th-cam.com/video/hk2-is88mX4/w-d-xo.html 2H overlay states are not yet covered. I am working on a controlrig integration, th-cam.com/video/w5aqKIROuyM/w-d-xo.html th-cam.com/video/mTu9A-O7q1s/w-d-xo.html
If you’re watching this in 2024, there are more additive animations you have to fix. You have to look in the als mannequin anim bp and make sure you get all of the additive animations. One that was breaking it especially was the secondary motion pose.
I had a weird bug (im in 5.1 by now btw) where the base pose type appeared to be set correctly but the preview window was showing the Manni all fucked up and bent weird... so I had to just Browse to asset, and click use the selected asset.... even though it was already SET in there! weird
@@tuatec Sorry maybe I wasn't clear. I'm just saying that I knew the something was wonky with the animation because the preview showed Manny all curled in a ball, yet the Base Pose Type was set to the correct pose. (yours for example was just empty). Following your steps: I had to Browse to the file and apply the selected pose again anyway.
One issue I'm trying to figure out is the retargetter doesn't give particularly good results out of the box, espectially for the idle poses. If you look at ALS_N_Pose for example, the UE4 mannequin is standing in a nice natural neutral pose while Manny is standing in a somewhat hunched up awkward posture. It's subtle. Sometimes even the feet are slightly on tippy toes. I'm looking to tweak the retargetter to be more similar to the UE4 pose. Their skeletons are bent differently enough that it doesn't transfer over well. In UE4 mannequin the back is completely straight in the base pose, while Manny has a slight curve backwards like a human spine. So when UE4's back transfers over to Manny, it actually leans Manny forward a bit to give a hunched appearance. I could always also manually tweak all this after but I'm hoping I don't have to since finding a solution to this would also supposedly transfer over all the locomotion animations better as well.
Not sure what is going wrong on your side. But it sounds like a setting isn't correctly setup or the bike chains re incorrect. From my experience once you're bit experienced, UE5 IK retargeting gives way better results then in UE4. You can see my results on the mixamo experiment or the infiltrator videos. Everything was retargeted with IK retarded. 🤩
At 15:22 you can see the same issue. It's very subtle and something I noticed after a while. When you watch your character for a long time you start to notice, hmm something is a bit off in its posture. I'm in the process of redoing animations in 5.2 since I originally did all this in 5.0 and I'm hoping to polish things up more this time around. Try comparing UE4 mannequin in that pose with Manny in that same pose, one looks more natural and balanced than the other. Manny is standing like Donald Trump with that awkward forward lean. Maybe there are some offset settings to tweak, I was just hoping some already figured this out so I can copy it rather than tweaking myself.
OK, I think I know what to do now. It's a bit annoying it doesn't come this way out of the box, but you have to edit the retarget pose to push the spine back slightly. I've also seen many other videos demonstrating that sometimes an animation in the original skeleton has the foot slightly on tip toes with varying degrees on the destination.
Ah! Yes you need to match the poses as good as you can. Otherwise the system does not know how to rotate the bones correctly. I guess I showed this in another video as well but can not remember where anymore. If you go from UE4 to UE5 manny this isn't needed as the IK Retargeter from third person template already has a proper retargeting pose. This feature already exists in UE4 as well. Also a hint, for the next time you could upload screenshots or videos on the GitHub issue page, github.com/tuatec/TTToolbox/issues. That's the best way to discuss issues so far when it comes to use TTToolbox. 😉
hello great tutorial and the only one on yt but i want to replace als with a character with weird proportions do i do it instantly or do i retarget to manny first then to my other character
After adding back all the additive animation slot , the character is playing the animations correctly, but it seems like the play rate is 5 times faster(No logic has been change to manipulate the ALS's speed). I could divide the velocity it's getting from the character movement component to manually slow down the playrate, but I was wondering how you manage to not do that?
You need to check the anim curves. Unreal Engine does mess up the curves. See th-cam.com/play/PLslFX7TZAr88H2njZ6wYDoL3PPcsEJ7t2.html&si=oIFzhIjI7Q-TYGhs or th-cam.com/video/Bp20Q436RpM/w-d-xo.htmlsi=YQMPLE3N3y-dl_-r. Also read the comments this is a known issue. 😉
I found that instead of replacing the base skeletal mesh, adding an additional child skeleton is much easier to get UE5 skeletal to work with ALS, I do wonder if there are any downsides in this method versus your methods
I had issues with the curves in the past if I remember it correctly. Also this method does not work for all skeletons. I am using the infiltrator mesh, which has a different hierarchy. Also ik bones did not work with different proportions. So not all ALS Animations did look smooth.
Started to work on the IK system issue. It's a bit more complex and I'm trying to find a solution. One issue is that the foot ik bones are also slightly off, for that I already have a solution. It can be fixed via a blutility Script directly in UE5. 😉 The hand ik issue is in my view that the ik gun bone is not correctly retargeted, which is where we need to find a solution. I already have something in mind but I'm not sure if it will work. 🙃
Good news!!! Found a solution, will now clean it up and soon publish how to get the ik bones working. Here is the discussion. discord.com/channels/671128082110742561/762949358417084426/968270220907139103 Reel on insta: instagram.com/reel/CcyopzbKxKM/?
