#animation

1 messages Β· Page 177 of 1

molten veldt
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I have a tank controlled character, but I'm having issues with the turning animation, as the Mixamo animation has the character physically turning (otherwise I don't think it would be able to turn)

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I'm using the Right Turn animation with the female in a red blouse and black pants

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Once the animation is finished it snaps back into the idle pose which is facing a different direction

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So what's the trick here? As other games have done this before, like most PS1 PS2 games

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Is there just a lot of math going on the match the character turning with the animation turn to prevent the clicking to the idle animation? The camera clearly shows the actual "character capsule" is turning, otherwise the camera would match the pauses inbetween the feet movement.

grizzled kernel
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ok so me and a friend are making an fps horror game and are having trouble with the fps animations
when we for example shoot the gun and play the shooting animation then play the idle animation after that the animations do not blend

slender sierra
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While using the Grux paragon model for some testing I ran into a problem with the animations sometime firing and ending instantly. This causes the notifies in the animation to fire as well. The animations do still play normally most of the time. Any idea what could be causing this?

hidden pivot
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Is it not possible to add frames to an animation in the animation editor? I tried it with the append button but it just crashes

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Ah it seems it crashed because I had set a key beforehand

hidden pivot
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Is there a way to get the control rig to work in the game or in the sequencer? When I adjust the controls nothing happens

ashen junco
hidden pivot
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Ah it seems that because I had a Post Anim BP it didn't show anymore :/

ashen junco
hidden pivot
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ok, thanks

red ferry
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Having some trouble with Aim Offset, im using mesh space, when it's applied it deforms the animation

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You can see the problem here, The aim offset works fine until I set the base pose, same one used in the game.

cyan solstice
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Is there any way I can export Skeletal Mesh into blender with animations, change it a little then export?

red ferry
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right click-> export

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on the animation

cyan solstice
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It only exports armature not the mesh

red ferry
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try checkboxing export preview mesh

cyan solstice
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@red ferry Thanks that works

red ferry
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@cyan solstice i always regret using blender when it comes to animations and unreal, so many issue and weird hacks

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scaling issues, root bone issues, armature stuff, leaf bones, orientation

faint oracle
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If part of my clothing will have cloth simulation on it, should I remove the weight painting on it?

rain flare
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Does anybody have any software recommendations for creating vertex animation textures / materials? I've been attempting to use blender for them but the 'Unreal Tools' plugin im using to handle it seems to be really buggy.

nova glacier
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did you mean like this?

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sorry i know you messaged me a million years ago xD

ashen junco
nova glacier
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now he very smol.

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ah ok

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changing scene scaling appears to make him quite small, is it safe to scale up again in unreal?

ashen junco
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Of course goes without saying, you have to scale the mesh up 100x and apply it.

nova glacier
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ah

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well im glad ya said it πŸ˜„

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another question - is it an issue if all my L's are R's and R's are L's ? I noticed that in tutorials people refer to left/right differently - will this potentially make any "automatic detection" of stuff in unreal break?

ashen junco
nova glacier
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alright thanks πŸ‘

bright robin
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I'm new to animation, when switching between an idle and walk animation will I need to make a transition animation or is there a way unreal can handle it for me?

nova glacier
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I have tiny foot

ashen junco
nova glacier
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this is my first attempt at rigging - could someone advise on getting the scale right? πŸ€”

bright robin
ashen junco
nova glacier
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yes

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i applied all transforms in blender

ashen junco
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Try deleting the skeleton and skeletal mesh, then import it again. Usually that helps

nova glacier
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is there a way to know the correct primary axis also? xD i tried flipping all the vals too, im not sure which is right

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might also just be unable to tell because of the aforementioned scaling thing hmm

nova glacier
ashen junco
nova glacier
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oooh

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i scaled down the Gizmo thing , that affected it

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scale is gd now

cyan solstice
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I exported the animation into blender with preview mesh and edited the animation then exported the animation into UE and the whole mesh is deform

pastel onyx
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How do I get the montages to override the skeleton's pos? Right now it barely even flinches

ember jacinth
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Hi, i'm having an issue where I want this apple animation to work but if the apple is outside the viewport, the animation doesn't start. How do I make it so the apple renders even if i'm not looking at it?

odd stirrup
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I just realize that the T-pose is superior to any other neutral pose
Because babies naturally T-pose
The T-pose is the natural expression of the human body in its purest form
And in a way, a new 3D model is like a baby
And so it should T-pose

nova pecan
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For animating player movement (WASD) is it better to change animation based on movement direction, or change animation based on keys pressed?

I tried on keys pressed but it makes the animations funky when multiple keys are held etc. I feel like changing animation depending on velocity/movement would be much more logical.

However I have never done this before so maybe there is a better way.

sinful raptor
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Hand scale gets messed up with retarget, what's the problem.
Otherwise the retarget would be perfect.
When i disable copy pose by fk, the scale turns back to normal.

cedar rain
ember jacinth
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it is a skeletal mesh which drops an apple, made in blender. I assume there is a better way to animate this but i'm quite new :((

paper canyon
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Any way to avoid blender screwing up bone orientations when doing a unreal -> blender -> unreal fbx import?
For retargeting it doesn't matter but for an already set up control rig it screws everything up completely :/

misty dagger
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how do i add an animation from animstarterpack to a dif characte?

wise pilot
misty dagger
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4.7

nova pecan
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I'm confused on animation. I don't want help actually making the animations but I don't know what to type to find what I am looking for online.

From what I gather there is animation in the literal sense where you make animations for walking forwards, backwards, left and right. Make an animation for idling and jumping. Then you put them all together in Unreal so they transition into each other.

However there is another kind of "animation" where you have a rigged playermodel and it automatically animates. For example if you walk the feet move along the ground and your legs rotate and position themselves to make it look like you are walking. For turning you turn your body and when you waist cannot turn anymore it rotates your legs.

I want to try my hand at making the second type of animation, but I don't know what it is called to find a tutorial on it. I figured it would maybe be called "dynamic animation" but that doesn't really show much.

Any help?

misty dagger
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It’s too long for a message for a start

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You have to send messages in bits

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Not in essays

nova pecan
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learn to read

molten veldt
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I have a tank controlled character, but I'm having issues with the turning animation, as the Mixamo animation has the character physically turning (otherwise I don't think it would be able to turn)
https://www.mixamo.com/#/?page=1&query=turn
I'm using the Right Turn animation with the female in a red blouse and black pants
Once the animation is finished it snaps back into the idle pose which is facing a different direction
So what's the trick here? As other games have done this before, like most PS1 PS2 games
Is there just a lot of math going on the match the character turning with the animation turn to prevent the clicking to the idle animation? The camera clearly shows the actual "character capsule" is turning, otherwise the camera would match the pauses inbetween the feet movement.

misty dagger
nova pecan
quartz lantern
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Hey guys ive got a question so im doing an animation in maya and I want to transport that into unreal ive already imported my character and some cameras but i cant seem to import my objects with controllers being used to do the animations is there a way i can get around this?

strange nebula
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warping

ashen junco
ashen junco
nova pecan
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ye im looking at a video for it and it seems really useful. Is there anything bad about it? I feel like I rarely see people use this for animations

ashen junco
cedar rain
nova pecan
ashen junco
nova pecan
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or can I use procedural for weapon handling / grenades too?

ashen junco
nova pecan
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hrm. I am just new to UE5 and it seems really hard to do all the animation stuff. I have made basic animations in Blender before but making a character seamlessly transition from moving forwards/left/right/backwards along with looking around, jumping, crouching etc is very complex.

I kinda get started on it but then my BPs and State Machines get extremely bloated really quickly. I figured with procedural it would remove the bloat on that part and make it more natural

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Also having different animations playing at the same time. So when I run around and shoot/knife/throw it all uses the same walking animation and just changes the upper body animation

ashen junco
ashen junco
ashen junco
nova pecan
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Interesting, you wouldn't happen to know a super in-depth long guide for all this stuff you are mentioning would you? When I look for an animation guide I usually get simpler shorter guides which explain how to animate basic stuff like idle to walking transition.

Then when I open a separate guide for the next step from a different channel I get confused because they have stuff setup differently.

serene wigeon
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I am trying to enable root motion for my jump animation but it's not working. anyone know why?

brazen wharf
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anyone know if theres some way to have interialization node controlled by a bool?

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the node itself doesn't support it 😭

subtle thicket
serene wigeon
subtle thicket
muted rover
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Is there a way to merger 2 animations into one?

For example, i have two walking animations, i want to replace everything from spine_01 upwards from the first animation with my second animation. I know you can do this with layerd blend per bone in the anim graph but is there a way to make a new single anim montage with a similar result?

woven stirrup
misty dagger
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When making walk cycle is it best to do it 24 frames long ??

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I aim to take into cassedure from blender ?

ashen junco
misty dagger
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well I think 300 to 450 is best walk speed

ashen junco
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Not to mention other factors too

misty dagger
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then sprint/run would be like 550 or 600

ashen junco
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Move the character that far in 30th frame. Then make the walk cycle from it

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At least that's my method of making walk animations

misty dagger
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how you mean move charactor that far

ashen junco
misty dagger
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rightt

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never knew how walk speed translated tbf

ashen junco
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And for comparison, 1 Unreal unit equates to 1 cm, and the walk speed variable is in cm/s

misty dagger
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hmmm I'm doing walk in one spot though like not moving. Would it be best I do it so I just set anim to play on spot in unreal would you say

ashen junco
misty dagger
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it would be walking in place in engine, so in Blender never really made a walk cycle where i move root so many units forward

ashen junco
misty dagger
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also I'm not being stupid 0.3 m in blender would be 300 cm ?? charactor dosen't move as much as I would have though thats all

ashen junco
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You can then disable the root motion once you're done with it.

ashen junco
misty dagger
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yeah that's what i was thinking I can set in in place in UE5 after improt

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*import

ashen junco
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One room that appear normal in first person view might felt too small in third person camera

misty dagger
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so camera is third person for now like in UE5

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How do I keyframe WindDirectionalSource inside Sequencer?

