I just spent 20 minutes trying to figure out how to join two animation sequences lmfao then I realized u just drag them both into a animation montage timeline ... maybe this is more for games but was what I needed lmfao great watch anyways Love this stuff
A fabulous tutorial. Thank you! This is so well structured, superb pacing and delivery. As others mention you explain why we do things and anticipate things going wrong, plus repeat and vary essential steps - the mark of a true teacher!
Man thanks SO much for this I was able to take a mocap of an idle animation add it in 3 times, overlap the start and end over the middle clip, set the in/out and create a seamless looping idle animation. Baked it to a new stand alone anim.
Best tutorial on youtube about animation blending! I have a question and a request. Question is what is the difference between shoving the two animations inside each other for blending and between using the weight attribute for the animation (which requires each of them to be on it separate line in the sequencer I guess?)? The request is could you please do the matinee fight that Epic used in their free project a few years back, using this super easy and super understandable method? Thanks :)
the tutorial absolutely amazing, dam, i should have watched this stuff more early, i had been importing my animation fbx one by one with character models and don't know how to mix them into a whole clip.
Thank you so much for posting this! Works even in 4.26. SO EXCITED that I can now create custom blends, and bake them into sequences. Will help SO MUCH.
For those having issues: If your displacement is on the pelvis instead of the root you need to check "Blend first child of root" in the animation settings
I used mixamo just as you had for the walking cycle but the animation for me he is walking but stuck to the same space and not walking forward along the plane, any ideas how I could fix this? Thank you@@3dJC
Ah yes, sounds correct. If using “in place” animation, you also need to keyframe the transform track of the character to time the walk along the ground.
Match with "Previous bone" works much much better in UE5.x than 4.x I use 4.27 and it is always ultra daunting to blend animation, 90% of times I have to discard blend by previous matched bone lol.its so better in 5, thanks god
Thank you so much for the tutorial! I am struggling to understand how to make capsule component to follow the character using sequencer. Do you have any tips for that?
Thanks for this brother, interestingly enough you can also use the control rig to keyframe your own animation, then save them the exact same way. As opposed to making modifications to pre-existing animations. Can I ask a favor of you? This will help people who need to make cinematic cutscenes for their games I'm sure (I just create short films not games). I've come across a problem several times now. Where there will be an effect that is designed to be used in a game but not in sequencer. Take Paragon Sareth's wings. In the animation blueprint when attached to the video game where, her wings will appear. But if you were to add her wing animation to the sequencer, there's no way to get them to appear that I'm aware of. Do you think you could consider doing a video on how to make things like that visible for sequencer? I've run into this with a lot of assets, so it's not all too uncommon.
Ok, I’ll grab that character and take a look… yeah control rig works as well, I just don’t like to animate :-) but I should probably make a video for those who want to hand animate one of these days.
@@3dJC I really appreciate you taking the time to take a stab at this for me. Yea, control rig and creating animations can be frustrating. Since you're taking a stab at this for me, I'll share with you a trick that makes creating animations in Unreal with Control Rig a thousand times more enjoyable and easier. When you have your control rig selected while the character is in sequencer, in the top right on the "Anim Outliner" type "IK" and then scroll down to the very bottom 6 and make sure the switch is enabled on all of them. Now no more mesh stretching and you can create animations much faster in Unreal. If you want to match it to something, you can download a video, place it on a material's base color, put it on a box and stretch it out. Then place it to the side or back of the character and line it up. Not the perfect system, but it does work.
Great. What if there is no helmet and I want to add some blend shapes for facial animation? It seems I can only add some inside an specific motion, not to the whole character trough the sequence. Thanks
Can you help me with info on adding animation with face animation to separate the Upper and lower body simultaneously? I have an animation separate Upper, lower, and Faceanim.
How would you have separate animations using root motion which are all moving in the same straight forwards direction, but then you want to rotate one of them, when the pivot for the entire animation line is at the starting frame???
