I am trying to create the same as the anim offset in the unreal documentation located here:
I went through it multiple times and i cannot find the issue at all.
I am stuck for days on this.
When i move the character around its as if the “idle” blend from my locomotion state machine is running (he looks around and his arms react as if it was the idle pose) but not blending with the Aim Offset that i created in which he should aim the gun.
I blended by Layered Bone as the Spine.
If anyone can tell me where i’m missing something that could be stopping this from animating i would be forever grateful
This could caused by several things, and it is impossible to tell with just the information in your post.
Some things to check:
Are your pitch and yaw variables being set correctly? Go into the blueprint graph part of the anim BP and print string on them to see if they are the correct values.
Do your AO animations actually animate at all? Try just taking one of your AO animations and directly plugging it into the output pose with nothing else attached. Does your character show the pose now?
Check your layered blend per bone node. Put another animation in the place of where you have AO right now. Does that different animation blend properly?
If any of these things don’t work correctly, then, at the very least, you have found the issue.
On point 2 - when i plug say “aim left down” animation in AnimGraph, directly into output pose, the character completely disappears in the preview. (could it be the problem?) - seems like it.
Also when i plug the “aim left down” animation into blend layer per bone, and the bone selected is “spine” , the top half of the character disappears. I take it there’s something going on here?
Yeah, I think it is safe to say you found the issue then.
Maybe try reimporting your animations or getting different ones.
I suspect it might be doing the thing where the animation makes the character look like they are 10 feet off the ground (for some reason that seems to be a common thing in UE), but you would have to check. If that is the case, you can try re-importing with a lower z (in the options there should be a way to offset).
Is it possible that because i used a different IK Rig/Retargeters for the Aim Animations than for the regular locomotion Animations? Perhaps a mismatch of something or something i overlooked in the IK Rig for Aim?
Yeah, I could see that too. If both animations are taken from the same skeleton, I can’t think of a reason not to just use the same rig/retargeter for all the animations.
I don’t have that much knowledge of retargeting though; I always just use the youtube vids and monkey see/do them.
It would be easy to test if it is the reference pose by doing the same thing: plug it into the final output and see if it works all by itself. I think that is unlikely to be the issue, but you could try it.
I’ll be honest, we have found out that the animations are the issue, but I’m a bit stumped on where to go from here because your problem seems to be that your animation just doesn’t want to work for “reasons.”
I went and found a youtube video that is more up-to-date than the Unreal documentation you were using before. Maybe they changed something in how it works, and you can do it they way this guy does it instead.
thanks. I might try his way but want to solve this.
Still stuck on it.
I notice when i plug the aim offset into output with no blended base, it just gives me the T pose. Whereas i think it should be displaying the reference pose (being an idle Rifle pose) that’s referenced in all of the individual animations of the Aim Offset
You’ll see it below that its stuck in a T pose for preview pose.
I would have thought it is correct for it to be in T-pose if you have nothing but the AO node plugged in. The base anim graph nodes do not usually have any poses that come with them. If there are no animations given, they all default to T-pose.
@Detach789 so interestingly i only put one or two animations on the AimOffset BlendSpace part and it looks like its doing those “partially” so it does look like its getting that far at least. I just don’t know why its not doing the “full” pose.
I did a simplified retargeting of bones in IKRetargeter so i don’t know if that’s to do with it.