If for some reason you can't see the Plugins Folder or the Tatools/Threepeat Anim Tools folders while you're In the content browser, go to the Settings button in the top right of the content browser and click "show plugin content". For me it was hidden by default.
Thanks for sharing that tip - super helpful for anyone who stumbles across this issue! I've answered it several times in buried comments, but I'll pin this one to make it easier for people to find it
For those who come along after... if you download from FAB, you need to enable "Show Engine Content". The folder appears under the "All/Engine/Plugins" folder.
@@threepeatgames Code and project architecture for working with Motion Matching, especially using hand made animation (constructing dance cards) Also anything about quick /dynamic re-targeting approaches would be nice. Glad I helped a bit!
@@threepeatgames How applicable is your video to animation in 5.4? I started my project in 5.4 because there were some performance and compatibility issues with 5.5 for some assets and in general.
just for the record, this actually helped me make a simple animation i needed really quickly and with little effort so thank you very much for this, it has also made me want to do a deeper dive into animating in unreal
This showed up at EXACTLY the right time! noodling around in unreal has only gotten me so far, this is a HUGE life saver, especially now that I know how to turn on arm IK 😭 thank you!!
bro thank you so much this is everything i needed you just spawned in my homepage with the best christmas present i could receive ill watch this whole video now
Thanks so Much for the Video!! I learned soooo much!!! Already started sharing your content with friends, You are by far the most up to date and easy to follow, Great teaching style and knowledge of the craft. Hope you keep it up man.
@@user-bk4mp6wy4r I won’t stop! I’ve got a paid Mocap course coming out soon and then I’ll probably jump into first person and multi-character animation tutorials
Literally, the only animation I have been able to make is a practice dummy hit reaction wobble in blender. UE CR seemed just as complicated. But THIS. This has changed the game for me. Your plugin is a huge help as well 5*****
I feel it was well explained. I believe anyone that is at the point of creating animation should have a basic understanding of the engine by that point. I may be being a little harsh tho, I have been using it since 4.18. 3D Animation creation has just always been my weak point.
awesome! maybe I should do a deep dive on toon animations, like the ones in my toon movement animation set…. I could do a tutorial for a run loop or jump or something
Yes please do. I love UE but the games and projects I make should not have AAA graphics by default. Makes me look like a way better developer than I actually am.
Awesome! I'm wondering if I should cut it up and release the specific parts and how-tos as separate videos so folks don't have to slog through the big video to get refreshed or isolate in on what they want...
@@threepeatgames I dont think you should. having chapters in this video is already a great help. I would recommend you making a dedicated tutorial on Curves Editor and Setting up curves. You did a great job doing a mini tutorial i'd just like something more indepth since i am sure it is one of the most integral part of animations and something i always struggle with. Thanks :)
@@umerkhawer8888 love that idea. Ok, I might just cut out a couple of the mini tutorials (tweens and overlaying animations) and leave the rest as chapters! Adding Curves Editor deep dive to the list, thanks!
Thank you so much!! I'm a student studying game design who has a dream of being a cinematic designer, and this is so precious to me. Would love to see a video on how to clean ai mocao from to match video reference
This is awesome, thank you! I normally animate in Blender, but this video will help me to animate in UE5. Looks like Epic want users to eventually be able to do everything inside of UE, without having to round trip to other DCC etc. They are definitely serious about it!
@@threepeatgamesthank you for replying. I am used to using UE5 regarding sequencer etc as been using UE for around 9 years, but never knew you could use things like graph editor and tween machine etc. Will do your tutorial next couple days to get a grasp on animating in UE. Looks really fun and tbh, the principles are all the same no matter what software you use re animation right? (Blender, Maya etc) but it’s the tools that make it easier. Also I doubt any slowdown in UE cos it’s real time. How would you say its compares with Maya regarding animation please? I know you said missing things like animbot I guess? Seems like Epic want UE to be a viable solution for animation in the near future. Blender is also getting really good now with its tools and future pipelines for animation.
@ so funny you mention animbot. I built a free animation plugin called Tatools (threepeat animation tools) that has pose copy/paste/mirror, selection sets, and some other animbot-like things, definitely checkout the announcement and v2 videos for Tatools! I actually find UE to be more pleasant to animate in… the graph editor is every bit as good as maya (which is really saying something), it has space switching out of the box, a fantastic constraints system, snapping, tween machine, and temp pivot all built in…. And copy/paste of animations doesn’t require any praying or crying… it’s fantastic. Also, having a really nice real-time render that looks good is highly motivating for me to keep animating
@@threepeatgames thank you so much! Yeah cloth physics real time is awesome!! I will look into your plugin, so thank you for letting me know about that. Have long have you been animating for if you don’t mind me asking? Apologies for all the questions.
Mainly I am Programmer but Animation was my second craft to pursue sometime in future but with this video I started today and added 2 hrs per day for animation alone onwards. However, I can not dock widget alongside Details panels there seems to be no option in 5.5.1 version or there is something I am missing. Golden content btw, hopefully you make more long form content. Godspeed
I was the same, programmer and came to animation late... My free weekly animation giveaway series (that's wrapping up this week) was actually a way to "force" myself to animate every week. it's definitely done that, especially since I also committed to doing every part of every animation without leaving the Unreal editor. Good luck on your journey and definitely reach out on discord if you run into any issues or need help with anything!
