I seriously cannot thank you enough, this tutorial is amazing was able to get everything working in 5.0.3 and it didn't even take that long. If anyone is trying to follow along in UE5, the players feet dont move because of the new foot IK control rig in the anim bp, you can fix this by just setting the transform of the foot ik bones to the transform of the actual feet bones in the start of the control rig (theres a unreal forum post that shows an image of how to do this). This fixes it because the IK feet controllers dont follow the retargeted animations in UE5 It's also easy to fix the side strafing and walking backwards issues by just changing the anim blueprint with new anim states for directional animations (I used more from mixamo) and turning off orient to direction except when walking forwards
I'm confused, I've followed this in 5.0.3 and I've got to 5:40 and my characters head is beside there feet. No idea if I've just gone wrong but there's a lot of differences in UE5.
0:00 Introduction 0:46 Start with third person character template 1:03 Move and adjust the camera in the character 1:56 Demonstration of issue of seeing into your own body 2:05 Edit the animation blueprint, get control rotation 2:21 Create function GetLookRotation and set inputs and outputs 2:48 Transform the look target roration to match the coordinate system of the default character 3:11 Interpolate the head rotation towards the control rotation and use it as output 3:42 Call the function and actually update the value of the head rotation variable 4:00 Apply the value of the head rotation variable to the bones in the animation graph 4:45 Demonstration of issue of upper body being shown in weird direction and bend unnaturally 4:50 Reduce the rotation of the spines and neck to 15% and the head to 40% (sums up to 100% for the head) 5:23 Demonstration of more natural bending but still in a weird direction (in the preview) 5:26 Set default value for head rotation variable to fix the direction in the preview 5:33 Demonstration: No more looking into own body, but issue that player is not turning with the camera and the camera snaps to the other side 5:48 Choose and download turn animations from mixamo 6:46 Import animations 7:46 Setup downloaded skeleton for retargeting 8:31 Setup the unreal default mannequin skeleton for retargeting 8:39 ADDITIONAL STEP NEEDED (not in video): Your skeleton probably lacks a preview mesh which is needed for retargeting. Add them for the new (and if needed the old) skeleton: * Open skeleton asset * Click preview mesh * Click on a mesh. The message will appear and the bottom right: “This mesh is set temporarily…” * Click apply under the message * Save skeleton 8:39 Retarget 8:51 Move character down if it is floating using a key for the pelvis 9:06 Add animation states for turning 9:30 Add boolean variables to control the transitions 9:45 Transition back to idle if one animation cycle is done or if the character is moving 10:11 Activate the turning animation by setting the new turn transition control variables if camera looks more than 90° to left or right 11:06 Rotate the character and let the animation play for one second, then set turn variables back to false to transition back to idle 11:24 Add notifications near the end of the turning animations 11:44 On notification set the turn transition control variables back to false to transition back to idle 12:02 Demonstration that the character is turning with the camera and the turning animation is played 12:23 Limitation
Thanks a million for the tutorial! I've enjoyed it. The head being offset worked for me by changing the values from ThirdPerson_AnimBP the two values after Float. First multiplication set to -0.25 and second multiplication to -0.4
This tutorial was a blast! I found it a bit hard to follow in some parts (I'm not new to Unreal but I haven't messed a lot with animations), but absolutely worth the time. I will tweak some things for sure, since the character rotates in place but no animation, it jitters while rotating. I learnt a lot in a record time, so thanks a lot :)
you can use an finterp to node and connect the return value from the clamp node to the target input of the finterp to, connect a "get world delta seconds" node to the delta time, choose any interp speed (i use 4.0), and use any method get the current rotation of the axes of the head and plug them into the current input of the finterp to and it makes the looking a lot more smooth and natural, and fixes the weird head teleportation when you look left and right too fast.
Great vid man, I like your idea of morphing the bones instead of just hiding the bones. Im not a big fan of socketing the head for fps as I personally hate headbob but I guess you could just isolate the heads animations and try to make it still, course this could be an issue if you have a lot of different movement states but is doable. +1 sub and looking forward to more content I always love to see how other people do stuff and try to mix it with my own or improve on my own in some way. One of the best parts of coding is the amount of ways you can achieve the same affect so its always good to watch other ideas.
@PyrateMickey makes sense. If you got a good aim blend going the head always points to center. I usually just make the camera the parent for my fps arms and remove all motion that way. While keeping an invis mesh for full body to avoid few issues that can come from camera parent. Such as jumping then looking straight down at the ground and you slide forward as you land :P
Anybody else turning this 13 minute video into a 5 day long tutorial? CGsky, you talk and work so fast and I kept messing up several things, but I am also a beginner in UE4. Your 1 minute tutorial is equal to 20 minutes of me rewinding several times and fixing and figuring out what you did. I even had to watch your video in super slow-mo! D:
I wish I was as smart as CGsky, this was a great video though. I only have one issue that I still haven't figured out yet, but might leave it alone for awhile since it's not that bad. I have an issue where my animation "snaps" back to starting position for the turn animation. Really annoying, but not that bad unless you look at your feet or the ground.
@7:53 What are you doing here? Just opening another tab with the Mannequin skeleton and jumping back and forth between tabs and eyeballing the pose? I mean, there has to be a better way..? Also, you cut out the video showing what values you used :( When I go to "Retarget anim asset", my two assets have the same pose, but my "[Source]" is weirdly zoomed in and doesn't align at all. Source's head is outside the preview. Still works though.. But there are a few more issues with this than was mentioned. A constantly lagging restart of the turning animation on continuous turning. The turning-animation isn't stopped if you start moving right after turning, so you're gliding across the ground while turning. And if you look at your shadow while turning, and then stop turning, you can see that the animation resets to the angle it had 1 second ago.
i have a problem, when i play in multiplayer it doesnt work, i tried with 2 players and when i play with one character, the other character head rotation stays the same as my rotation and looks where iam looking and not where he is looking, can you please help?