Question:
I'm trying to render out a cinematic with a wind gust going trough some curtains.
But I cannot manage to get the wind to simulate inside sequencer.
I'm trying different Call Events, I tried Take recorder, but nothing seems to work. What am I doing wrong? I need the effect for a cinematic and the timing has to be right. Thanks for any tips.

ashen junco
misty dagger
ashen junco
misty dagger
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So it's only visible after render?
Do I still need to call these events? Or can i just keyframe it with the Strentgh and Speed controls

ashen junco
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And yes, only visible after render, though maybe exception if you use control rig in sequencer

misty dagger
ashen junco
misty dagger
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@ashen junco so that method of moving it forwards by 3m (300cm) with the walk cycle dosen't work. It seems there alot of foot sliding, as the 30 frames walk cycle dosen't match up with the 30 frame move forwards

ashen junco
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By default it's 24 FPS, and it's easy to miss

misty dagger
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24 fps

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if I wanted to do walk cycle over 40 frames what would I want to choose as my FPS option like which would be best ??

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following tutorial thats all where the guy is doing it over 40 frames

ashen junco
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You could try with 60 FPS, but it can cause issues when imported to unreal, so I recommend settling with 30 FPS

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Besides Unreal will interpolate in between frames

muted rover
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a bit confused here, not sure whats going on, but i have some animations that dont seem to be working for my character, i know its something in the anim graph, i looked and compared it to an older build where it was working and the only difference i can see is the older one is "activated"? not sure what that means or how to activate this

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left is current right is old

peak mesa
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hello, newcomer here, is there a way to change the blending speed between turning the player? (im in third person)

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i hold A and my character heads left.

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but, tapping D, which should point me to the right, only slightly moves me, until i hold it for longer

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can i make it so this blending happens instantly, or it keeps going until it reaches the direction ive inputted (say, for a joystick at like 20* degrees angle)

peak mesa
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does anyone know?

jade storm
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Yeah but its not an animation issue. thats turn in place.

peak mesa
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ok, so how do i use that

ashen junco
compact aurora
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Hey guys can someone tell me how to fix this with the rigify rig in ue?

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moving the root bone doesn't move the full body but only one part

jade storm
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thats because the rig is set up for the root.

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you exported from blender wrong.

ashen junco
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Also Rigify is crap

compact aurora
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what should I change?

jade storm
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find out why the rig is the root

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the root should be the root.

compact aurora
jade storm
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no rig in there.

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i have no idea how to help you then lol

compact aurora
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yeah but idk what I am supposed to look at to find why this is happening

brazen wharf
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am i stupid or doesn't unreal show bone tracks in the animation sequencer?

jade storm
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Uefy 2.0 addon for blender lets you export any rigify rig to game engines like UE4 with an optimized and efficient bone hierarchy. The final version has a single root and all extraneous bones are removed. In this video we review some of the rules and conventions we need to follow to successfully build rigs with the addon.

website: https://www.r...

β–Ά Play video
jade storm
brazen wharf
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well, i have no idea where (UE5 btw.)

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it shows me the curves, but not bones

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guess i'll edit them in blender -.-

ashen junco
ionic merlin
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Hey guys! Long time. Hope y'all doing great in these tough times! Anyway... Question regarding blender and unreal anims (never done that before). When I do anims for guns (for instance, reload anims etc) do I key frame only the animated part/bone and also do I keyframe all locations/rot/scale or only location? πŸ˜…

brazen wharf
ashen junco
brazen wharf
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hmm, the whole animation is supposed to be additive

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as it's for breathing

jade storm
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i mean if your having an issue with that you can always do an animation blend take bones for upper body and head for breathing

brazen wharf
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the animation works fine tho, i just want to remove some bone tracks and cut the sequence

jade storm
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Ohhhhhh

brazen wharf
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as it has different loops stitched together

jade storm
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understandable

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to show the bone hierarchy is all you want?

brazen wharf
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i can do that in blender tho, but would have preferred to just cut it in unreal

jade storm
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let me open ue

brazen wharf
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well yea, i want to see the keyframes so that i cut at the correct position πŸ˜„

jade storm
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hold up

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i know how

brazen wharf
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the curves don't help that much

ashen junco
jade storm
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naw

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Click character

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and show bones

brazen wharf
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end of day it will just be additive, as just two of the animations have a slightly head nod

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most of the animation is done in morphs

jade storm
brazen wharf
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yea have that enabled, but still doesn't show me keys for bones

jade storm
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woah yeah

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thats not supported then 😦

brazen wharf
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but i'm kinda sure it was

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at least in UE4

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i've cut animations before in UE

ashen junco
jade storm
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lol i was not waiting 30 seconds for el gato to load

peak mesa
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hey fellas got one more issue

ashen junco
peak mesa
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i had a system to blend animations but, how do i play a montage and basically override everything else, while it plays?

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the montage in question is in the Wholebody slot

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the 2nd layered blend is 0 and root

ashen junco
peak mesa
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so..

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make two output poses?

jade storm
ashen junco
peak mesa
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i removed use cached pose upperbody, now my character is A pose

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the only animation that will play now is the montage

jade storm
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put upper body at the end

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by output pose

ashen junco
jade storm
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thats how i do it at least.

ashen junco
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Any animation prior to the slot node should go through if no montage used it

peak mesa
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wait i can just pass the first blend through that?

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then on to the output?

ashen junco
peak mesa
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aha! thanks guys it works

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ohhh

jade storm
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my upperbody slot only plays montages, this is how i set it up.

digital aurora
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After I add virtual bones to skeleton editor crashes after I try to open some animations.

jade storm
digital aurora
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How can it be solved?

ashen junco
digital aurora
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That's the crash report file

brazen wharf
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when i add an additive key for a bone, it shows up

ashen junco
jade storm
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well thats something else

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is that the new waqy?

brazen wharf
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the question is, how do i get the imported ones to be treated as additive?

jade storm
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additive animations are weird in ue5.

ionic merlin
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Sorry to butting into the convo, just ignore me, someone else might read it later and might help. πŸ˜…
To explain the idea. I have a base idle pose, bascially just keyframed loc/rot/scale on all bones.
In state machine i wanted to use the base pose and apply as additive or something like that of other anims that only have location keyframes on bones I want to move. Dunno if that works that way even. So the gun has idle, the rail for instance has a forward backward motion that only has the Y keyframe on that bone, magazine has only Z keyframes for reload (mag out/mag in motion). The goal being, after I fired the gun, the rail is in a backward forward motion, so while that is going on, I want to be able to reload (mag in/out motion) independently from the rails motion, hense my idea of such approach. Hope it makes sense. My first attempt failed at making all the keyframes on all bones and trying to blend those anims together, dunno if this new approach I'm trying works/makes any sense. πŸ˜…
Oh, btw, it's in UE5, dunno but feel like I did something like this for some characters in UE4 and seems like somethings weird going on in UE5, might just be me. Been a while.

jade storm
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just rig it with controlrig and animate it in ue5. blender is almost useless now for that

ashen junco
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At most, you get some FBX footprints, but that's it.

ashen junco
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If the animation is simple enough CR is the way to go

jade storm
ashen junco
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But for more involving mechanical animations, I'd still prefer doing it externally.

ashen junco
jade storm
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lol

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yeah i just skin my bones in 3ds max now, import right to ue and animate with cr xD

ashen junco
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And I'd rather use Blender than pirating 3ds Max and Maya

Learned my lessons.

jade storm
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i use student 😦 if i ever release my game i have to buy full version, and pay back the back months.

ionic merlin
jade storm
ashen junco
ionic merlin
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But also for future references, I was just wondering what keys are important and when to use which. Mostly the scale keyframing. Like, is it important to the engine or not. Β―_(ツ)_/Β―

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I'll definitely look into CR soon enough. Thanks! 😁

jolly nest
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Are the pose editing tools now defunct in UE5 except for within the rig retargeting tool?

ionic merlin
# jolly nest Are the pose editing tools now defunct in UE5 except for within the rig retarget...

I definitely had something janky going on before with ue5 and a animation for a weapon. Bascially, I made a single animation with all the actions happening (fire, reload etc) When I wanted to cut them up - duplicate anim with all stuff going on and remove the parts I don't need, whenever i tried to delete the frames after the playhead it would keep the anims and shorten/speed up the animation instead. Β―_(ツ)_/Β― Might be bad anim, might be something else, dunno.

jolly nest
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I'm just trying to edit a skeleton to match a more standard A pose before retargeting some anims via the IK retargeter but I cant get the pose to stick.

jade storm
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are you guys creating a CR for the guns too and playing both at runtime?

