Thanks man (using most of your packages). One more quick question. For the stop animation (Rightfoot vs Left foot). is the thought process behind that to get a value inbetween 1-0 (i.e. 0.55 into animation) or simply a 1 or 0 and the animation blends it self. Trying with 1 and 0 and get very “jerky” end animations from time to time.
Man,
I really want to check out your sword and shield animations. I want to combine with some of your other sets… to make a hand to hand fighting system. Can’t afford to buy all of the sets and my game isn’t medieval sort so I don’t need that setup specifically, but the strafing in the defensive stance looks good with the hands up.
Would you ever consider doing the same sets at around $20USD per set for personal/hobby use only? If the user designed something awesome and your sets are part of it, then they can pay the difference and buy the full priced “commercial” version, which would just be the rights to use it for sale at that point ?
Might help those of us that could potentially get somewhere in the future if they had access, but arent sure now. At least you get the 20 per if we never finish the project…and the full 65 should we finish the project.
Just a thought!
Either way, love your anims though. They look great.
Give me a flying animation and sold.
Hi there Kubold, thx for this fantastic animation set.
I’ve been serching forums and your website for graph controller help. I noticed that there are people solving this and they know how to do it. Did you finally get a full tutorial or project with the controller integrated?
Thx again and have a nice day.
Kubold
Do you have any plans to release retargeted packages for the 4.8 manikin.
C
Import the animations using the 4.8 skeleton and you are good to go. (Thats how I am doing it).
Sorry very dumb question. Never imported animations, always added them into the project. What function do you use for this? (sorry)
hmm?
right click in a blank space in the content browser > import > choose animation > it will ask what skeleton choose the one you want to import it to
Hahah if this works I certainly deserve some form of dumbest question award. Hopefully somebody from Epic is monitoring and putting me in the drawing.
Hmm no luck. The animations are Uassets. Seems like you cannot import UAssets through the import functionality can you?
Never mind found the FBX file. Working on that one now to see if I can get this right…
Works. Thanks much.
Good good. If you didnt have the FBX and the anims are already in your content folder…you could maybe right click on the animation in the content browser and choose duplicate and retarget then in the next pop up, uncheck “only show compatible” and choose the skeleton there. Alternatively, right click > asset actions > export as fbx >import fbx
Only issue now is that the imported assets seems to be slightly too low on the ground. The feet are sinking into the landscape a bit and some of the joints seem to have gaps inbetween them.
- open Maya
- import fbx
- click the joint icon (last icon in the toolbar along the top)
- click characters hips
- in the bottom left, theres like a grid looking icon, click that
- in the bottom menu you’ll see the hips key points
- go to the Z (third from the top i think)
- on the left click the little arrow and then highligh all the key points
(hold ALT and middle mouse button to move them around if you cant see them)
-
you’ll see the key point coordinates just above them on the left side
-
the second box… whatever that number is… add 11 to it but keep the decimal the same so if its 85.453 your new number is 96.453 (leave the first number alone)
-
drag all the key points up together til you get to your new number… (the decimals dont need to be exact, within a hundred or two is fine)
-
FILE > Export all > export to FBX (the up axis is important… I think it need to be X)
-
save it as an fbx… import it… should be on the ground normally now.
I havent found a way to bulk do this unfortunately.
Yeah too advanced for me. Will run on old skeleton until there is an update for the animation packages.
So I got this working pretty well with standard UE functionality.
- Import the FBX with the new skeleton
- Change all bones (through root) recursively to skeleton
- Change Pelvis bone to Animation Scaled
- Change IK sockets to Animation
- Change Root (only) back to Animation
Have not played around too much with the results but first impressions look pretty decent
just be careful doing that if you use any anims from a different source on the same skeleton. It makes those changes on all animations so they may not match up with each other.
Only using Kubolds animations, so should be ok then right?
Ya probably, sure they all match each others settings.
I haven’t tried most of them.
Kubold, when will you update these to 4.8? 
^^ Same question! Sorry to badger you but I’ve spent many hours retargeting the animations onto the new skeleton with no luck. The body and legs transfer over very well. But there is this sort of slight twist on the arms in the new skeleton which makes them go into the body while moving and I can’t seem to fix it.
So when are you updating to the 4.8 skeleton? Do you even have any such a plan?