You know that one specific problem you have been pulling your hair out on but no one has the exact solution to your problem.. we'll this is the exact solution! Thanks a lot for doing this man! 👏 you've got another sub today.
Would it be possible to use this method to replace the pose in the idle animation? For example if I have a basic weight shift animation with the character standing straight, but I have a different idle pose with a sort of combat stance, would I be able to use the weight shifting animation with the combat stance pose?
Hello, is there a proper setting to keep the mannequin COG control and feet controls from spontaneously flipping around 180 degrees? They appear to flip when the COG and feet are rotated 90 degrees.
Is there any way to set priority on which layers get selected when you grab controls in the viewport? It's frustrating to adjust the base layer if you've created an additive one because you have to scroll up to the control name every time, or filter by name, which is also tedious.
When I right click in the timeline of additive or absolute and I add an animation, the character is blown up super massive and all contorted, do you know why this might happen? I cannot find a fix. Thanks.
Awesome, sorry if it's a dumb question but how would you then bake source + additive into it's new anim file (forgot the class name, AnimSequence I think)
If you want to convert your adjustments back into a animation sequence, right click on your skeletal mesh in sequencer and select either "bake animation sequence" or "create linked animation sequence" which will save a copy of all your curves so you can come back later and adjust more.
So I'm trying to change the base jump animation or land animation and it will not let me when I try to replace the animation it stays the same. Even if I reimport the animation I do not know what I am doing wrong
If you control rig curve are not set to Additive , they would be set to Absolute. If they are Absolute the will replace whatever animation is assigned, so they could be blociking your new animation from being seen.
@Tony Bowren The current issue I'm having is in the viewport it shows the animation right, but when I actually play the animation in the game, my character floats up like it's a scene from the exorcist. And I'm not using the rig for this. I was trying to drag and drop the animation. im not sure if that's doable. Thanks for your help,
What if I need to add the character Blueprint instead of the Skeletal Mesh? I want to add my modular custom character blueprint and use the animations inside sequencer...
You add your character's rig not their blueprint. So you can add any custom rig to sequencer. To use the control rig you might need to do some retargeting workaround or create your own control rig for your character.
I don't understand what the hell is happening on my side. I go in, I add the same mannequin you add to the sequencer. It automatically pulls up with a control rig already there. If I try to add an animation to the track, the animation won't play. It'll just keep the control rig up. Why isn't mine doing what yours is?
In the Skeletal Mesh asset, look in the Asset details for Animation Rig -> Default Animating Rig. Clear it out. This is probably the Control Rig that is getting auto added.
Devil's advocate here, Tony. Does your control rig have to be setup as a backwards solve as well as the atypical forwards solve in order to be able to "bake" that animation onto the rig that you selected here?
Hey Sean! If you don't have a backwards solve graph you will have to use the FK Control rig. It works fine but is much slower than a Backwards solve, especially on a metahuman.
You know that one specific problem you have been pulling your hair out on but no one has the exact solution to your problem.. we'll this is the exact solution! Thanks a lot for doing this man! 👏 you've got another sub today.
The Unreal learning community did send me here. Great video. Thank you.
This is exactly what i was looking for to fix my mocap animations. Thanks !!
exactly what i was looking for, thanks!
This is great! I've been waiting to Unreal to have features like these!
Find you in Unreal learning community. Awesome video. Thank you.
This is awesome, thank you Tony :)
nice video very helpful, thanks!
Would it be possible to use this method to replace the pose in the idle animation? For example if I have a basic weight shift animation with the character standing straight, but I have a different idle pose with a sort of combat stance, would I be able to use the weight shifting animation with the combat stance pose?
I love you, sir!
Hello, is there a proper setting to keep the mannequin COG control and feet controls from spontaneously flipping around 180 degrees? They appear to flip when the COG and feet are rotated 90 degrees.
Is there any way to set priority on which layers get selected when you grab controls in the viewport? It's frustrating to adjust the base layer if you've created an additive one because you have to scroll up to the control name every time, or filter by name, which is also tedious.
When I right click in the timeline of additive or absolute and I add an animation, the character is blown up super massive and all contorted, do you know why this might happen? I cannot find a fix. Thanks.
Omigod.That is amazing! Thank you!
this is very helpful - thank you!
Awesome, sorry if it's a dumb question but how would you then bake source + additive into it's new anim file (forgot the class name, AnimSequence I think)
If you want to convert your adjustments back into a animation sequence, right click on your skeletal mesh in sequencer and select either "bake animation sequence" or "create linked animation sequence" which will save a copy of all your curves so you can come back later and adjust more.
man, you are awesome. Thank you
Can i copy the additive layers of the upper body of one animation, and paste into another?
Great tip!
So I'm trying to change the base jump animation or land animation and it will not let me when I try to replace the animation it stays the same. Even if I reimport the animation I do not know what I am doing wrong
If you control rig curve are not set to Additive , they would be set to Absolute. If they are Absolute the will replace whatever animation is assigned, so they could be blociking your new animation from being seen.
@Tony Bowren The current issue I'm having is in the viewport it shows the animation right, but when I actually play the animation in the game, my character floats up like it's a scene from the exorcist. And I'm not using the rig for this. I was trying to drag and drop the animation. im not sure if that's doable. Thanks for your help,
that is helpful, thank you!
What if I need to add the character Blueprint instead of the Skeletal Mesh? I want to add my modular custom character blueprint and use the animations inside sequencer...
You add your character's rig not their blueprint. So you can add any custom rig to sequencer. To use the control rig you might need to do some retargeting workaround or create your own control rig for your character.
How to save reverse sequence as animation
how to create IK rig
I don't understand what the hell is happening on my side. I go in, I add the same mannequin you add to the sequencer. It automatically pulls up with a control rig already there. If I try to add an animation to the track, the animation won't play. It'll just keep the control rig up. Why isn't mine doing what yours is?
In the Skeletal Mesh asset, look in the Asset details for Animation Rig -> Default Animating Rig. Clear it out. This is probably the Control Rig that is getting auto added.
@@tbowren Thank you! That was the problem.
Devil's advocate here, Tony. Does your control rig have to be setup as a backwards solve as well as the atypical forwards solve in order to be able to "bake" that animation onto the rig that you selected here?
Hey Sean! If you don't have a backwards solve graph you will have to use the FK Control rig. It works fine but is much slower than a Backwards solve, especially on a metahuman.
When i placed import animation into timeline my character got enormous in size! why is this happening to me!
I am also getting same error did you solved it?
@@hellgame1322 No sorry
Daysaver!