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i did this perfectly #work-in-progress message

ionic merlin
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Maaan! All I can say is.... I could have been a normal dude and have drinking in pubs as a hobby... But naaaaah... I had to be a masochist S&M freak and fiddle with UE as a hobby instead. xDDDD

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Anyone else feel this way? xD

jade storm
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naw, just sick of good games with bad devs. need to make me own.

ionic merlin
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Hope you luck!!!!

jade storm
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i will make an amazing competitive shooter πŸ™‚

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if it takes me 8 months to 2 more years, this is all i do in life now, and the only thing i look forwards too now a days xD

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drinking beer, and deving

ashen junco
ionic merlin
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Btw, I hate the fact that the transition in state machine has a default blend of 0.2, wish it was 0. -.-
I account for those in animation stage so blending in engine is secondary and rare.
Again, probably might be just me. xD

jade storm
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Ahhhhhh i have 15 more guns to animate 😦

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im losing my mind after 3 lol

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beer time!

ionic merlin
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Btw, it was bugging me for a while and couldn't find any sort of answer googling. I'm triggering animations mostly via bools inside the Anim BP which is rather annoying as I need to add anim notify's to toggle the bool triggers back to false since it's do once for single fire guns. Is there like a event method or something like that to trigger a transition?
Transition in Anim Graph:

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Event Graph:

jade storm
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i know how to do this

sacred arch
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hi all! Guys, i wanna ask you: which conditions are must have to retarget animations from one skeleton to another (P.S.: i know about rigging characters, but there so many difficult things for me, like joint rolls etc) please answer like that: 1) ... 2) ... 3) ... and if they`re true, you can make retargeting . Thanks in advance πŸ™‚

rocky delta
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I have a skeletal mesh component with these assets from the store. My animation refuses to play on the mesh but it plays when I view it

graceful citrus
ionic merlin
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Guess atomik's food was poisoned, cuz he gone... xDDDDD

viral drum
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Quick question, for fighting games, is it better to add multiple reaction animations to each punch if you're adding a stat level up option or do you just change the physics according to the stats?

fringe trellis
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I am importing a new skeletal mesh with animations. However, it does not import the animations i made. it created a single animation that i did not create. I was messing with the skeleton in blender before exporting. but the animations worked in blender. Any idea for a fix?

merry bear
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Okay so when i try and import animations i got from Mixamo It throws a error saying
Mesh contains root bone as root but animation doesn't contain the root track. Import Failed.
What am i doing wrong?

ionic merlin
# merry bear Okay so when i try and import animations i got from Mixamo It throws a error say...

Literally what it says. Mixamo's root motion anims are not straight compatible with unreal. UE depends on root for root motion, mixamo's are hip based (I think hip is like root or some bone around the ass xD). You'll have to google how to make them work for UE. There should be plenty of youtube videos regarding that. I think there was even a plugin as well but dunno if it still exists/was free or what not. You can also do it by hand but good luck with that. xD
Sorry if I can't help more. Been a while. Β―_(ツ)_/Β―

merry bear
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I think I figured it out. Need to import it first without assigning it to a skeleton so it uses the Mixamo skeleton setup then once it is in UE you can retarget it to the Skeleton that comes with UE. I think bout to try it

graceful citrus
ionic merlin
brazen wharf
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maybe now someone is around who can tell me how to get the bonetracks of an animation sequence to the additive part of the animation so that they show up in sequencer?!

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(animation is set to additive in local space with ref pose as base pose type)

hot crown
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So for animation blueprints if I wanted to make it so that the player had a certain idle for when they were hostile say holding a sword but then sheathing it after a few seconds it would all be the same animation blueprint but different states?

brazen wharf
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yes

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depending on how much of a difference holding the sword makes, you could also set up a generic overlay state which gets blended with your current animation

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that way you can have items tell the animation blueprint which overlay animation they need, and you don't need to setup a specific state for each item in your state machine

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so i have 4 different secondary breath animations, how would one blend through them (they are controlled by a float for intensity/speed)

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state machine or multi blend?

brazen wharf
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nvm, ended up with a blend space^

ivory bear
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Last night I had dreams about IK nodes that could do everything super easily

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first time that's happened lol

ashen junco
hot crown
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thank you

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any idea why an animation bp might just slide around in idle?

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I made sure to set up the state machine and entries up correctly

neat grove
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hey friends i have made a 2 piece sliding door in blender (single mesh with 2 .. pieces? inside), i have it imported to ue5 and i have 2 static animations (ie animations with a single set of key frames). i have made a blendspace between open and closed and it previews fine, but im not sure how to set it up in the animation blueprint to play the blendspace. at the moment, my door blueprint uses a timeline to drive the old setup (which was 2 static meshes) and i was going to use that timeline to drive the blendspace

silver bridgeBOT
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:triangular_flag_on_post: Micaaah#7375 received strike 1. As a result, they were muted for 10 minutes.

ashen junco
ashen junco
neat grove
ashen junco
neat grove
wary sorrel
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Hi guys, I'm an absolute beginner with unreal but I'm an experienced 3D artist. I'm using UE5 for cinematics: I imported a character from City Sample Crowd and it works fine with animation assets but what I need to do is just to pose the character. When I drag the character in the sequencer and select the MetaHuman_ControlRig the animation controls appear in the viewport and I can move them, but the character doesn't follow... Is this the wrong approach? I just want to pose the character in the scene

edit: i think I figured it out: I needed to assign the actor

coral jasper
#

guys i got a character and some animations from mixamo to make it an AI but when it turns to my location while chasing me it snaps its rotation towards me instead of slowly turning. how would i fix that

hidden pivot
#

What's a good way to export / import a mesh with skeleton so that I can use or easily place the controls in Control Rig?

#

I tried adding them as bones but I'm not really sure if it's a good idea (I'm using Houdini for export)

dapper thicket
#

where the assign skeleton? i dont have dementia but i think ue4 had that

hidden pivot
nova pecan
#

I want to know what this "thing" is but I don't know how best to describe it. When you have a full body animation and you want to play a torso only animation over it and it keeps the lower half of the full body animation.

For example sprinting moves every bone, but throwing a grenade only uses my torso/arm bones. I want to keep my leg bones sprinting and only change my torso/arm bones

#

What is that called so I can search for guides on it

#

so I would have 8 directional movement animation, but only 1 grenade throw animation. As opposed to having 8 grenade throw animations for each direction of movement

nova pecan
#

Yep, that's exactly what I was looking for. Thanks

ivory bear
#

where's the retargeting manager in ue5?

#

Im trying to follow this

ashen junco
dapper thicket
#

i have animations without skeleton

wooden hedge
#

Hey, how would u animate wearing clothing? If i have character and a sweater shirt top of the characters mesh, with cloth physics simulated and i want character to take it off or wear it.. surely its easy to animate hand movement but what about the shirts movement? is it even possible to create it on UE4 or should i somehow create cinematic scene on blender and play it on UE4 when needed?

ashen junco
merry loom
ashen junco
#

||That game is super hard to do clean room reverse engineering for the animation||

merry loom
#

I can only think of using alembic animation lol

ashen junco
#

I mean, for what it's worth, faking it with clever camera shots saves lots of effort. But assuming one shot is absolutely necessary, you would have a prebake cloth sim of it taken off or being worn on, in form of alembic data, then once the cloth fully settled, you swap the alembic presim cloth with the gameplay rig of the cloth. And good luck maintaing continuity.

merry loom
ashen junco
wooden hedge
#

Thanks guys, i'll take a look.

coral jasper
#

Can we crop an animation in UE ?

brazen wharf
#

i must ask again... can we not edit bone tracks on animation sequences unless they are additive? (UE5)

hidden pivot
#

My relatively simple Full Body IK for the Arm never reaches the control and it also stretches the bone, how can I find out how to solve it? (Allow stretch is turned off)

#

I thought that the IK would try to reach the control? But even with only one single bone it seems to attempt to get away from it?

neat grove
#

Can I have an animation blueprint and a blendspace share a skeleton but work with different skeletal meshes which also share the same skeleton?

rain junco
#

Hello, where tutorial can I follow for UE5 character animation step by step workflow like walking to idle and running? I'm gonna use it for animatics rendering. Thank you!

ashen junco
# rain junco Hello, where tutorial can I follow for UE5 character animation step by step work...

In this video, Zach Reinhardt shows how to animate a robot walk cycle in Blender, make it loop perfectly and let the robot walk along a path.
⇨ Cubic Worlds course: https://bit.ly/cubic-worlds-8
⇨ Project Files (email required): https://bit.ly/cgboost-resources-12

LINKS
⇨ Latest Blender Builds: https://builder.blender.org/
⇨ Blender Launch Pad ...

β–Ά Play video
rain junco
#

I don't need the scratch one 😦

brazen wharf
#

if you don't plan to make a game i would create the animation in another application and just import them to UE

ashen junco
#

For the original game project, I make the anims in Blender, but for machinimas, I make them in UE4 editor w/ Control Rig

nova glacier
#

I have the exact same question πŸ˜„ I've been looking for a "this is how to do procedural walking animation in UE" but haven't found anything clear yet.

frail elk
#

hi all. is it possible to have animations from mixamo bipeds retargeted for non-generic humanoids ? or another way to animate easy with mixamo's animations a non-generic humanoid in unreal/ blender ?

brazen wharf
#

you can upload your rig to mixamo and hope for the best

nova glacier
#

If I wanted to make a dynamic walking animation for a quadraped in unreal, how could i do that? My goal is to have a robot creature meandering around the environment, fluidly

#

the robot character doesn't have a strict direction (eg. a dog or a crab) but can just adjust and start walking in any new direction without stopping to pivot

#

I would love your input. I've been at a loss for a week on this πŸ’€

frail elk
peak mesa
#

where did my keyframes go? the animation still plays but i cant see or edit them here

#

i think i right clicked something

brazen wharf
#

go into pose mode on the rig, and press a to select all bones

#

maybe they show up then

peak mesa
#

oh.. yeah

#

ty

#

how do i delete actions btw? the X button just 'unlinks' them which i dont think deletes them

brazen wharf
#

it does somehow, save the blend file, and reopen it

#

for some reason they aren't discarded before

#

also this is unreal animation channel, not blender πŸ˜›

unkempt cradle
#

Can anyone help me with this? In the video I retargeted some anims, and I couldn't retarget the IK because it would push the character down and raise the shoulders. So I disabled the IK retargeting. Is there a way to easily put the IK bones where they should go or do I have to manually key every frame for the IK bones on every animation?

misty dagger
#

hi is it possible to copy those ik chains from a skeleton to another one which have the same bones names?

sinful raptor
#

Exclude bone from solve does not work...

elfin path
#

Hi all, quick question. I have a flashlight animation that works on the right hand. Am I able to flip it so it animates for the left side?
I'm basically trying to figure out how I can have my flashlight in my right hand, and when I pick up an item, the flashlight moves to the left hand and the new item is held in the right hand. Hopefully that makes sense lol, thanks guys!!!

molten veldt
#

@here I downloaded this 90 degree turn from Mixamo, the problem is the character animation turns 90 degrees physically, so when I turn, both the programmed turn and the animation turn play at the same time, completely screwing with the animation.
Seeing as it is impossible to stop the animation from rotating, I was thinking should I socket an arrow component to her chest, and rotate the capsule in relation to which way the arrow is pointing? That way when we stop rotating, she will face the correct direction

#

I'm using the right turn animation with a female in a red blouse and black pants.

