I feel like I'm learning more from a side walkthrough setup(AnimSlots, AnimCache etc.) in order to make the topic work.. which is very important because a lot of tutorials assumes you already know this stuff. Great Tutorial as always. Keep it up !
I always try to explain everything as in-depth as possible - the last thing I wanna do when I'm watching a video is look for ANOTHER video haha. Glad you're enjoying them :)
Me literally coming here to learn how to blend animation and instead I wonder why two different Runescape songs are blending... It was because I was listening a Runescape OST video at the EXACT. SAME. TIME.
I was going to make a joke about lower body slots, but all jokes aside, I love this animation series Chizzle, and it would be awesome if in the future, maybe you show us how to blueprint script some combat or game logic. I’d love to see that and start welding it all together (also, comment for algorithm) ✌️
Hahaha I had to resist making a Bone joke myself. I'll definitely do some really basic BP stuff in the future, but mostly BP in regards to animation/materials. There are some other really great channels for BP, like Ryan Laley and Mathew Wadstein that I highly recommend!
Can't find any video on how to set a custom face expression using blendshapes and blueprints; not sure if there's nodes to define values or how it works in general. Please make a tutorial about this topic if it's not too much to ask :)
Hello, in unreal engine 5.1 I have a widget which for 3 sliders in "changed value" I have in each one I plug in a float variable for the 3 points of the bone rotation x,y,z and then the 3 variables plugged into a node make rotator to then adjust the rotation variable of the same widget and I have created the reference later in the blueprint character for which I want to rotate a bone in the animation but I can't figure out how to apply it, could you please tell me how?
wish I wasn't such a n00b... 'cause this tutorial is nearly what I needed :( Have you ever made a tut on how to add tinny idle animation to your main idle animation? Like... as the character stands, he scratches himself or sneezes, or his neck moves Like, playing the first animation in a loop and periodically fire the scratching animation, and then going back to the first one, but only for selective bones like you showed here?
Hey so I have an attack animation which displays full body movement when played and when I blended it with running, it worked perfectly fine but I want the animation to play as the default (full body involved) when the character is in the idle state. Can you please help me with that? Thanks.
Hey i'm trying to do this with an IK rig but it doesn't work as the layered blend per bone only effects one bone and not the bones which are it's a parents
Like you mentioned, the punch animation looks janky because it's only being animated from the spine up. Often times, when you plug in animations this way, they look janky - all the "wind up" movements of the animation look unnatural, sometimes the character's looking off to the side because the source animation for the top half was designed with a staggered stance in mind and the pelvis is in the wrong position, etc. Do you have any tips for making animations look good when you do this sort of thing?
All my full tutorials go on this channel and there's no exclusive content on the Patreon. However, if you'd like to support then you can find a link to it in the descriotion :)
Yep, there’s a lot more depth to it haha. It will take some time and experience to know what is best to put in the state machine and what is best to put outside of it
hi thank you so much for this tutorial I learned a lot though I have a question :> at 1:45 you started creating an anim montage as well as a new slot and I wonder why that is necessary, in the documentation I saw that being done as well but I'd love to learn what it does
Is it possible to isolate each arm movement in order to work better with dual wielding animations? say, I've got a mace in my right arm, and i can have several things on my left arm (shield or gun or knife, etc). So that way each arm would behave accordingly to the weapon it's holding.
Search "Slot" and you should find the DefaultSlot node. You can create other slots in the bottom right usually. Then click the DefaultSlot node and change it to whatever you created
@@PrismaticaDev Not the slot ndoe, the cache ones. But after i found the problem, i was into the locomotion state and i had to make it out right before the final resolve 🤦♂
The functionality is the exact same, however with Motion Matching I'm not really sure how to go about blending/layering in a way that is modular and simple
Hi, I've only just found your channel and it's already covered something I really needed (this very topic, actually). You got yourself a new sub! I was wondering, though, since your character has a bow do you plan on making a bow tutorial at some point in the future? I've been trying to make one and I'm fine with the mechanics (arrow fire, stick into objects, etc) but the animation side of things baffles me. I've tried blending three states together (ready arrow, aim, fire) into one state machine and that wasn't so good. Then I tried montages, but I can't get them to look good either (for example, if the arrow isn't drawn the player still does the motion to put an arrow back on cancel). I'd love to see how it's done if you get the time :)
loving your videos.. ive been using layered blend per bone as well but no matter what animation i use to swing/attack while walking the head or body always goes janky while animating.. is there a trick to minimize this or fix this?
Try ticking the "Mesh rotation something something" in the node's settings. It will make it so that the rotation of the blended parts is relative to the mesh, not the branching bone
I am completely new to Unreal Engine since a few days ago, I am looking for a way to do crouching by just using the crouching animation on the lower body and letting the upper body function as usual. Can I use this technique for that somehow? I dont understand how you choose in which direction the slot goes, I assume you can make it work for either upper or lower body?
