Edit Animations Inside Unreal Engine!

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  • Опубликовано: 2 окт 2024

Комментарии • 41

  • @Beardgames
    @Beardgames  3 года назад +6

    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 😎!

  • @reallusion
    @reallusion 3 года назад +1

    Hi Jon! Our team would like to get in touch. Any email ?

  • @vasudev8957
    @vasudev8957 3 года назад +4

    I have been making animations using this method because i am lazy to learn a 3d modeling software

    • @Beardgames
      @Beardgames  3 года назад +2

      It's a nice tool for sure😎

    • @pastellepuppy
      @pastellepuppy 2 года назад

      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.

  • @manon2986
    @manon2986 2 года назад +1

    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?

  • @FPChris
    @FPChris 11 месяцев назад

    Where is the SNAP to keyframe?! argg

  • @krukhlis
    @krukhlis 3 года назад +2

    2 minutes of the info that can save hours. Thank you!

  • @laithalhebsi6823
    @laithalhebsi6823 3 года назад +1

    Just make short tutorial and concentrate on your marketplace asset and thanks for tutorials you great

    • @Beardgames
      @Beardgames  3 года назад

      Good shout Laith thank you brother!

  • @silvanobaronm.3355
    @silvanobaronm.3355 Год назад +1

    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!!

  • @bombalicious_EP
    @bombalicious_EP 3 года назад +2

    by any chance do you know where is the apply button in UE5 ??
    Thanks

    • @Beardgames
      @Beardgames  3 года назад

      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 🙂

    • @bombalicious_EP
      @bombalicious_EP 3 года назад

      @@Beardgames Thanks, Been looking for a month now XD

    • @Beardgames
      @Beardgames  3 года назад

      @@bombalicious_EP oh man I'm sorry I've got no clue😂😭

    • @darkmageserial2686
      @darkmageserial2686 2 года назад

      ruclips.net/video/huls_2HI8KM/видео.html

    • @darkmageserial2686
      @darkmageserial2686 2 года назад +1

      on 5.03

  • @Luis27491
    @Luis27491 3 года назад +1

    Nice tutorial as always 👍 Road to 10.000

    • @Beardgames
      @Beardgames  3 года назад +1

      Haha thanks buddy, we're getting so close now!

  • @TheNarwhal784
    @TheNarwhal784 2 года назад

    hope my sfm experience can help me with this

  • @filipexavier8750
    @filipexavier8750 3 года назад

    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?

  • @AbbyStabby
    @AbbyStabby 2 года назад

    Some reason turning it into an animation montage after breaks it for me. Everything ends up out of place.

  • @violentpixelation5486
    @violentpixelation5486 2 года назад

    Super helpful! Quick and precise overview of additional offset-animation in UE. Thanks alot!

  • @musicsssssssssssss1742
    @musicsssssssssssss1742 2 года назад

    Please teach me how to create a dedicated server for my multiplayer game

  • @eddiej.l.christian6754
    @eddiej.l.christian6754 Год назад

    It doesn't seem to export the altered animation . How do I force it to do so?

    • @Beardgames
      @Beardgames  Год назад

      Just click key then apply :)

    • @eddiej.l.christian6754
      @eddiej.l.christian6754 Год назад

      @@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

    • @Beardgames
      @Beardgames  Год назад

      @@eddiej.l.christian6754 in 5.2 once you press key these changes apply automatically

  • @matthewwellman
    @matthewwellman 3 года назад

    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.

    • @Beardgames
      @Beardgames  3 года назад

      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 🙂

  • @notchedbandit
    @notchedbandit 3 года назад

    Why is it better to do the animations in the animation software instead of Unreal?

    • @DaDarkDragon
      @DaDarkDragon 3 года назад +1

      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

    • @Beardgames
      @Beardgames  3 года назад +1

      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 :)

    • @notchedbandit
      @notchedbandit 3 года назад

      Makes perfectly sense now. I'll look into control rig. Cheers guys!

  • @TheGhos1Face
    @TheGhos1Face 3 года назад

    Ohhhh here comes the beard!!! Lesgoo glad to see back brother!

    • @Beardgames
      @Beardgames  3 года назад +1

      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😎👊

    • @TheGhos1Face
      @TheGhos1Face 3 года назад

      @@Beardgames no problem man take your time and keep grinding mate appreciate everything you're doing for the community!

    • @Beardgames
      @Beardgames  3 года назад +1

      @@TheGhos1Face Thanks for the kind comment dude! Will get through it all eventually heh :)

  • @Tysharpify
    @Tysharpify 2 года назад +2

    I was definitely overthinking keyframes. Thank you for this explanation

    • @Beardgames
      @Beardgames  2 года назад

      Anytime my friend! Thanks for supporting the channel :)