Thank you, thank you, thank you! Professor, I want to make a DESPERATE appeal, something I’ve been searching for on the web for almost a year, only to find useless information. I’m sure it’s the same anxiety everyone here feels, and a video like this would undoubtedly get millions of views: 0 - Download a template (you could even use the one from the video, just teach us how to add the Mixamo character to it). 1 - Import a character from MIXAMO. 2 - Import about six of its animations. 3 - Create a blueprint (as simple as possible) to customize the animations with keyboard shortcuts. 4 - Render it and turn it into a playable application for PC or smartphones. This is a desperate plea; please do this for us. I know you can help us.
I feel like you just laid out all the steps in your comment... Also, have you checked out @gorkagames tutorials? They're great and his latest "make your first game" seems to be right along this line: ruclips.net/video/e_SPuvO_l1w/видео.html he also has dedicated mixamo import videos: ruclips.net/video/PyXeB1QtC0A/видео.html
I can't use "CR_UEFNMannyTatoolsRig", no axes appear. If I put "CR_Mannequin_Body" on top, then the "CR_UEFNMannyTatoolsRig" axes appear, but they literally do nothing and are outside the model area. The "CR_Mannequin_Body" axes are working. I did everything exactly like you did in the video. What could it be? And can I use "CR_Mannequin_Body" instead of "CR_UEFNMannyTatoolsRig"? Thank you for your reply.
To follow this tutorial, you can use any of those three control rigs to do everything here (since the weapon bone isn't actually being animated directly). Can you post a video in youtube-discussion or general-help on the discord showing the bake process and resulting issues with the UEFN or UE5 manny rigs?
Great tutorial (and loving all your content, thank you!). Curious about when adding the override for the walk loop / watch, is there an advantage / use case for this vs doing it with an upper body anim montage? Or just different ways of achieving something similar?
@@johnharris85dev for in-game overlay, I’d definitely use an montage in an upper body slot (or if I’m feeling fancy, I’d use @unrealdevop ‘s dynamic additive overlay technique since that lets you blend in the motion in local or mesh space as appropriate along the spine.). The technique in this video is for combining animations during the authoring process OR for a cinematic shot operating fully in the sequencer. Fantastic question that I should have given better reasoning for why I was doing what I was doing there. So glad you like the content, let me know if you have ideas or requests for future tutorials
Yeah, I can do that... Cascadeur was actually what got me started with animation back in 2021. I don't use it anymore, really, but replicating these animations in cascadeur is easy
That's a great idea... I could show how to animate an paired attack and reaction, then add a finisher via cut-scene with some camera work... I'm on it! If you don't see anything on this channel for that in the next couple months, it's because I forgot, so definitely remind me as I want to do that!
First time using animation in unreal. Well i tried what you showed in this video, select control rig i have two options one is working the other not, on the working one the controls ( circles) not same place as the mannequin. I deleted several times everything and same thing. Maybe is me, some people are just stupid at these things. Thank you at least you helped a lot a people.
Did you partake in Unreal's "animation fellowship"? i have the content but havent went thru it yet because honestly, the speakers were bland af. but i feel like it was the definitive place to learn all things animating in unreal, so it'd be cool if this was like a distilled version of those talks.
ALSv4 makes more sense in a live environment (unless you're a sequencer BP wizard), the layering approach I show here is to prebake animations with layering applied. But to your point, if you're doing a game and not a cinematic, the look at watch would work totally fine being layered live either with ALSv4 or just a simple upper body slot in the ABP, though!
for a pistol, knife, or for the axe in this tutorial? toss and catch or is it switching which shoulder the axe is on? if none of those, can you post video reference for what you're looking for on the discord? I was doing a card toss and catch tutorial, but switching weapon hands is even better as it better shows some of the constraint work
Friends and brothers, please ask the professor for what I requested in my last comment. It will help all of us! And a video like that would get millions of views!
@@badmangee I can post a video in next couple days showing that process, but once you have it in your library, in the which launcher find it in your vault (beneath projects in the library tab), install it to engine, then restart your unreal project, go to edit>plugins and search for Tatools or threepeat, enable the plugin and restart the editor. Then go to your content browser, top right select settings and make sure ‘show plugin content’ is checked. From there, you’ll stall follow the activation steps in the video this comment is on
@ thanks, I did most of the above but can’t get the control rig that you use, and the other plugins but I’ll give your advice a go and will get back to you, thank you for helping
@ you may have to set up compatible skeletons, reach out to me on discord and I’ll send links to the specific spots in the Tatools announcement video where I cover that
@@threepeatgames I realised my mistake by not changing the legs into FK (the whole body into FK when needed) was looking at another of your tutorials where you changed the legs into FK so thank you once again
Hey man, Merry Christmas Well this is gonna be a journey Couple questions before I start though 1. Would I be fine if I'm still on 5.4 and have Tatools installed 2. You're not Santa Claus in disguise are you cause this is one heck of a gift (might change this to "you suck" if I get overwhelmed 😂) 3. Not to be that guy but how many weeks of free animations do you owe us again 😅 4. Dunno, figured there'd be a 4 [insert 4 here]
any animations, yes. for first person, it'll be about getting your camera setup right (I recommend parenting the camera to the neck 2 or head bone so you can animate the camera and the arms)
This is great!! Just started having a play and it’s really awesome!! Sorry if I missed this tip but how to select all bones in the rig please? Say for eg I want to use CTRL G to reset all my bones please?
@ thanks so much for replying. Sorry as not downloaded your plugin yet, was just following your video or how to start using the graph editor etc. Anyway to select all bones without your tool please? CRTL A selects everything, so wondered if there is a shortcut to just select all bones, like in Blender when you are in pose mode and press A, it just selects the bones and nothing else.
