For those having a Compile error on "Cast To BP_MetalMan" Try changing Object input from: "Try Get Pawn Owner" -> to "Get Owning Actor" Thanks a bunch to OP its a nice clear tutorial
thanks helped a lot would love to see a more in-depth movement tutorial like adding walking backwards and crouching and if possible even prone Great vid look forward to seeing more vids
How do i get to the screen in the very begging before he says you need to hit ship a as close captions put it and as no matter how many times i rewind i cand understand what hes saying
@@wolfman-kr5zm "You want to start off by clicking Shift +A, then add a mesh: UV Sphere." It's a shortcut to a popup in which you can add an object to the scene to start creating your character. In my case, I didn't follow the Blender tutorial portion of this video. I began the video @02:55, according to my needs. I imported a model I made from a different program and his process still worked successfully!
I've liked videos before. Why I've even liked and subscribed when impressed enough. But by golly, this is the first time I've ever liked, subscribed, and bookmarked a video in my browser. So until TH-cam gets with the times and adds the ability to comment on high caliber tutorials like this with a gifs or memes instead of mere mortal words, you will just have to imagine a looping one-second video of Leonardo DiCaprio holding up a champagne glass in your direction with the words "Congrats" overtop of the visual you so deserve sir. Good job keep up the good work.
Thank you for your effort, this is one of the most inspiring videos for beginners out there. I'm saying this because you can get impressive results faster and easier than any other method out there (to my knowledge). I understand why some people would want you to go more in depth and explain the logic behind every move, but I realize that you consciously decided to speed through it and just present this workflow to us bullet-style. Personally, I got results that would take me hours to achieve otherwise, and I really appreciate you for it. There is a small issue, my character slows down for a second when I turn left or right, especially when I turn sharply/abruptly. I wonder if it's the issue you're mentioning at the end of your video or something else. Whether you reply or not, please know that teaching this workflow to us for free is greatly appreciated! I guess some people didn't live through the dark ages when we had to pay an obscene amount of money and actually physically attend classes for any scrap of knowledge out there. And that made them a bit unappreciative. EDIT: I fixed it, but through trial and error, meaning I was just messing around with various settings and this one just happened to work. The trick was to go into the Blend Space and move the dot for Running (IDK what it's called) to the right (I had it down the center before, like in your video). Again, I don't know why this would fix this issue, but I'm happy that it did :)
One problem I’ve been having is ill watch your tutorial, and I’ll see a way to do animations and meshes and it will be amazing but then ill watch another video by someone else and they show another way to do animations and meshes while reaching the object for the video but then their method dosent work well with what I already have and I get a bunch of errors and I don’t know the best way to remedy them so the project works correctly 😅
Great video it was very helpful, but I'm currently stuck on a issue where the character moves faster then the camera and teleports back and same with jumping making the interaction feel laggy???
While yes I'm excited to see this my questions now are 1 what if your character has a tail or cape? (or something not on a base human model) would it still work the same way or are there special steps. 2. what if I want to import facial animations? Simply how to you deal with secondary stuff on a rig? Context I have some furry characters I'd like to import however they have a tail, big ears, and facial controls. I would like to know if this method will work for that or if there's a special way to go about this.
Okay so do this. If your creature has a humanoid type body it will work. You have to seperate your tail/cape from the body mesh. Import just the body mesh into mixamo, Then do the mixamo process. After mixamo reimport it back into blender. Join the tail/cape to the mesh and join the wheights. In other words go to the vertex groups and add the tail/ cape to the accompanying bones. Id suggest looking at a tutorial on Gorca Games about adding a cape with cloth simulation in unreal. It consist of a similar process. Now that you have the tail on your mesh again and its binded to your rig you can export from blender. I add a cloth sim to my tails to make it dynamic. But you can also rig it and animate it seperately. Check out my steamboat mickey video for the result. Anyways I might make a short about this process as Ive kind of had to figure this out myself.
