashen junco
#

I don't know, I'm native Asian.

delicate shuttle
#

Does anyone know how to fix this?

ashen junco
# delicate shuttle

Consider remuxing it to MP4. I'm not keen on downloading videos of issues just to delete it afterwards.

delicate shuttle
brazen wharf
#

looks like your model is rotated by 180Β°

ashen junco
brazen wharf
#

did you retarget the animations?

#

or did they come with the model?

delicate shuttle
#

i made them

brazen wharf
#

i doubt there's a blendspace

ashen junco
#

Whoops

delicate shuttle
brazen wharf
#

did you make the model/rig and the animations in the same program? and on the same rig with the same export settings?

delicate shuttle
#

the rig is pre-made but the animations are fully mine

ashen junco
brazen wharf
#

so you exported the mesh/rig and did the animations with what?

delicate shuttle
#

maya

ashen junco
#

Yeah, guessed it by the taskbar lol

brazen wharf
#

it might be that just your forward vector in the export settings is wrong

#

i dont know maya, so i cant assist further, but i would check if you can change the forward axis in the fbx export

ashen junco
#

I don't know about Maya either, but in Blender, wrong axis can cause distorted anims. So it could be the matter of the wrong rotation as the base

delicate shuttle
#

ok thanks ill see iif there is any irregularity in the axis im exporting with

brazen wharf
#

if im not wrong unreal uses +x as forward vector for most things

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but that also depends on your model

#

open the model and check which axis faces forward (and compare that to maya)

ashen junco
#

It still consider Y forward for character/animations tho

brazen wharf
#

well, what actually matters is what the base model does

jade storm
#

Yikes i just fucked up with out a back up mesh >_< i quad smoothed and overwrited on 3ds max and imported to blender DAMN IT!!! Animation is fun the said....

#

what a great reload anim xD

wide idol
#

Guys, I've just imported a model with extra bones to my project. These extra bones are part of the clothes. What should I do in order to replace my old skeleton? I found a tutorial where mentions that I should right-click on the mesh and press on Assign Skeleton and select the one I've been using until now but this error appears. [Pic Related]

#

This new model doesn't contain any animation, so I guess it shouldn't be a problem if I press yes, right?

ashen junco
#

Usually that error happens because the bones have same names but different hierarchical structure

wide idol
#

I suppose you refer to 3D modelling software?

#

I can ask that to my coworker.

ashen junco
wide idol
#

It works fine with UE4 default animations.

#

If that helps.

#

Right now I've been using a skeleton that uses animations from two different packages, both rigged to the Epic Model.

jade storm
#

Should not be a issue, just remove from skel from LOD whatever to 0 and test it that way

wide idol
#

I just ask because I don't have too much experience in this and I already broke the project twice.

#

lol.

jade storm
#

Always make a back up before you f with skels

#

You could always separate them in 3ds max and turn the clothing into a weighted object instead of a skel

ashen junco
# wide idol

_GEO suffixes πŸ€”
What DCC tool you make it with?

wide idol
#

I think he uses Maya.

#

Can't confirm, though. He's currently unavailable.

ashen junco
#

I don't know much about Maya, but my wild guess is that the additional bones aren't parented to the root bone in Maya, and it uses new root bone by the name of the rig object.

Likely the hierarchy shifted because of that and thus the error.

jade storm
#

Try importing with out a skel

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making a new skel with those clothing

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and retargeting anims to that skel

wide idol
#

Thanks, I'll see what I can with all this information. Thank you, guys!

haughty magnet
#

anyone here good with motion builder?

toxic thorn
#

ok so im applying an IK solution to a rather complex anim bp and from what i can tell, the gun socket isnt following the bone it's supposed to be attached to

#

that seems a bit nuts to me, am i missing something really basic about how sockets work?

naive shadow
#

Wondering how to combine two animations

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like have one action playing while another is blended in

#

Nevermind, Using "BlendMulti" seems to do the trick

digital aurora
#

I noticed that the raw i Uploaded my Videos may I mad the Impresion that this Videos show how to do this off my other Video.( https://youtu.be/hYLGcDli7Dg ) Retargeting is just to steal Animations not to change Meshes. in the end Result at 10:53 As i surched for a tutorial like this i wasnΒ΄t able to find one witch show it right. I Piced Grux fo...

β–Ά Play video
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Tutorial that I followed

gilded rock
#

Hey, has anyone run into issues trying to retarget IK bones in the new IK retargeter?

worthy surge
#

Is it possible to make an animation file that uses certain modifiable points as keyframes rather that coordinates? for example can a single animation "adapt" the right hand to the position of the weapon handle?

#

in first person animation

jade bloom
#

how can I change the mesh's reference pose using maya?
1- changing the bind pose in maya and reimporting the mesh in UE4 doesn't help
2- adding an animation in maya and checking the "Use T0 as reference pose" during reimport in UE4 doesn't help
...
what helps is

  • creating a 1 frame animation in maya, export it to fbx
  • import it in ue4, it imports as 50+ frames of animation for some reason
  • in ue4 delete ALL frames except frame 0
  • export it to fbx
  • in maya, take your mesh and import this new animation
  • now export your mesh
  • import in UE4 with T0 on and it changes the ref pose

this is crazy, how can I do it without all these gymnastics?

gilded rock
jade bloom
#

i deleted the bindpose in the outliner, then created a new one using cmds.dagPose(bindPose=True, save=True). this created a new bindpose. i can go back to it in Skin>Go To Bind Pose.