Hey, i figured out the solution to this but never managed to make a follow up. It had to do with variables not being replicated properly. I’m not at my pc currently but I’ll get back to you about this.
life saver. excelent video. only one thing. it would help if you took just a little more time between every step. it started out perfect but as the video progressed you accelerated to much and it was nearly imposible to pause it fast enough to see what you were actually doing. if you take a seccond or two per script so that we can see them before you advance it would be excelent. still very nice. very helpfull. thank you
@@CGSky well I noticed that the character movement has Orient Rotation to Movement, which causes stutter in animations and other wierd things esp when strafing, turning, or walking backwards. that should always be disabled on First person.
You can fix the jittering/vibrating body when turning by changing both Z values in AddActorLocalRotation from -5 to -1 and 5 to 1. However this True FPS have a lot of other issues which is understandable since it is covered in 13 minutes :D Thanks for the tutorial.
Yeah, that's true, thanks for the suggestion. It's by no means a perfect system. I think it works decently well for prototyping stuff, but ideally you'd want to use Aim offsets and stuff like that.
I am having an issue where my character doesn't complete his animation. If I look down at the ground and turn, he will snap back to facing forward even though I am looking the other direction. How does one fix this?
Hi, I followed this 100% but for some reason my character constantly turns right and spins on the spot. After checking, for some reason the return value on the 'Map Range Clamped' (created at around 10:30) always returns as 1, making the branch return true and setting it to turn right constantly, do you know where I went wrong? I watched the entire tutorial again and I didn't notice anything different...
I'll have to try and replicate the issue, but i will be working on a follow up video where i help with the problems you and others had with this system. So please let me know if there is anything else i can do
Hello, It has happened to me with other things, (ie walking forward non stop :) That I had 2 Inputs set to the same Mouse X or Motion Controller Thumbstick Up etc... and that seem to make it freak out! So for whatever reason, or combination, simplifying / redoing my inputs (in Project Settings/Input) made the unwanted constant motion go away! ;_) -Woody ruclips.net/user/NextWorldVR
I love how following all these tutorials I find on RUclips seem to always give me a version that never works. I'm getting tired of getrting up and trying to make something only for some bug or an aspect of something to not work...
i followed tutorial 1 to 1 and it failed the get look rotation function isnt right and its exactly how u did it in the tutorial but its coming out as a different function type than what u had so im not sure what happened but i did it exactly how u did and it didnt work so would be nice to hear back from u how to fix that because this tutorial is outdated by now and its the best one ive found for this
Check if both skeletons are setup with a preview mesh. Alternatively, just disable "Show only compatible skeletons". Let me know if that worked for you.
Everything is fine, but I have one problem, I will be grateful if you help me. In my Mesh project, the character initially spins after the camera, and I can't change that
Awesome Tutorial! I had to pause a lot as I'm a newb when it comes to Blueprints, but I was still able to follow along without too many problems. One thing I noticed is that when you turn around and start running it will finish the rotation animation first and after that it will show the walk cycle. Is that just a matter of ending the TurnsLeft & TurnsRight states when pressing W?
Yeah that would be a way to fix that. Actually getting the speed of the character in the transition should fix that. So it should work. Also, I tried to keep the tutorial short and made it intentionally so that people can pause to follow along. I'm glad you were able to learn something :)
@@CGSky Yeah, I learned a lot for sure! As a programmer I was a bit sceptic about the blue prints system but I amazed by what you can do with it. The whole state machine and function system is really awesome. Looking forward to more tutorials!
anyway to make it so that the camera will stop lets say at 175 either left or right on the X axis without turning in place? I have a climbing system in my game that requires the player character to be facing forward in order for the traces to read properly so I just have the head moving however I can still 360 the head all the way around
I'm having a problem where everything seems to work, except when I look up my head tilts right and when I look down my head tilts left instead of looking up and down
That has to do with the way the axis are set up when converting the rotations. This may vary from skeleton to skeleton, so be sure that you are using a skeleton with a similar setup as the UE4 one.
Thank you for the great tutorial, one of the best looking camera tutorials out there (I've tried many!) I have just one question: Is there any way to fix the shoulders/arms during the turn? They're kind of... weird looking; a bit like the character is squeezing his shoulder blades together during the turn, ha!
Thanks for the feedback! If the shoulder squeezing only happens during the turn, then that's something you can try to fix in the turn in place animations. You can edit them either from within unreal or use another program like Blender to do so. Hope that helps! :)
Hey I'm at a point where I can't carry on because the download for the bone mapping wont open, it says I don't have the 'app' for it, what app do I need to open it with? I tried loading it but it doesn't show up
Hey I realise I'm late to this but I have a weird issue that this doesn't work on networked projects, the head always looks in one direction and I can't for the life of me figure out how to sync it serverside.
Thanks so much, I followed and I achieved it, there's still some rapid glitching at the far right/left position of the mouse but It is great anyway. The problem is that I was able to follow you but, as you said at the start, with very few understanding of the exact implication of what all the functions were doin. Do you have any tip or path on how I can jump start my knowledge of the graph system? Thanks.