@ there are All and Body buttons to select all and all-non-mover controls as well as configurable selection sets so you can customize what ‘all’ means :)
@@threepeatgames Apologies for this, but do you mean with your plugin please? I was asking, if I don’t have the plugin, how to select all bones please?
Hey, I'm in the first 30 minutes of the video and it's most likely a minor issue, but I can't find the proper setting. How can I lock the red mark so it doesn't pass the frame 0 and go to negative frames? I''ve noticed that you've done it a few times already, and it's not that big of a deal, since I can try to set it manually on frame 0, but it would be more intuitive to have a lock :D
Under playback settings in the sequencer window (it's the gear with the play icon (triangle) over it) select the option to "Keep playhead in playback range while scrubbing"
Hello, how are you activating the TRS tools? I turned on the plugin but still haven't seen the tool itself show up on the screen when I select any of the translation tools.
@@nu-beings are you talking about the new TRS gizmo or Tatools? If the former, activating the plugin and restarting the editor is all you should need to do. If Tatools, you have to start the widget
@@threepeatgames The gizmo isn't showing up for me no matter what I do. Even restarting although the plugin shows active. Tatools shows up great no issues with the 5.5.1 update.
@ oh no, I’ve never seen that before. Did you also go into Edit -> Editor Preferences and search for gizmo and enable the ‘Enable New Gizmos’ checkbox?
is there an easy way to animate in this UE5manny and just change the mesh to my desired 3d model or I have to rig all over and put the names right to use the threepeat anim control?
@@paulogomes852 you can definitely just animate with ue5 manny, iefn manny, character creator 4 character, or a metahuman with this rig and then retarget to your destination model. If you run into any retargeting issues let me know!
@@threepeatgames and just to bother you a little more, what should we do if it is a quadruple, or even a octopus like with lots of arms, in this case we have to rig from scratch or there is a faster way?
@ I’d try the modular control rig, or if you have to go full custom, check out Ask A Dev’s quadruped control rig tutorial for how to do it from scratch
Only watched intro and this has got me excited about my character....question...i have my charcter, do i need it prerigged for this? Is it best to use UE rig or blender rig? Also is it best to animate in UE then blender? I mean these questions all for a 3rd person game not a general question overall. My character in blender is meant for 3rd person game to be able to do the walk,run,idle,pick up, climb etc etc. Just normally i see the animations premade and rig premade all from other engines
I usually animate either on the UE Manny, UEFN Manny, Metahuman, or a CC4 character (since all of those have high quality control rigs already)... what engine are you making your game in? If it's UE, I'd just do the whole thing there. If other engines, I animate in UE and export the FBX. In Unity, for example, I can export the FBX directly into my unity project (overwriting the prior version of whatever I'm exporting) and the unity project will automatically update... super fast and easy.
I thought this was a tutorial for UE? I'm kinda stuck on what to use...UE5 or Unity 6 to be fair. Too many videos online that don't really give you the best answer. UE5 tends to seem to have best character control for motion etc to easily get done and live results from editing...but Unity seems much less demanding on devices to use. I want to create my 3rd person game which has a stylised characters made from blender but some realistic environments foliage etc. I want to use my own animations I create but want them to motion blend to not feel robot or Jotty. Also the feet to place well on ground/stairs etc. UE is seeming the best choice as seeming quicker steps to get to desired option. My character is close to being done so next step is doing my rig again. Can't wait to watch this tutorial! Love that it came on my feed this morning!!!!
Everything in this tutorial applies to any control rig, including the one-click control rig that supports the mixamo characters, and the cc4 control rig that supports character creator (and possibly accurig?) characters. All of that said, if you have a control rig, all the steps and techniques in this tutorial apply. good luck!
I have already added my own custom character from the very beginning and retargeted from the UEFN and im already in mid project. If I want to animate my custom character, should I animate the custom or UEFN?
Do you have a control rig for your custom character? If not, does your custom character use the UE5 manny skeleton naming? If the answer to either of those is yes, I'd animate on the custom skeleton, as you won't have to fix any retargeting issues so that'll save you a step
@threepeatgames I tried applying the control rig to my custom character after retargeting, but it is epically broken. However, the animation is working just fine after retargeting. At this point, i can only see that using outsource software is the only relevant way to animate my custom character even with the unreal engine skeleton attached.
@@threepeatgames I actually bought one of the characters from turbosquid and auto rigged it in AcuRig. After that I retarget the char with UEFN. Do you still need want to take a look? I can send it to you
Thank you for this course! Great work! I would like to see a Motion Capture workflow that contains 'RigVM custom control rigs' together with these animation techniques to create animations for linear storytelling.
yes! you'd want to attach the camera to the head bone so you can animate the head bone (or whichever bone is appropriate) specific to your first-person camera goals
I give up on trying to understand animation from this video. I spent more than 2 hours trying to get the tatools plugin to work but nothing really worked as shown in the video. Thanks.
@@MichaelCole-o7m ask for help! What specifically are you struggling with? There are thousands of folks getting value from it, so it might just be a few quick things and you’re off and running. Reach out on discord if f it’s detailed or here is fine for something simple
@ ahh, that part is purely to demonstrate settings, not meant to be followed along with, the follow along part comes after that! Sorry for the confusion!
@@threepeatgames Okay. I am easily confused, especially when I am doing new things. I have been wanting to work on animations for a while but I felt that I needed to understand other things before getting there. I will go back and take another stab at this tutorial and see what happens. Thanks.
@ don’t hesitate to reach out on discord, I’m happy to help if I can! Animation is hard, but I don’t want it to be because my tutorials are hard to follow!
If for some reason you can't see the Plugins Folder or the Tatools/Threepeat Anim Tools folders while you're In the content browser, go to the Settings button in the top right of the content browser and click "show plugin content". For me it was hidden by default.
Thanks for sharing that tip - super helpful for anyone who stumbles across this issue! I've answered it several times in buried comments, but I'll pin this one to make it easier for people to find it
Thank you
For those who come along after... if you download from FAB, you need to enable "Show Engine Content". The folder appears under the "All/Engine/Plugins" folder.
Thanks a Lot! You exist 💗
This was a Christmas gift in itself, thank you.
@@mrrager1409 thanks, merry Christmas!
absolutly !
I just sent this to a friend, this is exactly what people need to easily start with character games
high praise, thanks for sharing it! let me know if there's anything else you'd like to see in the future and good luck on your projects!
@@threepeatgames Code and project architecture for working with Motion Matching, especially using hand made animation (constructing dance cards)
Also anything about quick /dynamic re-targeting approaches would be nice.
Glad I helped a bit!
A video not made 5 years ago is definitely a blessing lol thanks and Merry Christmas
if someone made an unreal 5.5 video 5 years ago, you need to subscribe to that person immediately. sorcery!
@@threepeatgames How applicable is your video to animation in 5.4? I started my project in 5.4 because there were some performance and compatibility issues with 5.5 for some assets and in general.
@ the only thing you won’t be able to use is the overlaying animation portion (the part that uses animation layers since they don’t exist in 5.4)
just for the record, this actually helped me make a simple animation i needed really quickly and with little effort so thank you very much for this, it has also made me want to do a deeper dive into animating in unreal
I love hearing that! Good luck diving deeper and let me know if you run into any obstacles and we can sort them out
This showed up at EXACTLY the right time! noodling around in unreal has only gotten me so far, this is a HUGE life saver, especially now that I know how to turn on arm IK 😭 thank you!!
Go do some IK damage! Good luck with your animating!
Only watched the intro, and its already exciting. Thank you so much for sharing your knowledge :)
happy to do it! thanks for the feedback!
Just what I needed to start my 2025!!You sir, are a hero🎉🎉🎉
thanks so much! good luck!
I've been trying to learn this program for previz and I'd almost given up. These tutorials are gettin me back on track. Thanks again!
Love to hear that!
Woow. I was waiting animation tutorial from you. I'm your follower on Discord and RUclips ❤
@@SaifKhan02804 good luck with your animating and thanks for being a part of the community!
Hello dear teacher! What a beautiful gift you gave us! It's the first video I've seen that REALLY teaches what we want and need to learn!
@@SilvadeveloperAi thanks for the kind review! Good luck with your animating!
There a lack of videos that deep dive this, I’m super excited for these vids!
thanks, hopefully this gets more people animating!
Haven't started the tutorial section but the intro is lit so just dropping down here to support!
thanks! let me know here or on the discord if you get stuck or have any questions / requests!
bro thank you so much this is everything i needed you just spawned in my homepage with the best christmas present i could receive ill watch this whole video now
glad it found you! Let me know if you run into any issues!
You are a hero.
thanks! I hope you find it useful!
Have been waiting for something like this, thank you!
You're welcome! Glad you found it useful, definitely let me know if you run into any issues or have new tutorial requests
Thanks so Much for the Video!! I learned soooo much!!! Already started sharing your content with friends, You are by far the most up to date and easy to follow, Great teaching style and knowledge of the craft. Hope you keep it up man.
@@user-bk4mp6wy4r I won’t stop! I’ve got a paid Mocap course coming out soon and then I’ll probably jump into first person and multi-character animation tutorials
haven't watched yet but i do appreciate videos like this, thank you for taking time out of your day to create and upload this! merry christmas!
I hope you enjoy the tutorial! merry christmas!
Literally, the only animation I have been able to make is a practice dummy hit reaction wobble in blender. UE CR seemed just as complicated. But THIS. This has changed the game for me. Your plugin is a huge help as well 5*****
@@BradHughes-k4d thanks so much! I always worry I’m talking at the wrong level or skipping over important stuff… so glad to hear it’s useful!
I feel it was well explained. I believe anyone that is at the point of creating animation should have a basic understanding of the engine by that point. I may be being a little harsh tho, I have been using it since 4.18. 3D Animation creation has just always been my weak point.
Thank you so much for this video and the animation tools! Amazing gift to the community!
@@Virulentviper thanks for watching/using! Good luck on your animation journey!
Gonna enjoy some eggnog and UE5 animation goodness today! Thanks and Merry Christmas 🎅
@@outtoplay amazing plan!
Bro, exactly what I need. Well explained, instructive. Keep it up
Will do! Thanks for the feedback, it's super motivating for me to keep going!
nice fella, already subscribed and was waiting for something like this since day one. Thanks!
@@eneasyou appreciate you sticking around!
Bro! this cartoony animation style is legit
awesome! maybe I should do a deep dive on toon animations, like the ones in my toon movement animation set…. I could do a tutorial for a run loop or jump or something
Yes please do. I love UE but the games and projects I make should not have AAA graphics by default. Makes me look like a way better developer than I actually am.
Sounds great!
