Hey there, thanks very much very nice tutorial, I appreciate you taking the time to share this with us. I used your example to make a large ride-able Jerboa (original I know) and it works as it should IE Its a larger Jerboa that I can ride on but something seems off with his motion. Its almost as if his hops did not scale with his size and he is hoping the same distance as the little (normal) Jerboa. An even better example is that the Jerboa has a jump and a jump admin, but the scaled up Jerboa's feet never leave the ground, as if it were the little one jumping. I hope this makes sense, any insight you could provide would be very appreciated.Thanks again and have a great day!
Go to the Compenents in the your modded character, and look in the status_bp and go to "max stats values" and beef up its speed, and you can slow down the animations by the "rate scale" for it to look natural. Hope this helps :D
Towards the end when you're moving the rider socket around you mention that the z-axis should be up and down; in gaming convention the y-axis is up and down, not z, that's why. Commented for the edification of all :P
Question. Why is it necessary to copy the skeleton over and retarget animations? I am currently making some resized dinos and, when I scale them via the skeletal mesh, everything seems to work fine without the copied skeleton and animations. I made a giant lystro and was having rider socket problems, so I copied the skeleton and animations and did all that and the problem persisted. I fixed it by deleting the rider socket that existed (it was broken and not hooked onto anything) and adding a new one correctly hooked onto the back. I legitimately am curious what the need for the skeleton and animations are if they get it for free from the default dino. I cannot find this answer anywhere. I saw a video that showed how to make a new dino sans resizing and he didnt copy those over, but in another video he resized a dino and did.
The way I currently understand it, you are taking exactly what already exists and not modifying it in any way, and attaching it to the resized dino, which got all that for free anyway. What am I missing? I appreciate the info and the help.
Nope. If you just alter the skeletal mesh, the player size stays the same. If you alter the Character BP size, then yes, the player will become huge. But just altering the skeletal mesh does not require a copy of the skeleton, since its already using the default one.
Ever sort this out? I never seen the need to copy all the animations. The most I do is the skeletal mesh, the character_bp and textures. scale in in the skeletalmesh file and bam. I really don't see the need to copy all the animations.
the reason is because when you scale a dino you need to change the rider socket location most of the time, and the rider socket is located in the dinos skeleton file, by default its still using the source skeleton file, so you need to make a custom skeleton file for you custom dino, and when you do that for reason beyond my knowledge it gets rid of all the animation data in the skeletal mesh file. thus the need to copy all the animation data over and create your own anim BP for your custom Dino. It would make things a hell of a lot easier if it would just keep all the animation data when you make a duplicate of the skeleton for your custom dino but thats just not the case.
Hey can u make another tutorial with ( resized dinos (rendering textures for that model) and working with the animations etc cuz i have some problem with resizing sabers with his textures,fur animations etc :/
How do you add/remove the Saddle box in the inv? I'm trying to make a rideable dino non rideable (pygmy version) I already got the whole thing working, scale, it's non rideable etc, but the only thing that lingers is the saddle slot when looking in the inv. I don't see how to make that go away and I've compared it to other dinos like the dodo that can't be ridden.
Man i have a request - can you help me with creating Super boss Tyrannosaurus with couple of attacks like a bite, flames(dragon or dodorex), lighting or acid, shock wave or some other tipe of Roar, are you know how to add 3rd 4th attack and adjust buttons like it...because i try to add new attack to normal rex and it's not work. And i want to add new sounds for roar and character music like bosses at the game. It is possible that?
Materasu i just found the solution, i had it too. At the top of the screen where he is at theres “Window” at the top. Click that then click anim blueprint editor. Hope i wasnt too late 😓
I was having trouble getting animations to work for a custom dino I was working on, but this video got it all sorted out for me, thanks!
Are you from Reddit?