This is very helpful, but I still haven't found what I'm looking for. ( no...not U2! ) This is great for use in Sequencer when making cinematics. When I'm trying to do is add NPC's doing interesting background activities in a game when you hit "play", beside just wandering aimlessly or randomly around . Any idea how that would be accomplished? There are a lot of interesting animations on Mixamo. For example, try looking up "farming" under animations. Or "carry". There are a couple for administering CPR and receiving CPR, too. I'm sure these could be blended with other animations to tell a story with no dialog whatsoever. Like, 2 guys are doing farming activities. One guy gets hurt or shot. The other guy runs over and checks him out, starts CPR. When it works (or not), he picks him up and carries him off somewhere. There are a ton of fighting animations. 2 guys in a saloon or bar could get in an argument that turns into a knock down, drag out fight scene! Try looking up "climb" or dance! (2 pages of dance animations!) I hope you have some ideas to pull something like this off for a GAME setting! Not a cinematic sequence. Thanks! 😇
Ah for games… I’m less savvy on the really complicated logic blueprint creation, but for starters you can set your characters to use an animation sequence during game mode. In details tab for the NPC, under animation->animation mode, switch to “use animation asset”, then pick the animation sequence you want the character to use. Hit play and that’s what they’ll do… over and over 😀 if you learn blue print, you can probably add some logic into that and switch between different animations, I’m just not sure how to do that… Yet :-)
I wish my animations would do this. Sadly after following every step, the matching doesn't seem to know here any of the previous clips' bones actually are. Thus I don't get any kind of accurate blend. Edit v. 5.2 Using metahuman and mixamo & marketplace anims.
why do my animation track that I transitioned in overlap have flickered so much even though I blended correctly and made sure I match the bone from previous or next clip?
This matching bone with previous clip function is broken in the latest 5.1.1. I have multiple clips aligned in sequencer, with this option turned on to all the clips. Some of them work, some don't. Some people suspect it might be the skeleton issues. But my issue is, sometimes a clip that works at some point stops working a few minutes later. Very unpredictable. Any help?
@@3dJCThank you for your reply. I also noticed that, when it's set to match to a certain bone to the previous clip, the setting for "match to the next bone" is also affected. These two seemingly always synced to each other.
@@OnyxLee I have the same situation. The animations simply don’t match with the direction, no matter which bone I choose. I’m working in 5.1 with UE4 skeleton assets.
@@3dJC Cool! Look forward to the video! Please make a video even if it would work badly so that we would know it too! Thanks! And also to compare if it's better and more effective to blend all those 3 animations in the Cascadeur from start. :-)
its not working at all, when I try to import the animations in fbx without skin AN ERROR SHOWS UP SAYING THAT THERE IS NO GEOMETRY INFORMATION IN MESH AND THAT IMPORT DATA HAS FAILED
Kinda depends on your needs, most folks still just use Maya (or blender, whatever) for very specific animations and then send via fbx to UE. If you need to use a mixamo but wanna interact with say a banana you can use attach tracks - I have a video on the channel for that… if for game interaction, I’m less savvy in that world…
@@p.m3204 You COULD animated using the fk rig, or build a control rig for the character too - if a metahuman it already has the control rig, so that is a possibility...
Hi ! Do you know how to fixe a merge bug betwenn two animatons ? -One animation is Mocap, with real movement. -The second is without axes movement. When I try to merge both for smooth animation, the caraters try to move in an other location. th-cam.com/video/eqQYT6hAVm8/w-d-xo.html Link of asset in description of the video.. in case someone had an idea or want to try.
I just spent 20 minutes trying to figure out how to join two animation sequences lmfao then I realized u just drag them both into a animation montage timeline ... maybe this is more for games but was what I needed lmfao great watch anyways Love this stuff
This is literally the best tutorial I've seen on animating in Unreal. Thank you! 🙏🏾
You’re welcome!!
This was exactly what I was looking for, on top of that he didn’t skip or brush past anything.
THANK YOU, really helped me
Glad it helped!
This is incredible and I cannot believe it's taken me so long to realize you can use sequencer to make such smooth animation sequences.
A fabulous tutorial. Thank you! This is so well structured, superb pacing and delivery. As others mention you explain why we do things and anticipate things going wrong, plus repeat and vary essential steps - the mark of a true teacher!
