Movement Animset Pro - [Submitted]

You see, in Unreal Engine 4, you could cut out the Middle man, as you can use either the Mesh rotation / location (of the third person template) or the camera location / rotation (Depending on the control style), however the getting the Input Direction is what I can’t figure out. I know you can set the AXIS of a controller push to a variable but this variable changes every frame and it would be hard to implement correctly. I’m trying to figure out a way for you and I’ll get back to you when I do.

I have a feeling the InputAxis for left and right movement isn’t actually -180 / 180, but I’ll mess around with printing some strings and see what I can come up with; Once I get the AnimBP working; I’ll send screenshots and whatnot over so you can make a video.

:smiley:

Input axis is not -180/180. This is the angle between the input vector and the Pawn’s forward axis. And you get the input vector by transforming the local input direction in relation to camera to a global, world vector. Anyway, I’m not a programmer and I never could understand what programmers are talking to me, so I’ll have to do it my own way (because it’s proven to work in Unity), you’ll see what I made and then we’ll talk, if it’s the right way :smiley:

I’m starting to make some progress on building a controller. Check my channel for details…

Has anyone used this with a first person view? The samples look incredible with this kind of setup! I would love to see more if anyone has a video of it being used that way. I definitely plan on purchasing this eventually. :slight_smile:

I have and it works great for first person as well.

I should probably test it myself at some point :slight_smile:

:slight_smile: I had one problem while I was trying the samples. For my rig, I went into Maya (using A.R.T), just created a skeleton and exported it (very high poly, it’s just a placeholder right now). I imported that into Unreal and tried out the samples. As I said, they are incredible in First Person. I set all of my skeleton’s bones retargeting properties to “Skeleton” instead of “Animation” because my character was being stretched. This seemed to make everything right until later I created my own quick crouch test animation in Maya and exported it to my rig. I then setup my animation blueprint to use my animation. Whenever my model transitions to the crouch animation, my character is floating like this:


I then went into my skeleton and changed the properties back to “Animation” and got this (which is how it’s supposed to be):

But because I chose “Animation”, I get this with your sample Idle animation:

And I need it to be this when using your animation (this is with the properties set to “Skeleton”):

So after playing around with the properties for a bit (setting “Animation” for everything but the upper and lower arms and legs) and still not being able to make it work correctly, I imported the Idle animation into Maya to see where it’s origin is:


I noticed that it was off ground unlike my test animation:

So basically, changing every bone’s retargeting option to “Animation” fixes my animation but breaks yours and changing it to “Skeleton” fixes your animations but breaks mine. Any way to fix this? Is it that I just can’t use custom animations with your set? Thanks, I really appreciate it and keep up the good work! :slight_smile:

Read:

specifically, the “Recursively Set Translation Retargeting Skeleton” part. It’s not as simple as “all skeleton” or “all animation”. Some have to be like this, some have to be that.

Have you tried autorigging via Mixamo and importing it into UE4 using the Epic Skeleton? That way works for me :slight_smile:

Never tried, but I heard from some of my customers that it works.

Thanks for the reply! Just shortly after creating my post, I toyed around with the properties once more and actually got a better result. Bones are no longer separated and the animations seem to work as I expected them to. The only problem that I really have is that my character is a little bigger than she was originally. But that’s nothing the scale tool can’t fix. :slight_smile: The mesh that I am using now is just a placeholder. I will undoubtedly be replacing her with something that’s actually presentable down the road. :smiley: Thanks again, the support is great! I expected to get a reply tomorrow. Keep up the good work! Now to get some money together. :wink:

Thanks for the reply! I tried that a while ago but switched to manually rigging using A.R.T for a learning experience and I love how A.R.T’s animation tools work. :smiley: Is there a way to take a character auto rigged in Mixamo and animate it using the A.R.T tools?

Thanks guys! :slight_smile:

Just animate the normal epic skeleton in ART and then when importing it in, select the default skeleton (That you’re using with Mixamo too) :wink:

Sadly, I am out of free Mixamo Auto Rigs. But I have seemed to fix the problem! :smiley: As you saw in the image above, it was off ground. So what I did was import the animation into A.R.T, selected the “body_anim” actor, opened the Graph Editor and deleted all the keys on Translate X (for some animations, I will have to move the keys (like walking)). That moved it back down where it was supposed to be without messing up the animation. :smiley: Now re-import it back into Unreal and boom! It works great! I didn’t even need to change any of my retargeting properties. I just set everything back to animation and now it works as expected! :slight_smile:

Looks great.
I wonder if it has any animations for female characters?

I see new discount from market .
We will be happy if this pack got discount too :o

? I don’t see any discounts? And also Epic doesn’t reply my e-mails for a month now. Total blockade. I can’t update, can’t fix their wrong package descriptions, wrong links. Nothing, they just stopped communicating with me.

Oh, very strange !

I see 3 new -50 Discounts

They’ve been super-busy getting ready for GDC; I’ll go ahead and try letting them know you’re trying to get in touch!

That’s what I thought, thanks.

@Kubold

  • Should hear back soon :slight_smile: