I feel like I'm learning more from a side walkthrough setup(AnimSlots, AnimCache etc.) in order to make the topic work.. which is very important because a lot of tutorials assumes you already know this stuff. Great Tutorial as always. Keep it up !
I always try to explain everything as in-depth as possible - the last thing I wanna do when I'm watching a video is look for ANOTHER video haha. Glad you're enjoying them :)
I was going to make a joke about lower body slots, but all jokes aside, I love this animation series Chizzle, and it would be awesome if in the future, maybe you show us how to blueprint script some combat or game logic. I’d love to see that and start welding it all together (also, comment for algorithm) ✌️
Hahaha I had to resist making a Bone joke myself. I'll definitely do some really basic BP stuff in the future, but mostly BP in regards to animation/materials. There are some other really great channels for BP, like Ryan Laley and Mathew Wadstein that I highly recommend!
Me literally coming here to learn how to blend animation and instead I wonder why two different Runescape songs are blending... It was because I was listening a Runescape OST video at the EXACT. SAME. TIME.
Can't find any video on how to set a custom face expression using blendshapes and blueprints; not sure if there's nodes to define values or how it works in general. Please make a tutorial about this topic if it's not too much to ask :)
All my full tutorials go on this channel and there's no exclusive content on the Patreon. However, if you'd like to support then you can find a link to it in the descriotion :)
wish I wasn't such a n00b... 'cause this tutorial is nearly what I needed :( Have you ever made a tut on how to add tinny idle animation to your main idle animation? Like... as the character stands, he scratches himself or sneezes, or his neck moves Like, playing the first animation in a loop and periodically fire the scratching animation, and then going back to the first one, but only for selective bones like you showed here?
Love your videos, thank you! What do you think is the best way to combine an aim space with an animation montage (IE I was thinking of doing a layered blend per bone at the clavicle in order to swing a sword while like looking upward but not sure if that is considered good practice?)
@@alexhunter756 in my project I do a Modify Bone along the spine bones (33% blend each) which just adds some rotation to account for the aiming. The main thing is to make sure all the attack animations hit a certain point in front of the character by default (usually in line with the Spine 03 or wherever you’re measuring the aim offset from)
@@PrismaticaDev I just tried this it is exactly what I needed! I did 3 nodes, made each alpha 0.33 and plugged in pitch and yaw and it works great! For anyone reading FYI you need to go to details>rotation mode>add to existing.
Hello, in unreal engine 5.1 I have a widget which for 3 sliders in "changed value" I have in each one I plug in a float variable for the 3 points of the bone rotation x,y,z and then the 3 variables plugged into a node make rotator to then adjust the rotation variable of the same widget and I have created the reference later in the blueprint character for which I want to rotate a bone in the animation but I can't figure out how to apply it, could you please tell me how?
Hey so I have an attack animation which displays full body movement when played and when I blended it with running, it worked perfectly fine but I want the animation to play as the default (full body involved) when the character is in the idle state. Can you please help me with that? Thanks.
Like you mentioned, the punch animation looks janky because it's only being animated from the spine up. Often times, when you plug in animations this way, they look janky - all the "wind up" movements of the animation look unnatural, sometimes the character's looking off to the side because the source animation for the top half was designed with a staggered stance in mind and the pelvis is in the wrong position, etc. Do you have any tips for making animations look good when you do this sort of thing?
hi thank you so much for this tutorial I learned a lot though I have a question :> at 1:45 you started creating an anim montage as well as a new slot and I wonder why that is necessary, in the documentation I saw that being done as well but I'd love to learn what it does
Hey i'm trying to do this with an IK rig but it doesn't work as the layered blend per bone only effects one bone and not the bones which are it's a parents
Is it possible to isolate each arm movement in order to work better with dual wielding animations? say, I've got a mace in my right arm, and i can have several things on my left arm (shield or gun or knife, etc). So that way each arm would behave accordingly to the weapon it's holding.
