If for some reason you can't see the Plugins Folder or the Tatools/Threepeat Anim Tools folders while you're In the content browser, go to the Settings button in the top right of the content browser and click "show plugin content". For me it was hidden by default.
Thanks for sharing that tip - super helpful for anyone who stumbles across this issue! I've answered it several times in buried comments, but I'll pin this one to make it easier for people to find it
For those who come along after... if you download from FAB, you need to enable "Show Engine Content". The folder appears under the "All/Engine/Plugins" folder.
@@threepeatgames Code and project architecture for working with Motion Matching, especially using hand made animation (constructing dance cards) Also anything about quick /dynamic re-targeting approaches would be nice. Glad I helped a bit!
@@threepeatgames How applicable is your video to animation in 5.4? I started my project in 5.4 because there were some performance and compatibility issues with 5.5 for some assets and in general.
Thanks for making this tutorial so, so clear. It's silly, I've used Unreal for about a year and watched some videos on animating with control rig, but I never tried it because they didn't say how you actually open that dang menu. Adding a 'level sequence' isn't something I would have guessed
@@hellomistershifty once you get each function/skill it feels pretty simple, but finding out how to do anything does feel unnecessarily hidden/difficult. Glad you’re getting into it, good luck!
just for the record, this actually helped me make a simple animation i needed really quickly and with little effort so thank you very much for this, it has also made me want to do a deeper dive into animating in unreal
This showed up at EXACTLY the right time! noodling around in unreal has only gotten me so far, this is a HUGE life saver, especially now that I know how to turn on arm IK 😭 thank you!!
bro thank you so much this is everything i needed you just spawned in my homepage with the best christmas present i could receive ill watch this whole video now
Man O’ Man… have I been looking for exactly this video… can’t wait to watch it like 4 more times… lol I haven’t checked the rest of your channel yet… but I truly hope you are doing more videos like this… I am a character animator working solo on fairly large productions.. and I’m looking supplement my time (MoCap editing) and still being able to create from scratch if need be. So if you have any plans to do any character acting videos in the future… I would fully pay for a course… thank you so much for your time and effort with this. I’m only about half way through this video but had to comment… cheers Kreative Motions
@@hitmangamesyndicate5970 so glad you like it! I’m actually working on a mocap course right now, but will do a character acting one after that (I’m cooking up a tatools pro version to go along with that to speed up animating acting shots and locomotion)
Literally, the only animation I have been able to make is a practice dummy hit reaction wobble in blender. UE CR seemed just as complicated. But THIS. This has changed the game for me. Your plugin is a huge help as well 5*****
I feel it was well explained. I believe anyone that is at the point of creating animation should have a basic understanding of the engine by that point. I may be being a little harsh tho, I have been using it since 4.18. 3D Animation creation has just always been my weak point.
Thanks so Much for the Video!! I learned soooo much!!! Already started sharing your content with friends, You are by far the most up to date and easy to follow, Great teaching style and knowledge of the craft. Hope you keep it up man.
@@user-bk4mp6wy4r I won’t stop! I’ve got a paid Mocap course coming out soon and then I’ll probably jump into first person and multi-character animation tutorials
awesome! maybe I should do a deep dive on toon animations, like the ones in my toon movement animation set…. I could do a tutorial for a run loop or jump or something
Yes please do. I love UE but the games and projects I make should not have AAA graphics by default. Makes me look like a way better developer than I actually am.
Awesome! I'm wondering if I should cut it up and release the specific parts and how-tos as separate videos so folks don't have to slog through the big video to get refreshed or isolate in on what they want...
@@threepeatgames I dont think you should. having chapters in this video is already a great help. I would recommend you making a dedicated tutorial on Curves Editor and Setting up curves. You did a great job doing a mini tutorial i'd just like something more indepth since i am sure it is one of the most integral part of animations and something i always struggle with. Thanks :)
@@umerkhawer8888 love that idea. Ok, I might just cut out a couple of the mini tutorials (tweens and overlaying animations) and leave the rest as chapters! Adding Curves Editor deep dive to the list, thanks!
This is awesome, thank you! I normally animate in Blender, but this video will help me to animate in UE5. Looks like Epic want users to eventually be able to do everything inside of UE, without having to round trip to other DCC etc. They are definitely serious about it!
@@threepeatgamesthank you for replying. I am used to using UE5 regarding sequencer etc as been using UE for around 9 years, but never knew you could use things like graph editor and tween machine etc. Will do your tutorial next couple days to get a grasp on animating in UE. Looks really fun and tbh, the principles are all the same no matter what software you use re animation right? (Blender, Maya etc) but it’s the tools that make it easier. Also I doubt any slowdown in UE cos it’s real time. How would you say its compares with Maya regarding animation please? I know you said missing things like animbot I guess? Seems like Epic want UE to be a viable solution for animation in the near future. Blender is also getting really good now with its tools and future pipelines for animation.
@ so funny you mention animbot. I built a free animation plugin called Tatools (threepeat animation tools) that has pose copy/paste/mirror, selection sets, and some other animbot-like things, definitely checkout the announcement and v2 videos for Tatools! I actually find UE to be more pleasant to animate in… the graph editor is every bit as good as maya (which is really saying something), it has space switching out of the box, a fantastic constraints system, snapping, tween machine, and temp pivot all built in…. And copy/paste of animations doesn’t require any praying or crying… it’s fantastic. Also, having a really nice real-time render that looks good is highly motivating for me to keep animating
@@threepeatgames thank you so much! Yeah cloth physics real time is awesome!! I will look into your plugin, so thank you for letting me know about that. Have long have you been animating for if you don’t mind me asking? Apologies for all the questions.