Thanks for the kind words! Glad it was helpful!
Thank you. It turns out it's so simple. I searched for several hours...
Exactly what I needed. Thank you!!!
Great tutorial, really looking forward to the root motion one as well
This tutorial is awesome. I have been waiting for this tutorial for a long time. Thank you very much. Hope you will provide such good tutorials😊
Pure GOLD ! Thank you
I;m making a short film using UE5, and this is exactly what I was finding for last 3 days. Than you so much!!!!!!!!
Man thanks SO much for this I was able to take a mocap of an idle animation add it in 3 times, overlap the start and end over the middle clip, set the in/out and create a seamless looping idle animation. Baked it to a new stand alone anim.
That's great!!!
Really helpful and comprehensive tutorial. Thank you.
Amazing support! Thanks a lot, bro. I appreciate that.
Awesome!! So needed this!!
great!!
Your explanations are very clear and simple . I hope you will get more views soon.
Thanks!
Best tutorial on youtube about animation blending! I have a question and a request. Question is what is the difference between shoving the two animations inside each other for blending and between using the weight attribute for the animation (which requires each of them to be on it separate line in the sequencer I guess?)?
The request is could you please do the matinee fight that Epic used in their free project a few years back, using this super easy and super understandable method? Thanks :)
You should have alot more views and likes.
Lil by lil 😀
So helpful!!! Thanks again JC
wanted to do this for years, im learning unreal. thank you so much
You're very welcome!
the tutorial absolutely amazing, dam, i should have watched this stuff more early, i had been importing my animation fbx one by one with character models and don't know how to mix them into a whole clip.
Thank you so much for posting this! Works even in 4.26. SO EXCITED that I can now create custom blends, and bake them into sequences. Will help SO MUCH.
That’s great!
Awesome, improve my workflow in sequencer cinematic. Thanks ! 😎🎬
Excellent tutorial. I appreciate the recap at the end.
Glad you enjoyed it!
Your son must be lucky to have such a cool dad! Thank you for the tutorial, it is very useful and comfortable
Awww thanks! He’s a good chap 😀 Happy Easter!
@@3dJC thanks, you too!
U saved my life Brother.. Thank You So much 🙏
Ha that’s good to hear!!
Very well explained thank you. Time to watch all your other Unreal videos.
Thanks!
Thank you so much! This really helped for what I was trying to do!
Glad it helped!
For those having issues: If your displacement is on the pelvis instead of the root you need to check "Blend first child of root" in the animation settings
How did I miss this one, JC? Again, you are cranking out the best tutorials for people like me (aka n00bs) :)
Thanks!
Thanks bro Josh Toonen just said u have to put two animations next to each other and it’ll work 😅
Awesome!
Great Tutorial ....
Thanks
dope video broddy ----- god bless you
Great Tutorial everything to the point.
Thanks!
Thanks a lot. this is what I needed.
Glad it helped!
Great Content thank you for sharing!!!
My pleasure!
ty for the tutorial it's very useful (:
OMG thank you thank you! Do you know how hard it has been to find out this amazing information! You sir are a life saver! Thank you
You're very welcome!
I used mixamo just as you had for the walking cycle but the animation for me he is walking but stuck to the same space and not walking forward along the plane, any ideas how I could fix this? Thank you@@3dJC
Ah yes, sounds correct. If using “in place” animation, you also need to keyframe the transform track of the character to time the walk along the ground.
Exactly what I was searching for! Thank you! Sub left
Great!!
great stuff
Very great explanation. Thank you.
Glad it was helpful!
thank you!
You're welcome!
Match with "Previous bone" works much much better in UE5.x than 4.x I use 4.27 and it is always ultra daunting to blend animation, 90% of times I have to discard blend by previous matched bone lol.its so better in 5, thanks god
Thank you🙏🏽🙏🏽
No problem 😊
Thank you so much for the tutorial! I am struggling to understand how to make capsule component to follow the character using sequencer. Do you have any tips for that?
Thanks!
Super thanks for the Super Thanks!!!