First of all Excellent tutorial!, I wanted to know how would I procced if I have a blendspace 1D set up for the locomotion only, as I don't have the same pins in the animGraph. Can this be achieved?
@@CGSky Cool, I'll look into that. Thanks.. I had another question from one of your vids, but I can't remember it right now.. I'll post it if I come across it again.. Thanks again.. U made it easy to follow for an FNG like myself..
i know this might be late but i hope you can help me, i did everything in the video but i must've messed something up and i don't know what, im new to this lol, but every time i press play, it just spawns in a new third person character, and i can run around and see the one i have just created just T-posing there, i can't find any help anywhere else, please get back to me soon, Thank You!
Make sure the one you are playing as is set to Player 0. Click on your character in the scene and in the details panel search for Auto Possess Pawn and there should be a drop down that let's you choose Player 0. Most likely it's set to Disabled so it's creating a new one not the one you want.
Hello I have problems where when i look up and down, my character tilts up and down (like comes off the ground), as well as the turning animation doesnt actually play
So I'm not entirely sure what I did wrong. Here's the things I've tried: 1. Importing your provided bone map 2. Auto-mapping (this turned out looking exceptionally bad but I didn't expect it to do much) 3. Manually mapping the bones myself (this provided the best match, but leaves me thinking I did something else wrong) Here is a picture of the problem: ibb.co/g4Fxj2C
Need to manually paste into into the project in the File Explorer, should just show up then in content window, Unreal can't/wont import certain file types
in case anyone else still didn't get it. You literally download his mixamobonemap into a folder. then go to the project folder of this project, in windows, and past it into contents somewhere in a folder. then when you open up the unreal engine it you can load it.
I wish I could say this worked for me as well but I'm stumped. works fine in the project file, but when trying to apply this to my own character from CC3 it doesn't seem to work, no matter what before adding this code or after it still looks down with in the body of my character. All the bone names are the same so I didn't think there would be an issue, but so far nothing :/ would love assistance in getting it to work though if you're able! I can chat through Disc, Email, whichever let me know! thanks!
Hey, if the functionality works but the rotations are not correct, then it probably has something todo with the bone rotations. Check that the CC3 character skeleton bone axis are the same as the UE4 default skeleton. Otherwise you will have to experiment with the axis a bit that are setup in the "get look rotation" function. I have to admit that I had trouble getting it to work consistently with other skeletons. I hope this helps you!
Thanks for making this epic tutorial. I'm working right now on combining this first person camera with a third person/first person camera toggle system, for a game I'm working on. I had no idea how to do any of this before- I mean, I'd socketed the camera to the head, but never really something like this. Anyways, thanks, I'm going to be spending a good bit of time now I imagine working on, well, the rest of thd main mechanics. Is there any way to shorten ot lengthen a camera boom in-game, btw? I kinda want to replicate the elder scrolls' third person camera's "zoom in with your mouse wheel" thing, but I don't know if that's a possibility really.
@@prophetdenis8413 are you talking about the custom Node Mapping that he provides a download for? If you read the comments it says you need to manually copy that file into your project rather than use the import feature
hey i dont know if any of you could help, but when i tried to change from first person to third person game. I tried to play the game but my i wasnt th character i was just this floating spectator kind of thing, please someone help. i spent a lot of time on what im working on, and id rather not loose it
That means you somehow unpossessed the pawn when switching to third person. The easiest way to do the switch would be to have a separate third person camera in your player blueprint and then just switching between the two cameras
I kinda of have it working the only issue im only really having is (I haven't done turn in place just yet) that the whole player character moves instead of just the camera and the head EDIT! Found the fix just make sure your character rots are off inside your thirdpersonbp
I'm a little stumped rn love the tutorial really great I've gone thru and messed around with what I think is everything possible that could possibly fix this issue but when i run it with 2 players so that to view ports open up , I'd use the second player screen to check it out and it stays looking to the right never centered but when I use the second player n try it there it works perfectly fine any chance you'd have a clue on how to fix this? Thank you again really great tut
you need to implement the system to send and receive packets if you want it to copy what it's doing from one system to another (multiplayer) You need to send the information (update) to your second player every time there is a change (and vice versa)
if you can describe the problem to me in more detail I can have a look. Also not sure why you can't get the bone mapping asset imported. Maybe migrate it over from the final project file I shared.
@@surfacedfox ... so u one of that dudes who say : imma teach u and everytime someone who is new asks how to do one little thing u rage and be angry huh ? leave me alone mate .
Hey, sorry to hear that! I might have to update this tutorial with the new Unreal Engine version. If you want to check out my solution, try downloading the file in the description
for VR, you'd need to adjust the system a little bit. But I've tested it in VR and it actually works surprisingly well. Might do a tutorial on a VR fullbody setup if people are interested in that
@@CGSky Very interested! ;~) I am so close to what I need with the VR Cookbook book, (section of full body IK) but without turning and no Hand Animation; I am trying to incorporate this wonderful version of MIT 'UE4 Grasp System' : (and the best feeling VR Grab routine I have found, it feels the best to me in VR, Natural, Any grab pose etc.. Therefore better than UVRF, but in more than one way: only 2 'animations' required for the hands to grab any physics object !! :) github.com/inugames/basic-vr/tree/master/Content -Woody ruclips.net/user/NextWorldVR
@@CGSky Any news or hope for that full body VR setup? This is already so close... Have you seen the new FULL BODY IK Tools for 4.25? (might be 4.26...)