#

Here is my blueprint for turning

bright quartz
#

Is it possible to use the UE5 locomotion animations (that use the newer skeleton) with the old UE4 skeleton, or there is no convenient way to retarget those backwards?

ivory bear
#

someone said up there that it was replaced... but how does retargeting work in ue5 now?

#

like, how do I follow this tutorial from epic now? https://youtu.be/xy9aLbZLdeA

In this video we take a look at how we can share animations between two Skeletal Meshes that are using different Skeleton assets. We go through the setup and retargeting process and pass an animation between two different Skeleton assets.
(00:05) - Recap
(01:14) - Creating & Animating a Rig
(07:21) - Changing the Character's Pose

β–Ά Play video
honest seal
late dawn
#

What do people use to export animations from Blender 3.x to Unreal 5? Anything out yet?

late dawn
#

with wrong scale?

ashen junco
ashen junco
#

I don't feel like things changed in that regard even in UE5

#

Workflow should be exactly the same with Blender 2.8+ and UE4.

obtuse ridge
#

Is there way to import animations that don’t use bones/skeleton into unreal (no skeletal mesh). Example would be spaceship with doors and hatches opening. Skeletal meshes are very expensive and want to avoid using them.

ashen junco
obtuse ridge
#

Compared to static there much more expensive

ashen junco
# obtuse ridge

Do you really going to have 216 spaceship at any given time?

obtuse ridge
ashen junco
#

But I digress.

#

Feel free to use poseable mesh components, or static meshes arranged in BP.

#

But if I had one life lesson to say, is that to gauge the performance in the context of your own game.

obtuse ridge
ashen junco
# obtuse ridge I guess. techniques like this does not depend on game. Better performance on all...

For what it's really worth, I'd rather just do my own tests in the context of my project and write down the stats. Synthetic tests are often not made in practical context, hence why I don't really cling into them.

So for example, your project would have starships. Test it with both the space ship as static mesh and skeletal mesh, and compare the performances with the amount that you're most likely have in your game. That way you'll have more definitive data in the context of your project.

But I guess if that's too much effort for you to take, then I won't judge.

#

||Also flies should be particles, but I jest||

hot crown
#

Bare with me but Is there such a thing as blend spaces for textures like if I had an aging system and the character textures got progressively wrinkled or switched out to elder ones as they aged?

ashen junco
round hearth
#

I've heard that if your AnimInstance is setup incorrectly, it will run on on the game thread instead of worker threads. Is there a profiling command to check whether or not it's running in the correct thread?

elfin path
molten veldt
#

I downloaded this 90 degree turn from Mixamo, the problem is the character animation turns 90 degrees physically, so when I turn, both the programmed turn and the animation turn play at the same time, completely screwing with the animation.
Seeing as it is impossible to stop the animation from rotating, I was thinking should I socket an arrow component to her chest, and rotate the capsule in relation to which way the arrow is pointing? That way when we stop rotating, she will face the correct direction
https://www.mixamo.com/#/?page=1&query=turn
I'm using the right turn animation with a female in a red blouse and black pants.
https://cdn.discordapp.com/attachments/221798806713401345/964623815596466216/PlayStationTMNow_2022-04-07_20-21-41.mp4 Trying to get something like this

#

Here is my blueprint for turning

merry bear
#

Okay seem to have a issue. When i press the key to trigger my dive roll the animation plays and the character moves in the correct direction but the character turn around and faces the camera when doing the animation yet the feet stay locked in the correct direction. What am I doing wrong and how do i fix it?

hot crown
#

This is what I mean

#

Hey guys, in today's video, I'm going to be showing you how to set up and create an animation blueprint and blendspace for your characters in your game. In this we will set up; idle, walk, run, jump loop and a walking jump.

Sorry for the long video, I wanted to go over this in more detail then last time to help you understand it more and learn ...

β–Ά Play video
#

This is the tutorial I watched and individually each animation works

ashen junco
obtuse ridge
# ashen junco For what it's really worth, I'd rather just do my own tests in the context of my...

So how is running 200 something simple tests that show big performance difference Syntehtic when its a universally applied to all games? Bones are expensive and get more expensive the more vertex’s you have in mesh being affected by bones. Skeletal meshes can’t be instanced easily if not at all. It’s not that its to much effort its that I already know the end result. It’s a universal result. I was asking if its possible to animate without skeletal meshes at all, not if I should consider using skeletal meshes. I found this as a solution to animating static meshes and works good for mechanical things like ships and guns like shown in video. Yes I would love 100’s - 1000’s ships total of various meshes. For character skeletal mesh my computer can only handle around 40-60 before becoming really slow (Not very strong computer but good enough for now). So yha having skeletal meshes for ships would be awful.

https://youtu.be/zcDv5WfCTSU

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
coral jasper
#

is it possible to create an anim montage and edit the animation in the montage ?

brazen wharf
#

i don't even know what to say about using skeletal mesh for something like doors....

ashen junco
#

Can only imagine how many developers committed seppuku because of doors...

peak mesa
#

hey guys

#

how do i make the actual player, camera, and the capsule move along with this animation?

#

see, the player just reverts to where he was before the attack. do i have to disable rootmotion?

worn lichen
#

how can I import a single animation for an existing skeletal mesh without reimporting all existing ones too?

misty dagger
#

Found issue it's made a startin bone, anyway to get rid of that. It's not in the blender scene etc

deep whale
#

hey

#

is there a way to render mp4

#

in movie render queue

ashen junco
deep whale
#

avi=

#

?

ashen junco
deep whale
#

so i can't render to video

#

instead of pngs

ashen junco
# deep whale avi=

No.
With MRQ, all you have is image sequence, which is significantly better than using AVI or MP4.

If you want to make a video, best to stitch them in your video editing tool of choice

deep whale
#

ok

#

i try that

#

thx and have a nice day

#

damn

#

unreal engine is freaking fast in comparison to blender!

#

took 5 minutes to put together

nova pecan
#

I am making my player model in Blender and using IK to help make the animations. I also want to use IK in UE (help with character using stairs etc).

Do I need to do anything special in Blender to have this feature in UE, or is having the bones setup with IK in Blender sufficient?

ashen junco
nova pecan
#

I see, also by constraint do you mean like how the model is attached to the skeleton?

#

or is that transferred into FBX. For example which parts of my model are attached to which bones

ashen junco
nova pecan
#

I see, ty

marsh ether
#

Hi
I have an issue with my fps character animations, when moving forward the character animations are fine, when moving left, right and backwards it seems to jump to the position and jitter about when moving
Idle is fine too

outer pendant
#

Array index out of bounds: 2099 from an array of size 71
god damnit why is UE5 so cooked 😐 how is it landing on finding index 2099?!?!?!

#

literally explicitly defining a bone in an ik node

#

it also doesn't even happen reliably, just randomly when changing a value in the animbp

worn lichen
#

I'm trying to import an FBX animation for an existing skeletalmesh in UE4 but when I try to select the in-use skeleton on import, I get "does not contain any valid animation takes". I have "All actions" unticked in Blender because I just want to import the one currently selected animation

#

I don't really want to re-import the entire mesh and all its animations as I'd have to set up the blendspaces and such again

upbeat axle
#

Are there any limitations with using Control Rig when packaging for mobile? I've set up a rig and on desktop it looks good but on mobile it's all degenerated somehow

elfin path
#

Hi all, I'm sure this has been asked a bunch, but I'm not sure why this keeps happening.
Why do my preview animations appear normal but when I press play the mannequin's back is stretched.
I know UE5 has more spines now than UE4, so I'm suspecting that's why we're getting this. Is there any way to fix this?

vernal rain
#

Is there a way to move a character using a level sequence such that it would animate according to its anim bp? Eg. play its regular walk animation or such appropriately

vernal rain
#

Thanks, I'll check it out

obtuse ridge
# peak mesa

The way I did it was extract animation curves from animation and use that to move character (I got custom C++ to do it but there are plugins on marketplace for such). You can use β€œGet Curve Value” node nside animation blueprint to get curve values

obtuse ridge
#

@peak mesa Like I said you could just use root motion as well but its not good for multiplayer games and such.

marsh ether
#

Hi
I have an issue with my fps character animations, when moving forward the character animations are fine, when moving left, right and backwards it seems to jump to the position and jitter about when moving

compact aurora
#

nvm he just responded to you lol

worn lichen
#

yes

compact aurora
#

when exporting, under the animation tab (on the right) uncheck "all actions"

#

oh

#

i didn't read your other message sorry

#

do you have "animated time" selected when importing the animation in ue? @worn lichen

worn lichen
#

It seems like I've got it working now

sinful raptor
#

when retargeting, exclude from solve not working for anyone else aswell? ....

merry bear
#

Okay seem to have a issue. When i press the key to trigger my dive roll the animation plays and the character moves in the correct direction but the character turn around and faces the camera when doing the animation yet the feet stay locked in the correct direction. What am I doing wrong and how do i fix it?

tough bramble
#

Any general tips to avoid clipping/interpenetration when retargeting animations? I have tried a variety of the re-targeting options and the arms always seem to poke inside the body

median spire
#

so if a 3rd person game has an extensive character creator (vastly different body sizes/proportions, non-human creatures, etc), how would you handle the skeletons/anims? my guess is that there would be a few different "base" skeletons (big humanoid, small humanoid, centaur, lamia, etc) and different anim sets for each? what do you think?

merry loom
tough bramble
fair mango
#

im trying to connect some animations to my skeletal mesh and for some reason 1 set is working perfectly but another set isnt applying to the mesh. can somebody check out my code in chat for like 2 min plz? its driving me bonkers that i cant find the issue

#

this is what i want it to look like

#

but this is what im getting for the new set

sinful raptor
#

retargeting foot ik works but not for hands, what could be the issue?

fair mango
#

im doing the same thing for multiple guns and every time i apply a new anim bp to the mesh it sets to the default hand positions (second pic) instead of showing the anim from the bp view

pine star
#

My animation doesnt transititon

#

it just stays locked into whichever one is playing

#

forever

ashen junco
pine star
#

um

vagrant anvil
#

why does retargetting an animation from ue4 mannequin to ue5 mannequin seem to product entirely different results?

marsh ether
#

Hey

#

How can I remove the weapon/camera swaying that happens because of the idle animation?