Thank you so much for the video! After I did the retarget folwwing the same process as the video all animations look fine. However the character in the Anim BP has weird arms. It is pointing back in a strange pose. Also the character runs a lot faster. I've checked all additive poses and curves and variables all seems correct. Any ideas what can be causing that?
If I remember correctly the BP version or C++ version have different curve names. Setting the correct curve values for all animations that get blended together should fix the issue. You can use the copy curves modifier.
I really appreciate your fast response and help. For anyone having the same problem: when I restarted the editor the arms weird pose fixed by itself. No change from my part. However, I have no clue what you are talking about the curves. I can see the new Anim BP is pointing to the same curves used by the original ALS anim bp. So both Anim BPs use the same curves. Just my Anim Bp that has the character walking very fast. @@tuatec
It is me again. I found the problem. You were right. The Animation Asset called N_Sprint_F has a curve name called Weight_Gait. After retargeting the new Animation Asset now has the same curve but it is called mask_geo. The Curve name comes from the Skeleton. I didn't know that. The place to rename it specifically for this case is in any appeareance of "Weigth_Gain" curve name inside the Anim BP@@tuatec I noticed later you comment it in this video. th-cam.com/video/yxjjbZDewo8/w-d-xo.html
Yes this is a bug in the retargeting tools in Unreal. 🙈 In 5.0 and 5.1 if I remember it correctly I was using this fix. th-cam.com/video/X2hH9seR2gg/w-d-xo.html
You covered the main topic I was searching for months, Hell yeah i subbed.
Thx for your feedback! Really appreciated.
@@tuatec BTW, where did you fix overlay state not working
th-cam.com/video/hk2-is88mX4/w-d-xo.html
2H overlay states are not yet covered. I am working on a controlrig integration,
th-cam.com/video/w5aqKIROuyM/w-d-xo.html
th-cam.com/video/mTu9A-O7q1s/w-d-xo.html
@@tuatec ok, thanks
You saved another with your retargeting fix! Thank you
Sad but glad I could help!
dude you're literally a hero
i was so close to bashing my head into a wall
Thank you so much for your feedback! Really appreciated and great that you enjoy my videos!
What issue did you had so far?
Me tooo
Top Tutorials! Da lernt man mal richtig was dabei. Vielen Dank für die ganze Arbeit!
Gerne! Freut mich wenn es dir hilft! Vielen Dank auch für das Feedback, es bedeutet mir wirklich sehr viel.
If you’re watching this in 2024, there are more additive animations you have to fix. You have to look in the als mannequin anim bp and make sure you get all of the additive animations. One that was breaking it especially was the secondary motion pose.
I had a weird bug (im in 5.1 by now btw) where the base pose type appeared to be set correctly but the preview window was showing the Manni all fucked up and bent weird... so I had to just Browse to asset, and click use the selected asset.... even though it was already SET in there! weird
The fix that I provided for 5.0 and 5.1 did not help on your side?
Fix IK Retargeting Issues
th-cam.com/play/PLslFX7TZAr88H2njZ6wYDoL3PPcsEJ7t2.html
@@tuatec Sorry maybe I wasn't clear. I'm just saying that I knew the something was wonky with the animation because the preview showed Manny all curled in a ball, yet the Base Pose Type was set to the correct pose. (yours for example was just empty). Following your steps: I had to Browse to the file and apply the selected pose again anyway.
One issue I'm trying to figure out is the retargetter doesn't give particularly good results out of the box, espectially for the idle poses. If you look at ALS_N_Pose for example, the UE4 mannequin is standing in a nice natural neutral pose while Manny is standing in a somewhat hunched up awkward posture. It's subtle. Sometimes even the feet are slightly on tippy toes.
I'm looking to tweak the retargetter to be more similar to the UE4 pose. Their skeletons are bent differently enough that it doesn't transfer over well. In UE4 mannequin the back is completely straight in the base pose, while Manny has a slight curve backwards like a human spine. So when UE4's back transfers over to Manny, it actually leans Manny forward a bit to give a hunched appearance. I could always also manually tweak all this after but I'm hoping I don't have to since finding a solution to this would also supposedly transfer over all the locomotion animations better as well.
Not sure what is going wrong on your side. But it sounds like a setting isn't correctly setup or the bike chains re incorrect.
From my experience once you're bit experienced, UE5 IK retargeting gives way better results then in UE4.
You can see my results on the mixamo experiment or the infiltrator videos. Everything was retargeted with IK retarded. 🤩
At 15:22 you can see the same issue. It's very subtle and something I noticed after a while. When you watch your character for a long time you start to notice, hmm something is a bit off in its posture. I'm in the process of redoing animations in 5.2 since I originally did all this in 5.0 and I'm hoping to polish things up more this time around.