I did once make a version that was replicated, so it can definitely be done. It wasn't all that hard I believe. Only one variable needed to be set to replicated. I don't have the time to create tutorials anymore unfortunately, but if you look up some basic unreal replication tutorials and apply the same steps, I'm sure you can figure it out too!
Check if both skeletons are setup with a preview mesh. Alternatively, just disable "Show only compatible skeletons". Let me know if that worked for you.
I'm having an issue where my character's body and head are turned about 90 degrees total to the right in relation to the camera. Been messing with this for about an hour with no luck, any idea what can be done? Also, inside of the asset editor and animBP editor, he is standing straight and looking forward This is how it's looking right now in game imgur.com/XC09doM Also great job on the video, tutorial was quick and clear! Didn't get stuck on anything besides my own variables with my custom rig
Ok, so I finally figured out how to make him look straight forward! I had to add a -90 to my Z (yaw) after breaking the rotator in the function editor. Although doing so has enlightened me to a new issue. Now he rolls to the left when I look down and rolls right when looking up. I will continue fiddling about until I figure this one out, then hopefully provide a solution if anyone else is struggling with this same thing c:
I seriously cannot thank you enough, this tutorial is amazing was able to get everything working in 5.0.3 and it didn't even take that long.
If anyone is trying to follow along in UE5, the players feet dont move because of the new foot IK control rig in the anim bp, you can fix this by just setting the transform of the foot ik bones to the transform of the actual feet bones in the start of the control rig (theres a unreal forum post that shows an image of how to do this). This fixes it because the IK feet controllers dont follow the retargeted animations in UE5
It's also easy to fix the side strafing and walking backwards issues by just changing the anim blueprint with new anim states for directional animations (I used more from mixamo) and turning off orient to direction except when walking forwards
Thank you for posting detailed instructions on setting the system up in 5.0.3! Pinned so that others will see it!
Hello, is there some kind of link to the unreal forum post mention? i cant seem to find it and am a little unfamiliar with UE5 and its Ik.
I'm confused, I've followed this in 5.0.3 and I've got to 5:40 and my characters head is beside there feet. No idea if I've just gone wrong but there's a lot of differences in UE5.
I searched for "first person with body unreal".
This is first on the list. Exactly what I was looking for.
Thank you and have a great day.
Crazy tutorial. Much simpler than the rest, much faster, much better. Im amazed.
0:00 Introduction
0:46 Start with third person character template
1:03 Move and adjust the camera in the character
1:56 Demonstration of issue of seeing into your own body
2:05 Edit the animation blueprint, get control rotation
2:21 Create function GetLookRotation and set inputs and outputs
2:48 Transform the look target roration to match the coordinate system of the default character
3:11 Interpolate the head rotation towards the control rotation and use it as output
3:42 Call the function and actually update the value of the head rotation variable
4:00 Apply the value of the head rotation variable to the bones in the animation graph
4:45 Demonstration of issue of upper body being shown in weird direction and bend unnaturally
4:50 Reduce the rotation of the spines and neck to 15% and the head to 40% (sums up to 100% for the head)
5:23 Demonstration of more natural bending but still in a weird direction (in the preview)
5:26 Set default value for head rotation variable to fix the direction in the preview
5:33 Demonstration: No more looking into own body, but issue that player is not turning with the camera and the camera snaps to the other side
5:48 Choose and download turn animations from mixamo
6:46 Import animations
7:46 Setup downloaded skeleton for retargeting
8:31 Setup the unreal default mannequin skeleton for retargeting
8:39 ADDITIONAL STEP NEEDED (not in video): Your skeleton probably lacks a preview mesh which is needed for retargeting. Add them for the new (and if needed the old) skeleton:
* Open skeleton asset
* Click preview mesh
* Click on a mesh. The message will appear and the bottom right: “This mesh is set temporarily…”
* Click apply under the message
* Save skeleton
8:39 Retarget
8:51 Move character down if it is floating using a key for the pelvis
9:06 Add animation states for turning
9:30 Add boolean variables to control the transitions
9:45 Transition back to idle if one animation cycle is done or if the character is moving
10:11 Activate the turning animation by setting the new turn transition control variables if camera looks more than 90° to left or right
11:06 Rotate the character and let the animation play for one second, then set turn variables back to false to transition back to idle
11:24 Add notifications near the end of the turning animations
11:44 On notification set the turn transition control variables back to false to transition back to idle
12:02 Demonstration that the character is turning with the camera and the turning animation is played
12:23 Limitation
Thanks so much for this chapter breakdown! Pinned! :)
Thanks a million for the tutorial! I've enjoyed it. The head being offset worked for me by changing the values from ThirdPerson_AnimBP the two values after Float. First multiplication set to -0.25 and second multiplication to -0.4
Thanks for the positive feedback! Great you figured out the numbers that work in your case.
that worked. now how do i make my guy turn around, with the animation?
This tutorial was a blast! I found it a bit hard to follow in some parts (I'm not new to Unreal but I haven't messed a lot with animations), but absolutely worth the time. I will tweak some things for sure, since the character rotates in place but no animation, it jitters while rotating. I learnt a lot in a record time, so thanks a lot :)
You are a legend! I learned in 14 min more than 4 years in the university... (in UK). Many tanks!
You are the hero. Clear explanation of what you are doing without water in the text. Thank you so much man.
you can use an finterp to node and connect the return value from the clamp node to the target input of the finterp to, connect a "get world delta seconds" node to the delta time, choose any interp speed (i use 4.0), and use any method get the current rotation of the axes of the head and plug them into the current input of the finterp to and it makes the looking a lot more smooth and natural, and fixes the weird head teleportation when you look left and right too fast.