#

but ue4 ignores it.

gilded rock
# jade bloom but ue4 ignores it.

myb there was a pose asset assigned to the skeleton? you can check by clicking this button, the button to the left sets the pose, it's usually used for retargeting

jade bloom
#

retarget base pose is useless in ue5, it's no longer used during retargeting, so i need to change the reference pose

#

there's no pose asset assigned to the skelly, no

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even when i don't do reimport, but rather import it as a new mesh, it's still using the original bind pose for some magical reason

jade bloom
#

found how to do it, if anyone searches for it in the future. T0 option does actually check for frame 0. while maya only allows you to work with frame 1 by default. you have to open the animation graph and go to frame 0 before saving keys.

gilded rock
little wyvern
#

Hey guys, whats the best way to blend animations in C++?

soft crown
#

Sorry I can't help but what are you using to do mocop?

narrow gull
#

Is there some generic way to get an event or notification once an animation (for example in an animation blueprint state machine) has finished playing without adding anim notifies?

sinful raptor
#

Hi guys. how could i make my character taller. i'm using my own character and it's legs should be longer. it's a little compressed atm. using the mannequins skeleton

sinful frost
rocky delta
#

Hey all

#

I'm using an asset pack for meshes and animations but I'm having a weird bug

#

my character mesh size changes when i'm playing an animation

#

I have all scales set to 1

#

any ideas?

worthy surge
#

I made an animation in blender, exported it into FBX but when I try to import it I get "No smoothing group information was found in this FBX scene." how do I fix that?

ashen junco
# rocky delta

Remux this to MP4 first.
I'd prefer to look at it without having to download it.

rocky delta
#

it should be uploaded by now

ashen junco
rocky delta
#

sorry for the music, I'm new to the whole recording thing

#

export settings?

#

I can see additive settings and import settings

#

but I can't find an export settings section

worthy surge
#

also where do I find the animation itself? when I import FBX I get a skeletal mesh, a physics asset, and a skeleton

rocky delta
#

seems like it was a blendspace issue. I was using the wrong animations and forcing the root motion which was causing issues

sinful raptor
dull sun
#

What do people do to have an animated camera play along with something like a takedown anim?
Currently, I'm exporting cam keyframes as a single animated bone and connecting it to the cam, but is there a better way?

jade storm
#

How do i reference pose a skeletal mesh with animation on a rig? I want to key frame some fixes for my guns arms animations.

#

should i just make a new actor blueprint for this?

dense gyro
#

humanoid dropdown menu not appear

#

unable to retarget bone

#

can someone help why the menu not appear

jade storm
#

go windowed full scrren to se menu.

#

not enough space on screen to see it

dense gyro
#

will check in a moment was not home

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thnx it work like charm @jade storm

#

i have 1 more issue why colloid not work after i try to modify the character

#

i want that character bone or physics collision

sinful frost
rugged prairie
#

im trying to make it stop animating when i stop punching, because when i stop it continues the last frame of the animation until i do something else. if you need any more code or a video to show the issue that is completely fine- heres the bp

red oar
#

I retargeted an animation blueprint to a new skeleton. All the animations seem to be working expect one. It was working before I retargeted but now my reload animation does not work. I'm sure its something simple but I'd appreciate any help.

hot crown
#

Any riggers for hire here?

ashen junco
novel blaze
#

Has anyone ever seen this when dealing with animation blueprint linking? I dont even know where to start looking lol. Mesh just explodes when I link the anim blueprint.

eternal ivy
#

Ok, I think I've got my control rig for the FP skel arms set up. Now I need to make animations in sequencer, but I need to attach a preview bow mesh, and preferably also a camera so I can see from the correct angle.... but how?

novel blaze
#

All you do is drag the weapon you want to animate with in the level then in the world outliner drag it over your skeleton. It will give you an option to attach it to a bone. Hopefully you have a custom bone set up. You could also use an attach track in your sequencer but that wont carry over to actual gameplay unless you do some extra work

eternal ivy
#

I have a socket set up on the skeleton already

novel blaze
novel blaze
eternal ivy
#

actually, that worked. attached to the socket

#

crashed tho. while trying to go back to something else

hot crown
#

So for Unreal, I do not have to retarget the Mixamo skelton to Unreal Skel? I can just import Mixamo animations and make a custom animation blueprint?

ashen junco
spare adder
#

Hey guys, can anyone recommend a free course (like the unreal ones that I used for sound that were recommended by people in the sound channel) for getting a great grasp over the whole rigging/animation pipeline?

#

I searched and found a basic one but it didn't really go deep, it was more of a hacky way to accomplish something (using a premade animation). I'd rather learn how to go about it from a total blank slate

#

What I want to eventually accomplish is get my own character in and tackle the true first person camera issue

coral jasper
#

how would i replace these animations

#

would it be in the state machine ?

worthy surge
#

can somebody help me solve an issue? My first person animation looks fine in blender but it doesnt work when I import it to ue4

jade storm
#

How do i get blender to play BOTH gun reload animation , and the arms animation, at the same time so i can fix the broken clipping.

worthy surge
#

it seems to lose the bones, as the imported skeleton only has one part

jade storm
#

just import and press ignore, if that breaks, try retargeting the skel to skel

worthy surge
#

what full body skeleton?

#

I did it yesterday somehow and it worked just fine, but now it seems to lose the armature

#

the skeleton gets only one bone, and it's named like the object

jade storm
#

your not creating your scene correctly then

#

skeleton in one slot, mesh in other

#

see how that says root

#

and the other says arms?

#

dont mind body thats my gun πŸ˜›

worthy surge
#

here's mine

#

something wrong with it?

#

"base light" is the animated object

#

in blender it works just fine

jade storm
#

delete the word collection, highlight all and export

#

try that

#

rename armature to something else too like light_root or something

worthy surge
#

like that?

jade storm
#

yeah

#

keyframing is so much easier in ue4 than 5 and blender... holy

worthy surge
#

still same issue :\

jade storm
#

whats unreal saying?

#

what is happening?

#

the root is just one word?

#

and no bones?

worthy surge
#

could not find the bind pose

jade storm
#

Try this.

worthy surge
#

the only warning when importing

jade storm
#

close blender, open the 3d asset in blender.

#

open animation in blender.

#

press play, if it works, export.

#

then, import skeletal mesh, and animation in ue.

worthy surge
#

im a little confused, open 3d asset?

