Unreal Engine 4 - Adding Animations - Weapon Movement Animations (Part 27)

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  • Опубліковано 22 жов 2024

КОМЕНТАРІ • 91

  • @witar.
    @witar. 5 років тому +5

    It's worth setting HasWeaponAttached? bool inside Attach and Unattach equipment functions though. This way you can specify that you have weapon attached (and not armor or helmet for example) by putting Set at the end of the Primary Right Hand socket attach and unattach lines. The way it's done in video you will enter Sword and Shield blendspace even if you equipped pants on your char.

  • @GroundbreakGames
    @GroundbreakGames 7 років тому +24

    Quick FYI "Parameters" is now called "Axis Settings" in the left panel.

  • @geoffrey3668
    @geoffrey3668 6 років тому +1

    Great tutorial! It is so much to follow and learn along!

  • @IRaZ2866
    @IRaZ2866 4 роки тому +7

    13:50 me running to the store to buy toilet paper during the quarantine

  • @andrelouvier
    @andrelouvier 7 років тому

    I cant belive it, I love the Titanic and I love making games, I combined them and got you! @Titanic Games thanks you!

  • @MrDerKuenstler
    @MrDerKuenstler 5 років тому

    would you ever consider making a video where you add animations from scratch? that is, not using mixamo. Just a few anims like a walk, crouch, and sprint? Using the mixamo and the preset stuff kinda threw me and I've yet to figure it out.

  • @n0_l0gic
    @n0_l0gic 5 років тому

    For anyone having trouble with the character "moving away"/not staying in place, there should be a checkbox when you open the animation that says: "Use Root Motion" click that and it should work!

    • @fishomelette4871
      @fishomelette4871 5 років тому

      Hi, do you know how to stop the character from moving away if the root bone is stagnant while the rest of the bones move? The "Use Root Motion" doesn't help in my case since the root doesn't move in the first place hahah

  • @geoffrey3668
    @geoffrey3668 6 років тому

    I you have any trouble with the animation when you use a weapon (like the guy is moving and at the end of the animation it is teleporting back), just use the animation provided on the TitanicGame Patreon page. The reason is the animation were'nt exported with the option "in place" tick in Maximo. Hope it can help!

  • @S0raJr
    @S0raJr 7 років тому +2

    I learn something new everyday, thank you

  • @IgorGoncalez
    @IgorGoncalez 5 років тому

    Hi, great video, I would like to ask a question, when I equip the sword, it changes the style of animation right? When I'm with the character looking at the same place as the camera, all right, but when the camera is looking at a place that the character is not looking at unreal will change the rotation of the character where the camera is looking, I'm trying to do this get more fluid, as if I could use a timeline to go rotating the character and not simply change the rotation, any advice?

  • @Insanemembrane93
    @Insanemembrane93 7 років тому

    thanks alot this is my first time ever animated anything and I appreciate the tips

  • @sdkessler1032
    @sdkessler1032 7 років тому +2

    setting has weapon attached to equip item isnt a good idea. That means it'll activate whenever we equip anything, including armor. Same goes for unequip. If we unequip an armor, the animation goes away

    • @hhypnos
      @hhypnos 7 років тому

      Use booleans in "Attach Equipment" , "UnattachEquipment" like this prntscr.com/f2gou9 ...

    • @reerjgiorge
      @reerjgiorge 7 років тому

      Yup. Keep in mind a lot of things you will need to figure it out by yourself. He is not going to explain or test anything at all. He is doint just the overalll really really general mechanics.

    • @riderofroo9932
      @riderofroo9932 6 років тому +2

      There is a fix to this. i tried the link from Giorgi it didnt seem to work so what i did was i went into "Ch_myCharacter in the event graph. and the section where you say switch on "Eitem_Type" i copied the "Update equipment slot" "Attach Equipement" "Equipment Item" and "record Reference" which both Armor and Weapon was plugged into. Then i connected the Armor to the new copy of "Update equipment slot" but i did not hook up anything after the Equip Item. if this makes sence.
      So basicly copy the the three functions after "Switch on Eitem_Type" Inclusing the "Recorder Reference" Paste a new one and plug in "Armor" from Eswitch on Eitem_Type" And presto it works. because this way it do not tell the game that equipping this is a weapon.