In regards to the facial controls, i would add it also after the mixamo process. You can add bones to the rig and still keep the animations. Another way would be to use morph targets for mouth movement and blinking eyes.. all depends on what your end goal is :)
noob question here: wouldn't it be better to create a child blueprint of the third person rather than just duplicating it? great tutorial though! really good flow to follow :)
Honestly you could go both ways. I just like to do it this way because then I have access to all the components, if you make a child of the thirdperson you have to inherit every component and you might not need it in certain cases. You could go either way tho.
how do you add additional animations that are not standard such as waving or or kicking. how do you then add triggers with a keyboard or xbox controller?
So if you have the animations, import them to that skeleton. Then right click and say create anim montage. In the blueprint call the event that you created in your project input (this is the keyboard or xbox button) and say play anim montage , be sure to plug the mesh in.
what about the root motion problem. I am having a huge issue when I try to impliment a lean while running. I make the right and left lean runnings. I set them to additive animation. Then i set it to scaled and pick the normal running as the reference. and then when I make the blendspace it all messes up. My character goes from idel to floating with a huge wedgey. I think there is an issue with the root bone. Mixamo seems to make the root bone the hips? but it breaks root motion. any help would be greatly appriciated.
Not sure if you have it figured out but a lot of people say use enable root motion and that doesn't fix it but I found force root lock tends to fix some glitching animations. Hope that might help
@@noahwithee7376 yea it wasnt my issue root lock and root motion broke because i didnt have a root bone at the legs. the fix is using mixamo to unreal converter. it takes mixamo animations that you download and adds a root bone to between the legs. If you do not do this then unreal engine will see the hips as the rootbone and it causes all kinds of problems. like when the character stands on the blue blocks it will push the blocks through the floor because unreal cant decide what the bodom of the mesh is and all other kinds of glitches. make sure your animations and models have a proper root bone. this took me a stupid amount of time and reworking to figure out.
I do really appreciate the knowledge you've accumulated! It's nice to see an expert in the field, knowing that one day I may be able to have that kind of knowledge is very inspirational 😁
I'm having a hard time figuring out why my walking animation is choppy. It's like the loop isn't synced up. Also the steps are way too slow, like he's ice-skating lol. It doesn't look like natural walking at all. Any help would be greatly appreciated.
you could adjust your actual movement speed to make the walking make more sense, its either a world setting or a blueprint setting, you can also adjust individual bones in the animations clicking key with your changes to fix animations
Everything cool til i add the animations and jump error, like instead walking the chracter starts to fly in the nothing like falling like a dead body from an airplane, its so weird and funny but frustraiting, shit thanks anywway
Oh damn! It worked thank you so much man ❤ (even tho would like a detailed explanation like explaining the steps and all) but still this was a very useful tutorial, keep up the good work
Nope unfortunately not. Your best bet for animations for a quadropet would be to find existing anims from animal packs and retarget them. As I did in my duck hunt video for the dog
wow... spent an hour on it> animation doesnt work properly> cant fix it> gives up> realizes 3 hours later that i didnt tick "In Place" on mixamo. I AM STUPID Anyway thanks for the tutorial!
@@muller_digital just a question, is there a way to make it so that the jumping animation doesnt trigger when you just fall off a ledge or something? cause when i jump normally yeah it works but when i fall it gives the same animation, which wouldnt make sense. is there a way to like set it to a certain keybind or something?
@@christiandk09 so technically you can make an is jumping boolean variable which you set to true when jumping is pressed, then either set to false on release or on release with a delay in it. Maybe combine that with the isfalling when switching to that state to play the jump when actually jumping. Not sure if im explaining good enough. But basically just make a boolean variable you set to true when jumping and use that variable to switch to jumping state instead of isfalling only.
man youre not explaining anything and youre literally doing youre very best to go as fast as possible for SOME reason. please understand that we are not as fast as you bro. im getting so worked up bc i have to go step by step and pause you after EVERYTHING bc you make it your MISSION to click to the next thing AS FAST AS YOU CAN.... All i see this as is you wanting people to watch you code. like a kid wanting someone to watch them play dark souls... thanks for the copy and pasted functions tho...