#

it's all in one file

jade storm
#

the 3d model of the object you are animating

#

Oh weird

#

Did you try resetting the export settings to default?

#

file, export, fbx, restore operator defaults

worthy surge
#

still doesn't work

#

can you take a look at the file? I probably dont see something obvious

jade storm
#

if you want sure, ill see if i can get it to work, pm it to me

#

gime me a few minutes

#

Main issue, is the animation is not recognizing the mesh.

#

as soon as you export to fbx, your animation will play and the gun will remain static.

worthy surge
#

I thought it does if you name the bone the same as the vertex group

jade storm
#

i thought the same thing. but that never worked.

worthy surge
#

Is the skeleton empty for you as well?

jade storm
#

yupp

dark vortex
#

blank have you tried looking at Mr. Manniquin tools - not to use it but maybe there's something in that project you can see in blender

jade storm
#

its a pistol reload animation

worthy surge
#

I dont understand why ue just yeets the bones outta the window

jade storm
#

lol

#

hold on a second tho. i might be able to fix this

#

got it

worthy surge
#

πŸ‘€

jade storm
#

but the anim is not playing.

#

its adding a second pistol to root

#

oops

worthy surge
#

how did you manage that?

jade storm
#

okay

#

hold on

#

let me see what you did here lol

#

You assigned the bones to the animation, and not the actual gun itself.

#

therefore, the animation will not do anything with this mesh.

#

I can export you the mesh, with the bones if you want.

worthy surge
#

the animation itself isnt as important as learning how to do all this properly

jade storm
#

Oh yeah 100% my friend.

worthy surge
#

so, how do I assign the bones?

jade storm
#

im not a good teacher so its hard for me to explain things.

#

i did it in 3ds max.

#

and not blender

worthy surge
#

ahh, I'll try looking for it myself then

jade storm
#

i hate blender 😦

#

i can get you a tutorial give me a moment

worthy surge
#

I followed one on fps animations by triftydonut, but it's more like a step by step guide

jade storm
#

you need to have the frame bone attached.

#

but i dont know how to do this in blender

worthy surge
#

by the frame bone you mean the main one?

jade storm
#

yeah

worthy surge
#

I think I got it

#

I forgot to add the armature modifier to the mesh

jade storm
#

welp

#

thats how you do it in blender?

worthy surge
#

yeah, I assume that's how you assign the object to the armature

jade storm
#

i got the anim working

#

but its going sideways

#

;p

worthy surge
#

it works!

jade storm
#

amazing.

worthy surge
#

at least the animation

jade storm
#

in ue?

worthy surge
jade storm
#

thats what happened for me

#

but you got it working!

#

thats good man, i know how to do this now too. add the modifier to the animation, we both learned something πŸ™‚

worthy surge
#

in FBX export

jade storm
#

i told you to reset those to default xD

worthy surge
#

I just make the scale smaller and the animation uncompressed

jade storm
#

Ahhh

worthy surge
#

it's HUGE when you import to ue4

jade storm
#

i never have these issues with 3ds max

worthy surge
#

maybe my model is actually enormous lol

#

thanks for helping me! I believe now I know how to import blender-to-ue4

#

both models and animations

jade storm
#

so in blender you can just rename roots from a gun to a amature, and it should work with it?

#

like you said earler just rename

#

could save me like 30 hours

worthy surge
#

I just added this modifier, everything else is the same I believe

jade storm
#

okay awesome, im going to try this out with a model i bought then!

worthy surge
#

basically I forgot to add the most essential part haha

torpid smelt
#

So I exported the UE4 Mannequin and tried using it on Mixamo, but when I import the animation from there I get 'bone transform is different from original' issue and the animation breaks. Anyone went through this before?

dark vortex
torpid smelt
jade storm
#

wow that was so much easier just assigning the bones in blender than 3ds max... thanks again for pointing that out @worthy surge

deft solstice
#

hey guys im importing my character into unreal engine but its skin ends up invisible. i have it set to on so i have no idea why its doing this.

#

in maya

#

in unreal

umbral radish
#

Still better than Assassins Creed Unity.

karmic bobcat
#

any idea why my aimoffsets are not passing any data into my anim bp? if i open the asset it works fine, but when i use it with the animation blueprint, it doesnt pass anything (for example i have my cached locomotion feeding into it, and then to final animation, i just get the cached locomotion, and if i unplug the locomotion from it i get a t pose. skeleton is the same and everything

jade storm
#

never understood why, but thats the way it goes.

#

lol

ashen junco
pure wadi
#

I set up a control rig for another character and the same thing is happening on the finger controls. I can select and manipulate them from the rig hierarchy but not from the viewport πŸ˜•

karmic bobcat
jade storm
#

and then use the mesh space aim for the additive?

#

with the regular?

ashen junco
karmic bobcat
fringe trellis
#

How can i cast to a pawn in anim BP?

ashen junco
silent iris
#

how do you stop an animation from teleporting the player back to its starting position after the animation is completed?

ashen junco
silent iris
sick laurel
#

hello. im having a issue calling set and play animation on my character. im doing this via the skeletalmeshcomponent.note everything other method i call from thsi class works fine

manic copper
#

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ΒΏTienes una historia para un cortometraje? ΒΏTe interesa la animaciΓ³n? ΒΏTe gustarΓ­a aprender a utilizar herramientas de ΓΊltima generaciΓ³n?

Β‘Esta es tu oportunidad de ser parte del primer Unreal Engine Real-Time Short Film Challenge AmΓ©ricas, EspaΓ±a y Portugal!

