How to update a source animation in Sequencer and keep your additive layers in Unreal Engine 5

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  • Опубликовано: 20 янв 2025

Комментарии • 38

  • @the.inconsistent.artist
    @the.inconsistent.artist Год назад +1

    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.

  • @UnrealPixelation22222
    @UnrealPixelation22222 2 года назад +2

    The Unreal learning community did send me here. Great video. Thank you.

  • @flattrianglep
    @flattrianglep 11 месяцев назад +1

    This is exactly what i was looking for to fix my mocap animations. Thanks !!

  • @rustymech7869
    @rustymech7869 Месяц назад

    exactly what i was looking for, thanks!

  • @justinspearlord
    @justinspearlord 8 месяцев назад

    This is great! I've been waiting to Unreal to have features like these!

  • @CG_MIGHTY
    @CG_MIGHTY 2 года назад

    Find you in Unreal learning community. Awesome video. Thank you.

  • @EdwinSeigneur
    @EdwinSeigneur Год назад +1

    This is awesome, thank you Tony :)

  • @felipecruz9567
    @felipecruz9567 2 месяца назад

    nice video very helpful, thanks!

  • @bloodymares
    @bloodymares 5 месяцев назад

    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?

  • @iloveeveryone8611
    @iloveeveryone8611 3 часа назад

    I love you, sir!

  • @hotsauce7124
    @hotsauce7124 Год назад

    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.

  • @Cheshie
    @Cheshie 10 месяцев назад

    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.

  • @CrypticNord
    @CrypticNord 7 месяцев назад

    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.

  • @3dchick
    @3dchick 2 года назад

    Omigod.That is amazing! Thank you!

  • @mrhmakes
    @mrhmakes 2 года назад +1

    this is very helpful - thank you!

  • @workflowinmind
    @workflowinmind 2 года назад +3

    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)

    • @tbowren
      @tbowren  2 года назад +5

      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.

  • @drugserega
    @drugserega Год назад

    man, you are awesome. Thank you

  • @Desh681
    @Desh681 2 года назад

    Can i copy the additive layers of the upper body of one animation, and paste into another?

  • @PixelProf
    @PixelProf 2 года назад

    Great tip!

  • @rlb1968able
    @rlb1968able Год назад

    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

    • @tbowren
      @tbowren  Год назад

      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.

    • @rlb1968able
      @rlb1968able Год назад

      @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,

  • @ThanhLongLe1410
    @ThanhLongLe1410 Год назад

    that is helpful, thank you!

  • @ARMORHOUS3weplay
    @ARMORHOUS3weplay Год назад

    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...

    • @justinspearlord
      @justinspearlord 8 месяцев назад

      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.

  • @lifesaver195
    @lifesaver195 2 года назад

    How to save reverse sequence as animation

  • @ApexArtistX
    @ApexArtistX 5 месяцев назад

    how to create IK rig

  • @yearight1205
    @yearight1205 Год назад

    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?

    • @tbowren
      @tbowren  Год назад +1

      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.

    • @yearight1205
      @yearight1205 Год назад +1

      @@tbowren Thank you! That was the problem.

  • @seanlake7404
    @seanlake7404 2 года назад +1

    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?

    • @tbowren
      @tbowren  2 года назад +1

      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.

  • @capodisinverse1798
    @capodisinverse1798 2 года назад

    When i placed import animation into timeline my character got enormous in size! why is this happening to me!

  • @drbonemaster2
    @drbonemaster2 3 месяца назад

    Daysaver!