That's a great idea... I could show how to animate an paired attack and reaction, then add a finisher via cut-scene with some camera work... I'm on it! If you don't see anything on this channel for that in the next couple months, it's because I forgot, so definitely remind me as I want to do that!
Thank you so much!! I'm a student studying game design who has a dream of being a cinematic designer, and this is so precious to me. Would love to see a video on how to clean ai mocao from to match video reference
Thank you, thank you, thank you! Professor, I want to make a DESPERATE appeal, something I’ve been searching for on the web for almost a year, only to find useless information. I’m sure it’s the same anxiety everyone here feels, and a video like this would undoubtedly get millions of views: 0 - Download a template (you could even use the one from the video, just teach us how to add the Mixamo character to it). 1 - Import a character from MIXAMO. 2 - Import about six of its animations. 3 - Create a blueprint (as simple as possible) to customize the animations with keyboard shortcuts. 4 - Render it and turn it into a playable application for PC or smartphones. This is a desperate plea; please do this for us. I know you can help us.
I feel like you just laid out all the steps in your comment... Also, have you checked out @gorkagames tutorials? They're great and his latest "make your first game" seems to be right along this line: ua-cam.com/video/e_SPuvO_l1w/v-deo.html he also has dedicated mixamo import videos: ua-cam.com/video/PyXeB1QtC0A/v-deo.html
Great tutorial (and loving all your content, thank you!). Curious about when adding the override for the walk loop / watch, is there an advantage / use case for this vs doing it with an upper body anim montage? Or just different ways of achieving something similar?
@@johnharris85dev for in-game overlay, I’d definitely use an montage in an upper body slot (or if I’m feeling fancy, I’d use @unrealdevop ‘s dynamic additive overlay technique since that lets you blend in the motion in local or mesh space as appropriate along the spine.). The technique in this video is for combining animations during the authoring process OR for a cinematic shot operating fully in the sequencer. Fantastic question that I should have given better reasoning for why I was doing what I was doing there. So glad you like the content, let me know if you have ideas or requests for future tutorials
Mainly I am Programmer but Animation was my second craft to pursue sometime in future but with this video I started today and added 2 hrs per day for animation alone onwards. However, I can not dock widget alongside Details panels there seems to be no option in 5.5.1 version or there is something I am missing. Golden content btw, hopefully you make more long form content. Godspeed
I was the same, programmer and came to animation late... My free weekly animation giveaway series (that's wrapping up this week) was actually a way to "force" myself to animate every week. it's definitely done that, especially since I also committed to doing every part of every animation without leaving the Unreal editor. Good luck on your journey and definitely reach out on discord if you run into any issues or need help with anything!
Yeah, I can do that... Cascadeur was actually what got me started with animation back in 2021. I don't use it anymore, really, but replicating these animations in cascadeur is easy
@@CheddarGoblinDev for sure you’re statement is absolutely true! this tutorial is specifically about how to animate and bake those animations in unreal. The live layering and dynamic slot stuff is pretty well covered already on YT thankfully
This was great - i really learned alot about animating characters and the tween tip was worth it all - i downloaded your tool to check it out - wouldnt it speed up animating characters immensely if you put even 10 archetype poses per joint in your tool - hands would be sweet - grasp , point, etc , arms (straight) bend , head look up , side , back - trying to find that and load from content browser is too clunky - it just seems like it would save so many hours if u could just click and drag the joint in the ui and pick the pose from in your tool somehow .
I'm working on the hands concept (it would really speed stuff up if instead of poses, it was hand animations with keep-alives) but I'm having to contract the animations, so it's costing a fair bit of money to get done... I might have to sell this as a paid add-on. I might do hand poses in the free version though. Don't forget, you always have the pose library built into Unreal, and you can go grab those archetypal poses from e.g. mixamo, other animation sets, etc
@@badmangee I can post a video in next couple days showing that process, but once you have it in your library, in the which launcher find it in your vault (beneath projects in the library tab), install it to engine, then restart your unreal project, go to edit>plugins and search for Tatools or threepeat, enable the plugin and restart the editor. Then go to your content browser, top right select settings and make sure ‘show plugin content’ is checked. From there, you’ll stall follow the activation steps in the video this comment is on
@ thanks, I did most of the above but can’t get the control rig that you use, and the other plugins but I’ll give your advice a go and will get back to you, thank you for helping
@ you may have to set up compatible skeletons, reach out to me on discord and I’ll send links to the specific spots in the Tatools announcement video where I cover that
@@threepeatgames I realised my mistake by not changing the legs into FK (the whole body into FK when needed) was looking at another of your tutorials where you changed the legs into FK so thank you once again
for a pistol, knife, or for the axe in this tutorial? toss and catch or is it switching which shoulder the axe is on? if none of those, can you post video reference for what you're looking for on the discord? I was doing a card toss and catch tutorial, but switching weapon hands is even better as it better shows some of the constraint work
When i did the dash animation in game my camera was not following the Charakter and after the dash he got back to the camera like the dash never hapend
That means you either skipped the step wheee you animate the root control OR you forgot to check ‘enable root motion’ in the animation sequence? This definitely looks like an accusation, it’s not I’m just bad at words
I can't use "CR_UEFNMannyTatoolsRig", no axes appear. If I put "CR_Mannequin_Body" on top, then the "CR_UEFNMannyTatoolsRig" axes appear, but they literally do nothing and are outside the model area. The "CR_Mannequin_Body" axes are working. I did everything exactly like you did in the video. What could it be? And can I use "CR_Mannequin_Body" instead of "CR_UEFNMannyTatoolsRig"? Thank you for your reply.