I need more of this type videos
Awesome Tutorial! I am probably going to watch it everytime i start a new project. Much appreciated. and thanks a tons for TaTools.
Awesome! I'm wondering if I should cut it up and release the specific parts and how-tos as separate videos so folks don't have to slog through the big video to get refreshed or isolate in on what they want...
@@threepeatgames I dont think you should. having chapters in this video is already a great help. I would recommend you making a dedicated tutorial on Curves Editor and Setting up curves. You did a great job doing a mini tutorial i'd just like something more indepth since i am sure it is one of the most integral part of animations and something i always struggle with. Thanks :)
@@umerkhawer8888 love that idea. Ok, I might just cut out a couple of the mini tutorials (tweens and overlaying animations) and leave the rest as chapters! Adding Curves Editor deep dive to the list, thanks!
Gonna watch this course soon, thank you for your effort.
Awesome! Let me know what you think once you finish the course!
Absolutely perfect tutorial
high praise from a legend! thank you!
Epic should make you their official Instructor for GASP & Motion matching project.
Your teaching is very clear & easy to understand 🙏 thanks.
thank you so much! I’m a huge fan of Epic, hopefully they’ll reach out for something some day :)
You are a legend! Thank you Merry Xmas sir!
Right back at you! So glad you liked it!
done done done. awesome! thank u for your hard work
thanks, hope you like it!
I really needed this. Thanks for making this video
I'm so glad to hear that, good luck!
Fantastic tutorial 🫶🏻
@@theopposite4630 thanks! Good luck on your animating!
Want to see more like this
I’m in!
Nice! Thanks. Merry Xmas.
Same to you!
This is exactly what I've been needing! I have a model that has extra bones and standard retargeting won't really work for it.
So amazing, thank you!
You're so welcome!
Amazing work dude
@@Clydiie thanks dude! I’m halfway through your 5.5 gasp/CF tutorial, it’s fantastic!
Thank you so much!! I'm a student studying game design who has a dream of being a cinematic designer, and this is so precious to me. Would love to see a video on how to clean ai mocao from to match video reference
@@maryyx2963 there’s a whole course on that headed your way!
Fabulous I hope you make more
will do! Let me know if there's anything in particular you'd like to see
Great video!
Thanks!
you're a hero.
@@AndroChimera thanks! Good luck animating!
This is awesome, thank you! I normally animate in Blender, but this video will help me to animate in UE5. Looks like Epic want users to eventually be able to do everything inside of UE, without having to round trip to other DCC etc. They are definitely serious about it!
@@ukmonk agreed! I left Maya for UE six months ago and I only miss a couple plugins….
@@threepeatgamesthank you for replying. I am used to using UE5 regarding sequencer etc as been using UE for around 9 years, but never knew you could use things like graph editor and tween machine etc. Will do your tutorial next couple days to get a grasp on animating in UE. Looks really fun and tbh, the principles are all the same no matter what software you use re animation right? (Blender, Maya etc) but it’s the tools that make it easier. Also I doubt any slowdown in UE cos it’s real time.
How would you say its compares with Maya regarding animation please? I know you said missing things like animbot I guess? Seems like Epic want UE to be a viable solution for animation in the near future. Blender is also getting really good now with its tools and future pipelines for animation.
@ so funny you mention animbot. I built a free animation plugin called Tatools (threepeat animation tools) that has pose copy/paste/mirror, selection sets, and some other animbot-like things, definitely checkout the announcement and v2 videos for Tatools! I actually find UE to be more pleasant to animate in… the graph editor is every bit as good as maya (which is really saying something), it has space switching out of the box, a fantastic constraints system, snapping, tween machine, and temp pivot all built in…. And copy/paste of animations doesn’t require any praying or crying… it’s fantastic. Also, having a really nice real-time render that looks good is highly motivating for me to keep animating
@ oh and I forgot physics simulation…. Unreal is great.
@@threepeatgames thank you so much! Yeah cloth physics real time is awesome!! I will look into your plugin, so thank you for letting me know about that. Have long have you been animating for if you don’t mind me asking? Apologies for all the questions.
This is amazing
thank you so much! Good luck, and reach out on discord (or here) if you run into any issues or have ideas for improvement
Stoked!
Rad!
here before this video hits 1milion views! great suggestion by the algorithm
I wish…. just happy you like it!
Amazing!
thanks!
Here's your comment and like, I was already a subscriber.🤠 I'm looking forward to the decrapification tutorial.
@@RarendipityGames much appreciated!
Mainly I am Programmer but Animation was my second craft to pursue sometime in future but with this video I started today and added 2 hrs per day for animation alone onwards. However, I can not dock widget alongside Details panels there seems to be no option in 5.5.1 version or there is something I am missing. Golden content btw, hopefully you make more long form content. Godspeed
I was the same, programmer and came to animation late... My free weekly animation giveaway series (that's wrapping up this week) was actually a way to "force" myself to animate every week. it's definitely done that, especially since I also committed to doing every part of every animation without leaving the Unreal editor. Good luck on your journey and definitely reach out on discord if you run into any issues or need help with anything!
Merry Christmas man, appreciate your content!
Merry Christmas! Hope this serves you well in your projects!
wow! we will try it! thx !
Glad to hear it!
man i just started w ue 5 and u make things easy for my thinks
just in time! Hope this helps
worth recommend 👍
thanks!
wonderfull video nice explanation
thanks so much! let me know if you have ideas for improvement or more tutorials!
bro you are goated
@@bogard8251 high praise! Let me know what you’d like to see next!