Hey my apologies I am sorry to hear this was your experience my goal was to make a quick condensed video but I hear the feedback and will make sure to improve the quality of the tutorial! Please be sure to ask any questions and I will help!
I prefer the quick video. I dread videos that I have to listen to a bunch of fill and fast forward to get to the useful content. Nice edit 🤘 thanks for the rundown!
Lol I'm following Gorka tutorials for unreal engine 5, he goes fast too! Best to watch with captions at half speed. 😅✌️ I'm honestly happy these lessons are free.
@@MindsMouth gorca games tutorials is the best out there. Some people prefer the fast pased and some people prefer slow pased. Eventually you get to a point woth tutorials where you just scan trhough them to now how to do something. The tutorials I make I feel are the ones that lack , as there are many tutorials out there. So i make mine condensed and fast pased. Its not for everyone but I have gotten some good feedback for this speed
ITS NOT FCKING WORKING. First the problem was when I imported that there wasnt a skeleton with it. I managed to fix that but now when I try to import the animation (6:20) it says the character doesnt have "root tracks" Unreal engine is bullsht.
Hey Im sorry you are having trouble. I think your problem could lie in choosing the right export settings from mixamo. Make sure to download the model with skin and set to uniform. The when you download the animations set it without skin. When importing in unreal import the base model first . It should import no problem especially if coming directly from mixamo with that settings, then import the animations , when the import settings pop up make sure to select your skeleton that youve imported. Hope that helps! If you are still struggeling I would be happy to help you over discord
@@muller_digital i got that to work and then i did the tutorial. Everything was fine except the walkingwasnt locked even though I checked the lock box from mixamo. It took 4 "re-exports" but it finally worked. Thanks for the help I just have 1 question: How do I bind a button to the run animation? Thanks.
@@calabralarouski7791 so you can use left shift in blueprints. Then drag the caracter movement component in and say set max walk speed. So when you click shift you can set max walk speed (to running value) then when you release set it to walking value. Then also just in the character movement component set the max walk speed to the walk value. Mine is usally walk 150m/s and run is 600m/s
@@Iflexis I dont remember much but I think when you import the model, it shows one of the boxes that says import skeletal mesh, so check the box and the model might only have 1 bone fyi
You start the fucking tutorial after you get to a screen that idk how to get to and say hit shift a or something but the closed captions say ship a, you need to explain more how to get to these screens and speak more clearly with key binds because i cant even begin trying the tutorial because idk how to get to anything
Hey! Im sorry you found it frustrating. Ive received some feedback about this. Its a bit too fast pased for most beginners. The first window is the software blender. And All im doing there is modeling a basic humanoid figure. You can bypass this step by getting a model from the website mixamo.com and getting the accompanying animations. Your feedback is heared and will make sure this is not the case again in future tutorials. Its a learning process for me aswell still 🏆
You're a legend thank you I've used this a few times now with complete success each time
I love the tutorial, this has definitely helped me with my project and will certainly help with my other ones! You are the best! 😁👍👍
Glad it helped you🙏
Finally a straight forward tutorial
Yesss😂
For those having a Compile error on "Cast To BP_MetalMan"
Try changing Object input from:
"Try Get Pawn Owner" -> to
"Get Owning Actor"
Thanks a bunch to OP its a nice clear tutorial
The video was not the best quality and did not have every detail but, THANKS SO MUCH!!!!!!!!!!!!!
This is the best tutorial on Blender Character to Unreal on TH-cam. This should blow up.
And what place is he using for designing the character , How to go there?
thanks helped a lot would love to see a more in-depth movement tutorial like adding walking backwards and crouching and if possible even prone
Great vid look forward to seeing more vids
Go look on my latest tutorial the leg and foot rotation IK, in there description I link an excelent tutorial for 8 directionsl movement🙂
This is the best custom character animation tutorial I have watched, thank you very much for sharing your knowledge!
