#animation

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coral jasper
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I managed to fix it by setting the twist and metacarpals to none

mental flicker
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For the life of me I can't get setting a metahuman as a third person character to work

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I have the IK bones set

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I wish Metahuman released instructions on how to rig for UE5 like they did for four

ashen junco
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Something new to UE5? Can't say I ever seen that before

smoky shell
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GlobalSpace in the context of control rig, would this be the same as component space in the context of anim nodes?

ashen junco
smoky shell
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Thanks, that makes life a bit simpler ๐Ÿ˜„

cobalt sable
ashen junco
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Heh, haven't dive deep into UE5's anim BP, but that's cool

tawny adder
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Hi, I wanted to try creating some fully procedural character animations, and watched some tutorials on control rig, and one on Full Body IK with a dragon, but I didn't get the feeling that a setup like that would work for a human character if I just extended with more controls. The way it was set up using multiple different control rigs was also a bit confusing. I'm not sure if I should use animation layers, and do the upper/lower body separately? What would be a good way to set up the control rig(s)?

smoky shell
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You're referring to the one on reddit aren't you

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It's a mix of control rig techniques (inverse kinematics, rotation distribution, Verlet integration, spring interpolation, aim math, etc) with physics applied on top. The IK is primarily CCDIK and not FABRIK, although I was using the UE5 FBIK before but I wanted more control so I made a custom setup. The dynamic motion comes from the interplay between different controls, where the location of one bone may drive the transform of a certain effector and so on. No pose assets or pre made animations are used.

tawny adder
smoky shell
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Ahh

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Did you want something like this then? https://www.youtube.com/watch?v=4Vum2BW9p6A

https://www.patreon.com/UE4tuts
Control Rig allows you to create custom controls on your imported skeletal mesh in which you can generate new, or modify existing animations within the Unreal Editor.
In this video i'm using Control Rig to Procedurally Aim/Look At the Character to the specific object.This is the Part1 in which we setup control rig...

โ–ถ Play video
jade storm
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this is basic with the ik plugin

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it comes with the look solver

smoky shell
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This is probably beyond the scope of this channel but there really isn't anywhere else so here goes. Trying to convert a ControlRig node to an AnimGraphNode. I'm having a problem with space conversions; something somewhere is incorrect.

// Bone transform in component space
FTransform Result = Output.Pose.GetComponentSpaceTransform(FCompactPoseBoneIndex(BoneIndex));

// BoneSpace should be the space that control rig bones operate in? Convert ComponentSpace Bone transform to BoneSpace
constexpr EBoneControlSpace BoneSpace = BCS_BoneSpace;
FAnimationRuntime::ConvertCSTransformToBoneSpace(MeshTM, Output.Pose, Result, BoneIndex, BoneSpace);

// This should be the equivalent space that a control rig operates in (root bone component space)?
FTransform Space = Output.Pose.GetComponentSpaceTransform(FCompactPoseBoneIndex(RootBoneIndex));

// AimTarget is passed to the node via pin
// MeshTM is in world space, so is AimTarget
// Use it to convert AimTarget to ComponentSpace
AimTarget = AimTarget - MeshTM.GetLocation();

// --- This is where the same logic ControlRig executes occurs ---

// Convert back to component space
FAnimationRuntime::ConvertBoneSpaceTransformToCS(MeshTM, Output.Pose, Result, BoneIndex, BoneSpace);

// Apply the result - and it's wrong (compared to same setup in controlrig)
OutBoneTransforms.Add(FBoneTransform(BoneIndex, Result));
Output.Pose.LocalBlendCSBoneTransforms(OutBoneTransforms, 1.f);
OutBoneTransforms.Reset();
jade storm
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the gurus are there.

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lol

smoky shell
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My chances are just as low anywhere lol, I haven't seen much animation stuff there ๐Ÿ˜ฆ

jade storm
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is that a new base for move it?

smoky shell
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Nah trying to convert this node so I can use it to keep gun aimed at crosshair without requiring the use of control rig

jade storm
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ohhh

smoky shell
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Finally got rid of control rig in v3 don't want to add it back ๐Ÿคฃ

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Really need access to UDN for help on stuff like this but oh well

jade storm
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trying to do this is hard work

tawny adder
smoky shell
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Epic really didn't comment their control rig code ๐Ÿ˜ข

jade storm
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there is not documentation on it either, a few pages that pile the basics, and nothing complex.

ashen junco
smoky shell
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I've always known

jade storm
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did you look in lyra and see it it uses the aim node?

smoky shell
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I didn't, it wont help me much, epic have no problem using control rig but I do

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My whole issue is making an anim graph node that behaves the same as the aim node in control rig

jade storm
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i feel ya, i spent 2 weeks keyframing animations for them to be able to be prodecural all together with out a control rig crash ๐Ÿ˜ฆ

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well when i get to my anim graph ill see what i can do

smoky shell
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That's not why, it's because every skeleton (even if identical other than proportions) needs a unique control rig and every unique control rig needs a unique anim graph

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Works OK if you only ever have one character I guess

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And every control rig must be uniquely constructed

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Way too much work for games with lots of characters

jade storm
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but if the rig hierarchy is the same, it should work all together, no?

smoky shell
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No

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The proportions matter a lot

ashen junco
jade storm
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fortnite said they use one control rig for there animations on all the characters in a dev stream i watched

ashen junco
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I experimented with it, and I've been able to get 58 characters + few outfits with different skeleton controllable with the same control rig

smoky shell
jade storm
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thats how the animations for everysingle emote works on every character

smoky shell
jade storm
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Ah

smoky shell
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They're basically retargeting in realtime

ashen junco
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Just a single Copy Pose From Mesh and that's it

smoky shell
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Any skeleton with different proportions needs it's own control rig, can't just use a control rig made for mannequin even if your character has same hierarchy and bone orientation

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The control rig will modify their pose otherwise

ashen junco
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Fortunately for my project it's mostly just the matter of scaling down the proxy skelmesh lol

smoky shell
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I'm making a plugin not a game so I can't use any hacky workarounds

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For whatever reason this TargetSpace being set to None doesn't result in any transform I can make sense of (and isn't FTransform::Identity)

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Seems closer to FTransform::Identity but with some rotation mixed in

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It isn't the root's transform, or the bone's, or the meshes, or .. anything actually

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But it's definitely something

smoky shell
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Just looked at UE5's IK rig stuff, it's pretty neat actually

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I don't think it's wrong to expect people to have unique anim BPs if their skeletons are too unique to use IK rig, so I'll just give up and use control rig

sullen zephyr
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Sorry for the random question but is there a way to create some type of animation based off of morphtargets? I am trying to work with live link and am trying to setup facial deformations using 52 blend shape morphtarget. I saw how they created the animation control with the kite demo but am unsure how to re-create the needed animation that has all the curve values so I can map each curve with the needed animation value.

tawny adder
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I just set up a very simple control rig + anim blueprint that just let me set controls from a blueprint, but this doesn't look right

karmic bobcat
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is this the right way to calculate direction? im getting conflicting directions(moving forward and backward ) where they keep jumping between negative and positive values (thus making my blendspace all messed up

faint tusk
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anyone knows why attaching mesh to a socket enlarges the mesh?

lone frost
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I'm so confused. I have a very simple idle to walking blendspace set up that SHOULD work, but it isn't. When I print the speed variable, it's good. 0-100 when I start to walk. When I manually set the speed in my blendspace to 100, the walking animation plays fine. But when I plug in the variable to the blend space, it doesn't work. Wtf is happening ๐Ÿ˜ฉ

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It used to work, but now it doesn't anymore

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Lol, I just created a new anim bp and now it works. Whut ๐Ÿ’

lofty prairie
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Hey everyone, I'm making an fps game and when I aim down sights my character sways a lot because of the idle ironsights animation, how can I turn this off?

errant forge
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Hi!
Does skeletal FBX export and does UE4 import bone constraints? Like this piston here?
https://www.youtube.com/watch?v=sPiVoH4Z5uI&t=370s

In this episode, learn with Chunck how to take a robotic mesh and develop a robust rig using Inverse Kinematics and Constraints!

Make sure to vote in our next poll: https://www.youtube.com/post/Ugy4GJciDO1DVSVOAOJ4AaABCQ

Access to the working file in this video is available free on the CG Cookie site for all logged-in members: https://cgcookie...

โ–ถ Play video
obsidian trench
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Or create a pose and use a simple Boolean on your anim blend space that if youโ€™re aiming down sights to enter pose instead of using the animation that has a sway

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As a cheap workaround

ashen junco
errant forge
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OH,

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understood.
Thanks @ashen junco

sacred condor
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Hi,
I have the following problem and hope that someone here can help me. I have retargeted the ThirdPersonCharacter (Manny) to my Metahuman and the following problem always happens:
The legs of the metahuman do not move and just slide across the ground.