THANK YOU BROTHER SO MUCH
you got it!
Woot woot!
Thank you.
you’re welcome!
Thank you, thank you, thank you! Professor, I want to make a DESPERATE appeal, something I’ve been searching for on the web for almost a year, only to find useless information. I’m sure it’s the same anxiety everyone here feels, and a video like this would undoubtedly get millions of views:
0 - Download a template (you could even use the one from the video, just teach us how to add the Mixamo character to it).
1 - Import a character from MIXAMO.
2 - Import about six of its animations.
3 - Create a blueprint (as simple as possible) to customize the animations with keyboard shortcuts.
4 - Render it and turn it into a playable application for PC or smartphones.
This is a desperate plea; please do this for us. I know you can help us.
I feel like you just laid out all the steps in your comment... Also, have you checked out @gorkagames tutorials? They're great and his latest "make your first game" seems to be right along this line: ruclips.net/video/e_SPuvO_l1w/видео.html
he also has dedicated mixamo import videos: ruclips.net/video/PyXeB1QtC0A/видео.html
I can't use "CR_UEFNMannyTatoolsRig", no axes appear. If I put "CR_Mannequin_Body" on top, then the "CR_UEFNMannyTatoolsRig" axes appear, but they literally do nothing and are outside the model area. The "CR_Mannequin_Body" axes are working. I did everything exactly like you did in the video. What could it be? And can I use "CR_Mannequin_Body" instead of "CR_UEFNMannyTatoolsRig"? Thank you for your reply.
To follow this tutorial, you can use any of those three control rigs to do everything here (since the weapon bone isn't actually being animated directly). Can you post a video in youtube-discussion or general-help on the discord showing the bake process and resulting issues with the UEFN or UE5 manny rigs?
@@threepeatgames https: //youtu. be/2dpnq PkBjnM? feature=shared
Yes, just delete space buttons
@@threepeatgames ty for help
@@threepeatgames waiting for the answer
@@threepeatgames i sent video in tatools-discussion
Great tutorial (and loving all your content, thank you!). Curious about when adding the override for the walk loop / watch, is there an advantage / use case for this vs doing it with an upper body anim montage? Or just different ways of achieving something similar?
@@johnharris85dev for in-game overlay, I’d definitely use an montage in an upper body slot (or if I’m feeling fancy, I’d use @unrealdevop ‘s dynamic additive overlay technique since that lets you blend in the motion in local or mesh space as appropriate along the spine.). The technique in this video is for combining animations during the authoring process OR for a cinematic shot operating fully in the sequencer. Fantastic question that I should have given better reasoning for why I was doing what I was doing there. So glad you like the content, let me know if you have ideas or requests for future tutorials
Very good tutorial 👌 thanks. I wish you could make kinda same tutorial but in Cascadeur.
Yeah, I can do that... Cascadeur was actually what got me started with animation back in 2021. I don't use it anymore, really, but replicating these animations in cascadeur is easy
I'd love to see how to build fighting between Player and NPC also how to build and trigger a cutscene.
That's a great idea... I could show how to animate an paired attack and reaction, then add a finisher via cut-scene with some camera work... I'm on it! If you don't see anything on this channel for that in the next couple months, it's because I forgot, so definitely remind me as I want to do that!
Liked and shared. Nice work
Much appreciated
this is siiick
thanks!
Story telling is more important than ever.
Let's decrappify some stories!
Great video, you got a new subscriber! Would you ever consider doing something about first person animations?
yes! I need to finish my mocap course, but after that, I'll make a full FPS animation tutorial
@threepeatgames awesome, can't wait. You're doing a great service to the community!
nice
Thanks, glad you liked it!
First time using animation in unreal. Well i tried what you showed in this video, select control rig i have two options one is working the other not, on the working one the controls ( circles) not same place as the mannequin. I deleted several times everything and same thing. Maybe is me, some people are just stupid at these things. Thank you at least you helped a lot a people.
@@GeorgianaSahi reach out on discord, if you can post a video of what you’re trying I can get you up and running
Did you partake in Unreal's "animation fellowship"? i have the content but havent went thru it yet because honestly, the speakers were bland af. but i feel like it was the definitive place to learn all things animating in unreal, so it'd be cool if this was like a distilled version of those talks.
@@radspiderjackson nope, but I did take Sir Wade’s unreal for animators which wasn’t bland…. Are the fellowship videos available online?
How is the way you did the layering different from the ALSv4 way? In 5.5 is there still a reason to use ALSv4?
ALSv4 makes more sense in a live environment (unless you're a sequencer BP wizard), the layering approach I show here is to prebake animations with layering applied. But to your point, if you're doing a game and not a cinematic, the look at watch would work totally fine being layered live either with ALSv4 or just a simple upper body slot in the ABP, though!
@@threepeatgames thank you. And thanks for both this video and your amazing plugin
can you make switch weapon right to left hand tutorial?
for a pistol, knife, or for the axe in this tutorial? toss and catch or is it switching which shoulder the axe is on? if none of those, can you post video reference for what you're looking for on the discord? I was doing a card toss and catch tutorial, but switching weapon hands is even better as it better shows some of the constraint work
Friends and brothers, please ask the professor for what I requested in my last comment. It will help all of us! And a video like that would get millions of views!
answered in the other comment :)
I’m using the FAB edition and I’m lost (it’s in my library but how do I get the plugins?)