Thanks for this brother, interestingly enough you can also use the control rig to keyframe your own animation, then save them the exact same way. As opposed to making modifications to pre-existing animations. Can I ask a favor of you? This will help people who need to make cinematic cutscenes for their games I'm sure (I just create short films not games). I've come across a problem several times now. Where there will be an effect that is designed to be used in a game but not in sequencer. Take Paragon Sareth's wings. In the animation blueprint when attached to the video game where, her wings will appear. But if you were to add her wing animation to the sequencer, there's no way to get them to appear that I'm aware of. Do you think you could consider doing a video on how to make things like that visible for sequencer? I've run into this with a lot of assets, so it's not all too uncommon.
Ok, I’ll grab that character and take a look… yeah control rig works as well, I just don’t like to animate :-) but I should probably make a video for those who want to hand animate one of these days.
@@3dJC I really appreciate you taking the time to take a stab at this for me. Yea, control rig and creating animations can be frustrating. Since you're taking a stab at this for me, I'll share with you a trick that makes creating animations in Unreal with Control Rig a thousand times more enjoyable and easier. When you have your control rig selected while the character is in sequencer, in the top right on the "Anim Outliner" type "IK" and then scroll down to the very bottom 6 and make sure the switch is enabled on all of them. Now no more mesh stretching and you can create animations much faster in Unreal. If you want to match it to something, you can download a video, place it on a material's base color, put it on a box and stretch it out. Then place it to the side or back of the character and line it up. Not the perfect system, but it does work.
@@3dJC please do! :D
TKS!
Thank you for the middle mouse fix.. it was soooo anoying :D
Very nice!!! How can I attach a camera to an actor in sequencer so that it follows it...???
thanx!
You're welcome!
Happy to watch this video so my basic ass animations are better than anything EA cobbled together with Jedi Survivor.
Ha!
Great. What if there is no helmet and I want to add some blend shapes for facial animation? It seems I can only add some inside an specific motion, not to the whole character trough the sequence. Thanks
Can you help me with info on adding animation with face animation to separate the Upper and lower body simultaneously? I have an animation separate Upper, lower, and Faceanim.
This works only for anim assets right? When using a character bp and try use root motion it does not work :(
What if you're using root motion (in place) animations? This only seems to work if you're not using that, right?
How would you have separate animations using root motion which are all moving in the same straight forwards direction, but then you want to rotate one of them, when the pivot for the entire animation line is at the starting frame???
This is very helpful, but I still haven't found what I'm looking for. ( no...not U2! )
This is great for use in Sequencer when making cinematics. When I'm trying to do is add NPC's doing interesting background activities in a game when you hit "play", beside just wandering aimlessly or randomly around .
Any idea how that would be accomplished?
There are a lot of interesting animations on Mixamo. For example, try looking up "farming" under animations. Or "carry". There are a couple for administering CPR and receiving CPR, too. I'm sure these could be blended with other animations to tell a story with no dialog whatsoever. Like, 2 guys are doing farming activities. One guy gets hurt or shot. The other guy runs over and checks him out, starts CPR. When it works (or not), he picks him up and carries him off somewhere.
There are a ton of fighting animations. 2 guys in a saloon or bar could get in an argument that turns into a knock down, drag out fight scene!
Try looking up "climb" or dance! (2 pages of dance animations!)
I hope you have some ideas to pull something like this off for a GAME setting! Not a cinematic sequence.
Thanks!
😇
Ah for games… I’m less savvy on the really complicated logic blueprint creation, but for starters you can set your characters to use an animation sequence during game mode. In details tab for the NPC, under animation->animation mode, switch to “use animation asset”, then pick the animation sequence you want the character to use. Hit play and that’s what they’ll do… over and over 😀 if you learn blue print, you can probably add some logic into that and switch between different animations, I’m just not sure how to do that… Yet :-)
@@3dJC Thanks for the reply!
I'll have to look into animat6ion assets. I wonder if I can make them out of free Mixamo assets...