I hope someone can help me with this.

sacred condor
sacred condor
lofty prairie
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@sacred condor I'm not too sure, maybe test the code with print string?

worthy surge
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Are object constraints imported through FBX as well?

obsidian trench
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AFAIK You canโ€™t bake IK constraints onto an fbx directly . Thatโ€™s part of the ik system itself

sacred condor
worthy surge
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how do I assign vertex groups to a bone in blender so it works when imported?

ashen junco
worthy surge
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probably, I dunno

ashen junco
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FWIW that should not be of your concern, so long as you parented the mesh to the rig, or have Armature modifier assigned to the rig

worthy surge
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I have some vertex groups in one object and I don't know how to assign them to several bones

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huh, several modifiers worked

azure roost
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Hey there, is there a way to replace animated meshes imported through FBX with other meshes?
Lets say I create a particle system in 3ds max and export that as FBX with simple boxes, could I then somehow replace those in Unreal with nanite meshes?

cyan bridge
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Hey hey, I have a male and female character on the same skeleton and a control rig set up for the female. I want to use it to adjust the animations for my male character as well. However the male has a different bound pose, does anyone know how I can set up the rig to use the bound pose when I am previewing the male character?

worthy surge
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why does my animation shrink the model when it's played?

worthy surge
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Are skeleton transforms bugged or something? I think they're the issue

cyan bridge
worthy surge
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nvm I think I solved it, if I export FBX in 0.01 scale it works fine

jade storm
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wow this was easier than i thought to make ๐Ÿ˜ฎ

idle falcon
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Hello everyone! I made this in blender and I want to use it as a game asset in unreal. The problem is that I want the window things and the doors to slide open and I want the wheels to turn. I only imported objects that dont move before. Do I need to make a rig or smth like that? Do I have to animate it in blender? do I need to put the moving parts in a different file?

jade storm
# idle falcon Hello everyone! I made this in blender and I want to use it as a game asset in u...

you need to set up bones to do this. https://www.youtube.com/watch?v=RZHUxcBIibE

Rigging a train with a single armature in Blender.

This train was modeled, textured and rigged by trainboi1 of Blendswap.com. All credit goes to him as the original creator. I've simply used his hard work and effort to show some rigging tips and tricks.

Download the original at : http://www.blendswap.com/blends/view/82659

โ–ถ Play video
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try looking at this?

idle falcon
unkempt cradle
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Hey guys! How do I make smoother animations? I have animations for stopping(from walking), start walking, different degree turning in place, standing to crouch animations, etc. I already blended the animations while in the stances, How do i implement the smooth transitions?

random owl
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im curious if someone may have some insight on this.

right now im trying to decide between learning blender or learning unreal, ideally ill learn both as time goes but right now i think maybe it might be best to get comfortable in one before the other.

for my purposes im intending to crudely (at first) animate some conversations between me and a friend. im not intending to do animated mouth movements or anything very complicated honestly maybe just a few joint movements here and there>

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in typing this it occurs to me i could relatively simply just do this as stop motion with a simple photo editor and Dav.res.

I want though to get better at this over time. I guess what I'm asking is which do yall recommend for my first program to learn.

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and why

jade storm
random owl
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ok thats good to know. control rigs seem very expensive tbh are there cheap rigs or alternatives to look into

jade storm
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every animation in fortnite uses control rigs.

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still 240+ fps on a decent pc.

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you can bake your animations with a control rig as well

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for a anim sequence if you dont want to use the control rig.

odd summit
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Does anyone know how the IK bones on the default Mannequin are added in Maya? I'm trying to add the IK bones to my mesh and am having a few issues...

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I've added them to the bind pose and not skin cluster, had issues... Added them to bind pose and skin cluster and had more issues

ashen junco
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If you think it's expensive, then something else unrelated could hurt your perf

karmic bobcat
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workflow question because this is driving me nuts, is there a way to tell u4 to open aniamtions or blendspaces as a new tab instead of replacing the ones i have currently open? is such a challenge to be able to do blendspaces or what not because it keeps closing what i have open to open the new animation

random owl
ashen junco
rose flower
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Is there a way to set up a video clip or images as a reference to use when animating?

strange nebula
merry loom
ashen junco
coral jasper
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i have these effects from the game store. how do i make them spawn ontop of a mesh on the ground like an ammo pickup

mental bone
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Would you say a decent humanoid control rig in Unreal engine can replace third party applications like Maya/Blender to deal with your day to day animation needs?

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Or is there anything missing in Unreal where you would say: "Yeah for this you definitely need to use Blender still"

coral jasper
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anyone know where i can get a free 3d vest mesh

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or an armor mesh

grizzled mauve
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How do i apply animations to modular meshes

jade storm
mental bone
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I understand that control rig is very powerful. Probably even more flexible than a blender rig (that's meant for Unreal).
But I am also wondering about the animation tools itself. Animation layers, flipping poses and such. Is that up to par inside unreal?

jade storm
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Yeah its all simple and easy to use once you learn how to use it, because the documentation is limited.

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the only way for you to find if the control rig is better than blendr and maya, is to try it out for yourself.

nova glacier
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I'd love to get it into unreal but im a bit clueless how to achieve such a thing!

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when i import it there are tons of errors and crazy inconsistent scaling

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i guess its a question of going through error by error and fixing everything

wooden pawn
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Is Control Rig fully replicated in 4.27?

rose flower
misty dagger
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Question
Coming from After Effects I'm used to adding Noise to an motion path, to make it somewhat more organic. Is there something equal in Unreal Sequencer?

grizzled mauve
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hi, im making a modular character using skeletal meshes, however whenever i set the master pose component it doesn't play the animations, it just stays in the first frame of the idle, any help is appreciated

merry loom
split marlin
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My jump animation goes higher than my player capsule, i tried root motion but that does not work, anyone know a other solution?

jade storm
wooden pawn
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Control Rig is replicated to some extent, as we are seeing it work on both client/server as expected.

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I was simply asking if it is fully/partially replicated, as the documentation doesn't cover replication at all.

jade storm
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Now there is the million dollar question.

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i assume it is judging by a video i watched about fortnite using a control rig for basic animations.

wooden pawn
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I watched that as well, but on their Twitter they mention a lot of custom code for CR in Fortnite ๐Ÿ˜…

jade storm
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only way to find out is to compile a small demo and see what happens

wooden pawn
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Eh, I'll come back and share our engineers' findings if nothing else pops up in the meantime.

jade storm
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please do so! I have been here for days learning about this control rig, i hope it all works out. but mainly i wanted to use it just for ik solver for sockets on guns with procedural animations.

strange nebula
jade storm
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control rigs need a node to disable stretch, and not only be in the basic ik.

brazen wharf
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does anyone know something about the functions you can run when an animation node becomes active?

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in that scenario i want to calculate the offset between two bones to update the static hip offset value correct (with the changes that the controlrig made before)

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so the question is, can i access the rig in the function somehow, with the previous bone transforms applied?

merry loom
jade storm
merry loom
jade storm
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Wow this is the most basic controlrig to ever be made. as long as you create your spaces, and controls under the same parented roots, you can control each control with out even creating a transform for it! amazing.

brazen wharf
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it's problematic as i can't update the offset each frame, and only with a certain pose

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so i have to load reference pose and set a bool so that the controlrig knows it can update, then wait for the next frame to set back to the pose before and set the updateBool to false

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this however annoys me as the whole character changes pose for a frame

jade storm
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i know it sounds crazy but i am using my control rig as poses and with a blend pose i am using a enum to get the correct pose from each control rig.

brazen wharf
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and my pose override does actually eliminate all changes which i made to the rig before, so my plan doesn't even work out xD

old wolf
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Downloaded a character with moving hair and clothes but they go crazy when moving her in the level. Character movement set to only 200. Anyway to tame this?

Also seems unrelated but there seems to be quite a bit of blur on her arms and legs when moving, even with a post process motion blur set to 0,

brazen wharf
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check if "per bone motion blur" is enabled on the skeletal mesh component in the character BP

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and check if motion blur is enabled in the project settings

jade storm
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right now all trial and error and figure out yourself

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lol

brazen wharf
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the animation system is probably the most complex part of unreal

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but that's due to the nature and flexibility of it

jade storm
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the problem i am facing right now, i am having a locking of the root bones with ik ๐Ÿ˜ฆ

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if i used a sequence not made with that control rig, it will lock the hands arms and everything to a default place, but if it is created with that rig, it wont lock.

old wolf
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@brazen wharf Cheers! looks much better this the blur turned off. Kind of a strange one to have on by default but ok. Also noticed the cloth actor / blend weight settings which solves the l'oreal hair issue ๐Ÿ‘

jade storm
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does anyone know how to fix this problem with additive animations?

golden lichen
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Can anyone help me with cloth/soft body dynamics or any tutorials maybe, i want my tubes to retain the volume but still be affected by gravity and physics asset. Maybe some physics constraints or however its bets to approach this.

jade storm
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looks like a problem with the physics asset

golden lichen
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its not the collision thats the problem its retaining the volume of the mesh i know the physics asset is not perfect

jade storm
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ohhh i see, maybe 100% not sure but it seems like it is not weight blended properly?

inland sedge
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Hello everyone, I have this stupid question about basic animation..
Am I missing something, or did I do something wrong?