@@badmangee I can post a video in next couple days showing that process, but once you have it in your library, in the which launcher find it in your vault (beneath projects in the library tab), install it to engine, then restart your unreal project, go to edit>plugins and search for Tatools or threepeat, enable the plugin and restart the editor. Then go to your content browser, top right select settings and make sure ‘show plugin content’ is checked. From there, you’ll stall follow the activation steps in the video this comment is on
@ thanks, I did most of the above but can’t get the control rig that you use, and the other plugins but I’ll give your advice a go and will get back to you, thank you for helping
@ you may have to set up compatible skeletons, reach out to me on discord and I’ll send links to the specific spots in the Tatools announcement video where I cover that
@ oh, I followed your instructions to get the UEFN mannequin, not sure if it was the same, should I download the GitHub files?
@@threepeatgames I realised my mistake by not changing the legs into FK (the whole body into FK when needed) was looking at another of your tutorials where you changed the legs into FK so thank you once again
Thanks. I think this could help me make animation to tying a ragdoll body with a rope for my Grand Sims Auto (TBD tittle) game, it's GTA + The Sims
I’ve got rope mechanics in my main game project, it would be a fun tutorial to show how thst works and the limitations of Unreal’s cable system
Hey man, Merry Christmas
Well this is gonna be a journey
Couple questions before I start though
1. Would I be fine if I'm still on 5.4 and have Tatools installed
2. You're not Santa Claus in disguise are you cause this is one heck of a gift (might change this to "you suck" if I get overwhelmed 😂)
3. Not to be that guy but how many weeks of free animations do you owe us again 😅
4. Dunno, figured there'd be a 4 [insert 4 here]
replied to this somewhere… let me know if that didn’t get posted and I’ll retype it!
@threepeatgames
Seems the comment got sent twice
sir, not only ill give 2 hours, ill give a like and a comment, i'd also share but zero friends here.
count one more friend, good luck with animating!
does this work with first person animations ? because trying to make some animations for a first person horror game im making
any animations, yes. for first person, it'll be about getting your camera setup right (I recommend parenting the camera to the neck 2 or head bone so you can animate the camera and the arms)
@@threepeatgames nice perfect will check out the video!
This is great!! Just started having a play and it’s really awesome!! Sorry if I missed this tip but how to select all bones in the rig please? Say for eg I want to use CTRL G to reset all my bones please?
@@ukmonk there’s an All button in Tatools picker to select all the bones for reset
@@ukmonk and thanks for the kind words!
@ thanks so much for replying. Sorry as not downloaded your plugin yet, was just following your video or how to start using the graph editor etc. Anyway to select all bones without your tool please? CRTL A selects everything, so wondered if there is a shortcut to just select all bones, like in Blender when you are in pose mode and press A, it just selects the bones and nothing else.
@ there are All and Body buttons to select all and all-non-mover controls as well as configurable selection sets so you can customize what ‘all’ means :)
@@threepeatgames Apologies for this, but do you mean with your plugin please? I was asking, if I don’t have the plugin, how to select all bones please?
LFG!! Only two hours. Say less!
@@youngmerk88 get after it! Let me know if you have any questions or run into any issues!
Is there a shortcut key for next frame while in the viewport?
@@michaelvaughan2986 comma and period (, and .) Move backwards and forwards one frame. This keys should work everywhere
I can't make a Plugins folder... Any suggestions?
@@Unreal-Xpert I’d just install Tatools from Fab!
Hey, I'm in the first 30 minutes of the video and it's most likely a minor issue, but I can't find the proper setting. How can I lock the red mark so it doesn't pass the frame 0 and go to negative frames? I''ve noticed that you've done it a few times already, and it's not that big of a deal, since I can try to set it manually on frame 0, but it would be more intuitive to have a lock :D
@@gramdlafabuly it’s in the sequencer playback settings, I’ll reply to this once I’m back at a computer
Under playback settings in the sequencer window (it's the gear with the play icon (triangle) over it) select the option to "Keep playhead in playback range while scrubbing"
@@threepeatgames thank you!
W
W indeed.
@@shyBizi wait… I didn’t just join a cult did I? I’m just way too busy to be in a cult right now
@ surely time will tell 😂
Hello, how are you activating the TRS tools? I turned on the plugin but still haven't seen the tool itself show up on the screen when I select any of the translation tools.
@@nu-beings are you talking about the new TRS gizmo or Tatools? If the former, activating the plugin and restarting the editor is all you should need to do. If Tatools, you have to start the widget
@@threepeatgames The gizmo isn't showing up for me no matter what I do. Even restarting although the plugin shows active. Tatools shows up great no issues with the 5.5.1 update.
@ oh no, I’ve never seen that before. Did you also go into Edit -> Editor Preferences and search for gizmo and enable the ‘Enable New Gizmos’ checkbox?
@@threepeatgames That did it. Thanks man!
@ sorry if I didn’t show that in the video! My fault!
is there an easy way to animate in this UE5manny and just change the mesh to my desired 3d model or I have to rig all over and put the names right to use the threepeat anim control?
@@paulogomes852 you can definitely just animate with ue5 manny, iefn manny, character creator 4 character, or a metahuman with this rig and then retarget to your destination model. If you run into any retargeting issues let me know!
@@threepeatgames omg just found about this retargeting, thank you again, you are a god sent
@@threepeatgames and just to bother you a little more, what should we do if it is a quadruple, or even a octopus like with lots of arms, in this case we have to rig from scratch or there is a faster way?