To follow this tutorial, you can use any of those three control rigs to do everything here (since the weapon bone isn't actually being animated directly). Can you post a video in youtube-discussion or general-help on the discord showing the bake process and resulting issues with the UEFN or UE5 manny rigs?
Could you do an identical video but applied for the GAS and its associated character files (APB_SandboxCharacter, SKM_UEFN_Mannequin, etc)? For example combining trigger a weapon sheath/unsheath animaton while a walking or running animation. I've seen that people, especially myself, find it hard to extend the GAS animations and do animation blending with them.
@@stefanpaius7833 this tutorial is with the UEFN mannequin and the walking animation I used to overlay the look-at-watch is the GASP animation. I also show how to implement the look at watch and dash in GASP in-game…. Are you referring to something else?
@@threepeatgamesi guess, simply put, my question would be: how can you combine the weapon equip animation with the walking or running one (provided by default by the GASP)?
And now how do I add a double jump to the Game Animation Sample so it doesn't interfere with the traversal mechanic? I had an idea to create a separate action input that uses the pressed trigger and with the traversal it would require press and hold trigger... but in my 5.4 GAS project, I basically wrenched a double jump into the Jump/Traversal Input and it was a mess if I wanted to activate and deactivate the double jump and especially add more than one double jump. The activate and deactivate was the main issue when its trying to maneuver around being able to do the traversal or not... Hahaha I've been looking for anyone else if they've figured it out, but I feel like it's something completely separate to what I'm thinking at the moment!! Great video anyways and I'll be really studying your workflow and I downloaded the Tatools too!!
ALSv4 makes more sense in a live environment (unless you're a sequencer BP wizard), the layering approach I show here is to prebake animations with layering applied. But to your point, if you're doing a game and not a cinematic, the look at watch would work totally fine being layered live either with ALSv4 or just a simple upper body slot in the ABP, though!
First time using animation in unreal. Well i tried what you showed in this video, select control rig i have two options one is working the other not, on the working one the controls ( circles) not same place as the mannequin. I deleted several times everything and same thing. Maybe is me, some people are just stupid at these things. Thank you at least you helped a lot a people.
This is great!! Just started having a play and it’s really awesome!! Sorry if I missed this tip but how to select all bones in the rig please? Say for eg I want to use CTRL G to reset all my bones please?
@ thanks so much for replying. Sorry as not downloaded your plugin yet, was just following your video or how to start using the graph editor etc. Anyway to select all bones without your tool please? CRTL A selects everything, so wondered if there is a shortcut to just select all bones, like in Blender when you are in pose mode and press A, it just selects the bones and nothing else.
@ there are All and Body buttons to select all and all-non-mover controls as well as configurable selection sets so you can customize what ‘all’ means :)
@@threepeatgames Apologies for this, but do you mean with your plugin please? I was asking, if I don’t have the plugin, how to select all bones please?
Hey, I'm in the first 30 minutes of the video and it's most likely a minor issue, but I can't find the proper setting. How can I lock the red mark so it doesn't pass the frame 0 and go to negative frames? I''ve noticed that you've done it a few times already, and it's not that big of a deal, since I can try to set it manually on frame 0, but it would be more intuitive to have a lock :D
Under playback settings in the sequencer window (it's the gear with the play icon (triangle) over it) select the option to "Keep playhead in playback range while scrubbing"
any animations, yes. for first person, it'll be about getting your camera setup right (I recommend parenting the camera to the neck 2 or head bone so you can animate the camera and the arms)
Everything in this tutorial applies to any control rig, including the one-click control rig that supports the mixamo characters, and the cc4 control rig that supports character creator (and possibly accurig?) characters. All of that said, if you have a control rig, all the steps and techniques in this tutorial apply. good luck!
Only watched intro and this has got me excited about my character....question...i have my charcter, do i need it prerigged for this? Is it best to use UE rig or blender rig? Also is it best to animate in UE then blender? I mean these questions all for a 3rd person game not a general question overall. My character in blender is meant for 3rd person game to be able to do the walk,run,idle,pick up, climb etc etc. Just normally i see the animations premade and rig premade all from other engines
I usually animate either on the UE Manny, UEFN Manny, Metahuman, or a CC4 character (since all of those have high quality control rigs already)... what engine are you making your game in? If it's UE, I'd just do the whole thing there. If other engines, I animate in UE and export the FBX. In Unity, for example, I can export the FBX directly into my unity project (overwriting the prior version of whatever I'm exporting) and the unity project will automatically update... super fast and easy.