Thanks for doing this! Great tutorial despite the fast pace! I’m new and giving this all a go when I get home today!
Hope it turned out well!
Best explained, I was looking for this all day, thank you!
I respect you for not longing this out and complicating it like everyyy other channel hahaha ❤
It worked!!! Thank you so much!
How do i get to the screen in the very begging before he says you need to hit ship a as close captions put it and as no matter how many times i rewind i cand understand what hes saying
@@wolfman-kr5zm "You want to start off by clicking Shift +A, then add a mesh: UV Sphere." It's a shortcut to a popup in which you can add an object to the scene to start creating your character.
In my case, I didn't follow the Blender tutorial portion of this video. I began the video @02:55, according to my needs. I imported a model I made from a different program and his process still worked successfully!
I've liked videos before. Why I've even liked and subscribed when impressed enough. But by golly, this is the first time I've ever liked, subscribed, and bookmarked a video in my browser.
So until TH-cam gets with the times and adds the ability to comment on high caliber tutorials like this with a gifs or memes instead of mere mortal words, you will just have to imagine a looping one-second video of Leonardo DiCaprio holding up a champagne glass in your direction with the words "Congrats" overtop of the visual you so deserve sir. Good job keep up the good work.
Wow this comment made my day! Im so happy it helped you! 😎 cooking up some content! Glad to have you around!
Thank you for your effort, this is one of the most inspiring videos for beginners out there. I'm saying this because you can get impressive results faster and easier than any other method out there (to my knowledge). I understand why some people would want you to go more in depth and explain the logic behind every move, but I realize that you consciously decided to speed through it and just present this workflow to us bullet-style. Personally, I got results that would take me hours to achieve otherwise, and I really appreciate you for it. There is a small issue, my character slows down for a second when I turn left or right, especially when I turn sharply/abruptly. I wonder if it's the issue you're mentioning at the end of your video or something else.
Whether you reply or not, please know that teaching this workflow to us for free is greatly appreciated! I guess some people didn't live through the dark ages when we had to pay an obscene amount of money and actually physically attend classes for any scrap of knowledge out there. And that made them a bit unappreciative.
EDIT: I fixed it, but through trial and error, meaning I was just messing around with various settings and this one just happened to work. The trick was to go into the Blend Space and move the dot for Running (IDK what it's called) to the right (I had it down the center before, like in your video). Again, I don't know why this would fix this issue, but I'm happy that it did :)
Thank you so much. Best tutorial ever.
Yay, go South Africa!! Represent, thanks for the tutorial!
Aweee!!😎😎😎🤣
I'm getting an error "Mesh contains a bone as root but animation doesn't contain the root track" did I mess up somewhere?
One problem I’ve been having is ill watch your tutorial, and I’ll see a way to do animations and meshes and it will be amazing but then ill watch another video by someone else and they show another way to do animations and meshes while reaching the object for the video but then their method dosent work well with what I already have and I get a bunch of errors and I don’t know the best way to remedy them so the project works correctly 😅
I'd Recommend a title change for this. I kept searching Blender character to unreal engine 5 if that helps
Thanks! I might just do that
Great video it was very helpful, but I'm currently stuck on a issue where the character moves faster then the camera and teleports back and same with jumping making the interaction feel laggy???
I am not sure but i think that you can try checking the "In place" box in mixamo before downloading the animation
Thanks a lot, have been looking for a tutorial like this 😊
While yes I'm excited to see this my questions now are 1 what if your character has a tail or cape? (or something not on a base human model) would it still work the same way or are there special steps. 2. what if I want to import facial animations?
Simply how to you deal with secondary stuff on a rig?
Context I have some furry characters I'd like to import however they have a tail, big ears, and facial controls. I would like to know if this method will work for that or if there's a special way to go about this.
Okay so do this.
If your creature has a humanoid type body it will work.
You have to seperate your tail/cape from the body mesh. Import just the body mesh into mixamo, Then do the mixamo process. After mixamo reimport it back into blender. Join the tail/cape to the mesh and join the wheights. In other words go to the vertex groups and add the tail/ cape to the accompanying bones.