RecibirΓ‘s una capacitaciΓ³n gratuita con expertos de Unreal Engine y tu proyecto podrΓ‘...

fringe trellis
#

@ashen junco i know but it seems to only want to cast to character actors not pawns or regular actors.

karmic bobcat
#

😒 i cant get aim offets to work in the animation blueprint

#

i dont understand why

#

ive been looking at all the settings from other ones and i cant seem to find anything im doing differentl

#

seems like im having a warning "base pose visible but ignored"

pure wadi
vestal thistle
#

is there a way to export a frame from an anim sequence as a control rig pose?

leaden swan
#

Hello, i am working on runtime animation editor and i am wondering if there is some function or blueprint that would allow me to control the playback of animation
In short, i need to get to a system that solves the animation engine and solves the blending of individual keyframes so that the animation speed is maintained in the variable rendering frame.
If such an input exists, i need to enter my own value in it and export that value to the UI.

ashen junco
leaden swan
#

premade anims which i want to edit

uncut token
#

Crouching (Character movement component) doesnt work with Master pose component ?

ashen junco
uncut token
#

yes they are independent and the Main skeletal mesh component doesn't get moved down with crouching ( i think) but the rest does

#

but i dont know how to move the rest down because i use the standard crouch function from the movement component

ashen junco
#

At least that way I get consistent results.

uncut token
#

i tried it before i think but didn't work somehow now it does. Thank for helping that was a dumb moment

misty dagger
#

hello guys

#

can we do one state machine should controller upper body and another state machine control lower in unreal

#

can we do like this?

misty dagger
#

for now i did like this

#

and i cant able to play animations

#

now i have one one condition if i click left mouse button one animations should play from rifle animations

#

but its not happening

#

i mean transition is working inside rifle animations but output animation is not playing

sick laurel
#

So does anyone one knows about the reason why i can set and play a animation sequence at runtime on my character? Maybe an alternative? lol

ashen junco
sick laurel
jade storm
#

does anyone know why i cant assign the hammer to the hammer bone?

ashen junco
jade storm
#

thanks

coral jasper
#

im trying to import an animation from mixamo but it gives this error

sinful raptor
#

can i offset bones ingame somehow?

#

my characters head should be a bit heigher

vague oriole
#

This is kind of a basic question, but how do I pause a skeletal mesh during an animation? I've tried searching and the only recommendation I could find is to set custom time dilation to 0 on the actor, which seems kinda janky

leaden inlet
#

Anyone got any idea why this would work in editor but not in shipping? ue5-p2

ashen junco
ashen junco
ashen junco
marsh shell
#

Is there any way to fix the "Multiple Roots found in hierarchy" error without severely messing up my animation? I'm using blender and have multiple "child of" constraints, is there any chance of fixing this without ruining the animation?

ashen junco
marsh shell
ashen junco
marsh shell
bitter shard
#

Is it possible to "reset" the accumulate nodes in control rig?

coral jasper
#

is it possible to get a character asset from the epic store that has custom bones and remove them to replace them with the default manequin bones inside unreal engine? or will i need to do that inside blender. 3ds max etc ?

ashen junco
coral jasper
#

ok thnx

opal jay
#

Guys im having a hard time trying to fix this. When i have an animation that is somehow wrong, shoud fix the bones on the skeleton or in the blendSpace that im using?

ashen junco
coral jasper
#

how would i add an aiming animation if i was gonna press right mouse? like where would i add the condition

misty dagger
#

Hello,
I’ve created a state machine that includes the movement animation of some Third person characters, now I want to create a state machine for upper body animation, but try use Layered Blend per Bone, my character’s upper body has been rocking from side to side. How can I solve it.

stark thunder
#

Hi
How are you all doing?
Anyone know how to import a skeletal mesh but separate for cloth painting
#blueprint message

digital aurora
#

Still couldn't figure out how to make this

#

Animation hitstop

#

Any help would be appreciated

molten mesa
#

Not sure if this is the right place, but my build crashes on start, gives an "Assertion failed: BlendSpace != nullptr" error.

ashen junco
molten mesa
#

No, what is a sanity check?

#

Do you mean like "Convert to UE4 and try there"?

ashen junco
molten mesa
#

Yeah

ashen junco
#

Yikes

#

It would be better if you start in UE4.27 at least you have something for sanity check, making sure it's not UE5 exclusive errors

molten mesa
#

I appreciate the advice, but to be blunt, that sounds very difficult to maintain. Needing to work in 4.27, then convert to 5.0 and play test a build just sounds like more trouble than it is worth.

Assuming this is not a UE5 engine bug, how would you go about debugging this? I did a find all for "blend space" and all my nodes are hooked up, so I don't think it is a dangling node.

ashen junco
wet patrol
#

Up to now there's a big warning on ue5 saying it's not production ready

#

That's a signal the people new to unreal engine really shouldn't be using it

#

Because they have no basis on if a problem is ue5 or their own

ashen junco
molten mesa
#

Assuming I can read lol

wet patrol
#

Just saying, you can't get mad at someone for recommending best practice given the state of the preview

#

That may all change in a few hours tough

#

Likely to be officially released

molten mesa
#

If I came across as mad, I apologize, that wasn't my intent. It just isn't feasible for us. We hit our 10000th commit on the project recently, having to convert, build, and manually test these would be impossible.

molten mesa
#

I am not an animator though, and just want some help debugging my anim bp. At this point, my plan is to just throw in a log at every location a BS is used, but that will take hours

ashen junco
molten mesa
#

I get that, and while this conversation is one worth having, I don't think it is relevant to my issue.

Yeah, we can assume the issue an Unreal Engine bug, where it is destroying a Blend Space during the packaging process, since I can play in editor and standalone, just not in a built version.