Yep, there’s a lot more depth to it haha. It will take some time and experience to know what is best to put in the state machine and what is best to put outside of it
Hi, I've only just found your channel and it's already covered something I really needed (this very topic, actually). You got yourself a new sub! I was wondering, though, since your character has a bow do you plan on making a bow tutorial at some point in the future? I've been trying to make one and I'm fine with the mechanics (arrow fire, stick into objects, etc) but the animation side of things baffles me. I've tried blending three states together (ready arrow, aim, fire) into one state machine and that wasn't so good. Then I tried montages, but I can't get them to look good either (for example, if the arrow isn't drawn the player still does the motion to put an arrow back on cancel). I'd love to see how it's done if you get the time :)
loving your videos.. ive been using layered blend per bone as well but no matter what animation i use to swing/attack while walking the head or body always goes janky while animating.. is there a trick to minimize this or fix this?
Try ticking the "Mesh rotation something something" in the node's settings. It will make it so that the rotation of the blended parts is relative to the mesh, not the branching bone
I am completely new to Unreal Engine since a few days ago, I am looking for a way to do crouching by just using the crouching animation on the lower body and letting the upper body function as usual. Can I use this technique for that somehow? I dont understand how you choose in which direction the slot goes, I assume you can make it work for either upper or lower body?
The functionality is the exact same, however with Motion Matching I'm not really sure how to go about blending/layering in a way that is modular and simple
Search "Slot" and you should find the DefaultSlot node. You can create other slots in the bottom right usually. Then click the DefaultSlot node and change it to whatever you created
@@PrismaticaDev Not the slot ndoe, the cache ones. But after i found the problem, i was into the locomotion state and i had to make it out right before the final resolve 🤦♂
Heya Josh! The reason we need to cache the pose is because we can’t split a node output in to 2 different places. If we just had the existing animation chain going in to 1 side of the node, then it would be playing a T-pose on the other half until we play a montage or something
@@PrismaticaDev oooooh, thats why when i put a lot of stuff there some of the things stopped working, i am very new to ue5 and im watching your videos to learn more about it ahah thanks for the info.
Afk fishing in the bottom right like a true osrs player lol. love it
Edit: the quick cut to keep the player fishing lol
Thank you so much for the 'Force Root Lock' tip. Couldn't get my montages to play the upper body only. no-one else explained it. This fixed it.
I feel like I'm learning more from a side walkthrough setup(AnimSlots, AnimCache etc.) in order to make the topic work.. which is very important because a lot of tutorials assumes you already know this stuff. Great Tutorial as always. Keep it up !
I always try to explain everything as in-depth as possible - the last thing I wanna do when I'm watching a video is look for ANOTHER video haha. Glad you're enjoying them :)
Thank you man, really helped me seperating attack animations with combat walking which resulted giving players more control while attacking. You rock!
Definitely needed this making a zombie mech game like days gone with mech and the turret animation I made was stopping the walk animation
Brackeys with Unreal => Charles, just wanna say thanks, you're absolutely amazing!
Hahaha everyone always makes that comparison! Extremely flattered :) Cheers legend, hope you're learning a lot :)
Some of the best UE tutorials on RUclips!
Always amazing tutorials! Working on the basic controls for a 3rd/1st person game and your info is invaluable!
So glad to hear it!
Great tutorial and the cat was appreciating too!!
super useful tutorials u got, thanks
Dude this was awesome thank you!
This is great! This will really level up the animation work on our projects, thanks a lot for all the tutorials ^^
No worries Alejandro :) I'll probably make a part 2 to this node at some point with some more advanced stuff
@@PrismaticaDev pog
I was going to make a joke about lower body slots, but all jokes aside, I love this animation series Chizzle, and it would be awesome if in the future, maybe you show us how to blueprint script some combat or game logic. I’d love to see that and start welding it all together (also, comment for algorithm) ✌️
Hahaha I had to resist making a Bone joke myself. I'll definitely do some really basic BP stuff in the future, but mostly BP in regards to animation/materials. There are some other really great channels for BP, like Ryan Laley and Mathew Wadstein that I highly recommend!
Me literally coming here to learn how to blend animation and instead I wonder why two different Runescape songs are blending...
It was because I was listening a Runescape OST video at the EXACT. SAME. TIME.
as always the most comprehendible and useful guide of all ) Ty!