Id suggest looking at a tutorial on Gorca Games about adding a cape with cloth simulation in unreal. It consist of a similar process. Now that you have the tail on your mesh again and its binded to your rig you can export from blender. I add a cloth sim to my tails to make it dynamic. But you can also rig it and animate it seperately. Check out my steamboat mickey video for the result. Anyways I might make a short about this process as Ive kind of had to figure this out myself.
In regards to the facial controls, i would add it also after the mixamo process. You can add bones to the rig and still keep the animations. Another way would be to use morph targets for mouth movement and blinking eyes.. all depends on what your end goal is :)
This is brilliant! Do you know how we cab edit the animation of our character once we've made it though?
My Animations aren't showing up in the Asset browser of the Blend Space window?
You might have imported them to a different skeleton. Make sure you select the right rig when inporting them
@@muller_digital alright I'll mess around a bit more and tell you if I figure it out thanks.
thank you for this tutorial, you sir are a legend
noob question here: wouldn't it be better to create a child blueprint of the third person rather than just duplicating it? great tutorial though! really good flow to follow :)
Honestly you could go both ways. I just like to do it this way because then I have access to all the components, if you make a child of the thirdperson you have to inherit every component and you might not need it in certain cases. You could go either way tho.
If I wanted to create my own Animations what would you recomend? Just trying to stick with "Done myself"
do you have a tutorial to add an attack?
This really helped me out a lot! Thank you!!
when i try and walk its glitchy and doesn't work, great tutorial but maybe some help on this? plz
Its helpfull, but bext time can you do it a bit slower.
THANKS FROM ITALY🇮🇹
Ofcourse! I hear everyones feedback😎. Glad it helped!
Deserves a million views
Got a problem, i followed all the steps, and the idle animation works but doesn't switch when i start moving
Great knowledge, thank you Sir!
This tutorial was great, im trying to paint my character so hes not chrome though and im having trouble
Make sure you select your character and right click and say smart uv project
@muller_digital i did get my character painted but every part has its own material probably not the right way but it works.
Thank you sooooooo much for this tutorial!!! :)
When I move I only get the idle animation...😭can anybody help me fix it
This is a great tutorial, but I feel like it doesn't teach how to animate, just throw it into Adobe Mixamo and let them do everything for you :(
It keeps saying no debug data
Says mesh contains root but animation doesn't contain root track
Thank you. Really good tutorial
how do you add additional animations that are not standard such as waving or or kicking. how do you then add triggers with a keyboard or xbox controller?
So if you have the animations, import them to that skeleton. Then right click and say create anim montage. In the blueprint call the event that you created in your project input (this is the keyboard or xbox button) and say play anim montage , be sure to plug the mesh in.
Will this work with an AI patroller
Thankss soo much it helped me a lot
how can i reduce the walking speed cuz my character looks like its sliding
what about the root motion problem. I am having a huge issue when I try to impliment a lean while running. I make the right and left lean runnings. I set them to additive animation. Then i set it to scaled and pick the normal running as the reference. and then when I make the blendspace it all messes up. My character goes from idel to floating with a huge wedgey. I think there is an issue with the root bone. Mixamo seems to make the root bone the hips? but it breaks root motion. any help would be greatly appriciated.
Not sure if you have it figured out but a lot of people say use enable root motion and that doesn't fix it but I found force root lock tends to fix some glitching animations. Hope that might help
@@noahwithee7376 yea it wasnt my issue root lock and root motion broke because i didnt have a root bone at the legs. the fix is using mixamo to unreal converter. it takes mixamo animations that you download and adds a root bone to between the legs. If you do not do this then unreal engine will see the hips as the rootbone and it causes all kinds of problems. like when the character stands on the blue blocks it will push the blocks through the floor because unreal cant decide what the bodom of the mesh is and all other kinds of glitches. make sure your animations and models have a proper root bone. this took me a stupid amount of time and reworking to figure out.
when i jump it deletes all animations and just i see the idle
My character is stuck in a t pose XD uh...how can I fix that?