Or we can assume it isn't a UE bug, and if we did that would have advice on how I could go about debugging this?

coral jasper
#

does the fps weapon bundle asset pack on epic store have animations or will i have to manually make animations for each weapon

turbid viper
#

Got another interesting challenge! So I am making a mocap game and I want a prompt to trigger/open when my livelinked/mocapped object enters a box trigger. No clue how I can do this, since livelink works as animation, so its not a character that is "moving"
Taking a character trigger and making it a children of the mocapped object doesn't work. If my mocapped object moves, the child trigger doesn't

rich tree
#

My project is capped at 60 fps. Where is the option to let it just run at max? I can’t find it.

molten mesa
#

Is it the frame rate settings under Engine > General Settings > Framerate?

coral jasper
#

is it possible to take a character mesh from epic store and import it into blender or any tool? in file explorer it only shows ueasset file types. how would i export it

ashen junco
coral jasper
#

so i just right click and export on the mesh ? @ashen junco

coral jasper
#

ok thankyou

coral jasper
#

my sprint animation twitches in the middle every 1 second. what would i have to change in the blendspace to smooth it out

stoic moth
#

Hey all. I'm still really new at stuff so excuse my dumb questions. I have this scene where I want these light beams to slowly move through the room each at slightly different speeds and different positions. What would be the best way to do this? they are not interactable, they just light the room. Also, I am not a coder so avoiding that as much as possible would be nice. Thanks.

viscid crater
#

I have several different animation packs from the marketplace, and each of them have their own UE4_Manequin skeletal mesh in them. How can I combine them so they all point to the same skeleton?

ashen junco
viscid crater
#

Ahhh.... Got it. Thank you. I wasn't thinking about the skeleton being a separate thing from the skeletal mesh. Kinda dumb of me! πŸ˜…

soft crown
#

Looking at the 5.0 sample content, for control rig how are they passing variables around for input on the control rig and making certain bones have controls that visualize in preview?

#

They have nothing in the "Varibles" section yet there are inputs for all their examples

fluid panther
#

Pretty new to rigify in blender so maybe someone has came across this, or maybe I am doing something wrong. I created a simple human skeleton in blender, painted the weights so it deformed the mesh okay, but when I press generate rig it creates a whole new skeleton. Did I do it in the wrong order? Do I need the rig on it before I paint weights? Its blender 2.8.

onyx sigil
#

hello, i have a beginner issue. i have imported one animation with default value, and i would like to reimport (ans set the right import parameters), is there a way to reopen the import window ?

spring karma
#

I'm trying to create a animation blueprint but the creation window opens outside of the screen, any shortcut to pull it down? (UE5)

faint tusk
#

I have a mesh I want to attach to a character via a socket. When I do the mesh is out of scale and attached wrong. How do i fix it?

onyx sigil
faint tusk
#

the mesh being attached is gigantic and not where it should be

#

when dragged into the scene from content browser it looks fine

potent garnet
#

I need to be able to 'toggle' whether or not my skeletal mesh actor uses physics (as in via an animation blueprint) is there a way to do this? it's fine if the pose resets while paused - just need to move it to a new location without the physics going mental

#

or even just a way to reset the pose would work

#

oh...

#

lol

somber urchin
#

ok, this is really frustrating me
after a lot of print strings, I believe this part it not functioning for what ever reason
I intend this to keep ik positions (procedural legs) stationary until they travel far enough (distance to move)
at the end of true, there is a distance check to see if it can set is moving to false at the end of true
but despite (what I think is) everything one the true branch works, the false branch just doesn't work for some reason

#

sorry if its a mess, I usually clean up after I get something that works as intended

drowsy torrent
#

its easy

orchid crow
#

Does anyone know how to export animation with key frame from sequencer?

ashen junco
orchid crow
ashen junco
inner vapor
#

heyo, anyone knows how to make a driven key functionality in control rig? πŸ˜„

ashen junco
inner vapor
#

I'm trying to recreate this rig I did in maya. Each finger joint has separate controller that can be animated, but there is also this general controller that u can use to animate fingers quickly. I have set up these floats in unreal, just not sure how to make the finger driven by the float

#

tried this but the finger is just rotating forever xd

#

i guess i need to find a way to create two poses and blend between them but i can't find a way to do that

grim rain
#

is there no break vector/ rotator node in control rig?

ashen junco
ashen junco
grim rain
inner vapor
ashen junco
inner vapor
ashen junco
grim rain
#

There is no option to expand a rotator and there is no break/ split node

ashen junco
grim rain
jolly oak
#

does anyone have idea

#

how i can grow grass?

#

similar effect like that?

jolly oak
#

I want to make disappearing effect from top of grass

misty dagger
misty dagger
light river
#

That's normal. Next!

misty dagger
#

ahahha

hard fog
#

Why does my animation in unreal only animate from the hip where the one in maya doesnt? See gifs for the difference. Grey is what it should look like and the coloured is what it looks like in unreal. Root Motion is not enabled.

whole blaze
#

your root bone is probably hip bone

#

and it can be your import/export settings

dense gyro
#

what thing need to be set lock rotation on physics

hard fog
hard fog
whole blaze
#

i work in blender

#

maybe you find some similarities

#

its probably the deform bones

#

and i dont change much in unreal import settings

young olive
#

Is animation retargeting in UE5 just malfunctioning? The whole thing just does not seem to work correctly.

#

Is there any sort of automap that i am missing?

whole blaze
#

just dont use retargeting πŸ˜„

young olive
#

The IK match only seems to work if you do a Bone to Bone match, not IK chain match

young olive
toxic totem
#

I'm having some hard time retargeting some root motions animation in UE5

#

I'm using the third person UE4_to_UE5 IK and the result is good except for the root motion which is not copied

#

Anyone knows how to solve this issue?

candid lily
#

I have the exact same issue :/

young olive
#

Just to make sure.. you did right click on 'root' and set as retargeting root, yes?

#

Within the IK rigs i mean

candid lily
#

You mean this?

young olive
#

No, i meant while under the hierarchy of the IK rigs, right click on the bone that is the root (I am using pelvis) and define it as root, and then yes, make sure that the check you have screenshared is checked too

candid lily
#

oh you meant this

young olive
#

Yep, that is all of my guesses πŸ™‚

candid lily
#

so it should be pelvis instead of root?