I thought this was a tutorial for UE? I'm kinda stuck on what to use...UE5 or Unity 6 to be fair. Too many videos online that don't really give you the best answer. UE5 tends to seem to have best character control for motion etc to easily get done and live results from editing...but Unity seems much less demanding on devices to use. I want to create my 3rd person game which has a stylised characters made from blender but some realistic environments foliage etc. I want to use my own animations I create but want them to motion blend to not feel robot or Jotty. Also the feet to place well on ground/stairs etc. UE is seeming the best choice as seeming quicker steps to get to desired option. My character is close to being done so next step is doing my rig again. Can't wait to watch this tutorial! Love that it came on my feed this morning!!!!
If for some reason you can't see the Plugins Folder or the Tatools/Threepeat Anim Tools folders while you're In the content browser, go to the Settings button in the top right of the content browser and click "show plugin content". For me it was hidden by default.
Thanks for sharing that tip - super helpful for anyone who stumbles across this issue! I've answered it several times in buried comments, but I'll pin this one to make it easier for people to find it
Thank you
For those who come along after... if you download from FAB, you need to enable "Show Engine Content". The folder appears under the "All/Engine/Plugins" folder.
Thanks a Lot! You exist 💗
This was a Christmas gift in itself, thank you.
@@mrrager1409 thanks, merry Christmas!
absolutly !
I just sent this to a friend, this is exactly what people need to easily start with character games
high praise, thanks for sharing it! let me know if there's anything else you'd like to see in the future and good luck on your projects!
@@threepeatgames Code and project architecture for working with Motion Matching, especially using hand made animation (constructing dance cards)
Also anything about quick /dynamic re-targeting approaches would be nice.
Glad I helped a bit!
A video not made 5 years ago is definitely a blessing lol thanks and Merry Christmas
if someone made an unreal 5.5 video 5 years ago, you need to subscribe to that person immediately. sorcery!
@@threepeatgames How applicable is your video to animation in 5.4? I started my project in 5.4 because there were some performance and compatibility issues with 5.5 for some assets and in general.
@ the only thing you won’t be able to use is the overlaying animation portion (the part that uses animation layers since they don’t exist in 5.4)
Thanks for making this tutorial so, so clear. It's silly, I've used Unreal for about a year and watched some videos on animating with control rig, but I never tried it because they didn't say how you actually open that dang menu. Adding a 'level sequence' isn't something I would have guessed
@@hellomistershifty once you get each function/skill it feels pretty simple, but finding out how to do anything does feel unnecessarily hidden/difficult. Glad you’re getting into it, good luck!
just for the record, this actually helped me make a simple animation i needed really quickly and with little effort so thank you very much for this, it has also made me want to do a deeper dive into animating in unreal
I love hearing that! Good luck diving deeper and let me know if you run into any obstacles and we can sort them out
This showed up at EXACTLY the right time! noodling around in unreal has only gotten me so far, this is a HUGE life saver, especially now that I know how to turn on arm IK 😭 thank you!!
Go do some IK damage! Good luck with your animating!
Just what I needed to start my 2025!!You sir, are a hero🎉🎉🎉
thanks so much! good luck!
Only watched the intro, and its already exciting. Thank you so much for sharing your knowledge :)
happy to do it! thanks for the feedback!
I’m super excited to get started
@@arcturus2685 get after it! Good luck!
@ thanks a ton!!!
Haven't started the tutorial section but the intro is lit so just dropping down here to support!
thanks! let me know here or on the discord if you get stuck or have any questions / requests!
bro thank you so much this is everything i needed you just spawned in my homepage with the best christmas present i could receive ill watch this whole video now
glad it found you! Let me know if you run into any issues!
I've been trying to learn this program for previz and I'd almost given up. These tutorials are gettin me back on track. Thanks again!
Love to hear that!
There a lack of videos that deep dive this, I’m super excited for these vids!
thanks, hopefully this gets more people animating!
Thank you for sharing great info such as this ... Creating ice hockey animations, this is soooooo helpful ... thanks again
awesome! definitely post those in #show-off on the discord once you're ready to show them off!
@@threepeatgames Definitely will
Man O’ Man… have I been looking for exactly this video… can’t wait to watch it like 4 more times… lol I haven’t checked the rest of your channel yet… but I truly hope you are doing more videos like this… I am a character animator working solo on fairly large productions.. and I’m looking supplement my time (MoCap editing) and still being able to create from scratch if need be. So if you have any plans to do any character acting videos in the future… I would fully pay for a course… thank you so much for your time and effort with this. I’m only about half way through this video but had to comment… cheers
Kreative Motions
@@hitmangamesyndicate5970 so glad you like it! I’m actually working on a mocap course right now, but will do a character acting one after that (I’m cooking up a tatools pro version to go along with that to speed up animating acting shots and locomotion)
Have been waiting for something like this, thank you!
You're welcome! Glad you found it useful, definitely let me know if you run into any issues or have new tutorial requests
Hello dear teacher! What a beautiful gift you gave us! It's the first video I've seen that REALLY teaches what we want and need to learn!
@@SilvadeveloperAi thanks for the kind review! Good luck with your animating!
Literally, the only animation I have been able to make is a practice dummy hit reaction wobble in blender. UE CR seemed just as complicated. But THIS. This has changed the game for me. Your plugin is a huge help as well 5*****
@@BradHughes-k4d thanks so much! I always worry I’m talking at the wrong level or skipping over important stuff… so glad to hear it’s useful!