@ I’d try the modular control rig, or if you have to go full custom, check out Ask A Dev’s quadruped control rig tutorial for how to do it from scratch
@@threepeatgames hahah I was just watching him, ty again, just bought a coffe for ya, keep up the good work, your video restored my will to keep going
I'm very new to 3D, does this tool work with metahumans? or should i use the metahuman picker?
@@Lucky-ui7dh it works great with metahumans
Thank you for your time, I will start this tonight
Only watched intro and this has got me excited about my character....question...i have my charcter, do i need it prerigged for this? Is it best to use UE rig or blender rig? Also is it best to animate in UE then blender? I mean these questions all for a 3rd person game not a general question overall. My character in blender is meant for 3rd person game to be able to do the walk,run,idle,pick up, climb etc etc. Just normally i see the animations premade and rig premade all from other engines
I usually animate either on the UE Manny, UEFN Manny, Metahuman, or a CC4 character (since all of those have high quality control rigs already)... what engine are you making your game in? If it's UE, I'd just do the whole thing there. If other engines, I animate in UE and export the FBX. In Unity, for example, I can export the FBX directly into my unity project (overwriting the prior version of whatever I'm exporting) and the unity project will automatically update... super fast and easy.
I thought this was a tutorial for UE? I'm kinda stuck on what to use...UE5 or Unity 6 to be fair. Too many videos online that don't really give you the best answer. UE5 tends to seem to have best character control for motion etc to easily get done and live results from editing...but Unity seems much less demanding on devices to use.
I want to create my 3rd person game which has a stylised characters made from blender but some realistic environments foliage etc.
I want to use my own animations I create but want them to motion blend to not feel robot or Jotty. Also the feet to place well on ground/stairs etc.
UE is seeming the best choice as seeming quicker steps to get to desired option.
My character is close to being done so next step is doing my rig again.
Can't wait to watch this tutorial! Love that it came on my feed this morning!!!!
@ it’s absolutely a tutorial for UE, but you can actually use UE to animate for any engine or 3d software
how would you use this with a different model besides the ue5 manny or ufen manny, like if the model is rigged with mixamo or accurig?
Everything in this tutorial applies to any control rig, including the one-click control rig that supports the mixamo characters, and the cc4 control rig that supports character creator (and possibly accurig?) characters. All of that said, if you have a control rig, all the steps and techniques in this tutorial apply. good luck!
You don't miss brother lfg
thanks! good luck with your projects!
I have already added my own custom character from the very beginning and retargeted from the UEFN and im already in mid project. If I want to animate my custom character, should I animate the custom or UEFN?
Do you have a control rig for your custom character? If not, does your custom character use the UE5 manny skeleton naming? If the answer to either of those is yes, I'd animate on the custom skeleton, as you won't have to fix any retargeting issues so that'll save you a step
@threepeatgames I tried applying the control rig to my custom character after retargeting, but it is epically broken. However, the animation is working just fine after retargeting. At this point, i can only see that using outsource software is the only relevant way to animate my custom character even with the unreal engine skeleton attached.
@ if you dm me the character fbx on discord, I can take a look
@ not sure my last comment went through, but if you dm me your character fbx on discord I’ll take a look
@@threepeatgames I actually bought one of the characters from turbosquid and auto rigged it in AcuRig. After that I retarget the char with UEFN. Do you still need want to take a look? I can send it to you
I feel unsure to start the tutorial.
jump in! Let me know if you get stuck anywhere...
Thank you for this course! Great work!
I would like to see a Motion Capture workflow that contains 'RigVM custom control rigs' together with these animation techniques to create animations for linear storytelling.
Thanks!!! To make sure I get it right: Are RigVM custom control rigs the same as Modular Control Rigs?
is work for frist person game ?
yes! you'd want to attach the camera to the head bone so you can animate the head bone (or whichever bone is appropriate) specific to your first-person camera goals
@threepeatgames can you make a tutorial ?
Skeleton doesnt move with the rig, how to fix it??
@@theoneandonly380 can you post a video on the discord so I can see what’s happening?
@@threepeatgames i did
i enabled it, but it isnt in the plugging folder
did you go into your content browser, select settings in the top right and make sure "Show Plugin Content" is enabled?
@@threepeatgames i finaly found it, but its in Engine/Plugins, not All/Plugins
Where can i get that mannequin skin?
it’s the uefn mannequin that comes with the game animation sample
I give up on trying to understand animation from this video. I spent more than 2 hours trying to get the tatools plugin to work but nothing really worked as shown in the video. Thanks.
@@MichaelCole-o7m ask for help! What specifically are you struggling with? There are thousands of folks getting value from it, so it might just be a few quick things and you’re off and running. Reach out on discord if f it’s detailed or here is fine for something simple
@@threepeatgames Question 1: How do you get from 5:41 (Docking the CR Picker) to 5:46 (It looks like a CR on the screen)?
@ ahh, that part is purely to demonstrate settings, not meant to be followed along with, the follow along part comes after that! Sorry for the confusion!
@@threepeatgames Okay. I am easily confused, especially when I am doing new things. I have been wanting to work on animations for a while but I felt that I needed to understand other things before getting there. I will go back and take another stab at this tutorial and see what happens. Thanks.
@ don’t hesitate to reach out on discord, I’m happy to help if I can! Animation is hard, but I don’t want it to be because my tutorials are hard to follow!
unfortunately my TRS Gizmo is not showing =/
you have to enable it in editor preferences (go to preferences and search for trs)… sorry if I glossed over that!
@@threepeatgames it worked! thank you so much