#

for both IK rigs?

young olive
#

Perhaps, it would vary based on custom things, but i am using pelvis.. One of my rigs is pelvis, but on the target the bone name is tailbonerootbase. But, yes both rigs would need to have the root defined

#

And oddly enough, you may have to leave the target and source chain set to none in the Map, just for the roots you defined. I suggest experimenting

candid lily
#

thanks a lot!!

young olive
#

I hope it works for you, best of luck!

toxic totem
#

Got the actual solution to the problem

#

In the RTG you have to select the Root in the chain mapping and set the Translation Mode in the Details to Globally Scaled

stable reef
#

After I add a char from marketplace. I just deleted his skeleton and replaced with the UE5 skeleton and everything worked fine except his fingers are all twisted. I set everything to Animation Relative and that seemed to fix it, but his idle pose is weird, Animation Scaled everything is fine but the fingers again.

idle belfry
#

Hello, is there any way to animate a single variable in a blueprint using a curve like this?

#

I've been trying to put together something similar using simple blueprint nodes, but I can't help but think I'm going the wrong way about this.

idle belfry
marble pine
#

does anyone know how to get rid of the collision jumping thats on the default ABP_Mann? I can't find it anywhere. On the anim graph or event graph

stable reef
#

figured it out, thanks anyways! lol

candid lily
coarse flare
#

Hey, I have a bone in my skeleton but it's not found in all meshes, editor says: "this bone exists only on the skeleton but not on the current mesh"

ashen junco
coarse flare
#

so the problem is that it works only with one skin/mesh and the rest it's not there!

#

could it be an import issue?

ashen junco
candid lily
ashen junco
#

people should be posting the solutions even though it's self answer. This wouldn't happen if he do such thing.

split mica
#

I saw on one of the UE5 animation talks they were showing a debug view of the skeletal rig in the PIE window. Does anyone know how to enable that?

novel viper
#

Hello. I have a strange problem. When using an random animation sequence node, the blend does not seem to work. No matter what I change about the blend settings, the animations never blend, they always snap. Anyone know why? πŸ€”

somber urchin
#

so I'm trying to better understand what I'm doing wrong, and it just becomes a mess, so this is the simplest way I can describe my problem
I created a new actor gave it a trigger volume and this is all the code it has
why dose this only work when the "Interp speed" is set to 0?
if interp speed is 0 why bother interpolate?

misty dagger
#

hello, i have a question regarding jiggle physics/animation, do you add it inside game engine via physics or bake it on animation keyframes inside blender when exporting? <= gonna be use inside unreal for game.

gaunt onyx
#

any plugin suggestion to do some medieval combats animation?

coral jasper
#

is this worth it or there are any alternatives ?

candid lily
ashen junco
ashen junco
misty dagger
ashen junco
#

combat anims are mainly the matter of playing the montages, something that vanilla BP nodes can do

weary nimbus
#

I'm seeing the most annoying behavior after upgrading to the latest UE5 and I'm wondering if anyone here has figured out a workaround: in any Anim BP if I hover over any pin to see its type, a giant text box appears saying "Not in scope" or "No debug data" instead. I'm not in PIE or anything so it seems odd that it's doing that (maybe a bug?).

#

It's as if it thinks I'm watching every variable

#

Oh wow and now I find a solution: switching the debug object in the AnimBP UI to "None" and then back to the preview actor fixes it.

jade storm
coral jasper
jade storm
#

its not set to grounded

coral jasper
jade storm
#

I have no clue, just an idea of what is the reasoning behind this. I know this, because i had this issue before. You might want to look at some control rig and animation blueprint for control rig.

coral jasper
#

alright thanks'

jade storm
#

actually, look in your animation bp. look at where the IK is used make sure its set to ground.

#

or the IK is not recognizing the grounds physical material.

coral jasper
jade storm
#

wait

#

did you do a retarget correctly?

coral jasper
#

i disconnected these nodes below and it works now

jade storm
#

i told ya

#

its the IK from the control rig xD

coral jasper
#

the animation doesnt look good tho it looks like its sliding how i fix that ? @jade storm

jade storm
#

doing this will not give the foot ik tho.

#

what skel are you using?

#

the thirs person one or mixamo?

coral jasper
#

i retargeted mixamo to the 3rd person one

jade storm
#

You need to do it this way. You need to set up a IKRig for mixamo and a IKRig for the TPskel.

#

then do a IK retargeter from anim to skel.

#

follow that

coral jasper
#

this is the one i just used

#

i followed it exactly

jade storm
#

make sure you set up the target chain correctly.

#

and you set the retarget root to hips?

coral jasper
#

yes i did

#

i followed the vid very slowly to make sure it was accurate

#

the animation after disconnecting the nodes works but

#

arent they important nodes

jade storm
#

the control rig is used for almost everything.

coral jasper
#

so i shouldnt disconnect it right i should just fix it

jade storm
#

hold on

#

did you retarget to this one?

coral jasper
#

nono

#

the silver one

jade storm
#

retarget to this

coral jasper
coral jasper
jade storm
#

oh it is

coral jasper
#

i did it to the new one

jade storm
#

oops im trying to do keyframming myb

coral jasper
#

the one i spawn in with

jade storm
#

you might need to create virtual bones for the footgoals

#

and fullbody iks

coral jasper
#

is there a tutorial for that ?

jade storm
#

these

#

just right click on the specified bone on the mixamo skel, and add virtual bone

#

or try retartgeting them to the basics, foot, legs, etc.

somber urchin
#

is there any tutorial to get animation like this, I've looked everywhere
https://www.youtube.com/watch?v=IoXGyQsj1R4

I wanted to give this type of procedural animation a try, it's been a great learning experience so far. There are still a lot of issues but it's coming along.

No C++, just blueprints. I used these two resources as starting points to wrap my head around the technique:
https://www.weaverdev.io/blog/bonehead-procedural-animation
https://youtu.be/e...