Awesome but when I go to import in UE it asks for a skeleton, 'import all' is greyed out :/
I think you just choose skeleton
Great Tutorial, thanks!
Thank you so much you're a legend
Mans did more in 15 min than ive done in 15 hours 😅
I do really appreciate the knowledge you've accumulated! It's nice to see an expert in the field, knowing that one day I may be able to have that kind of knowledge is very inspirational 😁
I for some reason cant seem to find the "Viewport" thing, any idea why?
Is possible to migrate the character without losing texture?
Unreal Engine import wrong coordinates fix
I'm having a hard time figuring out why my walking animation is choppy. It's like the loop isn't synced up. Also the steps are way too slow, like he's ice-skating lol. It doesn't look like natural walking at all.
Any help would be greatly appreciated.
you could adjust your actual movement speed to make the walking make more sense, its either a world setting or a blueprint setting, you can also adjust individual bones in the animations clicking key with your changes to fix animations
my character is tiny and it makes me redo the skeleton!
How do you get velocity actor? Anyone know?
TOTY - (tutorial of the year) Outstanding :)
THis is the best tutorial by other its 2h long
How do you control animations / characters for cinematic scenes?
Can u do a video on making music videos
Thank you bro
How would I add crouching as well
Everything cool til i add the animations and jump error, like instead walking the chracter starts to fly in the nothing like falling like a dead body from an airplane, its so weird and funny but frustraiting, shit thanks anywway
Thanks boet.
Hi man i did all the things but my character has a delay when running(it runs but when i stop it comes a few steps back )
Sounds like you need to make sure when you export the animation from mixamo, you have to make sure the option “in place” is checked
@@muller_digital in mixamo there isn’t any option called “in place” so what do i do
Any idea how i can fix it man?
Look at 4:09 in the video there is click the option
Oh damn! It worked thank you so much man ❤ (even tho would like a detailed explanation like explaining the steps and all) but still this was a very useful tutorial, keep up the good work
Thank you so much .. much much !!🤩
Does mixamo do more than humanoid animations, like 4 legged animals or flying animals?
Nope unfortunately not. Your best bet for animations for a quadropet would be to find existing anims from animal packs and retarget them. As I did in my duck hunt video for the dog
how do you deal with root bone missing?
but man,you are using alot of shortcut keys in blender and i got no idea what u doing :D
Can we creare our own animations?
What about fingers? I see a lot of arm to leg here but not fingers
So you can add hands with fingers, mixamo will rig them aswell😎
make a help vid
you didnt say anything could go wrong
it sure did my character would not go into mixamo
Dankie , het baie gehelp
we’re did he get BP i don’t have that
that's dense but yeah definitly usefull !
wow... spent an hour on it> animation doesnt work properly> cant fix it> gives up> realizes 3 hours later that i didnt tick "In Place" on mixamo.
I AM STUPID
Anyway thanks for the tutorial!
This tutorial was a little too fast paced, alot of people had that problem it seems. Im happy you got it working 😎keep pushing!
@@muller_digital just a question, is there a way to make it so that the jumping animation doesnt trigger when you just fall off a ledge or something? cause when i jump normally yeah it works but when i fall it gives the same animation, which wouldnt make sense. is there a way to like set it to a certain keybind or something?
@@christiandk09 so technically you can make an is jumping boolean variable which you set to true when jumping is pressed, then either set to false on release or on release with a delay in it. Maybe combine that with the isfalling when switching to that state to play the jump when actually jumping. Not sure if im explaining good enough. But basically just make a boolean variable you set to true when jumping and use that variable to switch to jumping state instead of isfalling only.
Nice tjom!!!
10:15
This feels like coding 😁 sweet!
man youre not explaining anything and youre literally doing youre very best to go as fast as possible for SOME reason. please understand that we are not as fast as you bro. im getting so worked up bc i have to go step by step and pause you after EVERYTHING bc you make it your MISSION to click to the next thing AS FAST AS YOU CAN.... All i see this as is you wanting people to watch you code. like a kid wanting someone to watch them play dark souls... thanks for the copy and pasted functions tho...
