Does Unreal 5 no longer support Control Rig inheritance?
Unreal Engine Forums » Animation
by JunceW
4h ago
I remembered that UE4 supports Control Rig inheritance, but I cannot find any way to do the inheritance or reparenting of a Control Rig in UE5. Has this feature been removed? If I have a Control Rig created for a skeleton, and I want to reuse its logic for other skeletons, is there a modular way to do this instead of creating duplications of the original control rig and re-importing new rig hierarchies? 2 posts - 2 participants Read full topic ..read more
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Enhanced Input System
Unreal Engine Forums » Animation
by Cmdr.Kokoro
7h ago
I’m attempting to make my own Input controller system (learning things from scratch, rather than relying upon the predesigned templates. I found a YouTube tutorial for configuring a camera system from scratch, and he applied camera movement controls using Mouse bindings (On Mouse Events) in the Character Blueprint. I’m wanting to use the newer Enhanced Input System instead. I got the X-axis to work, but I don’t understand why the Y-axis isn’t working at all. (BP_CharacterBase) All I did was plug the Y-axis code (that worked before) into the Y-Axis AI node (I set it up for a 2D axis). I do wan ..read more
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My bow string moves so wired with ControlRig
Unreal Engine Forums » Animation
by 老子爱叫啥就叫啥
7h ago
i use a Control Rig to Draw my bow string, which looks like this and in ABP_Bow, draw state looks like: i pass arrow socket which is in the right hand’s bone to the bow then in the bow’s class, i pass it to the ABP class of the bow and here is the initial transform logic sadly in the result, the string turns out going into mad any help, thanks very much. 1 post - 1 participant Read full topic ..read more
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Hair groom not binding properly in 5.4
Unreal Engine Forums » Animation
by TransAnn
8h ago
I have hair that I bought on Marketplace, and when I go through the steps to apply this to my Metahuman, the hair ends up at her feet. The pivot point for the hair is in the center of where the skull would be. The pivot point for the MH is between her feet, which includes the FaceMesh, hence why the hair ends up at her feet. The FaceMesh is the only mesh that is listed on the character that makes sense to bind with. I don’t see anywhere that there’s a list of bones, such as the skull, that would make far better sense to connect the hair to, as the head can move around the presumed pivot in the ..read more
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I need help rendering a still image of cloth simulation.
Unreal Engine Forums » Animation
by tudorelufails
9h ago
Hello! I have a character and i just want a still render of him, but i needed cloth simulation because i posed him. I posed him in UE5 by creating an animation asset. I am rendering with the sequencer/movie render queue, and i’ve played around with capturing different frames in the sequencer, but i never had the desired result. The simulation looks good in the viewport, i’ve enabled it to simulate in the render, but however i move the start-end frames in the sequencer, i seem to only capture the start of the cloth simulation when the cloth falls from it’s original position. I’ve tried creating ..read more
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Blueprint Actor on Camera Rig Rail doesn't animate when rendered with Movie Render Queue
Unreal Engine Forums » Animation
by GKMendenhall
9h ago
I have created a Blueprint Actor (a rigged car) with a Control Rig and Skeletal Mesh in it. I created a Camera Rig Rail and attached the BP Actor to the Camera Rig Rail using the Sequencer. I keyframed the Current Position on Rail property from 0 to 1 to make the car move along the rail. Everything looks as it should in the Viewport. However, when I try to render an image sequence out of the Sequencer using the Movie Render Queue the Blueprint Actor doesn’t move along the rail. It stays at the 0 position even though other actors in the scene are animating as they should. There has to be a simp ..read more
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These clothes data strangely created
Unreal Engine Forums » Animation
by IvanIncognito
9h ago
Good afternoon. I tried to create clothes from a mesh, I haven’t done this before. There was a problem: I was making a flag, it moved from the wind, but it does not fall. It feels like there is a frame built into it. This is how I painted the mesh And the result What can be wrong ? 1 post - 1 participant Read full topic ..read more
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Custom Metahumans have disappeared
Unreal Engine Forums » Animation
by Canvasofpearl
9h ago
Hi, my metahumans that a made from base sculpts i had seem to have been deleted from my unreal account somehow. I made about 10-15 characters and now none of them are showing the metahuman web browser engine or in the quixel bridge. Has anyone had this happen? And if so, was there a way to get your character models back from whatever void they’ve been sucked into? 1 post - 1 participant Read full topic ..read more
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Post Processing adds artifacts to animations
Unreal Engine Forums » Animation
by Shayne_H
20h ago
Hi Yall, I’m trying to animate a skeletal mesh, but for some reason when post processing is enabled there are artifacts in the animation. I’ll link a video of the problem below I’ve tried going through post processing options one by one to disable/enable but nothing fixes the issue. Turning off post processing in the animation preview scene settings seems to fix the problem, but it still shows up in my game and i’m not sure how to fix it there. Any help is much appreciated htSee this Video 1 post - 1 participant Read full topic ..read more
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Constraints and Collision
Unreal Engine Forums » Animation
by Foxsuno
1d ago
The question is: When generating collisions, the engine generates a constraint for each joint/bone, with your own collision, but I want to use my custom collision, which has a lot of bodies, but to assign each body to each constraint will take a lot of time, there’s any way that I can import to the engine my constraint from other software with my collision assigned to their respective constraints already? 1 post - 1 participant Read full topic ..read more
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