#

Is there way to make the cam seperate from the head?

vagrant anvil
ashen junco
pine star
#

worst

#

i tried replacing the animation

#

it jsut doesnt work

#

im so confused

#

lol

#

my animations just dont start their stuck in frame 1

#

my AO offset looking works

#

but nothing else

ashen junco
#

Not sure if those Pose ignored warning is relevant πŸ€”

pine star
#

lemme check

#

its all stuff that doesnt work

#

they were enver an issue before

static falcon
#

I'm trying to make my character inside the car bounce as the car bounces. Any advice? I tried using the Rigid Body node but he doesn't seem to be inheriting the motion from the parent

floral sky
#

So control rig replace skeletons?

#

I need mechanical movement, not soft body

#

I think Valley of the Ancients demo did that

#

The skeleton was just a control rig

#

Since it was made out of nanite

merry loom
split marlin
#

Hi, when my character jumps, it stops on land losing all momentum, is it possible to have it keep momentum and not stopping completely?

floral sky
#

Looks like they just had a cube on the skeleton

#

Hmm

#

Do I even need a skeleton?

#

If I have control rig?

#

Like can I use control rig as a component and then attach things to the bones I create

midnight perch
#

anyone know how to copy a control rig across different skeletal meshes? Characters a different sizes but they are all using skeletons based of the ue4 manniquin

ashen junco
floral sky
#

But you can add bones to a control rig without a sekeleton

ashen junco
floral sky
#

But I don't need skin weights

#

So that part is ok

hot crown
#

fixed it just had the incorrect character reference in my anim BP

#

But this is a blendspace issue right?

#

I think I am going to try als retarget soon

next python
#

root motion is enabled when it should not be on the walk anim

turbid viper
#

Does anyone know how to enable root motion in livelink so that the player capsule moves with livelink? Since there is no animation sequence afaik

hot crown
next python
#

Β―_(ツ)_/Β― try it

sinful raptor
#

any experienced blender users?

queen matrix
#

Hey, anyone here that would be able to give me an advice on a locomotion system and additive anims? Would really appreciate πŸ™‚ Thanks

sinful raptor
#

Like how to make one? Try using ALS

queen matrix
#

Nah, something little more complicated. Having some issues with global movement system and weapon specific additive/ layer blend anims.

elfin vine
ionic merlin
#

Also, how is root motion now in UE5 and multiplayer? Did get some love for a bit more out the box work or does it still fall onto devs? Again, regarding multiplayer which is a bit of a pain with root motion.

pine star
#

haulting movement completely

split marlin
pine star
#

no the play rate but the transitioal rules

#

in the transititon from land animation to walk if youre using a state machine for this

#

the circle on the string will say what has to happen for you to translate to walking

#

like if speed is 0, or the animation is > left of the animation playing, or if how many of the animation left to play is greater than etc

young urchin
#

Anyone familiar with Control Rig?

floral sky
# elfin vine Control Rig doesn't require a skeleton - Control Rig Component can enable you to...

Thanks for the clarification. We’re doing hard surface mechanical objects (and trying to use nanite) so no need for skin weights in our case. Didn’t know if it was better to create a control rig from the Skeleton and have that be the root, and attach Mesh Components to the bones of that. Or if using a tradition skeleton is the way to go. The real problem we have is we can’t import a skeleton with no mesh. It has to have something on it.

young urchin
#

There is no way to reference ControlRigHierarchy as it described in the tutorial

floral sky
#

Looks like the VofA example has the components mirror the skeleton location instead of actually attaching to it?

elfin vine
floral sky
#

β€œwas skinned to a simple cube to generate a skeletal mesh in Unreal”

#

Ok so we have to have the mesh in there, got it

spare kraken
#

Try to paint cloth physics on my hair but it droops like this
Anyone know how to add constraints?

#

With no cloth simulation looks like this

naive mountain
#

Animations playing slo mo in preview editor? Montages, blendspaces, etc

ashen junco
ashen junco
safe sun
#

@spare krakenWhen you apply the cloth sim, make sure you also select the physics asset you want to influence the hair. That's the "constraint" + other cloth settings. Also make sure you keep the hair rooted/don't paint with 100 all the way to the base.

nova pecan
#

If I want to blend from idle to run, idle to jump, run to jump, and idle to jump is there any easier way to do this other than blend spaces?

I plan to add even more animations and I have tons of blend spaces added up

keen minnow
#

Does anyone use iClone for mocap cleanup? Just wondering if it is worth taking time to learn it, if it actually saves a lot of time or not on the mocap clean up

narrow sigil
#

getting some weird results with the IK retargeter (retargeting a gideon animbp to a ue4 skeleton character), when I land the character... explodes. where do I even start debugging this?

#

I've tracked it down to a single node I can exclude to get rid of the behavior, but the animation and the cached pose both look fine when I pass them through directly to the output and I don't see why Apply Additive would be making this mess

narrow sigil
#

maybe the answer is I just retarget the animations (which look fine individually) and build the animbp back up from scratch

worn lichen
#

how can I force an animation to play even if it's already playing, in a state machine? I can't create a transition rule from one state to itself so it just doesn't trigger the animation again

brave depot
worn lichen
#

because it can be retriggered before the animation has finished

brave depot
#

Gotya

#

From what I know, it'll need to go back to the last state, then it can do a transition back again.

#

I don't think there is a direct way to just enter the transition again without going back a state

worn lichen
#

what do you mean by the last state?

brave depot
#

So it'll need to go back to the last state for a frame then re enter the state to enter

worn lichen
#

I see, thank you

brave depot
#

No worries hope that fixes it

#

Is there a way to assign these blend values through blueprints?

#

Similarly to how the bool is setup?

ashen junco
ashen junco
brave depot
#

Interesting, I feel like there must be a way since this is very common

#

I can always make a timeline float, but I feel like its best not to

ashen junco
#

There's a Custom Curve input there, if you want to use that

nova pecan
#

When I import my animations I cannot see my model unless I enable root motion. However I don't want to use root motion. Any ideas?

#

Also for some reason when I import my skeleton into Unreal it adds a bunch of extra bones

ashen junco
nova pecan
#

Sorry I am unfamiliar with what a DCC is

ashen junco
#

Blender? Maya? Cascadeur?

nova pecan
#

Oh, I am using Blender

#

The waist moves during the animation, and in Blender the Waist is my root so my guess is Unreal sees that as a root motion, because the root moves?

ashen junco
#

Blender...
What's the scene's unit scale?

nova pecan
#

I am not sure where to check that but I left it all default. When I import into Unreal I set the import scale to 0.1. When I drag the skeleton into the scene it is the perfect size.

ashen junco
#

Felt like that's the wrong way.
In Blender, set the unit scaling to 0.01 and scale everything up 100x

That's in order to compensate for unit scale differences.

#

With static meshes, it's fine to left it at 1.0, but skelmeshes is where the unit scaling set to 0.01 matters

nova pecan
#

I see, for Blender unit scaling I assume I just do it on output and for unreal do it on input?

ashen junco
#

It's in the scene itself

nova pecan
#

I see, I just did it on import and I see my model but there are some issues

#

let me try the scene itself assuming you mean the blender scene

nova pecan
#

ait, ty I will try that out

#

im not sure how much to scale by

nova pecan
nova pecan
#

whats the proper way to do that? I tried pressing S on my armature and typing 100 but I think its way way too big

#

unless thats right

ashen junco
nova pecan
#

Do you know how to solve the "fog" issue? When I try to zoom out my model is covered in the blender background color

#

the red is where the leg should be, but it gets covered at this scale

ashen junco
#

Also make sure the grid is visible for scale comparison

nova pecan
#

when I Set the far clip plane to 1000m my model glitches and and its still not far out enough

#

I was messing around with the settings and upping the clip start seemed to fix it

ashen junco
#

How big is your model?

#

In the Item side tab, you should have the dimension of the model in measurement units.

nova pecan
#

let me grab it

#

for armature

#

this is after the scale up

ashen junco
#

Holy shit

nova pecan
#

also its still tiny in the animation on unreal

ashen junco
#

You're not applying the scale, that's why.
Also just scale it to around 100 should be enough already

nova pecan
#

oh when you said scale you meant the scale of the object should be 100, not increase the scale by 100x?

#

lmao

ashen junco
#

I thought you're having default scale in 1x with unit scaling in 1.0

nova pecan
#

its still turbo tiny in the animation viewer tho

ashen junco
#

Okay, let me rephrase the entire thing from start.

