Note: Couldn’t upload images/attachments or perform a search at the time of making this post.
G’day,
Our aiming position animations have two bones that are supposed to match both in position and rotation.
In each individual animation sequence asset, they match.
In a blend space, they separate between poses.
eg. 50% Stand_Torso_Aim_CC & 50% Stand_Torso_Aim_CU
- I have tried disabling translation on bones that done need it.
- I have mucked around with per-bone settings, but I’m flying blind in that area.
- I have tried regular, additive and rotation offset (aim offset) blend spaces with animation sequences to match.
-
Documentation mentions using a higher Sample Count to “give more precise results.” The closest to that I could see was X/Y Axis Devisions. Higher values didn’t appear to do anything.
We used aim offset nodes and additive blending in UE3 with the same skeleton.
It worked, but I was a lot more familiar with the systems then
Any help is appreciated.
I’ll upload the images of the problem when I can.
-Kris
Still haven’t had any luck regarding this issue.
Frustrating.
On the bright side, I can now attach the pictures I meant to attach earlier.
Suggestions?
-Kris
Going back to the UE3 animation tree again, I found out what I had done - CopyBoneTranslation.
After fiddling around to set it up in a similar way in the UE4 animation blueprint, I realised it would be better to update the skeleton then to continue as is. I was just asking for additional issues with the way I was going - blend spaces, copy bone, adjust other bone, add aim offset, layered per bone blend etc.
K.I.S.S it wasn’t.
@anonymous_user_1da90bc6 - nothing to see really.
The b_Aim_L/R bones should have been parented to their respective b_Left/RightItem bones instead of a single b_Aim_Root.
Rama made it obvious.
@Rama - thanks!
For those curious about why I need this odd setup, its for smoothing out the viewpoint, handling weapon sighting and allowing for things like freeaim.
b_Aim_R needs to remain at a fixed position relative to b_Right_Item and only be affected by the position shifts associated by movement of the legs and possibly torso, rather then the arms. In this way, as the arms sway and move around, the aim bone does not. I then offset from the camera to the weapon sight based on this bone.
b_Camera is setup in a similar way.
As the actual position of the models eyes shift around, the camera bone is setup to stay within the bounds of the skull and only show part of this movement. Our brains do this for us and while I could handle this via code, I decided to give the power to the animator so that it can be ‘fudged’ as needed.
Reparenting a few bones and adjusting them in the animations should sort it all out.
Thanks again.
Kris.
You could insert additional still frame / animation sequences into the blend space along the spectrum where they are getting separated to reduce the effect as much as possible.
The blend space is interpolating and you have to assist your desired interpolation with more frames
Would not be hard to do in 3ds max
Rama
Hi Kris,
We’d be interested in knowing the hierarchy for the skeleton and testing with this directly. Would you be willing to share this asset (or a simple test asset) that demonstrates this issue?
Thanks