@@PrismaticaDev oooooh, thats why when i put a lot of stuff there some of the things stopped working, i am very new to ue5 and im watching your videos to learn more about it ahah thanks for the info.
Heya Josh! The reason we need to cache the pose is because we can’t split a node output in to 2 different places. If we just had the existing animation chain going in to 1 side of the node, then it would be playing a T-pose on the other half until we play a montage or something
I feel like I'm learning more from a side walkthrough setup(AnimSlots, AnimCache etc.) in order to make the topic work.. which is very important because a lot of tutorials assumes you already know this stuff. Great Tutorial as always. Keep it up !
I always try to explain everything as in-depth as possible - the last thing I wanna do when I'm watching a video is look for ANOTHER video haha. Glad you're enjoying them :)
Afk fishing in the bottom right like a true osrs player lol. love it
Edit: the quick cut to keep the player fishing lol
Thank you man, really helped me seperating attack animations with combat walking which resulted giving players more control while attacking. You rock!
Brackeys with Unreal => Charles, just wanna say thanks, you're absolutely amazing!
Hahaha everyone always makes that comparison! Extremely flattered :) Cheers legend, hope you're learning a lot :)
Some of the best UE tutorials on UA-cam!
Always amazing tutorials! Working on the basic controls for a 3rd/1st person game and your info is invaluable!
So glad to hear it!
Definitely needed this making a zombie mech game like days gone with mech and the turret animation I made was stopping the walk animation
Great tutorial and the cat was appreciating too!!
Dude this was awesome thank you!
as always the most comprehendible and useful guide of all ) Ty!
I've set up my 3 slot low high and full body animBP and it works ^^
super useful tutorials u got, thanks
This is great! This will really level up the animation work on our projects, thanks a lot for all the tutorials ^^
No worries Alejandro :) I'll probably make a part 2 to this node at some point with some more advanced stuff
@@PrismaticaDev pog
"Imagine getting closed lined by this fella" great sense of humor :D
Thank you for this, I now have Hatchet swinging blended by bone with motion matching :D
Me literally coming here to learn how to blend animation and instead I wonder why two different Runescape songs are blending...
It was because I was listening a Runescape OST video at the EXACT. SAME. TIME.
Very useful stuff, thank you :)
I was going to make a joke about lower body slots, but all jokes aside, I love this animation series Chizzle, and it would be awesome if in the future, maybe you show us how to blueprint script some combat or game logic. I’d love to see that and start welding it all together (also, comment for algorithm) ✌️
Hahaha I had to resist making a Bone joke myself. I'll definitely do some really basic BP stuff in the future, but mostly BP in regards to animation/materials. There are some other really great channels for BP, like Ryan Laley and Mathew Wadstein that I highly recommend!
dude, i love your channel so much~
The channel would be nothing without nice people like you :)
Really happy i stumbled on ur stuff really informative and good work
holy crap you helped me for a lot of things
Charles the absolute MAN
No u :)))
It is not allowing me to add the slot for the "upper body slot" I am working in Unreal 5.4 I don't know if they changed the location
Great Video! Thanks!
Bro the runescape music alone got me tyo subscribe lol
Can't find any video on how to set a custom face expression using blendshapes and blueprints; not sure if there's nodes to define values or how it works in general. Please make a tutorial about this topic if it's not too much to ask :)
Tutorial was quite helpful, but the best part about this video was that big ol' kitty cat on the bed.
Hello, in unreal engine 5.1 I have a widget which for 3 sliders in "changed value" I have in each one I plug in a float variable for the 3 points of the bone rotation x,y,z and then the 3 variables plugged into a node make rotator to then adjust the rotation variable of the same widget and I have created the reference later in the blueprint character for which I want to rotate a bone in the animation but I can't figure out how to apply it, could you please tell me how?
Bigga: Great Tutorials
can we do something like this but for a sequence that needs to be rendered?
Is there initial set up need for this? It's not playing
You mean the Montage itself? You need to make sure the montage is assigned to the correct Slot
Thats so amazing video000!!!!!!!! YOU SAVE MY LİFE MY FRİENDDDD!!!!!!
wish I wasn't such a n00b... 'cause this tutorial is nearly what I needed :(
Have you ever made a tut on how to add tinny idle animation to your main idle animation? Like... as the character stands, he scratches himself or sneezes, or his neck moves
Like, playing the first animation in a loop and periodically fire the scratching animation, and then going back to the first one, but only for selective bones like you showed here?
Is it possible to Blend Anim per bone in the Sequencer, for a Cinematic? Great Stuff, thanks for the knowledge!
You are big man bro !
Hey so I have an attack animation which displays full body movement when played and when I blended it with running, it worked perfectly fine but I want the animation to play as the default (full body involved) when the character is in the idle state. Can you please help me with that?
Thanks.