β–Ά Play video
livid ivy
#

Hi all, can someone please explain to me why this arm IK is no longer working in the UE5 release? I'm a bit lost

cedar rain
#

Does anyone know if there is there a new sample control rig for the new mannequin? Or even a 5.0 compatible control rig for the old mannequin?

ashen junco
somber urchin
#

I only get so far with the resources
And control rig doesn't work for my existing project

ashen junco
split marlin
#

My jump animation is starting mid jump. How do i fix this?

radiant wing
#

Hey there. Given the new, thread-safe approach as demonstrated in the Lyra sample: Is there a way to make data from actor components, which are attached to the Pawn Owner of the Animation Blueprint, available in a thread-safe manner without having make a new parent class of "Anim Instance" in C++?

ashen junco
#

That's why

split marlin
ashen junco
warm island
#

when retargetting, my mesh suddenly becomes tiny, what is happening?

#

figured it out, my physics asset was way too blown up

runic fractal
lapis prairie
#

Hi, im looking for more reference images like this, where i could find them expect for google? is there any site with that?

somber urchin
somber urchin
fluid panther
#

arms a bit screwy but heres a try using ref images πŸ˜„ getting there πŸ˜„

simple shuttle
ashen junco
somber urchin
white galleon
#

would anyone know why my control rig is being ignored?

karmic bobcat
#

any idea why im getting none when trying to set a reference for my player character onto my animation blueprint?(i also tried owner instead of getting player character) this is ANIMATION BLUEPRINT

runic rampart
#

Hi, im trying to set up a foot ik system on my character. Everything works fine with the unreal mannequin, but once i use a different mesh, the foot ik will no longer work while using that mesh. The skeletons are the same and every other animation works fine for the model, just not the ik system. Thanks

twin socket
karmic bobcat
twin socket
#

with this that slight rotation that I was getting is gone all together

#

lemme make the video

runic rampart
#

What additioanl context is needed? Ive stated what im trying to do. Ive stated that its works on single mesh. Ive stated that the mesh it isnt working on uses the same skeleton and animation blueprint

runic rampart
#

I mean, i dont see why thats needed for this particular case. The only visual context youd get is a leg clipping through the ground

ashen junco
#

I mean, I need visual context to see what's actually going on, but eh, fine.

#

I don't want to force it.

runic rampart
#

Well im just not sure what i should add visually is all. The Ik system works, just not for a certain mesh

#

I just used a master pose setup in my bp for the time being to get it to work

#

but i was wondering what causes it work on one mesh with the same skeleton as another mesh

ashen junco
#

Would be better to show and tell, but I respect NDAs, so I can't get any further than wild guessing

twin socket
#

IDK how to fix this one any help would be apreciated

Problem:
Character is rotating when rotation on Z is -1 but it snaps back to it's orginal direction which is not wanted.

Ideal Result:
I give input character moves to that location and rotates as it traverses the plane and after reaching the destination doesn't snap back to it's orginal rotation

EDIT: Do mention me so that I can see check this issue I'm kinda stuck on this.

coral jasper
#

how would i make an anim montage in which i can blend 2 animations. i want to make a melee animation while standing but after playing melee montage it snaps back to idle. how can i get it to smoothly transition back to idle

ashen junco
#

Pls do not crosspost

gaunt onyx
midnight jolt
#

in the animation viewer, if you adjust an animations global playrate, is there anywhere in the ui that tells you the new length of the animation in seconds?

keen minnow
#

@muted lion I apologize for the extra tag. However, since I got FACEPALMED 🀦 for replying in server feedback, going to post the extra question I had about your Live Link question here!

Are you just trying to do facial mocap or something with the body as well? Also your goal is using the metaHuman right?

vale sentinel
#

Hi, I have retargeted Quinn_Simple to Metahuman Player character through the new IK retargeting method, but even tho the retargeted animations all look fine on their own, somehow the feet of the character are stuck to the ground while playing I can't figure out the reason. If anyone knows a solution πŸ™ πŸ˜‡

coral jasper
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i used the retargeter in ue5 to retarget ue5 anims and this happened to the fingers

ashen junco
coral jasper
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she is to me

ashen junco
lapis brook
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Dont pay and spray

ashen junco
# lapis brook https://youtu.be/Z0SWHjDIaZA
  • Audio's make my ear bleed. Next time put the mic away a bit further and use compressor (and noise reduction if necessary)
  • Rigify has some bugs with deform bones, and overall PITFA to deal with
  • Auto Rig Pro is more bearable and produce good results
  • Mr Mannequin Tools is okay for making Manny standard anims

But to each their own.

lapis brook
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πŸ˜‹ πŸ‘ thanks fo watching

ashen junco
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smirks in AdBlock

brazen wharf
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anyone had luck passing arrays as argument to controlrig in 5.x?

coral jasper
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how do i make a blend space when speed is not the variable? Like i want my animation to go from idle to aiming smoothly without snapping so how would i make a blend space for that

brazen wharf
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none

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you would set the blend time in the transition settings in the AnimBP

coral jasper
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where can i find the transition settings

mental bone
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Hi all!

What's the smartest way to get the new mannequins including the control rig into a blank project? Do I need to migrate from a secondary third person template project or is there an easier way?

upper fossil
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I’m trying to move on from tutorial type animation blueprints into more production quality ones. Outside of als does anyone have any suggestions of abp I could look at for learning purposes? I watched the paragon animation talk but there are too many pieces of the puzzle missing

wary dove
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brazen wharf
vale sentinel
mental bone
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@vale sentinel that sounds nice, yes πŸ™‚ And then just delete the things that come with it and I don't need. Thanks!

twin socket
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I'm beat have no clue what to do any idea how I fix this issue where my character ends up facing back in the direction where it initially started ?

summer sun
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I am using the goblin mixamo model and I have imported the https://www.mixamo.com/#/?page=1&query=roar ( first one)

How do I insert that into a functional state machine, currently it looks like this but I have no idea how to put in in the event graph ( whenever the animation is called currently, it does the animation and proceeds to slide) , it just slides afterwards

lapis prairie
midnight merlin
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Can get the bone or socket location and set it directly from the anim bp ?

misty dagger
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Is it possible to animate MH's hair with Wind inside UE?

split marlin
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Hey guys, does anyone know how to have 2 different jumping animations? 1 for when player is standing still for example and a other one for when the player is running? And I have another question, how would i make the player jump while crouching? When the player is not crouched jump works fine but when I press space while crouching nothing happends.

brazen wharf
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state machines...