Blueprint Runtime Error: "Accessed None trying to read property CallFunc_TryGetPawnOwner_ReturnValue". Node: Set Speed Graph: EventGraph Function: Execute Ubergraph Pig Anim BP Blueprint: Pig_Anim_BP
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_TryGetPawnOwner_ReturnValue". Node: Set Direction Graph: EventGraph Function: Execute Ubergraph Pig Anim BP Blueprint: Pig_Anim_BP

ashen junco
unkempt cradle
rose flower
split marlin
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Can anyone tell me why this doesn't work?

wooden pawn
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Missing the character SKMesh on the Target input of the AnimMontage?

split mica
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I'm having trouble getting a turning animation on this. This Blendspace is for Idle-walk-run transitions, and I put my turning animations at the sides. Do I need to make a separate BS just for turning?

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And if so, how can I get the rotation rate to feed in?

split marlin
split mica
wooden pawn
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Also, max walk speed is a constant.

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So your boolean check should fail each time, unless you manually dynamically change max speed

split mica
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Yeah you need the current movement speed if you're trying to get different anims to play at different speeds

wooden pawn
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this is how you get the player speed

wooden pawn
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Or use Last Updated Velocity from the character movement component

wooden pawn
split marlin
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This worked, thanks both ๐Ÿ™‚

split mica
whole leaf
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Hi there. I just upgraded my project to UE5 and I'm experiencing some issues with root motion.
I had a lot of animations with root motion for my player character (like "dashing" anims for example), working as intended in UE4. Now they don't work anymore, animations play "in place" instead.
Anyone else experiencing this issue or have some thoughts on what could be causing this?

split marlin
split mica
jade storm
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just had to use root motion for regular anim senq's to work with control rig.

split marlin
jade storm
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to get past all of this, how do i use a animation sequence in a control rig as a reference pose?

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or use a pose asset.

upbeat axle
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Is it possible to create a skeleton in UE directly now or does control rig only work with imported skeletons from other 3d software?

ashen junco
ashen junco
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Neither UE4 nor UE5 can make skeletal mesh from scratch to begin with anyway.
Control Rig is basically making controls for your skeletal mesh asset (or rather the skeleton), NOT making skeletal meshes from scratch.

upbeat axle
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Got it, thanks! I was hoping that it was also possible to create a skeleton from zero, but alas :). Maybe in UE6

jade storm
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i mean you can create bones

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but its not the same.

ashen junco
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virtual bones.
And not weighting on the mesh

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and tbh VBs are clunky to work with

jade storm
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just a future refence for anyone browsing this. Yes you can create pose assets from a control rig just use the distribute rotation node.

tribal acorn
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does anyone know how ik solvers work in ue5

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trying to move a hand that looks off in the transferred animation before exporting baked anims

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like in other words, moving around my ik goal doesnt change anything about the animation

jade storm
split marlin
split marlin
split marlin
# ashen junco Yes.

but then how would i play the animation? and lets say i do it in state machine, how would i recreate this:

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and how would i use animations in blendspace

merry loom
merry loom
merry loom
grizzled mauve
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whats usually the problem when a base meshes anim bp works but not on the modular meshes tied to the base mesh?

hidden vector
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welp im blind

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nvm

ashen junco
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It doesn't matter if the bone named root is not actually the root bone

hidden vector
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yeah it turns out I don't enable it in my montage

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just my animation itself

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๐Ÿ˜‚

light river
# hidden vector just my animation itself

I spent a day trying to figure out why my original hitpoints were sitting on top of my regular hit points so I couldn't read them. Turns out every character was spawning a UI widget. So we all do it.

hidden vector
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๐Ÿ˜‚ gotta love it when you look past the simple solution

light river
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My favorite is running a montage in the default slot and not the one you need.

smoky shell
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So what is this? I see no docs ๐Ÿ˜„

merry loom
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Seems to be a graph organization thing. Creates a Reference to an existing state

ashen junco
smoky shell
# ashen junco What's the difference with cached pose?

Presumably it will just go to the state you tell it, doesn't need to cache anything, saves having tons of overlapping/messy transition arrows (but IMO this is a user-design flaw to begin with, my graphs have been very neat and tidy since the old days)

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Just gotta nest the states

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@ashen junco if it's like what I'm imagining based on what @merry loom said, then the left is the old way pre-alias, and the right is with alias

merry loom
merry loom
outer pendant
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Hey, is there a simple way to make bones move independently of their parents in an animbp?

For instance: I want to play one animation on the spine down to the lower body, and a separate one on the arms starting from clavicles. HOWEVER, I also want the arms not to inherit the motion from the spine at all, and instead to inherit the correct motion from their original animation.

nova glacier
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does anyone have any tutorial recommendations for procedural animation (4 leg walking with direction) in unreal? i can only find plugins sales videos ๐Ÿ˜‘

coral jasper
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Where can I find the retarget manager from ue4 in ue5

merry loom
coral jasper
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ok

merry loom
# nova glacier does anyone have any tutorial recommendations for procedural animation (4 leg wa...

https://youtu.be/Z8eqaFG7lZQ maybe this one helps?

The Full Body Inverse Kinematic (FBIK) feature in Unreal Engine 5 allows you to construct IK in Control Rig with a high degree of control and flexibility. In this feature video, we show you how to create a 100% procedural animated character with a highly modular setup.

โ–ถ Play video
versed monolith
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Whenever I plug in a basic IK into my control rig this immediately happens. I'm not seeing this behaviour in tutorial videos so I'm not sure how to go about correcting it. Does anybody know of any usual culprits that causes this to happen?

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I'm on version 4.26.2

jade storm
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example

versed monolith
# jade storm i do not think it works this way. first you have to define the spaces, then add ...

Thank you, I am still in the process of learning and I'll have a look at your screenshots. But the specific problem I have now is that as soon as I create a basic IK node, I get these limbs stretching to some arbitrary (seemingly) location. At 3:36 in this video, the leg contorts a little because everything isn't set up correctly yet - but it is close. Because mine is controrting so dramatically, I am concerned I am starting off on the wrong foot. This is what I am hoping to get some guidance on.

https://www.youtube.com/watch?v=y2WzNvJZk0E&t=404s

Until recently, creating character motion was the domain of expensive third party DCC apps. With the release of 4.26, Unreal Engine introduces further refinements to Control Rig: our suite of in editor rigging and animation tools. Whether you are authoring traditional style animation assets via keyframes or driving characters procedurally at run...

โ–ถ Play video
jade storm
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thats a better video

versed monolith
# jade storm thats a better video

Thank you, I will follow along with this. I have just skimmed to when he plugs in the Basic IK node, and although there are a couple of extra nodes (setting transform of effector bone to control), the initial erros still don't appear to be as dramatic as they are with my setup - so I'm still a bit nervous I'm, starting on teh wrong foot

dark root
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hey so i was wondering
is there anyway to animate 2d eyes?

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by making a bone connected to the materials (like in blender)

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and then moving the UV around

ashen junco
spring spear
#

Yo ! I'm trying to pose this asset in my level without having to go through the process of rigging and all. I've got this hierarchy which lets me manipulate the elements in the asset inspector, but I can't find a way to do the same thing directly in my level viewport. Is that possible ?

spring spear
#

But will the control rig allow me to manipulate without animating ?

ashen junco
#

No.

spring spear
#

Heh. Alright, if that's my only option I'll dig into that, thanks !

jade storm
dark root
#

i wanna have a working keyframe in my animation timeline of eye movement, anything

spring spear
# dark root i wanna have a working keyframe in my animation timeline of eye movement, anythi...

https://www.youtube.com/watch?v=pvLG4rmkB8A
check out the first comment on this video, might help

Before you dislike the video, No, this is not suppose to be a full tutorial. This should give you the groundwork and logic behind our method so that you can recreate this yourself. Feel free to ask questions below and I will try to help where I can! :)

We had a bunch of people asking on Twitter on how we get our 2D eyes to work in UE4, so here...

โ–ถ Play video
#

also the video itself, but it's heavily edited

dark root
#

thx

#

i am doing an animated short film in UE5 and blender with OCs sooo this could help

spring spear
#

Have fun with that ๐Ÿ™‚

ashen junco
# dark root could you show me or link or video?