    • @riderofroo9932
      @riderofroo9932 6 років тому +2

      Oh sorry forgot the second part. again in CH_Mycharacter. Under "Event unuse item" Copy "Remove from Equipment" "Add to Inventory" "Refresh Equipment" "Unattach Equipment "Unequip Item" And the "Recorder Reference" Paste them underneith the original. Then From Event Unuse Item do a "Break" Remove all lines exept for item Type. Then Plug in another Switch on Eitem_Type node and plug the weapon into the original setup. but plug in Armor to the new copy you just made. make sure to plug in all the Item Info nodes but then it also works. if you forget this point unattaching your armor will still tell the game to go to the unarmed state in the anim graph. Hope this helps its rather hard to explain without images

  • @Nightmist
    @Nightmist 7 років тому +3

    for me its different the whole interface i dont understand

  • @zachthacker6393
    @zachthacker6393 7 років тому

    Fantastic tutorial: I am just getting into blendspaces myself. Only issue I have is when I am walking/running backwards, my character rotates backandforth rapidly. In the blendspace, is fluid and smooth when I move the dot around, but in the engine it's funky (and only on moving backwards). Thoughts?

    • @andflukeyog
      @andflukeyog 6 років тому

      Did you manage to find a fix for this? I've had this problem a while.. Even before checking out this tutorial just doing some cleaning up and now I'm back at it again, I remember now why I left Controller rotation YAW disconnected :L

  • @notasnail8484
    @notasnail8484 7 років тому +1

    How would I go about making it check if the weapon type is left or right handed?
    I know you'd need to set a boolean up replacing "has weapon attached" with "has left weapon attached" and "has right weapon attached" and then depending on whether or not one was true or false it would use a different blend space, i've already got that set up, I'm just unsure as to how to go about making sure the booleans return with the right values.

    • @notasnail8484
      @notasnail8484 7 років тому +1

      ah, figured it out, just set the booleans within the equipitem function for the respective weapon info reference instead :D

  • @zipl0c
    @zipl0c 7 років тому

    I'm trying this with a different FBX animation from Mixamo (I followed your FBX import animation instructions), and after following these same instructions (I had the same left/right 90 turn issues, but deleted them), the animations "warp" when I equip a weapon and move, almost like they're looping. This can be seen during the preview as well in the blend space. Any idea why that might be? Thanks for your videos - your tutorials are invaluable and a real boon for us aspiring UE4 devs.

  • @RyanGameDev23
    @RyanGameDev23 6 років тому

    For some reason when I set up the blendspace the movements are very jittery in every direction other than forwards, do you know why this is?

  • @abominatedstories
    @abominatedstories 3 роки тому +1

    THANK YOU SO MUCH IM SO STUPID IN BLUEPPPPPPPRRRIIINTT, YOU HELPED ME OUT OF THIS SHIIIIITTTTT.-. PROBLEM thhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

    • @jello788
      @jello788 3 роки тому +1

      My advise is dont follow this series. Watch someone who's uploading regularly so you may get help. This system has a lot of unfinished things.

  • @X_Daniel466
    @X_Daniel466 8 років тому +3

    when i use equip the sword my character plays walking animation ?

  • @pdwwzs162
    @pdwwzs162 7 років тому

    thx for ur introduction!

  • @ESherwood22
    @ESherwood22 7 років тому +5

    Running 4.15 UE4, I don't have the parameters option @ 2:19 . Any thoughts?

    • @titanicgames4785
      @titanicgames4785  7 років тому +2

      They've changed up the design of their animation windows, and I believe the parameters are actually in the left hand side panel now. They should be virtually the same. They're all stacked on top of each other. I hope that helps

    • @ESherwood22
      @ESherwood22 7 років тому +1

      Great! They were collapsed options. Silly me. Thanks for the VERY fast response. Been following along with this series since Part 1. You've taught me a lot, sincerely, thank you!

    • @titanicgames4785
      @titanicgames4785  7 років тому +2

      Happy to help :)

    • @lethiagames9208
      @lethiagames9208 7 років тому

      hello, idk if you notice this bug, but when im not moving only idleing and press shift the StaminaBar goes down

    • @titanicgames4785
      @titanicgames4785  7 років тому +1

      Yep, I've answered the question many times in the comments of the first few videos but here's my usual reply for those who are wondering how to fix it:
      "What you can do is add a Branch node immediately after pressed. Then take the True from that and plug it into the rest of the logic. Now for the Condition of the Branch node you'll need to GetVelocity (of the actor). Then from GetVelocity do a VectorLength. Then take the float value from VectorLength and do a Greater Than (>) of a value of 10 or so. Then plug in the boolean of the greater than node to the Condition of the branch and you should be good to go. What this does is check if you're character's speed is above 10 or you won't be able to sprint, and thus the stamina won't go down. You can still move at the normal speed."
      I hope that helps!

  • @VbrSoro
    @VbrSoro 7 років тому

    God dammit u just saved me so much time,im so grateful! keep up the good job mate :)

  • @r1icogaming938
    @r1icogaming938 6 років тому +4

    What if I want to have different animations of different weapons¡

  • @mikali1704
    @mikali1704 7 років тому

    My Char is also using moving animation when I equip a weapon. I see it's the same thing for more of us, is it possible there is some bug with mixamo-ue4 cuz of all the updates?
    Also I have double jump animation which doesn't wanna work when I equip sword haha...how to fix that?