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with different transition animations which lead to your jump state

wary dove
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@lapis prairie
No 1st person, no. That book is the classical walk-cycle book "every" animator got in their shelf.
It gives a solid foundation on making walkcycles for 2d animation..but of course applies 100% to 3d-animation. If you want to animate cycles ,its the book to buy πŸ˜„ Its a jolly good read too.

brazen wharf
split marlin
brazen wharf
twin socket
# split marlin Is there any tutorial on it? Im new to unreal engine

try this Create a 1D Animation Blendspace in that Blendspace have max value of 1 and just drag the Stationary Jump in the Zero and Running Jump in 1 value. Use this as a jumping StateMachine and for the crouch just make a transition from crouch to jump which will do it's transition checks based on the Actor Velocity dont' have to make a sperate stuff for that.

#

A good starting point will be First Game Tutorial on the Unreal Engine Channel which is for UE5. Start that tutorial and it basically covers up basics pretty good. Including very simple Animation Setup.

split marlin
twin socket
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just one blendspace for Jumping then in the state machine in the AnimBP just drag that blendspace and make the transition from crouch to Jump State simple as that

split marlin
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alright thanks i will try that later, also does this work when the jump animation is split up in 3 parts? like start, loop and end, i have jump set up like that now

wintry hearth
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hey, control rig question. Does anyone know how I can set the rotation pin in the offset transform node to be a rotator instead of a quaternion?

split marlin
dire pollen
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Is there way how to batch remove anim modifiers for multiple assets?

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I see there only Add/Apply in right click context menu

ashen junco
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(also FRotator is worse than Quaternion)

wintry hearth
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What do you mean worse?

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When I used the conversion node it didn’t seem to be 1:1 in terms of axis

split marlin
twin socket
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oh wait lemme show you in the project

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Setup to update speed value

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in the event graph

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then plugging that value into the blendspace

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btw i still recommend that you should watch First Game Tutorial
https://www.youtube.com/watch?v=Itd677YZi50

Watch our tech talk β€˜Your First Game in UE5’ from the State of Unreal 2022 livestream.

In this tech talk, we provide a practical in-editor demonstration of how to get started making a game from scratch, highlighting UE5 features along the way. We show how fast you can create a game leveraging new and established features of the engine.

This ...

β–Ά Play video
split marlin
twin socket
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NP have fun

past fulcrum
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Has anyone had any issues with root motion in UE5? I converted my UE4 project to UE5 and when I play my animations with root motion using montages the character just stays in the same position (this was working properly in UE4)

rocky turret
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Is there a way to access socket/bone location in anim notify blueprint?

ashen junco
rocky turret
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ohh! awesome! thank you! @ashen junco πŸ™ˆ

cedar rain
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I was hoping to use control rig in ue5project to modify an existing animation - is there a ue5 compatible rig that works with standard mannequin ( the one on learn tab is 4.26 and doesnt migrate)

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or do you have to build one?

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nvm... the stock release third person template has one!!

split mica
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I'm doing a prototype and ended up using Blender's Rigify for this (which I will not export directly to UE5 in the future), so it adds tons of control bones and stuff. I deleted most of them on this collision setup and I'm left with this:

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When I Simulate, the legs float off into space and I'm not sure why

ashen junco
split mica
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Per bone?

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Right now the constraints are chained from the feet upwards, foot - leg - torso.

ashen junco
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I'm thinking of the former, since you're using Blender

split mica
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Why would it only affect the legs then?

smoky shell
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Epic screwed up with UE5. They privatized bLoop in blendspaceplayer now I cannot set the default and hide the property for my custom node BlobShrug

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Wonder how long we're going to have to deal with nonsense like this

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Why do they prevent inheritance working as intended...

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And they added a non-virtual getter ......

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Meaning there's literally no way whatsoever to disable looping other than expecting the user to do it

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OK what the hell, I also can't hide startposition and playrate because those are now private too

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Getting ridiculous 😐

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Can't even do GET_MEMBER_NAME_STRING_CHECKED because they privatized BlendSpace too ...

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Do they think nobody will ever extend anim nodes? 😐

smoky shell
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Privatizing X/Y and adding GetPosition is the stupidest thing I have witnessed in the history of unreal

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This is the most tone deaf set of changes ever

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My custom nodes can't use X/Y anymore and it can't hide X/Y either so users will naturally try to bind to them (as they should...)

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Gotta rebuild their anim nodes into my plugin now (edit: did it)

split marlin
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The capsule component wont move with my animation, i tried root motion but that doesnt work, anyone know how to fix this?

high dune
strange nebula
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@smoky shell maybe you should take a moment to try and understand why they would make a change like this rather than coming in here to bitch and moan about something ultimately very inconsequential.

sonic roost
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Anyone know how to determine the facing direction of a root motion animation?

cobalt sable
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Hello folks, I have a simple question. Do you know what this symbol means within AnimInstance (State machine)? It is showing whenever I do an certain action. Thank you.

smoky shell
mental flicker
# coral jasper i used the retargeter in ue5 to retarget ue5 anims and this happened to the fing...

Check the rig and make sure the meta finger bones for the UE5 one are set for the meta bones and not the regular bones (as in metaMiddle_Finger is set to metaMiddle_Finger and not set to Middle_Finger) also the meta bones are called something else I just calle dthem meta for short, the UE5 models have more bones. So what's happening is if you do the "auto-setup" thing, it has a bone trying to move backwards (I think).