Until recently, creating character motion was the domain of expensive third party DCC apps. With the release of 4.26, Unreal Engine introduces further refinements to Control Rig: our suite of in editor rigging and animation tools. Whether you are authoring traditional style animation assets via keyframes or driving characters procedurally at run...

โ–ถ Play video
dark root
#

oh i know about control rig

ashen junco
#

There is a section where you can manipulate materials with CR

dark root
#

ive made the IK rigs for my chars and- oh?

#

heres the thing, ive got the UV bone movement working and all

#

but when imported into blender

ashen junco
#

Yes, you can manipulate scalar parameters in material with CR (through skeleton)

#

That's what I did with my Idolmaster anime machinima project, where the eyes are panned 2D texture and not extended meshes

dark root
#

ah okay, also sorry, its just im tryna get my trailer done for may 4th

ashen junco
#

I'll show the project in question when I go back from dinner, but the gist of it is to add a "curve" value in the skeleton, with the name matching the scalar parameter in the eye material. Then you control said value in Control Rig

crude fjord
#

hey, helping a guy over on reddit with something, but the animation don't seem to work when played in the anim blueprint. Any advice?

ashen junco
# dark root ah okay, also sorry, its just im tryna get my trailer done for may 4th

For reference, the machinima project I'm talking about. The model has the eye as a texture, and the mesh is not extended for rotation, so the only way is to shift the texture. (In my original game project, this is not the case - the eyes are controlled by bones)

In the eye material, I have a function to shift the texture. Mine is a little more complex to account for slight imbalance with anime eyes (and I don't want to make separate material for the other side), but the gist of it is to append both scalar parameters to shift X and shift Y into Vector2, and then add it with TexCoord to shift your eye texture.

Then in the skeleton, in the Anim Curves panel, add new "curves", with the name being the exact same with the scalar parameter in the material, and toggle the material influence just beside the curve name. This will influence the material parameter of that name.

In Control Rig, what I did is then use a Vector2D control (or other kind of control you desire - I found Vec2D is way easier to setup than going through converting rotation into float vars) to manipulate the curve that influenced the material parameter. For convenience, I divided the current and maximum value to scale it to -1.0 to 1.0.

Of course you can improvise from this, and tbf I improvised this from the official Unreal Engine tutorial I linked above before. This works like a charm to me, and you can definitely expose it to animBP if you want to for gameplay animations.

dark root
#

thanks

#

ill try and figure something out

#

i love this community btw, more than source 2/s&box

ashen junco
#

Also I think you can skip the Control Rig phase and just control the anim curves directly in anim graph, though I don't remember the exact node

dark root
#

eh its cool

mental bone
#

When authoring animations in a LS (and control rig), what is the difference between baking animation sequence and creating a linked animation sequence?

ashen junco
# dark root eh its cool

Also, if you're moving the texture with bones in Blender, and marked as deform when exporting it to UE4, you can use the same bone in Control Rig/AnimBP to do the same thing in UE4, as weightless bones won't get lost in export/import.

versed monolith
#

Does anybody know how to orient the rotation of the bones correctly so they match the orientation of the tutorial mesh that comes with Unreal (right)? I'm playing around with control rig which works perfectly wit hteh tutorial rig (as expected) but I am having problems with my mesh and I think it is down to bone orientation.

#

From my research it seems like this is not done in blender. I thought about rotating the bones to the armature before pairing but the transforms need to be applied anyway so it would just re-orient everything back to default values.

ashen junco
versed monolith
#

Although come to think of it, I haven't tried after correcting my unit scale - I'l ltry on a corrected one

versed monolith
ashen junco
versed monolith
#

Thanks for steering me right!

open grail
#

pardon crossposting shifting here

what would be a good way to play turn in place animations on npcs (idle to walk blendspaces).

It is easy for player using the yaw input but cannot figure this one out (anything to prevent the AI sliding while turing works)

jade storm
#

anyway to hide shapes in runtime?

#

i wanna see what this looks like

#

but i got my arrows in the way

summer cairn
jade storm
#

@summer cairn go to frame zero

#

click on the root of the object inside the skeleton

#

drag him up or use location in details, press key and save. You can click the record button and save the animation with out the key frame to rerecord it. or you can go in blender and fix the positioning of the animation.

ashen junco
jade storm
#

thanks

#

wow that was annoying lol

summer cairn
#

still not playing the animation

jade storm
#

Oh i was fixing the root issue

#

your skels dont align which will cause the anim not to play.

summer cairn
#

mhm

open grail
summer cairn
merry loom
jade storm
jade storm
jade storm
summer cairn
jade storm
#

import just like that

#

should generate the skeleton for that animation

summer cairn
#

but if i preview the animation still broken

jade storm
#

I have no idea how to fix that issue with out seeing what it looks like in blendr.

summer cairn
#

I'm not using blender

jade storm
#

never said you where, but you might need to learn how to use it.

summer cairn
#

okay this rig is fucked...

jade storm
#

LOL

#

now you see why the animation is importing like that xD

grizzled mauve
#

Is it common for set master pose to take a while to compile?

dark root
#

so, ive done the mask and UV stuff for my char's eyes

#

however its still not working

ashen junco
dark root
#

wait so the default values should be 1?

ashen junco
#

It should be 0 by default, and it should be looking at the centre already

dark root
#

another option to do, morph keys of uv eyes moving in blender

#

not the mesh of the eyes, but the uv materials of the eyes moving

ashen junco
dark root
#

hmm good point

#

again sorry, i just wanna get a trailer out for this project

#

specially for may 4th

#

and 45th anniversary

#

of SW

subtle lava
#

Any idea why Target frame rate is grayed out for animation asset?

jade storm
#

So after posing my arms i clicked record and my control rig defaulted to an a pose,. now when i try to load the take in the sequencer it wont load?

#

any ideas

ashen junco
#

I think it happened on me with some blender anims with framerate anything but 30. Haven't found a way to consistently replicate it yet

clever iris
#

Hello, I currently have idle and jogging animations through animation blueprints, and I have hit reaction animations through the actors blueprint using the any damage event. however after the taking damage animation, they remain as idle and dont do the jogging anymore. any suggestions on how to make them go back to using the idle/jogging logic in the animation blueprint would be appreciated, thank you!

ashen junco
clever iris
#

i think physical animation? first time using UE sorry lol

clever iris
ashen junco
clever iris
clever iris
#

is anyone able to explain a bit more what they mentioned above? I have created the animation montage, but im not sure how to "make the animBP aware of the slot that the montage used"

#

currently my animBP just has two states: idle and jogging, it goes from one to the other based on speed which is set in the event graph, I assume I can just add another state "attacked" and use a new variable to move between all 3 states, but how do I set the variable up when the "anyDamage" event is within the actors bp?

frosty sonnet
#

Would it seem reasonable to use a second larger capsule to use to activate Physical Animation OnOverlap?

clever iris
#

ah ok. I guess ill have to look into interfaces then lol. im not sure what you mean about the second larger capsule?

frosty sonnet
#

@clever iris The original capsule, would be the regular collision capsule. Because I donโ€™t want physical animation on all the time, only when colliding with a wall or player, I would maybe want a second capsule, to simply activate Physical Animation when overlapping with the environment or other players?

clever iris
#

right, so right now its setup to do the animation based on a collision capsule that is right in front of it. but the problem is once it does that animation, it no longer does the running/idle animations

clever iris
languid slate
#

Control rig works fine in unreal 4, went to bake my mocap animation in unreal 5 and it does this

unkempt sorrel
#

Hello

#

So ive been retargeting my sword fight to the ue4 mannequin

#

ue5

#

sorry

#

Got it all "working"

#

problem is when I actually do the retarget I cant lock root motion anymore

#

my guy does the motion of root motion but I cant actually turn it on and or lock him in place

#

The red root bone bar switches from the root/pelvis that was proper to little orb location at the base middle

#

I read all the docs and tried multiple different chain setups

#

different root bone placement

#

everything else breaks it

#

it seems be perfect minus dropping the ability to use root motion which breaks it entireely

#

Im at a loss as I cant find anything and im thinking its an engine bug

#

please help. @ me if you have an answer or DM me

unkempt sorrel
#

ANynody know

#

savve me

split mica
split mica
#

It was blender's Add Leaf Bones on FBX export apparently screwing it up...

fathom fulcrum
#

dumb question: trying to uses UE5 Manny skeleton in my upload to mixamo, it either fails or the animation i end up downloading has this weird tilt and lock to hip bones. what am i doing wrong?

split mica
#

Update: this is happening lol. For some reason it's flickering, but beyond that how can I get it to stop twitching once it flops onto the ground? https://imgur.com/PMEw8pS

split mica
#

I switched to Hull physics instead of Capsules and that worked pretty well actually

weary ibex
#

Basic animation question #1 How do BlendTimes work? I am trying to learn animation playing around with the content examples. I modified BasicAnimation example 1.2 so that the character number updates every tick in the anim graph but the animation just snaps between the two variants no matter what I set as the blendtime. Thanks!