Great vid man, I like your idea of morphing the bones instead of just hiding the bones. Im not a big fan of socketing the head for fps as I personally hate headbob but I guess you could just isolate the heads animations and try to make it still, course this could be an issue if you have a lot of different movement states but is doable. +1 sub and looking forward to more content I always love to see how other people do stuff and try to mix it with my own or improve on my own in some way. One of the best parts of coding is the amount of ways you can achieve the same affect so its always good to watch other ideas.
I like that. We say in Autodesk 3ds Max, 'there's always 100 different ways to do a thing in Max''! ;)
@PyrateMickey makes sense. If you got a good aim blend going the head always points to center. I usually just make the camera the parent for my fps arms and remove all motion that way. While keeping an invis mesh for full body to avoid few issues that can come from camera parent. Such as jumping then looking straight down at the ground and you slide forward as you land :P
Anybody else turning this 13 minute video into a 5 day long tutorial? CGsky, you talk and work so fast and I kept messing up several things, but I am also a beginner in UE4. Your 1 minute tutorial is equal to 20 minutes of me rewinding several times and fixing and figuring out what you did. I even had to watch your video in super slow-mo! D:
I wish I was as smart as CGsky, this was a great video though. I only have one issue that I still haven't figured out yet, but might leave it alone for awhile since it's not that bad. I have an issue where my animation "snaps" back to starting position for the turn animation. Really annoying, but not that bad unless you look at your feet or the ground.
@@PhilosophicalPawn Did you manage to fix that? Having the same issue
@7:53 What are you doing here? Just opening another tab with the Mannequin skeleton and jumping back and forth between tabs and eyeballing the pose? I mean, there has to be a better way..? Also, you cut out the video showing what values you used :(
When I go to "Retarget anim asset", my two assets have the same pose, but my "[Source]" is weirdly zoomed in and doesn't align at all. Source's head is outside the preview.
Still works though.. But there are a few more issues with this than was mentioned. A constantly lagging restart of the turning animation on continuous turning. The turning-animation isn't stopped if you start moving right after turning, so you're gliding across the ground while turning. And if you look at your shadow while turning, and then stop turning, you can see that the animation resets to the angle it had 1 second ago.
Any chance for an update for 5.3? You're so clean here, but the content is a bit outdated. Many thanks! Subbed
i have a problem, when i play in multiplayer it doesnt work, i tried with 2 players and when i play with one character, the other character head rotation stays the same as my rotation and looks where iam looking and not where he is looking, can you please help?
Hey, i figured out the solution to this but never managed to make a follow up. It had to do with variables not being replicated properly. I’m not at my pc currently but I’ll get back to you about this.
@@CGSky okay thank you!
life saver. excelent video. only one thing. it would help if you took just a little more time between every step. it started out perfect but as the video progressed you accelerated to much and it was nearly imposible to pause it fast enough to see what you were actually doing. if you take a seccond or two per script so that we can see them before you advance it would be excelent. still very nice. very helpfull. thank you
Thanks for the feedback! I will keep this in mind for future tutorials!
Such a fluid tutorial! Its well explained and moves along at a very nice pace, thumbs up, much appreciated! :D
Subbed. Would love to see the follow up fixing the running turn issues
Thanks, I'll consider it for a future video.
are you referring to the jitter/shaking ?
@@problemchild959 I think the main problem is that the camera behaves weird when the player walks backwards. What do you mean with jitter/shaking?
@@CGSky well I noticed that the character movement has Orient Rotation to Movement, which causes stutter in animations and other wierd things esp when strafing, turning, or walking backwards. that should always be disabled on First person.
any updates/suggestions to fixing the running turn issues???
You can fix the jittering/vibrating body when turning by changing both Z values in AddActorLocalRotation from -5 to -1 and 5 to 1. However this True FPS have a lot of other issues which is understandable since it is covered in 13 minutes :D Thanks for the tutorial.
Hey man, could you make a further bugfree version tutorial? 😁
Yeah, that's true, thanks for the suggestion. It's by no means a perfect system. I think it works decently well for prototyping stuff, but ideally you'd want to use Aim offsets and stuff like that.
Thank you so much for the tutorial,you helped me a lot
Your Tutorial is like the motherfucking holy grial of animations & characters, thank you! :)
yeah.. BUT; No animated Motion control hands/fingers,.. NO ONE seems to have done that!
For me it doesn't show anything at 8:44 for the source, what did I do wrong?
hey! Awesome tutorial!!!
Looks like Mixamo has updated to a newer version of FBX. When importing the files, I get a lot of warnings about smoothing groups in the output.
Mine did the same today.
Same here.
I am having an issue where my character doesn't complete his animation. If I look down at the ground and turn, he will snap back to facing forward even though I am looking the other direction. How does one fix this?
Yeah, my guy snaps back to idle animation right after a turn animation. So how do we get it to smoothly transition back to idle?
Thank you so much for this tutorial!
@08:43 the "source" is just an empty screen, any idea what did went wrong here?
If you want to skip retargeting part, just search for Mixamo Converter from Terribilis Studio.
oh this sounds cool! Thanks for the tip!
sir you are a godsend, JetKat.
Hi, I followed this 100% but for some reason my character constantly turns right and spins on the spot. After checking, for some reason the return value on the 'Map Range Clamped' (created at around 10:30) always returns as 1, making the branch return true and setting it to turn right constantly, do you know where I went wrong? I watched the entire tutorial again and I didn't notice anything different...
