Animating new character from only a Static Mesh

I definitely recommend this. There’s quite a few good ones on youtube that are basic enough to get the general idea. You can also try rebuilding something like AdvancedLocomotionSystem to get the hang of it once you have the basics down.

If you go to the manny skeleton’s retargeting settings and set the imported skeleton as compatible, then go to the import skeleton and set the retargeting source to the manny skeleton, you don’t have to make a new AnimBP at all; you can use it directly on the CharacterBP. The other option is to use runtime retargeting, which requires an IK Rig and IK Retargeter. As for how to set that up, take a look at how the GameplayAnimationSample does it.

I’m not sure why the distortion occurs exactly, but I’ve experienced the same thing using the method you outlined. Changing the skeleton in the AnimBP or Assigning a new skeleton doesn’t seem to work.

I think I understood what you said…

…if so then yea, this doesnt fix the distortion issue either.

I started creating a brand new AnimBP from scratch and so far the distortion looks fine. I’m not sure what is causing it. The Manny skeleton’s height is the same height as the girl’s skeleton height.

Normally, You don’t use Animation Blueprints…. So maybe have a look at better tutorials and distrust forum suggestions.

The '“Reduce mesh tris in engine" is also some prime bs… not sure how you guys come up with this sh*t tbh. And it’s worrisome because you feel the need to divulge really bad information as if it were gospel or something.

That said, tris count only really matters for LODs. Or for what you import into the engine, because you know you don’t need to import the model you Bake normals from with a billion ngons into the engine (which wouldn’t even load it anyway).

I’d stick with sane numbers out of the DCC. If you use up 10k tris on the main character, that’s 10k tris you can not use out of approximately 3billion in the overall scene. What you need to do is to think about it in percentages - and consider how long the object is on screen for.

Obviously the same consideration should apply to the materials you make and use - one material per mesh is the “standard”. unless you make cinematics your characters do not need more than that…

Same goes for your texture…. If you render at 4k native, is there any need to have a character that covers maybe 20% of the 4k screen use a texture that is a big as the whole screen?

You/people in general really need to apply some more “common sense" to stuff. Though I guess it’s not “common" anymore unfortunately. :confused: (this said, the memory load and computation from 4k to 1k on a single texture is negligible and normally the engine just mips you down on its own. So you won’t see any benefit aside from a smaller project pack size. Or any deficit from lowering the res).

Anyway, do yourself a favor and look up FastPath before you get into learning things wrong.

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Just about every resource I come across uses animation blueprints for animations.

What are you we should be using?

Like I said (though in an edit) look up what FastPath is.

The animation blueprints should never have any code - even if epic does it. Again, they don’t follow good practices (not even the ones they come up with because “this is how the engine works”).

I checked the ABP in the new release, and indeed, Epic no longer references BP_ТРС (which required additional edits). But you probably have a ControlRig in AnimGraph that needs to be excluded.

That was my own blueprint I created containing my knight girl.

FYI, I I think I am finally pass this animation issue. I couldnt figure out what was different in the Manny AnimBP when I copied it and reapplied my new skeleton so I ended up creating a new AnimBP from scratch I havent had any issues with the distortion.

Thank you for your feedback. I cant say your help was one single thing but the suggestions definitely helped me work through it. Appreciate it!

Well, you’ve done it! Now, speaking of animation, a nice addition would be idle, braking, acceleration, and turning animations (see the open-source implementation in Echo Windwalker).

Good work, looks gr8 m8