First, Blender unit scale set to 0.01 to compensate for Unreal unit. Second, zoom out to scale of the grid. If the model is too small, scale up 100x and apply the scale. Once that's done, export as FBX and bring it to Unreal.

merry loom
ashen junco
nova pecan
#

Im not really sure what to do, I set the scene to 0.01 and scaled my model so it fits properly into Unreal, yet the animation preview is still awful

#

it says the approx size is 53x53x213 which means 2.13 meters right?

ashen junco
#

Have you applied the model scale?

merry loom
ashen junco
#

Easy to forget that, even myself.

nova pecan
#

what do you mean by model scale?

ashen junco
nova pecan
#

oh in blender export

ashen junco
#

Not in export

nova pecan
#

i dont think i did no cus it has a warning sign

ashen junco
#

That thing is broken

#

Apply it in the Blender scene

#

With all objects selected:
Ctrl + A (Apply Transform) -> Scale

nova pecan
ashen junco
#

Damn, the way you set up your model is rather peculiar, to say the least.
I thought all the locations are already applied at the center, along with the skeleton.

nova pecan
#

i think its easy to tell i have basically no idea what im doing

#

i just piece together different tutorials

#

lol

#

the bones seem fine just the models, can I recover this?

empty bramble
#

How can i set my animation to 4 fps so it looks like a comic animation

ashen junco
nova pecan
#

I did it just to see if it fixes anything, should the animation preview be this small?

ashen junco
ashen junco
nova pecan
#

hrm, do I need to apply the transform scale? What does it do?

#

because it didnt fix the issue and it broke my model

ashen junco
nova pecan
#

want me to screenshot the collection?

#

how I have it is as separate objects parented to the skeletons bones

ashen junco
#

That's what makes it weird to me, because usually you have the pivot is in the center, of the scene, along with the skeleton

empty bramble
ashen junco
empty bramble
#

Any blueprint trick to like pause the animation and skip some frame and play?

nova pecan
#

This is my scene

ashen junco
# empty bramble Any blueprint trick to like pause the animation and skip some frame and play?

But you can still animate in Blender in 30 FPS, with constant interpolation

https://youtu.be/noexK8EIwzg

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empty bramble
#

Thanks could be time consuming for multiple animations but would do it if its not possible directly inside the engine

#

I have a logic in my head to devide the animation length to an integer then get the result to be added each second to switch poses inside the single animation but not sure if thats possible

ashen junco
empty bramble
#

No i just grab mixamos and store animations , so i prefered to make a single function to just connect any animation to that does the job

#

Since i am doing this for game cutscenes only i think the easier trick is to do it in video editing instead thanks alot

nova pecan
#

@ashen junco when I create a cube in blender doesn't it set the size depending on the scale of the scene?

#

and then you said to scale objects up x100, so my armature should be the size of that cube scaled up 100

#

see its the right size when I leave my scale alone, its just I need to enable root motion

#

but its wrong when i place it

midnight perch
#

Hey anyone know what's going with my control rig for my character? So I'm exporting these from blender using auto-rig pro. I'm not going to lie, I copy & pasted the control rig from the ue5 manny to link, then I resized the shapes. The control rig seems to run fine but it looks like the thighs and callfs are what are messed up. I wanna make control rigs for other characters too but I don't wanna make one for each one. They all will have the same skeleton

edgy turtle
#

I have a question about an AnimationBP. While trying to connect "Try Get Pawn Owner" return value to "Calculate Direction" target, I get an error "pawn object reference is not compatible with anim instance" What could be the issue?

nova pecan
#

My idle animation doesn't play if additive animation is set to "no additive"

#

also my character hovers over the ground even though in blender the full animation is connected to the ground

nova pecan
#

its something to do with my root bone, when I delete my root bone and target my waist instead it works, any ideas? flipping the root bone 180 seems to have fixed it

scarlet saffron
#

Lyra sample is not using blendspaces for movement, anyone knows why?

ashen junco
fathom vapor
#

How do you like euphoria (rockstar)? I would like to know if it is possible to do this in Unreal Engine 5, having the budget to hire a team of people from Russia, what do you need to know? Who is better to hire for this job? Where can we see more information about how it all works?

My goal: to find people who will be involved in creating a tool for procedurally physical (muscle stimulation, etc., etc.) animation with active ragdolamm (generally like euphoria, but a little worse since the budget is not rubber).

ashen junco
# fathom vapor How do you like euphoria (rockstar)? I would like to know if it is possible to d...
  1. Euphoria, for what it's really worth, is Rockstar exclusive. The original developers stopped licensing it elsewhere for a long time.
  2. As for UE4/UE5, technical animation stuff is mostly what you need to know, and technical animators would be what you're looking to hire.
  3. UE4 and UE5 have physical animation system, and also Control Rig system that can ease your tech anim work a bit. Plenty of resources on the former.
ashen junco
scarlet saffron
#

It is for IK, right?

nova pecan
#

I'm at a loss, some of my animations just dont import right and I have no idea why. They all work perfectly fine in Blender. I have the scaling set correctly and I made sure to apply all my transformations. I have a separate root bone.

scarlet saffron
scarlet saffron
ashen junco
# scarlet saffron But what does it do? do you create animations by code or somehow use existing an...

In my case, I use control rig for:

  • Animating inside the editor (machinima project only)
  • Making static additive blend spaces programmatically
  • Body IK in runtime powering most of procedural animations, coupled with a bit of C++ stuff on actor level
  • Twist bone adjustments
  • Dynamic aim / look at system for upper body and head
  • Other adaptive stuff

Personally I'm looking into more stuff that I can apply to control rig, like vehicles, quadrupeds (e.g. cats), arachnids, and whatnot. Even in 4.27 CR is pretty much in usable state.

scarlet saffron
#

Do u have a video of your game?

#

preview

lapis bay
#

Me?

scarlet saffron
#

no, @ashen junco.

lapis bay
#

Oh my bad lol

ashen junco
scarlet saffron
#

Ok

#

Can i send u private message?

ashen junco
#

If it's related to UE issues or troubleshooting, best to post it here instead so others can fill in while I'm away.

scarlet saffron
#

I just want to ask if using ControlRig is the right way to do something like this: https://www.youtube.com/watch?v=xeLWNoAEuzA
I have experience on Unity but 0 on unreal

Check out Curse of the Dead Gods here: https://bit.ly/328muFo
Big thanks to Focus Home Interactive for sponsoring this video.

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Use weapons, the environment,...

β–Ά Play video
#

It does not needs IK on legs or anything like this

#

is ControlRig overkill?

ashen junco
scarlet saffron
#

the combat i mean

#

Idk if i`m going the right way with ControlRig or Blendspace

ashen junco
#

Doesn't have to aim for GTA 4 like animations to use CR

merry loom
ornate breach
#

Hi, I want to retarget Mixamo animations to UE5 mannequin using this new IK Rig system but the retargeted animations lack root motion, how should I set up the bone chains and stuff for the root motion to work?

ashen junco
#

Having "root motion" in Mixamo is like asking for jank

honest zenith
#

Hey guys, I am working on a rpg combat system and when my attack animation plays it makes the player stop moving and I was wondering how to allow movement to make it smooth combat

ashen junco
honest zenith
#

how do games do it then because i never notice the player not being able to move when attacking

ashen junco
honest zenith
#

How can i make that happen?

#

I dont understand animations that much

ashen junco
honest zenith
#

can you give any further help Im not sure what to do with that

fathom vapor
#

H3Y Boys, No one would like to help me on my project sometime in the future?

Realtime Procedural Animation Using whole body physics (muscles, muscles and so on) + active ragdoll For unreal engine 5, the work is paid monthly.

ornate breach
nova pecan
#

I like blend spaces because if my character is moving slower than full speed the animation is slower, but is it possible to make the animation faster if they are moving faster than their max speed (i.e they get a speed boost)

#

or should I use a separate running/sprinting animation for that

ornate breach
nova pecan
#

I see, I think I am just going to have a single running animation then that increases/decreases with speed as I am making a more lowpoly cartoony game so 1 run cycle looks nice

ashen junco
versed monolith
#

I'm using Basic IK and blueprints to manipulate a controller attached to a hand bone (hand_l) and I am able to translate the desired movement just fine. How do I get the control's rotation to automatically point in the same direction as the forearm? As you can see, it always points in it''s default direction.

versed monolith
#

I did find some success in blueprint with getting a mid-point of the chest and doing a find look at rotation to a scene component that determines the control location in teh control rig. Looks janky, so I would like to do something similar but insead of from a mid-point in the chest, do it from the elbow joint. That is what the "elbow location" vector being set is. I'm not sure how to pass this information back to AnimBP and I cannot get bone location from bp unless it is a poseable mesh (which I believe is now defunct). Any tips would be a huge help

split rose
#

I've got a bit of an issue and I can't figure out what's causing it.
Basically, I have two animations, one Anim A and Anim B where B is set as additive with the reference anim being A.