How do you play a full body montage with this kind of set up? I want to add a dodge to my character that has blend per bone, idk where to begin 😂
Hey i'm trying to do this with an IK rig but it doesn't work as the layered blend per bone only effects one bone and not the bones which are it's a parents
Thank you!)))
helped me a lot thanks ;)
love these videos
I am trying to make animation layers for left arm, right arm and upper body but it doesn't work. Does anyone know how to do that?
Like you mentioned, the punch animation looks janky because it's only being animated from the spine up. Often times, when you plug in animations this way, they look janky - all the "wind up" movements of the animation look unnatural, sometimes the character's looking off to the side because the source animation for the top half was designed with a staggered stance in mind and the pelvis is in the wrong position, etc. Do you have any tips for making animations look good when you do this sort of thing?
Do you have a Patreon where supporters can see the full tutorials for all these amazing features?
All my full tutorials go on this channel and there's no exclusive content on the Patreon. However, if you'd like to support then you can find a link to it in the descriotion :)
Oooh.....so the anim graph can actually be quite complex?! i always tried to "pack all the functionalities" into those states and transition rules o.O
Yep, there’s a lot more depth to it haha. It will take some time and experience to know what is best to put in the state machine and what is best to put outside of it
@@PrismaticaDev Oh i just forgot...
Thanks a lot for your awesome content!!
Legend
You are, my dude :)
THANKA YU
hi thank you so much for this tutorial I learned a lot though I have a question :>
at 1:45 you started creating an anim montage as well as a new slot and I wonder why that is necessary, in the documentation I saw that being done as well but I'd love to learn what it does
Could you make a video on combo system using different montages
Is it possible to isolate each arm movement in order to work better with dual wielding animations? say, I've got a mace in my right arm, and i can have several things on my left arm (shield or gun or knife, etc). So that way each arm would behave accordingly to the weapon it's holding.
I'm on Ue5 and you lost me at 2:34 since there's no such nodes at all. How am i supposed to do in Ue5?
Search "Slot" and you should find the DefaultSlot node. You can create other slots in the bottom right usually. Then click the DefaultSlot node and change it to whatever you created
@@PrismaticaDev Not the slot ndoe, the cache ones.
But after i found the problem, i was into the locomotion state and i had to make it out right before the final resolve 🤦♂
Would you do this tutorial in GASP?
The functionality is the exact same, however with Motion Matching I'm not really sure how to go about blending/layering in a way that is modular and simple
Hi, I've only just found your channel and it's already covered something I really needed (this very topic, actually). You got yourself a new sub! I was wondering, though, since your character has a bow do you plan on making a bow tutorial at some point in the future? I've been trying to make one and I'm fine with the mechanics (arrow fire, stick into objects, etc) but the animation side of things baffles me. I've tried blending three states together (ready arrow, aim, fire) into one state machine and that wasn't so good. Then I tried montages, but I can't get them to look good either (for example, if the arrow isn't drawn the player still does the motion to put an arrow back on cancel). I'd love to see how it's done if you get the time :)
Great Tutorial ! you really explain the best out of alot of other tutorials !
How do i implement UpperBody Animations and NOT Montages ?
This is very helpful😁.. thank you very much.. can you also make a video about foot locking please
Sure thing :) I have a few methods up my sleeve and I'll cover all that I know haha
@@PrismaticaDev thank u very much youre a life saver dude
loving your videos.. ive been using layered blend per bone as well but no matter what animation i use to swing/attack while walking the head or body always goes janky while animating.. is there a trick to minimize this or fix this?
Try ticking the "Mesh rotation something something" in the node's settings. It will make it so that the rotation of the blended parts is relative to the mesh, not the branching bone
I am completely new to Unreal Engine since a few days ago, I am looking for a way to do crouching by just using the crouching animation on the lower body and letting the upper body function as usual. Can I use this technique for that somehow? I dont understand how you choose in which direction the slot goes, I assume you can make it work for either upper or lower body?
Also wondering how to reverse the order to the lower body!!
Is there any way we can see your entire anim graph or are you secretive about it?
i really dont know what the cache does, why not just connect it directly?
Because you can't split the output in to 2 different inputs
@@PrismaticaDev oooooh, thats why when i put a lot of stuff there some of the things stopped working, i am very new to ue5 and im watching your videos to learn more about it ahah thanks for the info.
Thanks for the video!! Does anyone know why we need to use a cache in this video? Could we just directly connect the components? Thanks!
Heya Josh! The reason we need to cache the pose is because we can’t split a node output in to 2 different places. If we just had the existing animation chain going in to 1 side of the node, then it would be playing a T-pose on the other half until we play a montage or something
I find animation difficult. This doesn't look too bad though.
You might enjoy my animation basics videos where we animate something using a pre-made rig. Hopefully it serves as a good introduction :)
Noice :)
You're noice
Joining his friends as airplane 😂😂😂😂😂
Man, can you make a souls-like game course? The way you explain things are super! Easy and gradual in the way they introduce concepts! Seriously!
01:56 The most demonetised video on UA-cam. 😅
cat reveal < 3
anim slot manager isn't there anymore, F*CK!!!