#

Basic animation question #2: In the content examples BasicAnimation 1.3 there is comparison of root motion/non root motion. But the actual location of the mesh/actor doesn't change in either example (I thought this was one advantage of rootmotion for e.g. collision?). How do I get attached children to move with the mesh? I tried selecting EnableRootMotion in the animation asset but then the animation got stuck.

limpid fox
#

Hey! I assume this is right channel for groom animation cache stuff
My case isn't really groom but, I'm trying to render this as hair and I have a problem with animation cache

I have ~600 versions of this iris geometry in Houdini, as lines
I am faking them as frames, and get a full animated alembic, so different line geo each frame
When I re-import in Houdini animation seems fine

#

I'm importing as groom with cache, I can see UE detects the frame range correctly during import - but when I add it in sequencer and add groom cache track it's single frame

#

Any ideas what could I have missed? How to properly import lines animation?

deft timber
#

Hello, I have a custom model that has root bone and exatly rigged like Mannequin. I have an animation which is working ok but when I retarget it , the root moves different than the reference aninamation. why does it happen?

grand condor
#

Anyone want to animate and blueprint a couple things for me? I'll pay :). They are already rigged.

ashen junco
deft timber
ashen junco
deft timber
#

nope, I tried the all combinations with root and the pelvis bone ๐Ÿ˜ฆ

old plinth
#

sorry people, maybe it's stupid question, about control rig, i'm trying to make very simple aim functionality for some kind of blaster. I forward target location in control rig in tick, and draw debug sphere show correct location, but control rig on same way get some strange location of LookAtControl for aiming

#

if i move control in control rig manually everything is looks ok

#

axis is set on correct way

dark root
#

oh GOD FINALLY, got eyes movement working

old plinth
#

is it joke or you can help me?

stone patio
#

anyone know how to map a skeletal mesh to controll rig in UE5?

#

controll rig component i mean

#

nvm figured it out

#

you have to map it in the preinit event

old plinth
#

that FromWorld missed me

upbeat axle
#

Hi, is there a "Keep distance" node or similar in Control Rig? Basically I'm trying to rig a bow, I've already setup the control to tension the string, and 2 IKs for two sides of the bow. What I'd like to do is drive the IKs in relation to the string control and from my (lack of) knowledge, probably the easiest way to do so is to constrain the two bones/controls for the bow IK to always maintain the same distance to the string control

Edit: Found it - Transform Constraint

Edit2: It seems to do the opposite of what I want, the base item is constrained in respect to the 2 or more target items... What I want to do is the opposite, is there a way to achieve this? Thanks

Edit 3: It also seems to only copy/paste the transform delta, there doesn't seem to be a way to manipulate this transform change? I.e. I want transform changes of the string control Y axis to translate to changes to the 2 IK controls' X axis... Is there even a way to do this?

white galleon
#

does anyone know how I can use the anim bp in lyra with own pawn/character? everytime I apply it to manny, it doesnt do anything

clever iris
#

I cant figure out how to use an interface to do this

signal pagoda
#

Is this normal for an animation to be floating above ground level when world and local transform are 0,0,0 on the root bone? For some reason I thought normally you would see the feet hitting the ground, but I'm checking multiple projects, and default Epic projects (third person character, subway sequencer) seem to show them all floating on the z axis slightly.

hot crown
clever iris
#

could anyone give me an idea where I am going wrong here? I have an interface with two functions: EnterCombat and ExitCombat. in the actor blueprint I have them called like this, and then I have them implemented in the animation blueprint like this, and then I have the attacking state in the animation graph, using the isAttacking variable to determine the animation like so. the print statements arent even printing, so I dont think the event from the interface is working like I think it is. edit: I have added print statements before, in between and after the calls from AnyDamage and those do print. So I must be making a mistake somewhere in those calls?

#

@ashen junco im not sure if this is what you were talking about yesterday, but this is sorta just what I could understand and throw together from interfaces lol

merry loom
heavy kayak
#

hey guys im just doing a basic" play animation" but then i want to reset and contineu the "thirdperson_AnimBp" but i can select it again or what should i do :/ ?

clever iris
heavy kayak
#

yes pls

nimble hatch
#

@clever irisignoring the interface or anything like that. The Event Enter Combat and Exit Combat that set your Is Attacking, what blueprint is that in?

nimble hatch
#

ok, so all of that code in those screenshots are all in the anim bp?

jade storm
#

im feeling dumb, how do i save this a an animation sequence after this????

clever iris
#

the first picture is in my actor bp. the rest are animation bp

clever iris
nimble hatch
#

gotcha, so the issue is your not telling WHERE your event enter combat and exit combat are supposed to be called on

gloomy hatch
#

does anyone know what these are called?

#

Basically, when rotated they animate parts of the model

jade storm
#

rig controls

gloomy hatch
#

ah

#

Is there a way to get them working in UE5..?

jade storm
#

Yes, migrate to your project in ue5.

nimble hatch
#

you need something like this @clever iris

#

your any damage tells the animation blueprint running on that character to call the interface event using your blueprint interface

#

right now you are telling nothing to run that event

gloomy hatch
#

I can't find the actual rig controls thing anywhere on the model

jade storm
merry loom
#

floofer s screenshot is in blender

jade storm
#

in your content folder, just go to content browser, click the 3 lines that look like an upside triangle, go to animation, click control rig

gloomy hatch
#

click the 3 lines that look like an upside triangle,
i'm very confused-

jade storm
#

if your controls are not showing up when dragging it into a level, press t.

#

add an asset filter

merry loom
jade storm
#

yupp

#

i forgot where it was xD

#

awesome thanks

merry loom
nova glacier
#

I'm trying to find this Full Body IK node, but it won't show up in my graph if i drag off or just right click

clever iris
merry loom
nova glacier
#

im using UE5.0 EA

#

lemme double check

clever iris
#

maybe im not understanding, but isnt that calling the function when it takes damage?

nova glacier
#

@merry loom thanks it wasnt active

clever iris
#

also just to confirm I want the INT_forest option right?

nimble hatch
#

you are telling "something" to run the event " Enter Combat, and for that code the thing you are telling is "self" or that blueprint

gloomy hatch
clever iris
#

oooh I see. so whats the difference in the call

#

I see yours looks slightly different

nimble hatch
#

yes, you want to call function

#

that will call the interface function on "something" and the something you plug in is the animation blueprint on that actor

clever iris
#

like this?

#

and then add the animation as the target?

nimble hatch
#

no, those are green for the icon

#

one targets the interface itself, the other is targeting an actual object (in this case the animation blueprint)

clever iris
#

oh so I get the animation instance, cast to the animation blueprint, and then pass it in?

#

i think im slowly understanding. sorry its taking a bit. these things are so confusing lol

nimble hatch
#

yes, like the screenshot shows. in my case the animation blueprint is ABP_Quinn, but yours would be whatever it is

merry loom
gloomy hatch
#

I'm wondering if i could just use Shape Keys XD

#

i'm trying to animate the wheels of a train model i found on SketchFab

clever iris
#

dont mind the mess ill clean it up once it works lol. I think this is what youre saying

nimble hatch
#

@nova glacieryou should not be using EA.... you should be using final

upbeat axle
#

Is there a Limit Distance bone modifier from Blender equivalent in Control Rig?

nimble hatch
#

@clever irisno, remove those two nodes (enter and exit), and replace then with the correct one when you drag off the cast node

#

the input icon should be BLUE and not GREEN

#

unless they re blue and just look weird to me...

clever iris
#

theyre all green..

#

when I enter enter combat I get these options: and theyre all green

nimble hatch
#

you can see this one targets the actual animation blueprint

clever iris
nimble hatch
#

the others target the interface which isnt what we want, we want to call it on the animation blueprint

merry loom
clever iris
#

I must be missing something or something is not setup right

merry loom
nimble hatch
#

@clever iris when you mouse over the one that is under Anim NP Forest, what does the mouse over say is the target?

upbeat axle
#

@merry loom
In UE42.7 there's no variables in Control Rig ๐Ÿ˜„ and I can get the initial distance but I have no idea how to apply it back after one of the transform changes

clever iris
#

@nimble hatch ignore my typo. it should be BP lol

merry loom
nimble hatch
#

that one should be blue

jade storm
#

what is the difference when baking your animations to a higher framerate, other than file size?

clever iris
#

why isnt it then ๐Ÿ˜ข

gloomy hatch
#

I'm basically trying to make a physics-based train game

nimble hatch
#

are you dragging off the output from the cast node?

clever iris
#

yes

merry loom
nimble hatch
#

hmm.. it sounds like you might have some wires crossed somewhere. You should have a blueprint interface created in your project with those 2 functions right?

clever iris
#

dragging off both the object as well as the white one (not sure the term for it) both give the same

#

correct I have INT_forest

#

no inputs for either

gloomy hatch
nimble hatch
#

and your actor that you are calling these from, your player I think, should not have these functions or events in them

clever iris
#

its an enemy, but thats correct

#

the only functions in this enemy is AnyDamage and Death

#

the only place they are actually implemented, is the animationBP

nimble hatch
#

and it does not have the interface set up in it right? its not set to use i

clever iris
#

oh yes it is

#

this is what you mean right?