Now when I apply B as additive to A, and Curves set in A get overriden by values in B, despite the curve not being set at all in the additive animation, is there any way to fix this? Or do I have to set the curve value in both A and B to make sure it doesn't take it as additive.

median isle
full sequoia
#

Is there anyone who can help me out with this, or direct me to a tutorial that explains iK in a way that for a TPS allows for the hand position to adjust based on the weapon type that is equipped?

vast pivot
#

Didn't get any response in the blueprints channel, so maybe this is an animation question? I was tidying up my project files and moved my character animations into a character folder I created inside the contents one. I had to relink a few of the animations to get them to work again, but they seem to be fine now. However, now my character isn't 'grounded'. His feet are in line with the terrain, but instead of his chest moving up and down when he breathes, he slides forwards and backwards a bit across the ground as if the mesh no longer responds to gravity. It was working fine until I moved the animation files. Does anyone know how to fix this? Googling just comes up with a lot of 'my character is two inches above the ground' questions, which isn't the issue.

marsh ether
#

What's up with my characters arms?

random eagle
#

Looking for a bit of guidance from someone with the time. Im a college student screwing around with some stuff and I cant seem to get my model and animations to export from blender to unreal properly. The animations show up in unreal but they are pretty broken. Any time is appreciated

manic copper
ivory bear
#

could anyone explain the difference between local-space and mesh-space blending for additive animations?

glacial ridge
#

For simple click and animate objects is it best to use sequencer or an outside program and import it

sinful raptor
#

How to make feet follow the animation? I'm playing a sword swing montage but the feet don't lock to the ground and move with the animation. I'm using ALS system

silver bridgeBOT
#

:triangular_flag_on_post: EPIC Martina#6648 received strike 1. As a result, they were muted for 10 minutes.

naive mountain
#

Is is there anywhere in the animation editor or preview window in any of the tabs where I can modify a skeleton's specific is specific time dilation

#

Or is custom time dilation for a skeleton only editable in blueprints

arctic wing
#

I'm trying to get my head around IK. Can someone explain what the difference is between a IKRig and a ControlRig? In tutorials I can see people using only Control Rigs but the ABP Manny from the third person template also has an IK Rig but I can't find where it is used. Also people use Controls instead of IK bones but the Control Rig used by the template doesn't have any controls but only ik bones. When do I use ik bones instead of controls? And do I have to add the the ik bones to my skeleton aswell? My main problem is that I'm trying to get the FootTrace working on my own skeleton by using controls instead of ik bones but the control keeps falling through the ground instead of staying where the collision happens. Cause I think the transform of a control works different to an ik bone somehow.

unkempt cradle
#

Has anyone bought the MovementAnimsetPro animations? If yo did did anyone else have any problems with the IK not retargeting correctly?

rose light
#

Can anyone tell me why, when I try to blend my aim offset to my movement blendspace my torso shrinks?

shut kraken
#

also what bone are you blending at?

rose light
#

My aim offset is what allows me to look up and down when aiming

#

and that part works just fine, it's when I try to blend it with the layered blend per bone this happens

#

and i'm blending the aiming part at the spine and then trying to blend the shooting part at the clavicle

#

spine_01 specifically

#

this works perfectly for just having the aim part work with the movement but I think I need another way of blending in the firing part

#

wait I think I got it

#

it's not the most pretty but it's something

#

idk why the spine doesn't work

random eagle
#

Anyone have the time to explain blender export to UE5 with animations?

sinful raptor
#

what's the problem

random eagle
#

I cant seem to get the animations to export properly. Its pretty clear Im just misunderstanding part of the process but half the time the animations dont export at all, the other half they do export but are busted (AKA do not play correctly inside unreal)

sinful raptor
#

what do you mean don't play properly

#

is it a rigged character?

merry loom
sinful raptor
#

i wasn't even able to download this ** plugin

random eagle
#

Is it still up to date at all?

merry loom
#

last commit was 6 days ago. should be

random eagle
#

The link inside that page just leads to a 404 error on github

#

Guess the account link was being slow, got it

sinful raptor
#

link is broken for me since yesterday. account linked. so stupid. well atleast i don't need it anymore

median isle
#

cape is working beautifully now

ashen junco
#

For what it's really worth, the Send to Unreal plugin requires very specific workflow in Blender, which for more seasoned users with established workflow, is a deal breaker.

median isle
#

honestly, I tried using the send to unreal plugin, but in the end I found it better to just set up some export profiles in blender

#

could be even better with some python scripting to batch export stuff

random eagle
#

Welp, the UE to Rigify thing is tossing an error when I try to enable it

#

So idk, is there not a simple way to just export a file with animations and import it without a million things breaking? Id think that two of the most well known softwares would work a bit easier together

ashen junco
#

Personally I avoid Rigify at all cost due to how PITA it is to deal with. At least Auto Rig Pro is better in comparison.

random eagle
#

So if not rigify, should I just use the standard stuff? Does that export to unreal well?

nova pecan
#

If I am not mistaken there are some issues if your animation is under 30 frames as the lowest FPS is 30 and Unreal has issues with importing sub 1 second animations.

So if I want a shorter animation is my only option to speed it up in Unreal?

nova pecan
random eagle
#

The animation are set to 30 fps and believe the shortest may be 25 frames but I will keep that in mind. Also do I need to use rigify as well or can I just a regular armature and then use send2ue

nova pecan
#

I used a regular armature, to get the send2ue plugin you need to connect your github account to your Epic Games account and then check your email. They will request for you to "join their team". Once you join you will see a "Blender Tools" project under the Epic Games account. It also has a quick start guide (it's very simple)

#

But once it's setup you just press one button in Blender and it automatically sends everything to your Unreal project and you can just drag it into your game

random eagle
#

Ill give it a go and see how it works, do you think I could use the auto generated armature from rigify and just... not rigify it to speed things up?

nova pecan
#

No idea, never used Rigify, you can try it though

random eagle
#

Well, more things to test. I appreciate your suggestion!

sour elm
#

what fps should the animations I improt be?

#

so like when I ask my animator to send me animations what fps should I tell him to have it

#

he asked me if it should be 30 fps or 48 fps

crystal oxide
#

beginner question, not even sure if this is the right channel but, i added a weapon to my character's hand socket, and now when i try moving the character it jitters all over instead of my previously working movement? is it colliding with the weapon or something?

nova pecan
#

Should my punch windup and attack be separate animations that flow into each other?

#

Or can I just make 1 animation that winds up the punch and also executes it

remote sand
remote sand
heavy eagle
#

guys how can i make a zombie attack using its arms while running at the same time ? both are separate animations and i created an animation montage

right now i can detect if a player is in close enough range to attack but how do i play a montage from C++

im using behaviour trees btw

ashen junco
heavy eagle
#

do i use state machines for that

#

?

ashen junco
heavy eagle
#

so i dont need to play the montage from behaviour tree?

ashen junco
#

Though personally I'd rather have an event to do the attack and play the montage in the Character class, so BT Task boils down to just execute the attack event.

I felt like that's the more modular setup where you don't need to be the AI to attack.

heavy eagle
#

am i missing something here?

nova pecan
#

I'm using an anim montage to recover from a ragdoll, the animation starts with my character on the ground and he pushes himself back up. However the anim montage starts from the rest pose which is with the character standing. I can kinda make it look better by setting the blend time to 0 but its still visible for a few frames.

How can I change the initial pose for this montage so he starts fully on the ground?

nova pecan
#

I managed to figure out why its this way but I am not fully sure on the solution, I have a state machine to handle my movement. This connects to the anim montage which connects to the output pose. So whenever it runs the montage it is blending into it from my state machine which is in idle pose

sinful raptor
#

make a layered blend by bool with a variable if the character is moving?

nova pecan
#

I will give it a shot, thanks

ashen junco
ashen junco
stoic hill
#

Trying to retarget an animation from mixamo. I'm following a tutorial and got to a point where I need to right click the animation and select "retarget anim asset" and then select the UE 4 mannequin. But it's not there?

sinful raptor
#

Hi! Looking for help with root motion

sinful raptor
#

So i retargeted root motion animation and the root stays in place and character moves. But it should be the other way around if i enable root motion on the animation. That does not happen for me. Why

ashen junco
sinful raptor
#

The character moves like root motion but gets teleported back to the origin after it's finished.

ashen junco
#

Have you enable extract root motion?

sinful raptor
#

Before retargeting i enabled root motion on every animation and made a root chain

#

I did not enable globally scaled translation on the root tho

#

This fix did not work for me

quartz bronze
#

So I'm trying to make my life easy by having a good import workflow for animations from blender to unreal.
I've set my scene size in blender to 0.01. My rig is at 1,1,1 scale.
I import everything to unreal. Everything fine so far.
But now when I try to bring in new animations, and at import select the original rig that I want the animations to use, the new animations in UE are scaled 100 times bigger than they are supposed to. Any idea what's causing this behaviour?

sinful raptor
#

set blender scales to 1 and import 0.01

ashen junco
honest zenith
#

I am trying to make a widget appear above the enemy head when they are attacking so the player can know its time to block... how can i do this with a anim notify state unless theres another way beacuase when i tried it wasnt letting me get the widget in the notify state and change the visibily

sinful raptor
# honest zenith I am trying to make a widget appear above the enemy head when they are attacking...

Unreal engine 4 version 4.25.1

*I forget to tell you guys that I press "E" to enter combat mode. If you don't, you will not see HP bar.
*Actually, I also tried to add hit reaction system to this video and end the serie, but it was too long so I recorded again and sure, I'll do it in the next episode. Gonna look into those animations if there ar...

β–Ά Play video
honest zenith
#

Ive done that tutorial a while ago i thought he only shows it on a input

#

i need it to automatic do it in the animtion for the enemy attack

sinful raptor
#

he adds attack rotation in episode 4

ashen junco
honest zenith
#

so cast to the bp containing the widget then set visibility?

quartz bronze
ashen junco
sinful raptor
#

I think i know why my root motion doesn't work

#

Wooo i fixed my root motion

ashen junco
honest zenith
#

yea thats what i tried orignially

#

and i got error saying it couldnt find my widget

#

but i had my widget in the enemy bp set to not visible

versed monolith
fathom fulcrum
#

using the Manny/Quinn skeleton with mixamo animations is proving difficult for me. Root motion is consistenly a problem.