I feel it was well explained. I believe anyone that is at the point of creating animation should have a basic understanding of the engine by that point. I may be being a little harsh tho, I have been using it since 4.18. 3D Animation creation has just always been my weak point.
Thanks so Much for the Video!! I learned soooo much!!! Already started sharing your content with friends, You are by far the most up to date and easy to follow, Great teaching style and knowledge of the craft. Hope you keep it up man.
@@user-bk4mp6wy4r I won’t stop! I’ve got a paid Mocap course coming out soon and then I’ll probably jump into first person and multi-character animation tutorials
haven't watched yet but i do appreciate videos like this, thank you for taking time out of your day to create and upload this! merry christmas!
I hope you enjoy the tutorial! merry christmas!
Bro, exactly what I need. Well explained, instructive. Keep it up
Will do! Thanks for the feedback, it's super motivating for me to keep going!
Woow. I was waiting animation tutorial from you. I'm your follower on Discord and UA-cam ❤
@@SaifKhan02804 good luck with your animating and thanks for being a part of the community!
Thank you so much for this video and the animation tools! Amazing gift to the community!
@@Virulentviper thanks for watching/using! Good luck on your animation journey!
I really needed this. Thanks for making this video
I'm so glad to hear that, good luck!
Gonna enjoy some eggnog and UE5 animation goodness today! Thanks and Merry Christmas 🎅
@@outtoplay amazing plan!
Thank you very much! Great channel.
@@MushoFutbol thanks, good luck with your animating!
Bro! this cartoony animation style is legit
awesome! maybe I should do a deep dive on toon animations, like the ones in my toon movement animation set…. I could do a tutorial for a run loop or jump or something
Yes please do. I love UE but the games and projects I make should not have AAA graphics by default. Makes me look like a way better developer than I actually am.
Gonna watch this course soon, thank you for your effort.
Awesome! Let me know what you think once you finish the course!
nice fella, already subscribed and was waiting for something like this since day one. Thanks!
@@eneasyou appreciate you sticking around!
Awesome Tutorial! I am probably going to watch it everytime i start a new project. Much appreciated. and thanks a tons for TaTools.
Awesome! I'm wondering if I should cut it up and release the specific parts and how-tos as separate videos so folks don't have to slog through the big video to get refreshed or isolate in on what they want...
@@threepeatgames I dont think you should. having chapters in this video is already a great help. I would recommend you making a dedicated tutorial on Curves Editor and Setting up curves. You did a great job doing a mini tutorial i'd just like something more indepth since i am sure it is one of the most integral part of animations and something i always struggle with. Thanks :)
@@umerkhawer8888 love that idea. Ok, I might just cut out a couple of the mini tutorials (tweens and overlaying animations) and leave the rest as chapters! Adding Curves Editor deep dive to the list, thanks!
done done done. awesome! thank u for your hard work
thanks, hope you like it!
You are a hero.
thanks! I hope you find it useful!
This is awesome, thank you! I normally animate in Blender, but this video will help me to animate in UE5. Looks like Epic want users to eventually be able to do everything inside of UE, without having to round trip to other DCC etc. They are definitely serious about it!
@@ukmonk agreed! I left Maya for UE six months ago and I only miss a couple plugins….
@@threepeatgamesthank you for replying. I am used to using UE5 regarding sequencer etc as been using UE for around 9 years, but never knew you could use things like graph editor and tween machine etc. Will do your tutorial next couple days to get a grasp on animating in UE. Looks really fun and tbh, the principles are all the same no matter what software you use re animation right? (Blender, Maya etc) but it’s the tools that make it easier. Also I doubt any slowdown in UE cos it’s real time.
How would you say its compares with Maya regarding animation please? I know you said missing things like animbot I guess? Seems like Epic want UE to be a viable solution for animation in the near future. Blender is also getting really good now with its tools and future pipelines for animation.
@ so funny you mention animbot. I built a free animation plugin called Tatools (threepeat animation tools) that has pose copy/paste/mirror, selection sets, and some other animbot-like things, definitely checkout the announcement and v2 videos for Tatools! I actually find UE to be more pleasant to animate in… the graph editor is every bit as good as maya (which is really saying something), it has space switching out of the box, a fantastic constraints system, snapping, tween machine, and temp pivot all built in…. And copy/paste of animations doesn’t require any praying or crying… it’s fantastic. Also, having a really nice real-time render that looks good is highly motivating for me to keep animating
@ oh and I forgot physics simulation…. Unreal is great.
@@threepeatgames thank you so much! Yeah cloth physics real time is awesome!! I will look into your plugin, so thank you for letting me know about that. Have long have you been animating for if you don’t mind me asking? Apologies for all the questions.
Epic should make you their official Instructor for GASP & Motion matching project.
Your teaching is very clear & easy to understand 🙏 thanks.
thank you so much! I’m a huge fan of Epic, hopefully they’ll reach out for something some day :)
I need more of this type videos
a great tutorial thats up to date- SO thankful for that! it would also be helpful if we could see the keystrokes in future videos :)
@@yllomssimYT great idea! Any suggestions a for good apps for that? I’ve tried input overlay for obs, but that doesn’t really fit the bill
Cold video. i was looking for sometthing like this like year ago i will definitely watch full video later.
Nice! Thanks. Merry Xmas.
Same to you!
I'd love to see how to build fighting between Player and NPC also how to build and trigger a cutscene.
That's a great idea... I could show how to animate an paired attack and reaction, then add a finisher via cut-scene with some camera work... I'm on it! If you don't see anything on this channel for that in the next couple months, it's because I forgot, so definitely remind me as I want to do that!
Thank you so much!! I'm a student studying game design who has a dream of being a cinematic designer, and this is so precious to me. Would love to see a video on how to clean ai mocao from to match video reference
@@maryyx2963 there’s a whole course on that headed your way!
You are a legend! Thank you Merry Xmas sir!
Right back at you! So glad you liked it!
This is exactly what I've been needing! I have a model that has extra bones and standard retargeting won't really work for it.
Thank you, thank you, thank you! Professor, I want to make a DESPERATE appeal, something I’ve been searching for on the web for almost a year, only to find useless information. I’m sure it’s the same anxiety everyone here feels, and a video like this would undoubtedly get millions of views:
0 - Download a template (you could even use the one from the video, just teach us how to add the Mixamo character to it).
1 - Import a character from MIXAMO.
2 - Import about six of its animations.
3 - Create a blueprint (as simple as possible) to customize the animations with keyboard shortcuts.
4 - Render it and turn it into a playable application for PC or smartphones.
This is a desperate plea; please do this for us. I know you can help us.
I feel like you just laid out all the steps in your comment... Also, have you checked out @gorkagames tutorials? They're great and his latest "make your first game" seems to be right along this line: ua-cam.com/video/e_SPuvO_l1w/v-deo.html
he also has dedicated mixamo import videos: ua-cam.com/video/PyXeB1QtC0A/v-deo.html
Want to see more like this
I’m in!
Fabulous I hope you make more
will do! Let me know if there's anything in particular you'd like to see
Great tutorial (and loving all your content, thank you!). Curious about when adding the override for the walk loop / watch, is there an advantage / use case for this vs doing it with an upper body anim montage? Or just different ways of achieving something similar?
@@johnharris85dev for in-game overlay, I’d definitely use an montage in an upper body slot (or if I’m feeling fancy, I’d use @unrealdevop ‘s dynamic additive overlay technique since that lets you blend in the motion in local or mesh space as appropriate along the spine.). The technique in this video is for combining animations during the authoring process OR for a cinematic shot operating fully in the sequencer. Fantastic question that I should have given better reasoning for why I was doing what I was doing there. So glad you like the content, let me know if you have ideas or requests for future tutorials
Here's your comment and like, I was already a subscriber.🤠 I'm looking forward to the decrapification tutorial.
@@RarendipityGames much appreciated!
Absolutely perfect tutorial
high praise from a legend! thank you!
Mainly I am Programmer but Animation was my second craft to pursue sometime in future but with this video I started today and added 2 hrs per day for animation alone onwards. However, I can not dock widget alongside Details panels there seems to be no option in 5.5.1 version or there is something I am missing. Golden content btw, hopefully you make more long form content. Godspeed
I was the same, programmer and came to animation late... My free weekly animation giveaway series (that's wrapping up this week) was actually a way to "force" myself to animate every week. it's definitely done that, especially since I also committed to doing every part of every animation without leaving the Unreal editor. Good luck on your journey and definitely reach out on discord if you run into any issues or need help with anything!
man i just started w ue 5 and u make things easy for my thinks
just in time! Hope this helps
Amazing work dude
@@Clydiie thanks dude! I’m halfway through your 5.5 gasp/CF tutorial, it’s fantastic!
So amazing, thank you!
You're so welcome!
Very good tutorial 👌 thanks. I wish you could make kinda same tutorial but in Cascadeur.
Yeah, I can do that... Cascadeur was actually what got me started with animation back in 2021. I don't use it anymore, really, but replicating these animations in cascadeur is easy
Are you familiar with prepping GASP animations for use in the Sequencer? for example to create a cinematic animation. Thanks
@@outtoplay do you mean trying to use motion matching in the sequencer for driving locomotion or just literally using the gasp animation sequences?
Merry Christmas man, appreciate your content!
Merry Christmas! Hope this serves you well in your projects!
Awesome, as always.
wow! we will try it! thx !
Glad to hear it!
here before this video hits 1milion views! great suggestion by the algorithm
I wish…. just happy you like it!
Sounds great!
Can you make combat animations whit maybe a sword next it would be really helpfull
Thank You!
@@shonburke7600 you’re so welcome!
Fantastic tutorial 🫶🏻
@@theopposite4630 thanks! Good luck on your animating!
You can use animation layers when trying to blend animation sequences into control rigs without baking anything
@@CheddarGoblinDev for sure you’re statement is absolutely true! this tutorial is specifically about how to animate and bake those animations in unreal. The live layering and dynamic slot stuff is pretty well covered already on YT thankfully
This was great - i really learned alot about animating characters and the tween tip was worth it all - i downloaded your tool to check it out - wouldnt it speed up animating characters immensely if you put even 10 archetype poses per joint in your tool - hands would be sweet - grasp , point, etc , arms (straight) bend , head look up , side , back - trying to find that and load from content browser is too clunky - it just seems like it would save so many hours if u could just click and drag the joint in the ui and pick the pose from in your tool somehow .