Try comparing UE4 mannequin in that pose with Manny in that same pose, one looks more natural and balanced than the other. Manny is standing like Donald Trump with that awkward forward lean.
Maybe there are some offset settings to tweak, I was just hoping some already figured this out so I can copy it rather than tweaking myself.
OK, I think I know what to do now. It's a bit annoying it doesn't come this way out of the box, but you have to edit the retarget pose to push the spine back slightly. I've also seen many other videos demonstrating that sometimes an animation in the original skeleton has the foot slightly on tip toes with varying degrees on the destination.
Ah! Yes you need to match the poses as good as you can. Otherwise the system does not know how to rotate the bones correctly. I guess I showed this in another video as well but can not remember where anymore. If you go from UE4 to UE5 manny this isn't needed as the IK Retargeter from third person template already has a proper retargeting pose. This feature already exists in UE4 as well.
Also a hint, for the next time you could upload screenshots or videos on the GitHub issue page, github.com/tuatec/TTToolbox/issues. That's the best way to discuss issues so far when it comes to use TTToolbox. 😉
hello great tutorial and the only one on yt but i want to replace als with a character with weird proportions do i do it instantly or do i retarget to manny first then to my other character
I would give the direct way a try.
@@tuatec
After adding back all the additive animation slot , the character is playing the animations correctly, but it seems like the play rate is 5 times faster(No logic has been change to manipulate the ALS's speed). I could divide the velocity it's getting from the character movement component to manually slow down the playrate, but I was wondering how you manage to not do that?
You need to check the anim curves. Unreal Engine does mess up the curves. See th-cam.com/play/PLslFX7TZAr88H2njZ6wYDoL3PPcsEJ7t2.html&si=oIFzhIjI7Q-TYGhs or th-cam.com/video/Bp20Q436RpM/w-d-xo.htmlsi=YQMPLE3N3y-dl_-r.
Also read the comments this is a known issue. 😉
I see, thank you for your response
I found that instead of replacing the base skeletal mesh, adding an additional child skeleton is much easier to get UE5 skeletal to work with ALS, I do wonder if there are any downsides in this method versus your methods
I had issues with the curves in the past if I remember it correctly. Also this method does not work for all skeletons. I am using the infiltrator mesh, which has a different hierarchy. Also ik bones did not work with different proportions. So not all ALS Animations did look smooth.
Fantastic video.
Thanks so much
You're welcome!
Need Some help with Hand IK without rebuilding the whole Hand IK
Sorry the series is not yet complete and I did not yet create a video for the IK system. Might do it during the next days. 😉
Thanks. Looking forward to it.
Started to work on the IK system issue. It's a bit more complex and I'm trying to find a solution. One issue is that the foot ik bones are also slightly off, for that I already have a solution. It can be fixed via a blutility Script directly in UE5. 😉
The hand ik issue is in my view that the ik gun bone is not correctly retargeted, which is where we need to find a solution. I already have something in mind but I'm not sure if it will work. 🙃
Good news!!! Found a solution, will now clean it up and soon publish how to get the ik bones working. Here is the discussion. discord.com/channels/671128082110742561/762949358417084426/968270220907139103
Reel on insta: instagram.com/reel/CcyopzbKxKM/?
thanks a lot, I was stuck with the addtive animations bug for two days
And did you find a solution?
@@tuatec yes, the solution in this video worked :)
@@juarezculau357 glad that it worked for you as well. 👌
Thank you so much for the video!
After I did the retarget folwwing the same process as the video all animations look fine.
However the character in the Anim BP has weird arms. It is pointing back in a strange pose.
Also the character runs a lot faster.
I've checked all additive poses and curves and variables all seems correct.
Any ideas what can be causing that?
If I remember correctly the BP version or C++ version have different curve names. Setting the correct curve values for all animations that get blended together should fix the issue. You can use the copy curves modifier.
I really appreciate your fast response and help.
For anyone having the same problem: when I restarted the editor the arms weird pose fixed by itself. No change from my part.
However, I have no clue what you are talking about the curves. I can see the new Anim BP is pointing to the same curves used by the original ALS anim bp. So both Anim BPs use the same curves. Just my Anim Bp that has the character walking very fast. @@tuatec
It is me again. I found the problem. You were right.
The Animation Asset called N_Sprint_F has a curve name called Weight_Gait. After retargeting the new Animation Asset now has the same curve but it is called mask_geo. The Curve name comes from the Skeleton. I didn't know that.
The place to rename it specifically for this case is in any appeareance of "Weigth_Gain" curve name inside the Anim BP@@tuatec
I noticed later you comment it in this video. th-cam.com/video/yxjjbZDewo8/w-d-xo.html
Yes this is a bug in the retargeting tools in Unreal. 🙈
In 5.0 and 5.1 if I remember it correctly I was using this fix.
th-cam.com/video/X2hH9seR2gg/w-d-xo.html
great tutorial~
Thank you so much for your feedback. Glad that you like the series! 😊
Hey, are you free for freelance work?
Thank you so much for your offer. But I am currently not doing any Freelance work.
charakter auf crack xD