I'll have to try and replicate the issue, but i will be working on a follow up video where i help with the problems you and others had with this system. So please let me know if there is anything else i can do
Hello, It has happened to me with other things, (ie walking forward non stop :) That I had 2 Inputs set to the same Mouse X or Motion Controller Thumbstick Up etc... and that seem to make it freak out! So for whatever reason, or combination, simplifying / redoing my inputs (in Project Settings/Input) made the unwanted constant motion go away! ;_)
-Woody ruclips.net/user/NextWorldVR
I am having the same problem
I love how following all these tutorials I find on RUclips seem to always give me a version that never works. I'm getting tired of getrting up and trying to make something only for some bug or an aspect of something to not work...
What part doesn't work for you?
I happened to be thinking about this function, but I found it at once just now.
for some reason my character looks sideways ( btw i found the fix speed is meant to be connected to head rotation)
i followed tutorial 1 to 1 and it failed the get look rotation function isnt right and its exactly how u did it in the tutorial but its coming out as a different function type than what u had so im not sure what happened but i did it exactly how u did and it didnt work so would be nice to hear back from u how to fix that because this tutorial is outdated by now and its the best one ive found for this
excellent stuff, subbed
a follow up fix for the teleport rotation would be awesome!
@@tobymdev by teleport rotation you mean the quick spin the character does when you go too fast?
@@CGSky yes, and theres also some issues when walking backwards
@@CGSky found a partial fix, setting the axis input to 0 when the delta yaw rotation surpasses 179 or -179
HELP: So I followed the tutorial as close as I could but the head doesn't move with the camera, at all.
same, did you find a fix?
great tutorial but i have 1 problem its working except for when th e animation stops and finishes it snaps back to idle
Ever figure this out?
@@AntrygJones @diolphon what he said. did you figure it out?
I have an issue where the character snap back in place but slitghtly turner after I played the animation, how could I fix it? any ideas?
What did i do wrong when at 8:44 there is no [Source] Mesh?
Check if both skeletons are setup with a preview mesh. Alternatively, just disable "Show only compatible skeletons". Let me know if that worked for you.
For some reason the return value I get after Map Ranged clamp is always, 0, and -0.
Everything is fine, but I have one problem, I will be grateful if you help me. In my Mesh project, the character initially spins after the camera, and I can't change that
awesome stuff! Thanks alot!
Awesome Tutorial! I had to pause a lot as I'm a newb when it comes to Blueprints, but I was still able to follow along without too many problems. One thing I noticed is that when you turn around and start running it will finish the rotation animation first and after that it will show the walk cycle. Is that just a matter of ending the TurnsLeft & TurnsRight states when pressing W?
Yeah that would be a way to fix that. Actually getting the speed of the character in the transition should fix that. So it should work. Also, I tried to keep the tutorial short and made it intentionally so that people can pause to follow along. I'm glad you were able to learn something :)
@@CGSky Yeah, I learned a lot for sure! As a programmer I was a bit sceptic about the blue prints system but I amazed by what you can do with it. The whole state machine and function system is really awesome. Looking forward to more tutorials!
anyway to make it so that the camera will stop lets say at 175 either left or right on the X axis without turning in place? I have a climbing system in my game that requires the player character to be facing forward in order for the traces to read properly so I just have the head moving however I can still 360 the head all the way around
I'm having a problem where everything seems to work, except when I look up my head tilts right and when I look down my head tilts left instead of looking up and down
That has to do with the way the axis are set up when converting the rotations. This may vary from skeleton to skeleton, so be sure that you are using a skeleton with a similar setup as the UE4 one.
can you tell me how did you get the hide and show button 4:8
Followed this video to a T in the latest version of the engine and it does not seem to want to actually work. Might need to remake this video dude.
hello i have a massive prob with the vector*float
mine has x y and Z
and urs only one field without any letter ?
Can you give me a timestamp?
@@CGSky how do i lock the head movement to the direction i looking at ?
mine is a little messed up ...
It is float*float I think, had exactly the same issue. I had to lower the playback speed to follow this guide!
I dont know why but my character is leaning instead of just turning his head, what did i do wrong?
Can I just migrate the downloadable project with my own and it will work out of the box?
Answer Yes: Just copy all the files to the Content folder in your project. Change the Game Mode in World Settings, and it is ready to go.
The easy way to do it :)
i still see in to the body for some reason, followed every step so not sure whats gone wrong.
might have to adjust some settings on the bones
Good stuff broo....
Thank you for the great tutorial, one of the best looking camera tutorials out there (I've tried many!) I have just one question: Is there any way to fix the shoulders/arms during the turn? They're kind of... weird looking; a bit like the character is squeezing his shoulder blades together during the turn, ha!
Thanks for the feedback! If the shoulder squeezing only happens during the turn, then that's something you can try to fix in the turn in place animations. You can edit them either from within unreal or use another program like Blender to do so. Hope that helps! :)
Hey I'm at a point where I can't carry on because the download for the bone mapping wont open, it says I don't have the 'app' for it, what app do I need to open it with? I tried loading it but it doesn't show up
Great video!
I am having an issue, when the character has finished playing the turn animation he snappes back to the previous position. Any ideas whats wrong?
Hey I realise I'm late to this but I have a weird issue that this doesn't work on networked projects, the head always looks in one direction and I can't for the life of me figure out how to sync it serverside.
Interesting. I haven't tested the system over network yet. Might be something to look at in the future.
@Shūto Sutairu I'm looking into this issue myself...
@PyrateMickey But if the methods taught in the tutorial are actively causing bugs and errors for people, it is fair to ask that he help correct them.