#

should it not have the interface in this list in the actor bp?

nimble hatch
#

it should not, it is not listening or using those events

merry loom
clever iris
merry loom
nimble hatch
#

you would add them to the items that want to implement those events or functions, the things that will USE them

#

and they should show up in the left

clever iris
#

@nimble hatch after removing that and refreshing all nodes, the only option when I drag off with a object input is the bottom one

nimble hatch
#

like so as interfaces

clever iris
#

the others still have green

nimble hatch
#

and that is fine, the message one

#

Im guessing something got crossed somewhere, but you want the blue one which messages should have

clever iris
#

ok, so am i understanding correctly then, that sending that message will essentially send out a "call" to the "entire program" and anythign that implements it, will then run?

gloomy hatch
nimble hatch
#

nope, that would be an event dispatcher, yours is just a "can you do this" message to whatever you talk to

#

a blueprint interface is a generic way of putting stuff on something, it can be there or it can not be there. Using one of the interface messages, you talk to something and go "hey, can you do this?" and it will either do it (if it has that interface on it, and the event created) or it will fail and ignore you because it has no idea what you want it to do

clever iris
nimble hatch
#

well if your code is still like it is, your setting it to is attacking then immediately setting it to not attacking

clever iris
#

right, a delay. which I had implemented and then removed when we started (initially I thought that was the issue)

merry loom
nimble hatch
#

that, or you have the animation handle the exit, or the animation handle the setting is attacking back to false

#

the animation itself has events it can fire off to the animation blueprint when its "done", and your animation blueprint can also naturally leave its state and enter another one when its done/near done

clever iris
#

oh I wasnt aware you could/didnt know how to lol

nimble hatch
#

hard coding things with "time" or "delay" is generally very fragile

clever iris
#

I would rather do that if you wouldnt mind helping. if not, thats totally fine

nimble hatch
#

there should be some courses and docs on those, its setting up transition rules and you can use time remaining. If you look at the default third person that is how it handles its jump. Jump starts -> when its near done it moves to jump loop

clever iris
#

thanks ill check it out!

nimble hatch
nova glacier
#

im tryna manipulate a bone here with the 3d arrow controls, but they're so small in the preview window that i can't zoom in enough to click on them

merry loom
nova glacier
#

but you can see the RGB arrows there right?

#

i wonder if scaling and stuff is off because my model is assymetrical :/

merry loom
nova glacier
#

oh this is the right person to ask im sure ๐Ÿ˜„

#

im following a tutorial @merry loom and its telling my to make a "control" but i can only create a type "bone" - i guess my skeleton is missing the prerequisite element?

#

im following a guide that looks more like this

clever iris
# nimble hatch

๐Ÿคฃ implemented similarly to this, and the guy just drops off the face of the earth lol

nimble hatch
#

click the first drop down box @nova glacier

nova glacier
#

I can select "control" but then there are no dropdown instances to choose from

#

may i ask - what is a control ? i am not sure ๐Ÿ˜›

nimble hatch
#

nothing under Name?

nova glacier
#

the scaling is extremely odd there, the central "donut" element should be enormous as in the screenshot above ๐Ÿ˜„ i suspect ive made a bunch of things up. This is my first skeleton!

merry loom
nova glacier
#

i made this quadraped in blender, id like it to walk around in UE

#

that's pretty much the depth of my understanding at this point.

jade storm
#

right click on the bone, add a node called null, drag it off the skel of the root of the bone structure, then do the same thing again and do it with a control. drag the control into the null, and rename the null into NAME_Space

merry loom
jade storm
#

i like nulls it keeps it organized lol

nimble hatch
#

you can right click in your hierarchy and create a new control, that is the step that is missing

merry loom
nova glacier
#

something on my mind - sorry to derail you helping me xD - do you think it'll be alright to have a quadraped walking around with 4 slightly different length legs (attached to pelvis at different heights / angles ) ?

merry loom
jade storm
#

anything is possible with the control rig.

nimble hatch
#

controls are visual representations of data that you can feed into something in the rig, in that case your setting up a control to control the location of something in your rig

merry loom
#

But sure:) it does not hurt to add more nulls

nova glacier
#

oh cool

jade storm
nova glacier
#

are controls how you'd "control" certain joints / bones then? like making a character look at a certain object?

jade storm
#

a forwards solver allows you to transform the bones into what ever you want them to do.

#

you should look into the steps, try on a humanoid first, before approaching it

merry loom
nova glacier
#

i did get a walk cycle running in blender but a friend of mine advised that it wouldnt translate at all over into UE, so i tried to find an up-to-date-ish procedural animation tutorial. Even if its not working yet i feel like i learnt a lot ๐Ÿ˜„

merry loom
#

Controls are the widgets that users can move around. You get the transform of controls and and use them to drive bone transforms in interesting ways

nova glacier
#

woah look at that - static mesh on the left, control rig on the right xD

merry loom
#

Lmao it looks cursed. Some blender bone scale issue probably

nova glacier
merry loom
#

use the official unreal blender addon to do ur import ๐Ÿ™‚

nova glacier
#

in blender or ue? xD

merry loom
jade storm
#

using blender for anything but weights and bones... idk man this is where i am at these days.

merry loom
#

There are other addons that deals with the scale issue for u i believe. Try google ๐Ÿ˜†

nova glacier
#

thanks man, this is all as new as possible for me

#

i can probs run through making a rig again and find a checkbox that will solve my problems like "preserve sanity" or something

nova glacier
#

interestingly or perhaps not, if i disconnect the nodes in the rig editor, the scaling issue disappears, so it could just be an effect of only half-finishing the set up in the graph

#

im gonna look for a super simple walking tutorial and start bipedal :/ any suggestions?

#

i found a nice simple tutorial ๐Ÿ˜„ will report back on the weekend. Thanks a lot for control info!

clever iris
# nimble hatch

sorry to bother you again, there shouldnt be any sort of transform required for the animation in a state right? I've triple checked that the animation I want is selected and my print statements are firing when I expect them to, but my enemy still just dissapears when it goes into attacking state. after the time that it needs for the animation has passed, it randomly reappears. I also paused right after it disappears and found the enemy in the world outliner and the location of it seems correct. so its as if the enemy just isnt showing. When I go to the preview editor and toggle the boolean on, the window shows it like "shrinking down into nothing" and when I toggle it back off, it does the opposite and its back to normal. if anyone else has any ideas I would also appreciate them!

dark root
#

god i hate working with cameras in UE5

#

they just wont stay even tho ive done the right steps with keyframes

jade storm
#

Okay I am having an issue, i created my animation with the control rig, baked it to a sequence. Now the root is off by a foot, and i do not want to rekeyframe each thing to fix this issue, the normal way back in the day you where able to take the root, shown in the first image back, shown in picture 2. but for some reason when key framing the root back like this, the animation wont take the layer track. The third picture shows where the idle is but i cant move it back, i can rotate, and move everything else but the root.

#

ill try making an additive anim.

clever iris
# jade storm ill try making an additive anim.

whats the difference between additive and not additive animations? thats the only difference I see in mine where the being hit animation is additive and the idle/jogging are not. wonder if thats related?

jade storm
#

additive is a anim to be applied to the same anim with modifier

#

but it does not do any help for this.

clever iris
#

same animation meaning the one that was previously being run?

ashen junco
jade storm
#

it acts as an override

#

hold on here

#

look here

#

let me find the topic ๐Ÿ™‚

clever iris
#

thanks!

ashen junco
# clever iris whats the difference between additive and not additive animations? thats the onl...

Welcome to my new series, Advanced Animation Application [for UE4]. This fine evening we're exploring the use of Additive Animations - whether it is for purely aesthetic reasons or even for gameplay. The 3 examples I cover today are acceleration leaning, landing compression and breathing animations. Additive animations can be used for absolutely...

โ–ถ Play video
clever iris
#

this is what I have and idle and jogging work (are normal animations) and then the second picture is my attacking state, and im wondering if the additive is whats screwing it up

#

ahh ok

#

thanks! so I do want it additive then. darn

#

not sure what else could be causing the problem..