  • @LuiAferfeltdt
    @LuiAferfeltdt 7 років тому +1

    Will this work if i want my own custom character to be doing the animations? (Im guessing I wouldnt have to retarget)

    • @Aussie.Owlcoholic
      @Aussie.Owlcoholic 7 років тому

      I'm sure you've figured it out but yes as long as it has the same skeleton. Or you can use something like the mixamo autorig.

  • @chantidope2205
    @chantidope2205 7 років тому

    My character is moving as soon as I equipped a weapon. The other animations work fine except the Idle one. Any suggestions?

  • @josh7946
    @josh7946 7 років тому

    I'm trying to animate an enemy NPC (zombie), and the movement animation in the blendspace window is smooth, but when I play the game, the enemie's movement is almost as if he's floating an inch above the ground. Instead of walking it's sort of like a glide, and the turning is not blended well. Any tips on how to make it smoother? I've adjusted the movement speed but that doesn't seem to help much. Thanks

    • @reerjgiorge
      @reerjgiorge 7 років тому

      Its a common issue with mixamo characters/animations. There is nothing you can do about it. If it happens that the animations you are using are borked, you could try to modifiy em within UE, but of course that will be a really tedious task.

  • @abhi_mardunga
    @abhi_mardunga 7 років тому

    I had already replaced my character with the third person BP and using the third person animation through retargeting.. upto now my player can only walk jump move backward turn right and left but now I want to add the attack movement, block movement and opening and closing the boxes crouching etc.. I've taken the same sword shield animation now just guide me after retargeting but instead of using the third person BP I want my character to be there as a player with all the animations...
    Help me out with this.. just understood the tutorial upto retargeting...

  • @hurtlockergaminghd3822
    @hurtlockergaminghd3822 7 років тому

    got my guy out of the t pose and running around correctly with some decent animations but when i try this pack where you correct the spin at 14;22 my guy just runs backwards in place or maybe its forward.

  • @Matthew.1994
    @Matthew.1994 5 років тому

    i cant find any tutorials on how to create them myself.. everytime there are presets involved.. i need to make an animation for my m4 rifle so hes handling it right but i rly dont know how..

  • @MegaTrainie
    @MegaTrainie 7 років тому +1

    I don't have the animation blueprint so what should I do

    • @n0_l0gic
      @n0_l0gic 5 років тому +1

      Create one...?

  • @bakoabdulrahman665
    @bakoabdulrahman665 6 років тому +1

    Hey, Long time subsciber , i love your videos very easy to follow best channel on youtube. I am currently working on a project which includes a character and a horse, i cant get the characters onto the horse, following ur tutorial, ive gained control of the horse and Thirdperson character seperately , but need to attach character to horse, could you please do a tutorial on this as there is none on youtube. Also please do a tutorial on using bow and arrow shooting as its very needed, please get back to me.

    • @n0_l0gic
      @n0_l0gic 5 років тому +1

      You could use "Attach to actor" and choose the horse as the Parent Actor and the player as the Target. If the animations are out of sync or whatever, try experimenting with the "Set Master Pose Component"!

  • @flyingtruck5301
    @flyingtruck5301 6 років тому

    Casting a variable to anim BP. Thank you...

  • @Senkon
    @Senkon 6 років тому

    Which video did he add IsInAir? or setup the state machine?

    • @n0_l0gic
      @n0_l0gic 5 років тому

      No video, it should be in there by default. If it isn't its pretty easy to setup anyways. Just either pause the video and copy everything on the screen, or search it up on either youtube or unreal engines documentation on how to set it up!

  • @andflukeyog
    @andflukeyog 6 років тому

    Instead of doing all my blendspace again, I did that when I started my project and I don't wanna mess with it! its working fine after seeing this character walking like he's gonna shit any minute I'm glad I only too some tips from him lol ...
    Back to the point > Is it possible to just edit the pose my character has already? Just change a few things to make it look clean when weapon is attached? or even just edit reposition bones, but only change too that state when that item is attached?
    Hope someone can give us a shout if you know? thanks

    • @n0_l0gic
      @n0_l0gic 5 років тому

      I know that you can use animation montages to play an animation on just the top half of the character for example, but I'm not sure if you can play whole animation states or blendspaces with that. Try searching "How to make animation only play on upper half of the character in unreal engine" on yt and experiment with that and see if you manage to make it work with whole blendspaces and animation states. Let me know if you manage to work something out!

