Sorry for the long wait on Tutorials amigos! Trying to balance creating tutorials with working on this marketplace asset, is it worth creating tutorials if it's going to slow down the release? BIG BALANCE STRUGGLES. Thanks for your support regardless, Take it easy 😎!
Seems this is working in ue4 but not ue5. I think it's bugged. So I've made them in a new project in ue4, but when I try to import my animations back to my original ue5 project it doesn't recognize them. Is there a fix for that?
You are a savior my dude, I had issued with the head because I added crouch system and I could see the character's face while crouching. And this fixes it!!
@@Beardgames Actually in 5.2.1 there is no apply button and If you export the animation your changes won't be there. You have to Use Create Asset/Create Animation/Current Animation/ Preview Mesh
Nice video good quality!! After seeing this 'trick', All I can see is a new place to look when hunting down bugs. I've been on the 'debugging end' of this technique. The source data was not animated properly and this method was used to fix the original broken animation. After fixing the animation source and re-importing into Unreal, I was not getting the results expected. After hours of trying to track down the issue, it turned out this 'trick' was used instead of fixing the source data.
Haha aw damn man we've all been there, spend hours trying to fix something staring you in the face. I've been there many many times and it sucks but at least it's a mistake you won't make twice 🙂
In this case, he's adding extra data to the animation. While it's not much doing so with a whole bunch of stuff can add unnecessary complication later. For example if the animation is updated in the software does the editor added offset still apply its offset if it does it will probably need to be either updated or removed. Or they could be a smaller performance hit where it's evaluating the animation and the curve for a whole bunch of stuff. You can however get past this by using control rig which is unreal is newish rigging tool that you can animate stuff directly and unreal and then bake it down to an animation asset and if that needs updating you can just re-bake the animation and control rig with the edits. It does require however for you to make a controller for every skeleton unless using the built-in one from the example project that uses the default skeleton
Good question Notched but basically exactly what Dragon said, things are just a lot simpler when you create the animation to work correctly in the first place rather then adding on another layer of keyframes to the mix. This tool is a nice extra mainly for animations you may have retargeted which don't quite work correctly or for aim-offsets where the animations can all be created from the base pose :)
Haha thanks Kobe appreciate it dude! Just popping in with this one but the videos will still be a bit slow for a while. Thanks for sticking around man😎👊
Sorry for the long wait on Tutorials amigos! Trying to balance creating tutorials with working on this marketplace asset, is it worth creating tutorials if it's going to slow down the release? BIG BALANCE STRUGGLES. Thanks for your support regardless, Take it easy 😎!
Hi Jon! Our team would like to get in touch. Any email ?
I have been making animations using this method because i am lazy to learn a 3d modeling software
It's a nice tool for sure😎
How exactly do you make animations in Unreal? I'm using 4.27 and whenever I try to make an animation, the timeline won't allow me to select a frame.
Seems this is working in ue4 but not ue5. I think it's bugged. So I've made them in a new project in ue4, but when I try to import my animations back to my original ue5 project it doesn't recognize them. Is there a fix for that?
Where is the SNAP to keyframe?! argg
2 minutes of the info that can save hours. Thank you!
Just make short tutorial and concentrate on your marketplace asset and thanks for tutorials you great
Good shout Laith thank you brother!
You are a savior my dude, I had issued with the head because I added crouch system and I could see the character's face while crouching. And this fixes it!!
by any chance do you know where is the apply button in UE5 ??
Thanks
Hmm I'm afraid I don't, I wasn't aware that they changed it but check every button it will definitely be there somewhere 🙂
@@Beardgames Thanks, Been looking for a month now XD
@@bombalicious_EP oh man I'm sorry I've got no clue😂😭
ruclips.net/video/huls_2HI8KM/видео.html
on 5.03
Nice tutorial as always 👍 Road to 10.000
Haha thanks buddy, we're getting so close now!
hope my sfm experience can help me with this
so I don't need to import the rig from a modeling program? What I only need to import is just the Skeletal mesh and the Mesh?
Some reason turning it into an animation montage after breaks it for me. Everything ends up out of place.
Super helpful! Quick and precise overview of additional offset-animation in UE. Thanks alot!
Please teach me how to create a dedicated server for my multiplayer game
It doesn't seem to export the altered animation . How do I force it to do so?
Just click key then apply :)
@@Beardgames Actually in 5.2.1 there is no apply button and If you export the animation your changes won't be there. You have to Use Create Asset/Create Animation/Current Animation/ Preview Mesh
@@eddiej.l.christian6754 in 5.2 once you press key these changes apply automatically
Nice video good quality!!
After seeing this 'trick', All I can see is a new place to look when hunting down bugs.
I've been on the 'debugging end' of this technique. The source data was not animated properly and this method was used to fix the original broken animation.
After fixing the animation source and re-importing into Unreal, I was not getting the results expected.
After hours of trying to track down the issue, it turned out this 'trick' was used instead of fixing the source data.
Haha aw damn man we've all been there, spend hours trying to fix something staring you in the face. I've been there many many times and it sucks but at least it's a mistake you won't make twice 🙂
Why is it better to do the animations in the animation software instead of Unreal?
In this case, he's adding extra data to the animation. While it's not much doing so with a whole bunch of stuff can add unnecessary complication later. For example if the animation is updated in the software does the editor added offset still apply its offset if it does it will probably need to be either updated or removed. Or they could be a smaller performance hit where it's evaluating the animation and the curve for a whole bunch of stuff.
You can however get past this by using control rig which is unreal is newish rigging tool that you can animate stuff directly and unreal and then bake it down to an animation asset and if that needs updating you can just re-bake the animation and control rig with the edits. It does require however for you to make a controller for every skeleton unless using the built-in one from the example project that uses the default skeleton
Good question Notched but basically exactly what Dragon said, things are just a lot simpler when you create the animation to work correctly in the first place rather then adding on another layer of keyframes to the mix. This tool is a nice extra mainly for animations you may have retargeted which don't quite work correctly or for aim-offsets where the animations can all be created from the base pose :)
Makes perfectly sense now. I'll look into control rig. Cheers guys!
Ohhhh here comes the beard!!! Lesgoo glad to see back brother!
Haha thanks Kobe appreciate it dude! Just popping in with this one but the videos will still be a bit slow for a while. Thanks for sticking around man😎👊
@@Beardgames no problem man take your time and keep grinding mate appreciate everything you're doing for the community!
@@TheGhos1Face Thanks for the kind comment dude! Will get through it all eventually heh :)
I was definitely overthinking keyframes. Thank you for this explanation
Anytime my friend! Thanks for supporting the channel :)