#

this is what im working with lol

ashen junco
clever iris
#

its an asset animation

#

I didnt make it or anything, just trying to use it. same problem as yesterday where when an enemy is attacked, they stop doing all other animations and only slide towards the player. I added an interface and made an attacking state to my state machine, its toggling between all the states properly, but when it goes into the attacking state, the guy just goes away

ashen junco
#

It's an anim sequence? You can make a montage out of it

jade storm
clever iris
#

yes its an anim sequence. I also have it made into a montage after your suggestion yesterday, but wasnt sure where to go with that and someone mentioned trying this way which worked so far

#

but now the animation is messed up ๐Ÿ˜ฆ

jade storm
#

here is a great reference if you ever need it

clever iris
#

this is the first time ive ever worked with UE so not sure of much lol

clever iris
jade storm
#

oops didnt post

#

hold on

#

why is the link not linking

ashen junco
clever iris
#

it did above

ashen junco
#

But usually attack animations are montages, not a different anim state

jade storm
#

Yeah on weapon swing play montage

#

end montage

clever iris
#

its not the enemy attacking, its the enemy being attacked

jade storm
#

same thing

clever iris
#

it attacking is a montage, and its working how it should right now

ashen junco
#

Same thing

clever iris
#

oh

jade storm
#

on hit, play montage

#

after linetrace is confirmed play.

ashen junco
#

One off anims is best with montage

clever iris
#

and it wouldnt have the same problem of not returning to the other animations like I had originally?

jade storm
#

i should just give up making my game and just work for a damn studio lol

jade storm
#

naw man, thats what montages are for.

clever iris
#

hmm ok thanks! let me give that a shot and see

ashen junco
#

With montages you're playing an animation in assigned slot.

#

So it's not changing anim state.

clever iris
#

so just to confirm, right here is where I would want the montage to play right?

clever iris
#

thanks ill give that a shot!

jade storm
#

make SURE

#

do this tho.

#

you NEED to inside your animation blueprint add a slot

clever iris
#

the bottom one right?

ashen junco
#

Make sure the anim BP aware of the slot you're using.

clever iris
#

ya that part i think is what confused me

#

im not sure what a slot is lol

ashen junco
jade storm
#

cr you self taught as well?

clever iris
#

ok thanks.

ashen junco
jade storm
#

yeah

ashen junco
#

Yeah, I'm pretty much self taught

jade storm
#

good. lol i hate the fact people go to school for this

ashen junco
#

Most of the animation schools are mainly for linear media, not learning technical animation stuff like this lol

jade storm
#

van here is a example from my code

#

you can create an event called Attack

#

drag play montage into it

#

then on your line trace, or hit, play that montage

brazen wharf
#

can anyone tell me how to reliable limit rotation of a bone in controlrig? -.-

jade storm
#

which bones?

brazen wharf
#

head bone for example

#

want to limit it to -135/135 degree on the yaw axis

brazen wharf
#

thats behaving unpredictable for me, may be a bug in ue5main?

jade storm
#

interpolate a evaluation curve?

brazen wharf
#

e.g: i enable max limit on y axis, it starts to change values of x/z axis, too

#

and i can't enter every value

ashen junco
#

I don't know about ue5-master but at least it works well in 4.27

jade storm
#

get transform from neck to head?

brazen wharf
#

well, it's all quaternion...

jade storm
#

or try rotation constraint

ashen junco
#

Honestly I distance myself from master branches lol

jade storm
#

Oh there also is Set final angle, get final angle

brazen wharf
jade storm
#

you dont see that?

brazen wharf
#

rotation constraint looks interesting, but i don't fully understand it

jade storm
#

hold on

brazen wharf
jade storm
#

im using the UE5 release

brazen wharf
#

i would need something like "Rotation Constraint" but with actual values instead of a parent :>

jade storm
#

Oh

#

i forgot this is all custom crap i added.

#

lol

#

I have no idea now to use the rotation constraint.

brazen wharf
#

btw. seeing that screenshot :> controlrig now allows to bind variables to inputs (which makes it better readable imho)

jade storm
#

i know this video is about making gun animtions

#

but it can possibly help you in a way

#

USP Skeletal mesh (FREE) download: https://lmgnstudios.gumroad.com/l/asWnsX

A tutorial covering some basics of control rig to create procedural animations. It may seem complex or overly convoluted at first, but has a wide range of applications that aren't possible through keyframed animations. Most people who have a basic understanding of UE4 o...

โ–ถ Play video
clever iris
jade storm
#

it hits the min and max rotation.

jade storm
#

its telling the animation blueprint OH he is doing this as well.

clever iris
#

ah ok

#

so I shouldnt need anything then right?

jade storm
#

naw

#

Just a new customevent

#

called Hit

#

drag from hit, play montage

#

in anim BP add a slot at the end, call it upperbodyslot

#

rightclick on animation, create montage

clever iris
#

ok i must be missing something with this ๐Ÿ˜ฆ

jade storm
#

add slot upperbody

clever iris
#

oh the slot duh

ashen junco
#

๐ŸŽฐ

clever iris
#

soo what exactly is a slot? how do I update it?

jade storm
#

you might need to make it a multi tho ๐Ÿ˜›

brazen wharf
#

i'm just running an FullBodyIK on the bone now ๐Ÿ˜„

clever iris
#

im not sure where to add that

jade storm
#

blending that with the cached base pose

#

is what a slot does.

clever iris
#

ah ok.

#

where are those in the animation BP? I havent come across them yet

jade storm
#

this upperbody slot will play hit reactions,

clever iris
#

oh i see. same as adding a state

jade storm
#

etc

#

DAMN i just realised looking at this picture i can add a slot for ADS

clever iris
#

mine looks alot different than yours, so not really sure how to go about that...

#

man this stuffs confusing lol

jade storm
#

Ayeeeeeeee

#

but rename the slot

clever iris
#

thats the one that was already there for my idling/jogging

#

not one that I added

jade storm
#

thats fine then

#

till you learn you will need more slots ๐Ÿ™‚

#

just give it a go

#

and to add a slot

clever iris
#

i dont see how to add a slot though

jade storm
#

open the montage

#

assign the slot.

clever iris
#

like right clicking doesnt give me any add slot

jade storm
#

do this

clever iris
#

sorry, im sure its frustrating, but I have no idea what youre saying/where to do it lol

jade storm
#

its all good do this

#

open anim slot manager

#

click "Add slot"

clever iris
#

AH that explains it

jade storm
#

name it Upperbody

#

or body

#

or something

#

then in the anim bp, select that slot

clever iris
#

do i want it nested like that?

#

I assume not, but thought I should double check lol

jade storm
#

yeah thats fine

clever iris
#

ok

jade storm
#

that arrow will bring up the slot menu

#

go to slot name, and assign the slot you are using for the anim, from the anim bp.

clever iris
#

how do I select the slot in the anim BP though? I cant drag it onto the graph and right clicking doesnt give me any option for it

jade storm
#

hold on

#

click the slot that says default slot

#

in details look for the slot in slot name

clever iris
#

ahhhh ok

#

I see what you mean now

brazen wharf
#

ok found a solution without FullBodyIK

#

kind of the ToEuler/FromEuler thing that you posted, thanks atomik

jade storm
#

yupp yupp

clever iris
jade storm
#

trying my best to understand this control rig xD

#

Yes thats fine

#

it will do that

clever iris
#

ok

jade storm
#

well, CLICK PLAY!

#

lol

clever iris
#

so I want to change it to the default group upperBody still right?

jade storm
#

yeah

#

never use the default slot

brazen wharf
#

it was more of an issue in my had rather than in CR, as i start off with a target rotation for the head, then distribute the rotation across the spine, and then have to update the head (which obviously gets moved in the process of rotating the spine...)

clever iris
#

still no animation ๐Ÿ˜ข

jade storm
#

I told you it needs to be multicasted

clever iris
#

does this all look right?

jade storm
#

right click make new custom event

#

callit damage

clever iris
#

in the actor BP?

jade storm
#

Yes

#

hold on example time

upbeat axle
#

Does Control Rig for UE 4.27.2 not support parameters/variables? Do I need to update it somehow? It just says 1.0 BETA in the plugins window

jade storm
#

just like the multi reload

brazen wharf
jade storm
#

then from there you can search it like this

upbeat axle
#

@brazen wharf Thanks! How do I set them to visible though?

elfin kindle
#

Hey when using showdebug animation how do you make it display anims for other characters in the scene? I cant seem to get it to change to anything other then the player anims.

clever iris
#

what is the difference between calling it from AnyDamage or adding a new event call and then calling it there?

brazen wharf
clever iris
#

no

jade storm
#

oh

clever iris
#

just a super basic zombies style game lol

jade storm
#

i dont do damage by events

#

i do them by line traces

clever iris
#

oh ok

#

im guessing thats totally different then

jade storm
#

should be almost the same

clever iris
#

where the montage is now, I had originally had the play animation

#

but now with this, im getting no animation at all

upbeat axle
#

There is no eye next to anything in any nodes in Control Rig, and when I add one to the anim BP and set the class, I only see Alpha and Source pose.