  • @alexAlex-wg4sh
    @alexAlex-wg4sh 6 років тому

    anyone know a way to get weapon type enum to work in anim bp im trying to have different stances etc.... tried everything cant figure it out

  • @montaviews644
    @montaviews644 7 років тому

    Hey Dude, thx for another great tutorial, but i have a issue with the animations.
    I used the archer pro pack from mixamo and in the walking animation the character is walking a few meters straight ahead but wenn the animation ends the character will be teleported to the startposition of the animation. There is no floating animation like yours. Same Issue with the Aiming Idle animation.
    How can i solve this? Thx for help and sry for my english :P

    • @montaviews644
      @montaviews644 7 років тому +1

      Okay, if i enable rootmotion the animation works but it rotates the character also and i cant rotate him manually back. Is that because Mixamo Characters have no root bone?
      Btw if i enable the rootmotion in thirdperson original skelleton it has no effect. i Dont understand that because the example skelleton has the root bone...can some one teach me pls?

    • @montaviews644
      @montaviews644 7 років тому +1

      For everbody with same problem. i solved it with enable "root motion "and set rootmotion root lock to "anim first frame"

    • @reddyepie7439
      @reddyepie7439 7 років тому

      Thanks

  • @nicksterisdebeste4071
    @nicksterisdebeste4071 7 років тому

    What i dont understand is, creating a variable just by calling it like "isinair?"
    How can a simple name give the variable the information?? It doesnt detect the question does it

    • @SolitarySubstructure
      @SolitarySubstructure 7 років тому

      simple... just like that

    • @nicksterisdebeste4071
      @nicksterisdebeste4071 7 років тому

      I get it now, it doesnt... you have to feed the variable information.
      In the construction script (if im correct) you have the "is on ground" and change it to "NOT".

    • @Tbm147
      @Tbm147 6 років тому

      "isinair" is basically yes or no. It can be "redpinkblue", it won't matter. It just means yes or no, basically.

  • @aykageneration
    @aykageneration 6 років тому

    my character doing the animation just one time (if i equip the weapon second time the character playing the old animations

  • @clesinhotv9613
    @clesinhotv9613 7 років тому

    nice video , you saved me

  • @tbtitans21
    @tbtitans21 7 років тому +2

    Looks like your character has to poo when he has weapon equipped :D

  • @ThomasFerrick
    @ThomasFerrick 5 років тому

    7:57 My Calculate Direction is green instead of blue in UE4 2.21.0 What should I do differently?

    • @n0_l0gic
      @n0_l0gic 5 років тому

      No it's the same just connect the execute pin to whatever comes after.

  • @lollerkiller900
    @lollerkiller900 3 роки тому

    7:55 i can't get this Calculate Direction

  • @ben_swain
    @ben_swain 7 років тому

    Anyone know how to replicate this blendspace for multiplayer?

  • @bunathan2485
    @bunathan2485 7 років тому

    What is blend space?

    • @infinithoughts4002
      @infinithoughts4002 3 роки тому

      An montage of animations. For example - A blendspace can contain multiple animations such as Idle (Varies on set up) , Walking , Running and Sprinting (optional).

  • @zibinaht
    @zibinaht 7 років тому

    WHY my characher floats in the air now ?

    • @jello788
      @jello788 3 роки тому

      find out?

    • @zibinaht
      @zibinaht 3 роки тому

      @@jello788 3 years ago bos i probably know by now

  • @riderofroo9932
    @riderofroo9932 6 років тому

    Still works UE4 V 4.19.2

  • @GroundbreakGames
    @GroundbreakGames 7 років тому

    You really shouldn't set up weapon stances in a state machine. Just jumping while you are holding a sword, in this current confiuguration, is going to cause problems. While I give you a hats of for trying to explain something so complicated to the masses, this is not the proper way to set up animation states such as holding a sword or different weapon. You can have only one state machine and blend by pose, all of your animations to this state machine sharing common animations such as idle.. so that that they are shared and there is no pop between transitions.
    Great place to start, but don't put all your eggs in a state machine basket or you are going to end up regretting it.

    • @mat.9862
      @mat.9862 7 років тому +2

      So what do you recommend? Any tutorials?

    • @reerjgiorge
      @reerjgiorge 7 років тому

      Only jumping? this whole system is a total mess. Just look how the character looks when walking or strafing left, or running, etc. I mean, i prefer to leave the default mannequin animations even if the character doesnt look that he is holding a weapon lol. I wish people if they decide to do things, they will do em in a proper way.

    • @jello788
      @jello788 3 роки тому

      why point out its wrong if you're not gonna point out the right way?

  • @DigitalLoom
    @DigitalLoom 5 років тому

    this all seems totally over complicated

  • @reerjgiorge
    @reerjgiorge 7 років тому +1

    The animations look awful. Specially when you advance through right to left. Wtf is that? please go back to the mannequin default animations instead. I prefer to have a smooth animated toon generally speaking than something that looks everything except a character. Also, the light weight ability is totally messed up with these animations. But i guess you also dont care about that.

    • @witar.
      @witar. 5 років тому

      It's because of retargeting in previous video. System is kinda wanky and can skrew animations easely.