Hello,
The animation in the sequencer is driving me crazy. I need to make an animated film featuring Metahuman and several skeleton characters. Separate scenes of the film I try to implement in separate sequences. In each sequence, the Metahuman moves to a new position and takes a new starting position, the skeletal mesh retaining its modified shape, taking new places and positions on the stage. When I create new scenes in new ones that weren’t there before, they affect old sequences. Creating each new sequence spoils my finished previous sequences. Skeletal meshes in old sequences change their position in space. In sequences that didn’t have animated constraints at all before, they come in, they have a devastating effect, and I can’t turn them off there.
I press the “Not Active” button, and it’s still active. The Constraints are just living their own special life that can’t be influenced.
I just at every step create keyframes on all the bones and transformations. Does not help.
Am I doing something wrong? Is there a secret? Has anyone else experienced such problems? How to overcome them?
There is still a way to make copies of characters for each sequence. But such work will turn into a nightmare.
Hey I know this is old but if anyone finds this I just figured out two reasons this might happen.
The first is if you save a level it will save the transform for the metahuman so you need to key the transform in the sequencer for each shot
The second is what drove me to come here and share which is I have accidentally moved the body of my metahuman away from the root several times by clicking on it and moving it to make him or her run or something. Be sure if you want to change the transform that you’re clicking on the entire blueprint and not just the mesh. One clue you have just done this is an auto key won’t appear in the transform lane, btw.
I can’t believe I barely figured this out but wanted to share cause it’s a nightmare and not totally apparent. lol
It sounds like you’re experiencing issues with animation constraints affecting multiple sequences in your project. To avoid this, ensure that you create separate animation blueprints for each character and use instance copies instead of direct references. Additionally, check that you’re not inadvertently applying global settings or constraints to all instances when animating. If problems persist, consider using a dedicated animation layer system to manage animations independently across sequences.