I'm working on the hands concept (it would really speed stuff up if instead of poses, it was hand animations with keep-alives) but I'm having to contract the animations, so it's costing a fair bit of money to get done... I might have to sell this as a paid add-on. I might do hand poses in the free version though. Don't forget, you always have the pose library built into Unreal, and you can go grab those archetypal poses from e.g. mixamo, other animation sets, etc
glad it was helpful!
Stoked!
Rad!
Great Tutorial, Thanks
Great video!
Thanks!
Hi! thank you so much for the video. Around17:18, you add a UEFN control rig. May i ask why i cannot find it after clicking on the plus sign?
@@yumengli2882 you might have to add it as a compatible skeleton, can you post a video of yours steps on discord so I can help get you up and running?
I’m using the FAB edition and I’m lost (it’s in my library but how do I get the plugins?)
@@badmangee I can post a video in next couple days showing that process, but once you have it in your library, in the which launcher find it in your vault (beneath projects in the library tab), install it to engine, then restart your unreal project, go to edit>plugins and search for Tatools or threepeat, enable the plugin and restart the editor. Then go to your content browser, top right select settings and make sure ‘show plugin content’ is checked. From there, you’ll stall follow the activation steps in the video this comment is on
@ thanks, I did most of the above but can’t get the control rig that you use, and the other plugins but I’ll give your advice a go and will get back to you, thank you for helping
@ you may have to set up compatible skeletons, reach out to me on discord and I’ll send links to the specific spots in the Tatools announcement video where I cover that
@ oh, I followed your instructions to get the UEFN mannequin, not sure if it was the same, should I download the GitHub files?
@@threepeatgames I realised my mistake by not changing the legs into FK (the whole body into FK when needed) was looking at another of your tutorials where you changed the legs into FK so thank you once again
Amazing!
thanks!
can you make switch weapon right to left hand tutorial?
for a pistol, knife, or for the axe in this tutorial? toss and catch or is it switching which shoulder the axe is on? if none of those, can you post video reference for what you're looking for on the discord? I was doing a card toss and catch tutorial, but switching weapon hands is even better as it better shows some of the constraint work
This is amazing
thank you so much! Good luck, and reach out on discord (or here) if you run into any issues or have ideas for improvement
When i did the dash animation in game my camera was not following the Charakter and after the dash he got back to the camera like the dash never hapend
That means you either skipped the step wheee you animate the root control OR you forgot to check ‘enable root motion’ in the animation sequence? This definitely looks like an accusation, it’s not I’m just bad at words
@@threepeatgamesok thx it was the root motion 😅
I can't use "CR_UEFNMannyTatoolsRig", no axes appear. If I put "CR_Mannequin_Body" on top, then the "CR_UEFNMannyTatoolsRig" axes appear, but they literally do nothing and are outside the model area. The "CR_Mannequin_Body" axes are working. I did everything exactly like you did in the video. What could it be? And can I use "CR_Mannequin_Body" instead of "CR_UEFNMannyTatoolsRig"? Thank you for your reply.
To follow this tutorial, you can use any of those three control rigs to do everything here (since the weapon bone isn't actually being animated directly). Can you post a video in youtube-discussion or general-help on the discord showing the bake process and resulting issues with the UEFN or UE5 manny rigs?
@@threepeatgames https: //youtu. be/2dpnq PkBjnM? feature=shared
Yes, just delete space buttons
@@threepeatgames ty for help
@@threepeatgames waiting for the answer
@@threepeatgames i sent video in tatools-discussion
you're a hero.
@@AndroChimera thanks! Good luck animating!
Could you do an identical video but applied for the GAS and its associated character files (APB_SandboxCharacter, SKM_UEFN_Mannequin, etc)?
For example combining trigger a weapon sheath/unsheath animaton while a walking or running animation.
I've seen that people, especially myself, find it hard to extend the GAS animations and do animation blending with them.
@@stefanpaius7833 this tutorial is with the UEFN mannequin and the walking animation I used to overlay the look-at-watch is the GASP animation. I also show how to implement the look at watch and dash in GASP in-game…. Are you referring to something else?
@@threepeatgamesi guess, simply put, my question would be: how can you combine the weapon equip animation with the walking or running one (provided by default by the GASP)?
wonderfull video nice explanation
thanks so much! let me know if you have ideas for improvement or more tutorials!
THANK YOU BROTHER SO MUCH
you got it!
Awesome
@@The_MegaClan thanks!!
Great video, you got a new subscriber! Would you ever consider doing something about first person animations?
yes! I need to finish my mocap course, but after that, I'll make a full FPS animation tutorial
@threepeatgames awesome, can't wait. You're doing a great service to the community!
And now how do I add a double jump to the Game Animation Sample so it doesn't interfere with the traversal mechanic? I had an idea to create a separate action input that uses the pressed trigger and with the traversal it would require press and hold trigger... but in my 5.4 GAS project, I basically wrenched a double jump into the Jump/Traversal Input and it was a mess if I wanted to activate and deactivate the double jump and especially add more than one double jump. The activate and deactivate was the main issue when its trying to maneuver around being able to do the traversal or not... Hahaha I've been looking for anyone else if they've figured it out, but I feel like it's something completely separate to what I'm thinking at the moment!!
Great video anyways and I'll be really studying your workflow and I downloaded the Tatools too!!
How is the way you did the layering different from the ALSv4 way? In 5.5 is there still a reason to use ALSv4?