I also cannot right click -> promote to variable on anything within any node

clever iris
#

that actually threw everything off. the enemies arent dying now either

jade storm
clever iris
#

in the montage? yes

#

and in the anim BP

brazen wharf
clever iris
jade storm
#

type blend pose by bool

upbeat axle
#

@brazen wharf The rig graph. There is no My Blueprint tab

clever iris
#

in the actor BP?

jade storm
#

and follow the instructions of the picutre i posted of my animation bp

#

i got to go tho

clever iris
#

ok I got the death back. I was going off of "on completed" and changed it to the top most one. but still no animation.

#

damn. alright thanks for trying!

brazen wharf
#

you can only expose variables to animation graph, not controls (from what i know)

upbeat axle
#

Ok Im an idiot, never crossed my mind to check the Window menu... Thanks!

mossy cliff
#

is there anyway to simulate physics while playing/animating in the sequencer?

#

I know if I press the play button for the level, my physics works, but I'm wondering if I can do those simulations while I'm animating in the sequencer?

fluid panther
#

Slideblendspace!!! I love this editor. If I have an animation that goes into slide mode, would that be seperate from the in slide blendspace? sliding the player will hold down a button, I am not sure if I put the jump to slide animation in the blend space or before it. I will assume I bind it to the button and somehow tell the editor to play blendspace only while sliding? so much fun!

ashen junco
ashen junco
ashen junco
wary hound
#

Hey! I have created a new skeleton with MrMannequinTools and added some bones, the skeleton works fine if I use the imported mesh from blender, however if I retarget a different mesh onto this new skeleton I get the issue of "This bone only exists on the skeleton"

#

Any solutions?

unkempt sorrel
#

how to combine these?

#

I guess in a state

nova glacier
ashen junco
bleak vector
#

hello, just wanna know why when I'm using the motion warping the character doesn't go to the right location (he tries but he stops just before) ? thx

soft sierra
#

Is there an easy way to retarget pose from unmatching skeletons in realtime? Setup I have - two separate hand skeletal meshes (one is mirrored) and one regular character skeletal mesh. I need to apply pose of those hand meshes to character's skeletal mesh hands.

So far the idea I came up with is to take snapshot poses of both hands and manully retarget those into a third pose snapshot which is then sent into a character's ABP and blended partially. But it would be great if there is an easier way.

unkempt sorrel
dark root
#

istg i hate working with the UE5 animation camera

#

IT JUST WONT MOVE

#

IT WONT STAY

unkempt sorrel
bleak vector
unkempt sorrel
#

im not sure. I am building with both but im working with AI on AI my early testing is limited

#

I still have to play out what plays with what but im using it so if it works ill let you know

#

easy set up tho if you are able to try

dark root
#

okay can somone help me to have my camera MOVE WHERE IT WANTS TO BE

#

i know how to work with timelines or keyframes

#

but god it wont stay

coral jasper
#

does anyone know where i can find some muzzle flash assets ?

craggy knoll
#

How can I expose the duration of a transition as a variable?

urban laurel
#

can i go on a call with someone to help me with someting

red ferry
#

even with depth 50, the character does not hold the gun tightly ...

mental bone
#

Is there a way to filter the view in sequencer (when animating a control rig) to only display the controls I have selected?

plain drift
#

Anyone knows why my additive animations wont apply changes in bone scale?

plain drift
#

Okay it seems it's not the animation being additive, but it being played from a montage, which is causing scale animations to be ignored

plain drift
#

Okay, got it.

plain drift
subtle lava
#

Has anyone managed to retarget paragon animation to ue5 manny/quinn?

merry loom
heavy kayak
#

why cant i find this one ?

#

they removed it in later V ?

burnt epoch
#

idk how to explain this well. but i have an animation where it looks up down left and right, all in one animation. how can i make a blend space for it? Do I have to cut up the animation somehow based on the pitch and yaw values?

subtle lava
#

Anyone else had issue with getting motion warping rotation to work fine, but translation to location not working?

heavy kayak
subtle lava
#

or something

digital stirrup
#

heyy everyone, is anyone a blender > unreal engine expert here?
I'm looking to get a quick tutorial to show me how to export a blender file with animation to unreal, and willing to pay $100usd for a quick tutorial!

jade storm
#

Wow.. So if you edit a animation with the sequencer, you no longer are allowed to edit the animation in the additivite layer tracks, the animation is protected some how. No fix for this either ๐Ÿ˜ฆ

rigid comet
#

hey,so uhm, how do i fix the hips on a humanoid model not moving with the animation? i'm trying to make my character run but he is also non-stopping running while his hips aren't moving

jade storm
#

A prime example of what i mean

#

i tried making a curve, adding it to additive space. nope.

median isle
#

Anyone ever used copy pose from mesh to attach a weapon to a character?

#

Trying to get a singular skeleton to work on simple weapons but I need the ABP on the weapon for more interesting stuff

#

Thing is, I've setup the skeletons correctly (same hierarchy) but the weapon isn't rotating correctly

#

(This is what's happening frame 0 in unreal)

#

this is what it should be

jade storm
#

add socket, rotate object with preview. use socket.

median isle
#

ok but why wouldn't the bones just match up

#

with the copy pose node

jade storm
#

no idea, always used sockets for transforms. and montages for anims.

median isle
#

yeah that's fine for the shield guy over there, but I really wish I knew what went wrong so unreal would preserve the rotations from the animation

#

mind you those are 2 skeletal meshes over there

jade storm
#

you need to apply the rotations on import then

median isle
#

hmm lemme check that

jade storm
#

ue import is a pain in the ass.

#

try the new blender tools if your using ue5

median isle
#

yeah I guess i'll have to research a bit more

jade storm
#

fixing rotation issues, i always from blender imported to 3ds max, and exported from there to unreal, for somereason blender never worked like that for me lol

median isle
#

maybe it's because of copy pose

#

I have some free time

#

so i'll do some experiments

#

maybe if I join the weapon and the body into one mesh

#

i dunno

#

hahahahahaha

jade storm
#

naw

#

im telling you sockets man.

median isle
#

yeah will also try sockets

#

will probably be the fix

jade storm
#

i have over 50 sockets on my arms lol

median isle
#

just really curious as to how is the rotation getting borked

jade storm
#

each one transforms the location and rotation of a weapon.

median isle
#

do your weapons have ABPs as well?

#

for clothing, chains, etc

jade storm
#

naw i simulate fake physics for that

#

but doing all my anims first

median isle
#

I see

jade storm
#

anims and blueprint first, then the bullshit later

median isle
#

ok

#

don't ask me, but I deleted everything and reimported now it's working

#

ยฏ_(ใƒ„)_/ยฏ

jade storm
#

you had to changed a setting

median isle
#

really, didn't change anything

#

hahahahahahaha

#

did a step-by-step

jade storm
#

in blender did you change it to operator presets?

median isle
#

maybe there was some weird interaction going on

#

with the skeleton

#

because I added a bone for the weapon with this new character

#

and the older skeleton didn't have one

jade storm
#

weird well thats ggs for you ๐Ÿ™‚

median isle
#

yeah ahhahaha

#

i'll share the full results later if you don't mind

#

maybe it'll be interesting to you

#

it's a different approach from sockets

#

I followed epic's video on the fortnite secondary animations

#

ty for the help ๐Ÿ™‚

jade storm
#

bro sockets....

#

lol

#

i cant change this system now xD

median isle
#

hahahahahahaha

#

ngl those are some very cool nodes

jade storm
#

took me like 2 weeks to come up with this simple system >_<

untold marlin
#

I want to blend TWO blend spaces 2d's (basically a crouched movement blendspace and a standing movement one) why? because its vr and I dont want to be either crouched or standing theres a lot of in-between thats needed to blend.. I can do it with 1 blendspace 2d if i removed Speed but I need speed/direction & crouch ratio from 2.0 to 0.0) 0 being fully crouched

#

like i can do this but then i cant have speed

#

or i can use direction and speed and i lose the crouch ratio

#

oh shit im dumb well i guess im smart, or something

#

voila

split marlin
#

I downloaded a animation from mixamo and converted it using the blender plugin to Unreal Engine bones and now the animation is messed up, does anyone know why that is or how to fix it? Other animations like running walking crouching jumping work fine when converted but these not.

#

This one for example also works fine

ashen junco
split marlin
#

Oops sorry, thanks

vague owl
#

Very new to unreal. Started using UE5 a couple days ago. I have some guns from call of duty that imported into unreal, trying to figure out how to make animations work. The animations are in Maya.

vast trellis
#

where is the new skeleton compatibility property?

#

ah found it, under asset details window in skeleton (closed by default)

main ferry
#

Is it possible to convert a posed mesh (using control rig) to a static mesh?

#

nm found it