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Can you explain how a control rig is used after it is made?
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Any plans to expose Morph targets and additive animation curves +keys?
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After using Mixamo to rig a character, I get an error when exporting that merges all bones together and it breaks the entire project animations’. What is the recommended way to auto-rig without issues like that happening (I set skeleton as a UE4 mannequin already imported into the project). Would love a little demo of that process.
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A sequencer does not keep state if an animation is set to play on a character, any idea why (keep state is on)?
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Is there any trick in simulating root motion on our own (since its not exposed) so that the character is perfectly moving without sliding their feet?
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Whats the best way to animate UI?
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Can you explain cases where additive and relative tracks are useful? I am only using additive from base, rest I cannot figure out.
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How can I track a state of a transform between two level sequences (I have one that sets an object in place, and another that rotates it, but I cant track the object in the second one correctly and it adds offsets, keep state is on).
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Why are level sequences skipping keys on wireless connections (even on high connection speeds)? Fade tracks make players stay with a black screen and custom camera may never switch back to player camera.
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Any plans on exposing state machines in UEFN or IK Retargeting?
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