Can you use the Turn in place from Advanced Locomotion 2-3?
Thanks so much, I followed and I achieved it, there's still some rapid glitching at the far right/left position of the mouse but It is great anyway. The problem is that I was able to follow you but, as you said at the start, with very few understanding of the exact implication of what all the functions were doin. Do you have any tip or path on how I can jump start my knowledge of the graph system? Thanks.
First of all Excellent tutorial!, I wanted to know how would I procced if I have a blendspace 1D set up for the locomotion only, as I don't have the same pins in the animGraph. Can this be achieved?
Do you know how to do this with transition to first person mesh that has the arms and gun in hand and such?
Haven't done something like that yet.
Whenever i turn now, it still snaps to the other side what did i do wrong ?
You already have the new solution for movement problems that could work well?
Is it possible to save this character unit after it's created & coded, for future use?
Yes you can simply migrate the player blueprint to your future projects :) look into Content migration
@@CGSky Cool, I'll look into that. Thanks.. I had another question from one of your vids, but I can't remember it right now.. I'll post it if I come across it again.. Thanks again.. U made it easy to follow for an FNG like myself..
Hi. I done ur guide step by step but can't connect the function to the get controller
i know this might be late but i hope you can help me, i did everything in the video but i must've messed something up and i don't know what, im new to this lol, but every time i press play, it just spawns in a new third person character, and i can run around and see the one i have just created just T-posing there, i can't find any help anywhere else, please get back to me soon, Thank You!
Make sure the one you are playing as is set to Player 0. Click on your character in the scene and in the details panel search for Auto Possess Pawn and there should be a drop down that let's you choose Player 0. Most likely it's set to Disabled so it's creating a new one not the one you want.
@@TheDeathbyPurple holy shit thank you so much man, damn, this stressed me out for so long, thank you so so much!!!
nope, mine doesn't turn at all
Hello I have problems where when i look up and down, my character tilts up and down (like comes off the ground), as well as the turning animation doesnt actually play
ive resolved the tilting, but the animation still doesnt play
So I'm not entirely sure what I did wrong. Here's the things I've tried:
1. Importing your provided bone map
2. Auto-mapping (this turned out looking exceptionally bad but I didn't expect it to do much)
3. Manually mapping the bones myself (this provided the best match, but leaves me thinking I did something else wrong)
Here is a picture of the problem:
ibb.co/g4Fxj2C
how do I use the Bone Mapping youve provided? Ive downloaded it but having trouble getting it into UE4 so I can use it
Need to manually paste into into the project in the File Explorer, should just show up then in content window, Unreal can't/wont import certain file types
It doesn't work for me either eventhough copy paste via explorer. I'm guessing it's about the UE4 version. I'm using 4.7
I don't get this AT ALL.
in case anyone else still didn't get it. You literally download his mixamobonemap into a folder. then go to the project folder of this project, in windows, and past it into contents somewhere in a folder. then when you open up the unreal engine it you can load it.
Your rotator does not work properly in outer-space, When the the character takes on a non-perpendicular orientation.
I wish I could say this worked for me as well but I'm stumped. works fine in the project file, but when trying to apply this to my own character from CC3 it doesn't seem to work, no matter what before adding this code or after it still looks down with in the body of my character. All the bone names are the same so I didn't think there would be an issue, but so far nothing :/ would love assistance in getting it to work though if you're able! I can chat through Disc, Email, whichever let me know! thanks!
Hey, if the functionality works but the rotations are not correct, then it probably has something todo with the bone rotations. Check that the CC3 character skeleton bone axis are the same as the UE4 default skeleton. Otherwise you will have to experiment with the axis a bit that are setup in the "get look rotation" function. I have to admit that I had trouble getting it to work consistently with other skeletons. I hope this helps you!
I need help with getting the mesh to look like the ue4 character
Thanks for making this epic tutorial. I'm working right now on combining this first person camera with a third person/first person camera toggle system, for a game I'm working on. I had no idea how to do any of this before- I mean, I'd socketed the camera to the head, but never really something like this.
Anyways, thanks, I'm going to be spending a good bit of time now I imagine working on, well, the rest of thd main mechanics. Is there any way to shorten ot lengthen a camera boom in-game, btw? I kinda want to replicate the elder scrolls' third person camera's "zoom in with your mouse wheel" thing, but I don't know if that's a possibility really.
You can just access the boom length in blueprint like any other parameter :)
hello i cant import ur asset into unreal ?
hello, this is tech-support, can you describe the problem?
@@CGSky unreal says its a unknown asset "uasset"
@@prophetdenis8413 hmmm... sometimes that happens to me too. I'll try to address it in the followup video
@@CGSky thx mate
@@prophetdenis8413 are you talking about the custom Node Mapping that he provides a download for? If you read the comments it says you need to manually copy that file into your project rather than use the import feature
please post a sequel to fix the walking back issue, thanks in advance!
Thanks for Sharing !
hey i dont know if any of you could help, but when i tried to change from first person to third person game. I tried to play the game but my i wasnt th character i was just this floating spectator kind of thing, please someone help. i spent a lot of time on what im working on, and id rather not loose it
That means you somehow unpossessed the pawn when switching to third person. The easiest way to do the switch would be to have a separate third person camera in your player blueprint and then just switching between the two cameras
@@CGSky ah thank you so much
I kinda of have it working the only issue im only really having is (I haven't done turn in place just yet) that the whole player character moves instead of just the camera and the head
EDIT!
Found the fix just make sure your character rots are off inside your thirdpersonbp
I know I'm a bit late but thank you man, you saved me.