ALSv4 makes more sense in a live environment (unless you're a sequencer BP wizard), the layering approach I show here is to prebake animations with layering applied. But to your point, if you're doing a game and not a cinematic, the look at watch would work totally fine being layered live either with ALSv4 or just a simple upper body slot in the ABP, though!
@@threepeatgames thank you. And thanks for both this video and your amazing plugin
worth recommend 👍
thanks!
Thanks. I think this could help me make animation to tying a ragdoll body with a rope for my Grand Sims Auto (TBD tittle) game, it's GTA + The Sims
I’ve got rope mechanics in my main game project, it would be a fun tutorial to show how thst works and the limitations of Unreal’s cable system
54:23 My character return to the starting position everytime it finishes the dash action. Do you know what possibly cause this?
I can't make a Plugins folder... Any suggestions?
@@Unreal-Xpert I’d just install Tatools from Fab!
Liked and shared. Nice work
Much appreciated
bro you are goated
@@bogard8251 high praise! Let me know what you’d like to see next!
Thank you.
you’re welcome!
Woot woot!
First time using animation in unreal. Well i tried what you showed in this video, select control rig i have two options one is working the other not, on the working one the controls ( circles) not same place as the mannequin. I deleted several times everything and same thing. Maybe is me, some people are just stupid at these things. Thank you at least you helped a lot a people.
@@GeorgianaSahi reach out on discord, if you can post a video of what you’re trying I can get you up and running
This is great!! Just started having a play and it’s really awesome!! Sorry if I missed this tip but how to select all bones in the rig please? Say for eg I want to use CTRL G to reset all my bones please?
@@ukmonk there’s an All button in Tatools picker to select all the bones for reset
@@ukmonk and thanks for the kind words!
@ thanks so much for replying. Sorry as not downloaded your plugin yet, was just following your video or how to start using the graph editor etc. Anyway to select all bones without your tool please? CRTL A selects everything, so wondered if there is a shortcut to just select all bones, like in Blender when you are in pose mode and press A, it just selects the bones and nothing else.
@ there are All and Body buttons to select all and all-non-mover controls as well as configurable selection sets so you can customize what ‘all’ means :)
@@threepeatgames Apologies for this, but do you mean with your plugin please? I was asking, if I don’t have the plugin, how to select all bones please?
De-crapify! Love it! I’ll use that 😊
Hey, I'm in the first 30 minutes of the video and it's most likely a minor issue, but I can't find the proper setting. How can I lock the red mark so it doesn't pass the frame 0 and go to negative frames? I''ve noticed that you've done it a few times already, and it's not that big of a deal, since I can try to set it manually on frame 0, but it would be more intuitive to have a lock :D
@@gramdlafabuly it’s in the sequencer playback settings, I’ll reply to this once I’m back at a computer
Under playback settings in the sequencer window (it's the gear with the play icon (triangle) over it) select the option to "Keep playhead in playback range while scrubbing"
@@threepeatgames thank you!
does this work with first person animations ? because trying to make some animations for a first person horror game im making
any animations, yes. for first person, it'll be about getting your camera setup right (I recommend parenting the camera to the neck 2 or head bone so you can animate the camera and the arms)
@@threepeatgames nice perfect will check out the video!
Story telling is more important than ever.
Let's decrappify some stories!
Is there a shortcut key for next frame while in the viewport?
@@michaelvaughan2986 comma and period (, and .) Move backwards and forwards one frame. This keys should work everywhere
how would you use this with a different model besides the ue5 manny or ufen manny, like if the model is rigged with mixamo or accurig?
Everything in this tutorial applies to any control rig, including the one-click control rig that supports the mixamo characters, and the cc4 control rig that supports character creator (and possibly accurig?) characters. All of that said, if you have a control rig, all the steps and techniques in this tutorial apply. good luck!
Only watched intro and this has got me excited about my character....question...i have my charcter, do i need it prerigged for this? Is it best to use UE rig or blender rig? Also is it best to animate in UE then blender? I mean these questions all for a 3rd person game not a general question overall. My character in blender is meant for 3rd person game to be able to do the walk,run,idle,pick up, climb etc etc. Just normally i see the animations premade and rig premade all from other engines
I usually animate either on the UE Manny, UEFN Manny, Metahuman, or a CC4 character (since all of those have high quality control rigs already)... what engine are you making your game in? If it's UE, I'd just do the whole thing there. If other engines, I animate in UE and export the FBX. In Unity, for example, I can export the FBX directly into my unity project (overwriting the prior version of whatever I'm exporting) and the unity project will automatically update... super fast and easy.
I thought this was a tutorial for UE? I'm kinda stuck on what to use...UE5 or Unity 6 to be fair. Too many videos online that don't really give you the best answer. UE5 tends to seem to have best character control for motion etc to easily get done and live results from editing...but Unity seems much less demanding on devices to use.
I want to create my 3rd person game which has a stylised characters made from blender but some realistic environments foliage etc.
I want to use my own animations I create but want them to motion blend to not feel robot or Jotty. Also the feet to place well on ground/stairs etc.
UE is seeming the best choice as seeming quicker steps to get to desired option.
My character is close to being done so next step is doing my rig again.
Can't wait to watch this tutorial! Love that it came on my feed this morning!!!!
@ it’s absolutely a tutorial for UE, but you can actually use UE to animate for any engine or 3d software