#

before retargeting

#

after

#

always snapping back, even with root motion on

#

i used the retargeter that came with UE5

merry loom
latent otter
#

Is there an easy way to retarget to essentially the same skeleton? I've added an animation asset pack and the animations are rigged to a UE4 skeleton within the same folder. I want to use the included UE4 to 5 mannequin retargeter but it won't work

#

Or an easy way to duplicate the IK_UE4_Mannequin for the UE4 mannequin included in the package which the animations use

still cipher
#

Hi, I got this basic keyframe animation that I made in 3DS Max, I exported it as .fbx with the bake animation option checked, but when I import it in UE5 the animation doesn't play, am I doing something wrong?

next comet
still cipher
next comet
#

It depends on what your end goal is. For this I would use alembic or something vertex based. More of a complex export. Wouldnt come in as a skeletal mesh though.

still cipher
#

Hmm ok, I will look into that, thanks!

sinful raptor
fathom fulcrum
#

i dont think i would have done that. its been almost a day and i'm a goldfish

#

i ended up rebuilding my character into the UE4 skeleton

sinful raptor
#

oh sorry i didnt look at the date lol. but i just had the same problem today and fixed it

fathom fulcrum
#

i will give it a shot, i really WANT to be using the UE5 skeleton

#

that makes my character wobble around on its hips

sinful raptor
#

set root animation enabled on every animation with root motion. then make a chain for root aswell. you can also set fk translation of the root to globally scaled. it should work correctly

fathom fulcrum
#

"you can also set fk translation of the root to globally scaled" that i def didnt do

sinful raptor
#

idk if it matters really

#

i had to disable ik

#

so the mesh wouldnt get messed up

fossil tinsel
#

Hi, I have an animation with root motion. In the montage I would like to turn it off

sinful raptor
stoic hill
#

Trying to retarget an animation from mixamo. I'm following a tutorial and got to a point where I need to right click the animation and select "retarget anim asset" and then select the UE 4 mannequin. But it's not there?

indigo gulch
#

check the bones hierachy, does match?

stoic hill
#

I figured it out. I just forgot to click one thing... Simple little mistakes lol

versed monolith
# merry loom maybe add a set transform node after basic ik to set the local transform of the ...

I came up with a solution that feels over-engineered where I have a socket on the mesh at the elbow area and it's forward vector is aligned with the forearm. I get the rotation of this and the hand follows the orientation correctly. However, I now have a problem with getting the fingers to follow correct orientation . I could do the same solution for each finger and thumb but is it ok to have so many sockets? In the screenshot what is plugghed into the set rotation node is not a working solution, it is currently what I have in place - this exhibits similar incorrect behaviour. This is also done after the basic IK node.

#

whoops apologies for disgruntled comment box in view!

versed monolith
#

What type of variable is the blue rotator pin in control rig?

young urchin
#

Have anyone used Live Link Face app on iPhone?

young urchin
#

I have an issue with it. And it seems like a bug, either in App or in Apple's API

versed monolith
# ashen junco Quaternion

It doesn't appear to have a variable type that I can create a reference to. I assume it works out the same if I use a rotator variable and do to quarternion

#

I'm baffled that it appears to be so difficult in contro lrig just getting the hands on a Basic IK to follow the orientation of the forearms

#

Actually I think propagating basic IK to children might be the source of my problems here

ashen junco
versed monolith
deft phoenix
#

I'm not sure If I should post this in "animation or "audio" but I work on a Project to drive Animation over Audio input (Microphone) I got a lot running like sound/Mic driven Niagara, but my target for now is control a Skull over Microphone input (some stuff still not working out mostly probably because I use UE5 and most tutorials I used where UE4 where some stuff was different to 5) πŸ€” anyone know some Guides or Tutorials in that direction ? thanks for any Information

versed monolith
#

Ah got it. I was pulling my hair out trying numbers of different options but I could not get the fingers to bend correctly (they were always off axis). I'm guessing propagate to children on basic IK was doing.... something, because now just a simple set relative transform is working it's magic. smh

ashen junco
versed monolith
# deft phoenix I'm not sure If I should post this in "animation or "audio" but I work on a Proj...

I wouldn't know where to begin with specifics but I'm currently getting to grips with control rig which you could use to drive animations from blueprint - which is no doubt what you'll want to do if you want animation to react to music. Here's a video I used to help get me started: https://www.youtube.com/watch?v=His0g5fd2B0&t=7s

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...

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You can probably do it without control rig using AnimBP and imported animations though

ashen junco
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At least I'm assuming it's a "lip sync" goal. In some games like GTA Online, accuracy doesn't matter, so speaking anything or make loud noises over the comm would make the character have his/her mouth blabber

deft phoenix
ashen junco
deft phoenix
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for Now Lip sync is not need ... as I animate a Skull so not much sync needed as it mostly will move its Jaw

deft phoenix
dense gyro
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how can i add height on animation like this my all animation touching ground when it performing animation it knee get bend and stuck

knotty current
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anyone know why there is some glitch in my animation, even i use time dilation to slow it down, it wont have any effect

woven hill
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I have a bit complex question for combat animations and was wondering if anyone would have the time to answer my questions over pm so i dont spamm this channel?

median grove
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hi. i want more explain for this option. what exactly is this.

trim pawn
potent thunder
# median grove hi. i want more explain for this option. what exactly is this.

Hi thats for creating a transition rule you can share between different states, like take for account

  • you have your character go from run state to idle state when your speed is 0.
  • and you have your character go from walk state to idle state when your speed is 0.
    As you can see both rules are identical, so you can create a shared transition rule clicking that option and every time you need the rule Speed=0 you can use that shared transition selecting it from the list
trim pawn
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https://youtu.be/wNlN4uDgIUM <- for anyone interested in animation sharing and live retarget. I no longer retarget animations.. like ever.

I wanted to show you how easy it is to retarget animation at runtime without any pre-retarget for characters not bound to a mannequin skeleton.
This time I learned how to set bone settings and what they should be for the best results! Ik rig and IK retarget are the way to go with unreal engine 5!
Working with Synty Studio Polygon assets. I'm in ...

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potent thunder
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Hello guys I was wondering if its better for multiple characters with different heights, to have a single skeleton shared, or to have multiple skeleton and retarget animations.

trim pawn
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https://youtu.be/nWbDy8dQKHc UE5 Stride Warping explained in 10 minutes anyone? πŸ™‚

Speed warping, stride warping or velocity matching - call it how you like - but it has been promised years ago when Epic showed it in paragon videos, and finally, they delivered! it's not part of unreal engine native plugins along with other "warping" techniques. Works surprisingly well on default settings.

My test character is using also 2 ret...

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median grove
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someone can explain inertialization blend? i cant understand it

median grove
potent thunder
# median grove someone can explain inertialization blend? i cant understand it
GDC

In this 2018 GDC session, Microsoft's David Bollo presents a new high-performance approach to animation transitions that the Microsoft team developed for Gears of War 4.

Join the GDC mailing list: http://www.gdconf.com/subscribe

Follow GDC on Twitter: https://twitter.com/Official_GDC

GDC talks cover a range of developmental topics including ...

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it explains what inertialization is

meager bane
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Hello, everyone. I have a question that is (hopefully) simple to answer. I am trying to import and export models, since the model I imported came with completely screwed up animations, I looked up online and found out about animation retargeting. I could follow the tutorial just fine but when its time to finally do the actual retargeting, my skeleton does not appear in the list on the left side. Why did this happen? The skeleton is clearly inside the game's content folder.

potent thunder
meager bane
potent thunder
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πŸ‘πŸ½

knotty current
vast trellis
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what does 'click to toggle visibility' in the anim graph here do (Lyra ABP_Mannequin_Base); nothing seems to happen clicking it other than the eye opening and closing (I thought it would expand or make it a public variable or something):

silent iris
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does anyone know how to get root motion working on the paragon characters?

knotty current
silent iris
clever hollow
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I purchased an animation pack from the market place hoping to use it with another purchased character, but when I drop my character into sequencer, only its animations are showing. None of my animation pack animations are there.

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How do I use the animation packs animation with my character?

misty dagger
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Question
Is there a way to edit multiple actors/elements at the same time inside Sequencer? If i select hem all, i still cant edit them at the same time, same goes if i group them.
So far i can only find this on the subject and it's from 2017

misty dagger
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, any tips are very welcome! πŸ™‚

clever hollow
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Five years later, this reasonable request is still nowhere to being implemented.

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Just goes to show how bloated this software is, they probably can't implement it because if they do everything else will break.

misty dagger
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πŸ˜₯

misty dagger
clever hollow
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Well, there shouldn't be a hard way at all.

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The more I work with sequencer ( forced to by work ) the more I hate it.

misty dagger
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haha I can understand that

clever hollow
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Unreal is heading down a bad path, where it's so overcomplicated and bloated that nobody will want to use it nor have the brain capacity to use it in 10 years.

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Just like how all amazing softwares become abandonware eventually, from packing too much into a little package.

potent thunder
knotty current
potent thunder
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Though you need to learn how to use blender to do that

knotty current
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i think it has something to do with first "if"

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if i remove that it wont have any glitch, but the animation is wrong

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i need to distancematch the animation if i change direction

potent thunder
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sorry I'm not a programmer, don't know a bit of cpp first I thought it was a transition error (like going through a neutral run/ idle state before going to the other pivot) but then I saw you're doing distance match and that's way out my league 😬

keen minnow
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Anyone experience with take recorder?

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plz dm or tag me

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i have sent the question 2 times already in #ue5-general i do not wanna get banned

clever hollow
keen minnow
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😭

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GOD

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It has been 3 months of HELL in this chat for me tbh so many problems I have had to spend literally weeks on lol

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IDK HOW TO FIX THIS STUPID DRONE

clever hollow
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it's a better use of ur time to pay for a real 1 on 1 mentor

keen minnow
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HONESTLY

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BUT I AM POOR

clever hollow
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u'll get things done much faster

keen minnow
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Painful.

clever hollow
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then go make some cash

keen minnow
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BRO

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NOT THAT EASY

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LOL

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cant believe someone just told me go make some cash

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like telling a homeless person GO GET A HOUSE!

clever hollow
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that actually happened