13:38 that's a truly savage ant
BTW, I just subbed because good modding channels are hard to find :)
Hey there, thanks very much very nice tutorial, I appreciate you taking the time to share this with us. I used your example to make a large ride-able Jerboa (original I know) and it works as it should IE Its a larger Jerboa that I can ride on but something seems off with his motion. Its almost as if his hops did not scale with his size and he is hoping the same distance as the little (normal) Jerboa. An even better example is that the Jerboa has a jump and a jump admin, but the scaled up Jerboa's feet never leave the ground, as if it were the little one jumping. I hope this makes sense, any insight you could provide would be very appreciated.Thanks again and have a great day!
Go to the Compenents in the your modded character, and look in the status_bp and go to "max stats values" and beef up its speed, and you can slow down the animations by the "rate scale" for it to look natural. Hope this helps :D
THanks Ill give that a go
Towards the end when you're moving the rider socket around you mention that the z-axis should be up and down; in gaming convention the y-axis is up and down, not z, that's why. Commented for the edification of all :P
Question. Why is it necessary to copy the skeleton over and retarget animations? I am currently making some resized dinos and, when I scale them via the skeletal mesh, everything seems to work fine without the copied skeleton and animations. I made a giant lystro and was having rider socket problems, so I copied the skeleton and animations and did all that and the problem persisted. I fixed it by deleting the rider socket that existed (it was broken and not hooked onto anything) and adding a new one correctly hooked onto the back. I legitimately am curious what the need for the skeleton and animations are if they get it for free from the default dino. I cannot find this answer anywhere. I saw a video that showed how to make a new dino sans resizing and he didnt copy those over, but in another video he resized a dino and did.
The way I currently understand it, you are taking exactly what already exists and not modifying it in any way, and attaching it to the resized dino, which got all that for free anyway. What am I missing? I appreciate the info and the help.
Nope. If you just alter the skeletal mesh, the player size stays the same. If you alter the Character BP size, then yes, the player will become huge. But just altering the skeletal mesh does not require a copy of the skeleton, since its already using the default one.
Ever sort this out? I never seen the need to copy all the animations. The most I do is the skeletal mesh, the character_bp and textures. scale in in the skeletalmesh file and bam. I really don't see the need to copy all the animations.
the reason is because when you scale a dino you need to change the rider socket location most of the time, and the rider socket is located in the dinos skeleton file, by default its still using the source skeleton file, so you need to make a custom skeleton file for you custom dino, and when you do that for reason beyond my knowledge it gets rid of all the animation data in the skeletal mesh file. thus the need to copy all the animation data over and create your own anim BP for your custom Dino. It would make things a hell of a lot easier if it would just keep all the animation data when you make a duplicate of the skeleton for your custom dino but thats just not the case.
Hey can u make another tutorial with ( resized dinos (rendering textures for that model) and working with the animations etc cuz i have some problem with resizing sabers with his textures,fur animations etc :/
How do you add/remove the Saddle box in the inv? I'm trying to make a rideable dino non rideable (pygmy version) I already got the whole thing working, scale, it's non rideable etc, but the only thing that lingers is the saddle slot when looking in the inv. I don't see how to make that go away and I've compared it to other dinos like the dodo that can't be ridden.
how did you make that blueprint at the start of this video to spawn then thing in??
Man i have a request - can you help me with creating Super boss Tyrannosaurus with couple of attacks like a bite, flames(dragon or dodorex), lighting or acid, shock wave or some other tipe of Roar, are you know how to add 3rd 4th attack and adjust buttons like it...because i try to add new attack to normal rex and it's not work. And i want to add new sounds for roar and character music like bosses at the game. It is possible that?
Is there any written version of this tutorial?
please for the love of everything SOMEONE TELL ME how he made a blueprint at the start? IM really stuck :(
i dont know how to make a blueprint to spawn the ant :(
I cant see the Asset Override Editor, what should i do?
Materasu i just found the solution, i had it too. At the top of the screen where he is at theres “Window” at the top. Click that then click anim blueprint editor. Hope i wasnt too late 😓
@@timmy4226 Not too late, in fact you were 4 years early! Thanks 🙂