I've set up my 3 slot low high and full body animBP and it works ^^
dude, i love your channel so much~
The channel would be nothing without nice people like you :)
Thats so amazing video000!!!!!!!! YOU SAVE MY LİFE MY FRİENDDDD!!!!!!
Can't find any video on how to set a custom face expression using blendshapes and blueprints; not sure if there's nodes to define values or how it works in general. Please make a tutorial about this topic if it's not too much to ask :)
"Imagine getting closed lined by this fella" great sense of humor :D
Thank you for this, I now have Hatchet swinging blended by bone with motion matching :D
holy crap you helped me for a lot of things
Very useful stuff, thank you :)
Do you have a Patreon where supporters can see the full tutorials for all these amazing features?
All my full tutorials go on this channel and there's no exclusive content on the Patreon. However, if you'd like to support then you can find a link to it in the descriotion :)
Really happy i stumbled on ur stuff really informative and good work
wish I wasn't such a n00b... 'cause this tutorial is nearly what I needed :(
Have you ever made a tut on how to add tinny idle animation to your main idle animation? Like... as the character stands, he scratches himself or sneezes, or his neck moves
Like, playing the first animation in a loop and periodically fire the scratching animation, and then going back to the first one, but only for selective bones like you showed here?
Love your videos, thank you! What do you think is the best way to combine an aim space with an animation montage (IE I was thinking of doing a layered blend per bone at the clavicle in order to swing a sword while like looking upward but not sure if that is considered good practice?)
@@alexhunter756 in my project I do a Modify Bone along the spine bones (33% blend each) which just adds some rotation to account for the aiming. The main thing is to make sure all the attack animations hit a certain point in front of the character by default (usually in line with the Spine 03 or wherever you’re measuring the aim offset from)
@@alexhunter756 you could do the same with rotating the clavicle, however it looks more natural if you start at the hips
@@PrismaticaDev I’ll give it a try, thank you so much!!
@@PrismaticaDev I just tried this it is exactly what I needed! I did 3 nodes, made each alpha 0.33 and plugged in pitch and yaw and it works great! For anyone reading FYI you need to go to details>rotation mode>add to existing.
@@alexhunter756 ripper!
It is not allowing me to add the slot for the "upper body slot" I am working in Unreal 5.4 I don't know if they changed the location
Is it possible to Blend Anim per bone in the Sequencer, for a Cinematic? Great Stuff, thanks for the knowledge!
Hello, in unreal engine 5.1 I have a widget which for 3 sliders in "changed value" I have in each one I plug in a float variable for the 3 points of the bone rotation x,y,z and then the 3 variables plugged into a node make rotator to then adjust the rotation variable of the same widget and I have created the reference later in the blueprint character for which I want to rotate a bone in the animation but I can't figure out how to apply it, could you please tell me how?
can we do something like this but for a sequence that needs to be rendered?
Hey so I have an attack animation which displays full body movement when played and when I blended it with running, it worked perfectly fine but I want the animation to play as the default (full body involved) when the character is in the idle state. Can you please help me with that?
Thanks.
Like you mentioned, the punch animation looks janky because it's only being animated from the spine up. Often times, when you plug in animations this way, they look janky - all the "wind up" movements of the animation look unnatural, sometimes the character's looking off to the side because the source animation for the top half was designed with a staggered stance in mind and the pelvis is in the wrong position, etc. Do you have any tips for making animations look good when you do this sort of thing?
How do you play a full body montage with this kind of set up? I want to add a dodge to my character that has blend per bone, idk where to begin 😂
hi thank you so much for this tutorial I learned a lot though I have a question :>
at 1:45 you started creating an anim montage as well as a new slot and I wonder why that is necessary, in the documentation I saw that being done as well but I'd love to learn what it does
Hey i'm trying to do this with an IK rig but it doesn't work as the layered blend per bone only effects one bone and not the bones which are it's a parents
Is it possible to isolate each arm movement in order to work better with dual wielding animations? say, I've got a mace in my right arm, and i can have several things on my left arm (shield or gun or knife, etc). So that way each arm would behave accordingly to the weapon it's holding.