I wish my animations would do this. Sadly after following every step, the matching doesn't seem to know here any of the previous clips' bones actually are. Thus I don't get any kind of accurate blend. Edit v. 5.2 Using metahuman and mixamo & marketplace anims.
why do my animation track that I transitioned in overlap have flickered so much even though I blended correctly and made sure I match the bone from previous or next clip?
What if I want to use this for gameplay movement?
How can I use a character Blueprint and assign animation sequences in UE5_2 sequencer?
In 6:50 when I press on + to add animation I find that small dialog empty . How I can fix that ?
Is there not a way to get the pivot point to follow the character's position as the animation proceeds?
...other than downloading the 'in-place' version and setting your own transition frame keys
How easily can you put animated characters like this into live action footage?
What's the box you say we should check in order for the character to move without keyframes?
In mixamo, there’s the “in place” checkbox, if that’s what you mean?
@@3dJC Yep, I found it later that day. Btw, I'm having problems with importing mixamo animations to a metahuman
how can I render that after I am done ?
This matching bone with previous clip function is broken in the latest 5.1.1. I have multiple clips aligned in sequencer, with this option turned on to all the clips. Some of them work, some don't. Some people suspect it might be the skeleton issues. But my issue is, sometimes a clip that works at some point stops working a few minutes later. Very unpredictable. Any help?
I agree, it can be unpredictable and I don't know why... I saw it on previous versions as well...
@@3dJCThank you for your reply. I also noticed that, when it's set to match to a certain bone to the previous clip, the setting for "match to the next bone" is also affected. These two seemingly always synced to each other.
@@OnyxLee I have the same situation. The animations simply don’t match with the direction, no matter which bone I choose. I’m working in 5.1 with UE4 skeleton assets.
@@TheChrisNong seems that we have to wait for them to re fix this issue
I think the best option until they fix it is to use "InPlace" animations and manually translate them.
Can you upload this animation to Cascadeur so that it will smooth and make it more realistic and then put it back to Unreal? :-)
Ha, just downloaded that and will learn it soon... and post a new video if it looks good!
@@3dJC Cool! Look forward to the video! Please make a video even if it would work badly so that we would know it too! Thanks! And also to compare if it's better and more effective to blend all those 3 animations in the Cascadeur from start. :-)
is it possible to link a camera to follow the character.. Since The top bone is not really moving?
Yeah, you could attach the camera to say the hips, depends which part matched the view you want, and also offsetting the position as needed.
@@3dJC Thank you - That works
I add actor UE5 Quinn Simple to sequence and add the animation and it just stands there in an APose
I resolved this for anybody having this issue. Delete the control rig under the animation.
its not working at all, when I try to import the animations in fbx without skin AN ERROR SHOWS UP SAYING THAT THERE IS NO GEOMETRY INFORMATION IN MESH AND THAT IMPORT DATA HAS FAILED
are you voice actor from poppy playtime? i mean you sound literly the same
Ha! No… I don’t think so…
@@3dJC sad sou sound like him /:
How do we create custom animations interacting with objects in unreal?
Kinda depends on your needs, most folks still just use Maya (or blender, whatever) for very specific animations and then send via fbx to UE. If you need to use a mixamo but wanna interact with say a banana you can use attach tracks - I have a video on the channel for that… if for game interaction, I’m less savvy in that world…
@@3dJC oh damn, is there a faster way to animate from blender to unreal without exporting and importing fbx?
@@p.m3204 You COULD animated using the fk rig, or build a control rig for the character too - if a metahuman it already has the control rig, so that is a possibility...
its not working. nothing happens after i match the bone
Hi ! Do you know how to fixe a merge bug betwenn two animatons ?
-One animation is Mocap, with real movement.
-The second is without axes movement.
When I try to merge both for smooth animation, the caraters try to move in an other location.
th-cam.com/video/eqQYT6hAVm8/w-d-xo.html
Link of asset in description of the video.. in case someone had an idea or want to try.
you have the perfect voice and speed as a teacher. even with ADHD i wasnt bored to listen to you.
That’s great to hear, thanks!
This FIXAMO adon makes combining mixamo anims with like 0 skill in seconds