I am sort of new to Unreal Engine, and i need help with an animation problem. I have my animations like idle,walk,run,and jump, but i want to be able to turn left and right. I have the animations for turning, but i don’t know how to apply it.
Please and Thank You…
Are you using in place or root motion?
I’m using root motion, but what i mean is i have two animations. One that turns left and one that turns right. Do you know how to add this to the animation blueprint? Do I add it to the animation graph?
I believe the best way to achieve what this is through a montage. Check out the “Montage Practical Example” in the following link:
https://docs.unrealengine.com/latest/INT/Engine/Animation/AnimMontage/index.html
Isn’t having to use a montage kind of defeats the purpose of having root motion in the first place?
Good tutorial on how to at least do the animgraph
In 4.6 you can set root motion to everything with out the need to use montage and for the most part it works fine as far as setting up the animation graph goes in the animation blueprint but there seems to be a couple of problems that is preventing root motion from working the way it’s suppose to.
My understanding is root motion is suppose to be the data set that determines total character movement as to direction and speed which lends it’s self nicely to direct keyboard and mouse binding as well as direction changes via Boolean true or false. For that matter the character should not only move in any direction but should be able to preform any movement based on the animation data at the push of a button.
If it’s not possible to turn a player model with out having to use a montage then rm added in 4.6 does not work as advertised.
So yes I’ve been able to add the turns to the animation blueprint but there are two issues, possibly three, that are not working as expected.
Key bindings still need to be placed in the character BP when they should be added to the animation BP. Reason is simple as you only need to sample the binding to determine if it’s been pressed to trigger the animations and since the bindings seem to work only with the in place animations in conflicts with the RM version.
The Character does not adopted the new forward direction and reset the mouse yaw and snaps back to its origin direction.
Not sure if it’s a camera thing but the character will run forward but I can’t seem to get it to strafe left and right so it’s suggested that the character can only move forwards and backwards from it’s root.
To be honest I hope I’m in error but I’ve been waiting to do our animations for a “true” root motion solution that does not need to use a montage and I don’t see any reason why all controls and animations could not be preformed by a single animation blueprint for both 1st and 3rd person animations.
Is there a technical reason why an animation BP can not preform the same functions as a character BP?
I’d use blendspace for left/right with parameter with root motion everywhere on anim blueprint.
With 4.6, the root motion everywhere should be available. You’ll have to drive the blendspace using your turn direction
>>Is there a technical reason why an animation BP can not preform the same functions as a character BP?
>>Key bindings still need to be placed in the character BP
Yes, input can be handled by component or actor. AnimInstance is none of them.
Also ideally AnimInstance is not the driving force of event but receiver. They read state of current system and perform animation, not triggering it.
>>Not sure if it’s a camera thing but the character will run forward but I can’t seem to get it to strafe left and right so it’s suggested that the character can only move forwards and backwards from it’s root.
There is flag in Pawn that makes Pawn to use Controller Rotation Yaw, which binds camera to side turning, so you don’t be able to see it. You can uncheck that.
Thanks,
–Lina,
LOL
Yeah I figured it out. Casting should not be called casting but rather “take stuff from the other guy”
Also so my bad about movement in general. Seems when I exported from MB I forgot to bake the rotation down into the root.
No problem. I hope that works out.