Oooh.....so the anim graph can actually be quite complex?! i always tried to "pack all the functionalities" into those states and transition rules o.O
Yep, there’s a lot more depth to it haha. It will take some time and experience to know what is best to put in the state machine and what is best to put outside of it
@@PrismaticaDev Oh i just forgot...
Thanks a lot for your awesome content!!
Great Video! Thanks!
Hi, I've only just found your channel and it's already covered something I really needed (this very topic, actually). You got yourself a new sub! I was wondering, though, since your character has a bow do you plan on making a bow tutorial at some point in the future? I've been trying to make one and I'm fine with the mechanics (arrow fire, stick into objects, etc) but the animation side of things baffles me. I've tried blending three states together (ready arrow, aim, fire) into one state machine and that wasn't so good. Then I tried montages, but I can't get them to look good either (for example, if the arrow isn't drawn the player still does the motion to put an arrow back on cancel). I'd love to see how it's done if you get the time :)
Is there initial set up need for this? It's not playing
You mean the Montage itself? You need to make sure the montage is assigned to the correct Slot
I am trying to make animation layers for left arm, right arm and upper body but it doesn't work. Does anyone know how to do that?
Could you make a video on combo system using different montages
Bigga: Great Tutorials
Charles the absolute MAN
No u :)))
Great Tutorial ! you really explain the best out of alot of other tutorials !
How do i implement UpperBody Animations and NOT Montages ?
love these videos
You are big man bro !
helped me a lot thanks ;)
loving your videos.. ive been using layered blend per bone as well but no matter what animation i use to swing/attack while walking the head or body always goes janky while animating.. is there a trick to minimize this or fix this?
Try ticking the "Mesh rotation something something" in the node's settings. It will make it so that the rotation of the blended parts is relative to the mesh, not the branching bone
Tutorial was quite helpful, but the best part about this video was that big ol' kitty cat on the bed.
I am completely new to Unreal Engine since a few days ago, I am looking for a way to do crouching by just using the crouching animation on the lower body and letting the upper body function as usual. Can I use this technique for that somehow? I dont understand how you choose in which direction the slot goes, I assume you can make it work for either upper or lower body?
Also wondering how to reverse the order to the lower body!!
Bro the runescape music alone got me tyo subscribe lol
Would you do this tutorial in GASP?
The functionality is the exact same, however with Motion Matching I'm not really sure how to go about blending/layering in a way that is modular and simple
This is very helpful😁.. thank you very much.. can you also make a video about foot locking please
Sure thing :) I have a few methods up my sleeve and I'll cover all that I know haha
@@PrismaticaDev thank u very much youre a life saver dude
Thank you!)))
Is there any way we can see your entire anim graph or are you secretive about it?
Legend
You are, my dude :)
THANKA YU
I'm on Ue5 and you lost me at 2:34 since there's no such nodes at all. How am i supposed to do in Ue5?
Search "Slot" and you should find the DefaultSlot node. You can create other slots in the bottom right usually. Then click the DefaultSlot node and change it to whatever you created
@@PrismaticaDev Not the slot ndoe, the cache ones.
But after i found the problem, i was into the locomotion state and i had to make it out right before the final resolve 🤦♂
Thanks for the video!! Does anyone know why we need to use a cache in this video? Could we just directly connect the components? Thanks!
Heya Josh! The reason we need to cache the pose is because we can’t split a node output in to 2 different places. If we just had the existing animation chain going in to 1 side of the node, then it would be playing a T-pose on the other half until we play a montage or something
I find animation difficult. This doesn't look too bad though.
You might enjoy my animation basics videos where we animate something using a pre-made rig. Hopefully it serves as a good introduction :)
i really dont know what the cache does, why not just connect it directly?
Because you can't split the output in to 2 different inputs
@@PrismaticaDev oooooh, thats why when i put a lot of stuff there some of the things stopped working, i am very new to ue5 and im watching your videos to learn more about it ahah thanks for the info.
Noice :)
You're noice
Joining his friends as airplane 😂😂😂😂😂
Man, can you make a souls-like game course? The way you explain things are super! Easy and gradual in the way they introduce concepts! Seriously!
anim slot manager isn't there anymore, F*CK!!!
01:56 The most demonetised video on RUclips. 😅
cat reveal < 3