I'm a little stumped rn love the tutorial really great I've gone thru and messed around with what I think is everything possible that could possibly fix this issue but when i run it with 2 players so that to view ports open up , I'd use the second player screen to check it out and it stays looking to the right never centered but when I use the second player n try it there it works perfectly fine any chance you'd have a clue on how to fix this? Thank you again really great tut
Did you manage to fix the issue?
you need to implement the system to send and receive packets if you want it to copy what it's doing from one system to another (multiplayer)
You need to send the information (update) to your second player every time there is a change (and vice versa)
Too bad UE5 changed it, so I can't do any of this. But some helped, thank you
i cant import your bone mapping asset sir. how can I?
and also my character went stuck in turning animation even when idling, jumping or running. what do i do?
if you can describe the problem to me in more detail I can have a look. Also not sure why you can't get the bone mapping asset imported. Maybe migrate it over from the final project file I shared.
Having same problem with importing bone mapping, any solution yet?
@@TRIPPYbugger Copy the file into your content folder manually via the Windows explorer (If you're on Windows), don't drag it into Unreal.
@@roskelld THanks, that worked!
could u make a vid to how strafe without weapons
Strafing should be doable with a few adjustments
yeah i mean how to modify for example a mixamo animation in which character is strafing with gun to one where he is bear handed
@@surfacedfox i need like a link or an info on how and if its possible to adjust a mixamo animation inside of unreal engine4
@@surfacedfox ... so u one of that dudes who say : imma teach u and everytime someone who is new asks how to do one little thing u rage and be angry huh ? leave me alone mate .
litteraly looked through so many videos looking for sart6ghnasod
i made 1 by 1 all steps but its not rotating anything, idk why (((
Hey, sorry to hear that! I might have to update this tutorial with the new Unreal Engine version.
If you want to check out my solution, try downloading the file in the description
@@CGSky do you know how to fix the problem with skylight? because all objects and the light are orange
How to make a first-person view, but player doesn't see a hands, legs and so on??
You can simply use the default UE4 first person template and remove the hands and gun.
@@CGSky thanks
I cant find a good way to combine this properly with a custom BS
Please, fix the running turn issues!!! Thank you!!
looking into it, but also found another solution that could work well :)
@@CGSky I cant wait !
@@CGSky can u give that solution?
Pls do more UPBGE live
I will. Planning to do it again tomorrow, so keep an eye out :)
Ok bro
😁
@@CGSky hey bro, please do ur live video after 3 hrs rather than 6hrs, because at that time we sleep, pls do ur video in 3-4 hrss
@@CGSky plsss bro do it after 2hrss
How hard to adapt this to VR? (I mean with,. VR hands, ?) THANK YOU,. GREAT TUTORIAL VOICE.. (SO RARE) Thank You!
for VR, you'd need to adjust the system a little bit. But I've tested it in VR and it actually works surprisingly well. Might do a tutorial on a VR fullbody setup if people are interested in that
@@CGSky Very interested! ;~) I am so close to what I need with the VR Cookbook book, (section of full body IK) but without turning and no Hand Animation; I am trying to incorporate this wonderful version of MIT 'UE4 Grasp System' : (and the best feeling VR Grab routine I have found, it feels the best to me in VR, Natural, Any grab pose etc.. Therefore better than UVRF, but in more than one way: only 2 'animations' required for the hands to grab any physics object !! :) github.com/inugames/basic-vr/tree/master/Content
-Woody ruclips.net/user/NextWorldVR
@@CGSky Any news or hope for that full body VR setup? This is already so close... Have you seen the new FULL BODY IK Tools for 4.25? (might be 4.26...)
@@CGSky What are the adjustments you speak of?
Can this be replicated? And can you show how to do it? :D
I did once make a version that was replicated, so it can definitely be done. It wasn't all that hard I believe. Only one variable needed to be set to replicated. I don't have the time to create tutorials anymore unfortunately, but if you look up some basic unreal replication tutorials and apply the same steps, I'm sure you can figure it out too!
Hmm wdym by content folder???
NVM I got it
and you didn't explain either.
8:43 balck screen under source
Check if both skeletons are setup with a preview mesh. Alternatively, just disable "Show only compatible skeletons". Let me know if that worked for you.
i can't find the an_turn_left blueprint
should be an animation not a blueprint.
VR TUTORIAL FOR THIS PLEASE, YOU SAID YOU MIGHT -6- _11_ MONTHS AGO!! ;) -*_PLEASE?!?!?!_*
Been a while huh? Won't promise anything but VR should be possible
I'm having an issue where my character's body and head are turned about 90 degrees total to the right in relation to the camera. Been messing with this for about an hour with no luck, any idea what can be done? Also, inside of the asset editor and animBP editor, he is standing straight and looking forward
This is how it's looking right now in game
imgur.com/XC09doM
Also great job on the video, tutorial was quick and clear! Didn't get stuck on anything besides my own variables with my custom rig
Ok, so I finally figured out how to make him look straight forward! I had to add a -90 to my Z (yaw) after breaking the rotator in the function editor. Although doing so has enlightened me to a new issue. Now he rolls to the left when I look down and rolls right when looking up. I will continue fiddling about until I figure this one out, then hopefully provide a solution if anyone else is struggling with this same thing c:
Very nice
you never do that next step after this video
Lovely!
awesome
VR TUTORIAL FOR THIS PLEASE, YOU SAID YOU MIGHT 6 MONTHS AGO!! ;)
UPBGE TOTORIALLS