Instead of creating single frame animations or an additive, You can also create a "Pose Asset" to hold all your skeletal "poses" and give it the same name as the morph target, then you can use modify curve in your anim BP it will control both, then in the animBP you call "Evaluate Pose Asset" which will allow you to blend different poses+morphs with ease. I also use a Pose Asset that contains skeletal poses for all footwear, which gets triggered based on a data table when equipping.
@@Pixelboyable Assuming you figured out how to create the Pose Asset itself. In your Anim BP right click and type "evaluate", near the top you should find "Evaluate Pose". Then you can select the pose asset you created. It should be the last node before the final pose output. Also, in the Pose Asset itself, make sure to set the "Retarget Source Asset" to your main character mesh or it can glitch.
Could you please tell how did you make a corrective pose? In pose mode my armature's hands and legs are to long sticking out of the mesh, and when I'm trying to move them with G they only rotate. If I adjust them in edit mode it's messes up everything. I'm using a Mixamo rig
Hi. You need to disconnect bones. Armature edit mode -> select all bones -> Alt + P -> Disconnect Bone. After that you will be able to move bones in pose mod with G
@@squeezypixels Thanks a lot, that fixed everything 🙂 I also checked Make Human, this tool is increasable! But with Make Human I now run into new problem, which is the mesh and the armature falls on their face in edit mode 😂 I tried different import/export/methods and MH rigs, googled a lot, but had no luck fixing that. Do you by any chance know how to fix that as well? Or maybe share what rig do you use? Or give me a hint to what should I search for? It doesn't affect much and even import well into UE and works with my animations but I have a feel of "something incredibly wrong here" each time I see that poor character smashing viewport's grid each time I enter edit mode
I found a solution for that, in case some one will run into the same issue: Instead of creating a model in MH, I installed a NH Blender plugin. After exporting a MH character created inside of Blender with the addon as FBX and importing it back the mesh and the armature worked as expected, without strange transforms in edit mode
Instead of creating single frame animations or an additive, You can also create a "Pose Asset" to hold all your skeletal "poses" and give it the same name as the morph target, then you can use modify curve in your anim BP it will control both, then in the animBP you call "Evaluate Pose Asset" which will allow you to blend different poses+morphs with ease. I also use a Pose Asset that contains skeletal poses for all footwear, which gets triggered based on a data table when equipping.
Where do I find Evaluate Pose Asset, I can't see any reference to it in the docs.
@@Pixelboyable Assuming you figured out how to create the Pose Asset itself. In your Anim BP right click and type "evaluate", near the top you should find "Evaluate Pose". Then you can select the pose asset you created. It should be the last node before the final pose output. Also, in the Pose Asset itself, make sure to set the "Retarget Source Asset" to your main character mesh or it can glitch.
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I'm not quite sure what you did with the bones and skeleton?
Did you just move them to the appropriate places with G (Move)?
im not even working in unreal but this is a great explanation on how to add custom height to a rig. Thanks.
i cant correct Daz armature becos many bones
hey there do you still have a discord group? the link on your about page is expired
Yes, there is a Discord, I was sure I made the link permanent. I will update the updated link discord.gg/qYtEq2ukDX
This can work on unity???
I don't know
Can you use this method to make 2 different deformations at the same time? Like adjusting the character height and width of the shoulders separately?
Yes
Could you please tell how did you make a corrective pose? In pose mode my armature's hands and legs are to long sticking out of the mesh, and when I'm trying to move them with G they only rotate. If I adjust them in edit mode it's messes up everything. I'm using a Mixamo rig
Hi. You need to disconnect bones. Armature edit mode -> select all bones -> Alt + P -> Disconnect Bone. After that you will be able to move bones in pose mod with G
@@squeezypixels Thanks a lot, that fixed everything 🙂 I also checked Make Human, this tool is increasable! But with Make Human I now run into new problem, which is the mesh and the armature falls on their face in edit mode 😂 I tried different import/export/methods and MH rigs, googled a lot, but had no luck fixing that. Do you by any chance know how to fix that as well? Or maybe share what rig do you use? Or give me a hint to what should I search for?
It doesn't affect much and even import well into UE and works with my animations but I have a feel of "something incredibly wrong here" each time I see that poor character smashing viewport's grid each time I enter edit mode
I found a solution for that, in case some one will run into the same issue:
Instead of creating a model in MH, I installed a NH Blender plugin. After exporting a MH character created inside of Blender with the addon as FBX and importing it back the mesh and the armature worked as expected, without strange transforms in edit mode