Hey my apologies I am sorry to hear this was your experience my goal was to make a quick condensed video but I hear the feedback and will make sure to improve the quality of the tutorial! Please be sure to ask any questions and I will help!
I prefer the quick video. I dread videos that I have to listen to a bunch of fill and fast forward to get to the useful content. Nice edit 🤘 thanks for the rundown!
Lol I'm following Gorka tutorials for unreal engine 5, he goes fast too! Best to watch with captions at half speed. 😅✌️ I'm honestly happy these lessons are free.
@@MindsMouth gorca games tutorials is the best out there. Some people prefer the fast pased and some people prefer slow pased. Eventually you get to a point woth tutorials where you just scan trhough them to now how to do something. The tutorials I make I feel are the ones that lack , as there are many tutorials out there. So i make mine condensed and fast pased. Its not for everyone but I have gotten some good feedback for this speed
@@muller_digital keep up the excellent work. You are appreciated 🤓✌️
ITS NOT FCKING WORKING. First the problem was when I imported that there wasnt a skeleton with it. I managed to fix that but now when I try to import the animation (6:20) it says the character doesnt have "root tracks" Unreal engine is bullsht.
Hey Im sorry you are having trouble.
I think your problem could lie in choosing the right export settings from mixamo.
Make sure to download the model with skin and set to uniform. The when you download the animations set it without skin.
When importing in unreal import the base model first . It should import no problem especially if coming directly from mixamo with that settings, then import the animations , when the import settings pop up make sure to select your skeleton that youve imported. Hope that helps! If you are still struggeling I would be happy to help you over discord
@@muller_digital i got that to work and then i did the tutorial. Everything was fine except the walkingwasnt locked even though I checked the lock box from mixamo. It took 4 "re-exports" but it finally worked. Thanks for the help I just have 1 question: How do I bind a button to the run animation? Thanks.
@@calabralarouski7791 so you can use left shift in blueprints. Then drag the caracter movement component in and say set max walk speed. So when you click shift you can set max walk speed (to running value) then when you release set it to walking value. Then also just in the character movement component set the max walk speed to the walk value. Mine is usally walk 150m/s and run is 600m/s
how did you fix the skeleton issue?
@@Iflexis I dont remember much but I think when you import the model, it shows one of the boxes that says import skeletal mesh, so check the box and the model might only have 1 bone fyi
this look very different
u lost me at "so starting off..." xD
to explain i dont even know in what menu he is, so cya when i figured that out
It didn't work he's still not walking
Check if you compiled
@@lol-uz6py I've fixed the problem
Hi there. I sent you an email from my Brandy Bear Studio account. Would be nice if you are able to read that and get back to me.
You start the fucking tutorial after you get to a screen that idk how to get to and say hit shift a or something but the closed captions say ship a, you need to explain more how to get to these screens and speak more clearly with key binds because i cant even begin trying the tutorial because idk how to get to anything
Hey! Im sorry you found it frustrating. Ive received some feedback about this. Its a bit too fast pased for most beginners. The first window is the software blender. And All im doing there is modeling a basic humanoid figure. You can bypass this step by getting a model from the website mixamo.com and getting the accompanying animations.
Your feedback is heared and will make sure this is not the case again in future tutorials. Its a learning process for me aswell still 🏆
oh my god dude youre STRESSING ME OUT WITH HOW FAST YOURE GOING! you literally CANNOT NOT be TRYING to speed run this.... FUCK
brother if you dont like the tutorial you dont have to watch it. or ykow, turn down the speed
If i have to go to the comments to find the corrections to your errors, its a bad tutorial. Do better.
Sigma
Ohio
oh boy! i cant even reuse the ideas you (didnt fucking teach me) taught me to create a dodge roll feature! incredible! thanks a lot man! 👍👍
too fast