Looks great. You can also create a new slot and slot group in the ABP Base and with a new cached pose and a layered blend per bone with a lower body mask fix the weapon rotation issues (hand IK). Then just use the new slot in your animation montages. I recently did this for sliding (can fire and take damage while sliding) and dodge rolling in my project. This method is great for the pistol when you have animations that you don't want the hands together on the weapon. Well done.
Thank you and that is an excellent point. That is similar to something I am going to cover on a sprinting ability video I will do shortly. This quick fix was used for when you don't want to blend the poses. For example, I have a few parkour animations for a mantling system that I want to keep the original full body animations. Thank you for the comment, cheers!
This method is great for one handed weapons or animations like vaulting where you want a separation of hands as it keeps the weapon rotation correct, or allow you to modify the rotation (ie vaulting). I can do a short video on how I set it up in the ABP if needed for sliding and dodge rolling with the rifle. You can see the results in my very limited (1 video) channel. :P @@tango-alpha-dev
Its fairly simple though. In the ABP Base. Create a new Slot Group (call it what you want). Then create two new slots one for slide and one for roll. The slide is simple enough. Add that slot in the Upperbody/Lowerbody split section between the nodes Apply Additive and Layered Blend Per Bone Base pose. Use the slide slot for your slide animation montage. For the roll I cached off the final pose between control rig and the output pose. Use that cached pose twice into a layered blend per bone then out into the output pose. The additive roll slot will go in between one of the cached final poses that feeds into the blend poses 0. Keep the blend weights to 1.0. In the settings for the Layered blend per bone use the blend mode "blend mask", with the LowerBodyMask as the blend mask, Mesh Space Rotation Blend is false, Mesh Space Scale Blend is false, Curve Blend Option is "Blend By Weight", and the Blend Root Motion based on Root Bone is true. Use the roll slot for your roll montages. There may be a better way but that seems to work for me so far at least for the rifle. I haven't done any testing on pistols. I guess it will depend on whether or not you want two hands on small weapons or not and what your roll animation looks like. I did disable firing while the montage was playing for rolling as that mechanic doesn't make sense for my case. For the slide it doesn't matter since you are just blending in the lower body while maintaining the upper body pose which allows you to fire and slide at the same time.
I'm actually working through this right now. I created a new idle hipfire anim for a new weapon and the anim looks great in preview, but once I put the dang thing in the ABP and it plays at runtime, the blend space is all kinds of f--k'd up. The lower body looks like it's in the standard unarmed idle pose, and my upper body is additive over that. Still haven't figured out a solution yet.
Hmm. I am currently working on some mods in the ABPs. The Lyra animation is extremely complex. There could be any number of issues. What animations you're using? How you have the linked layers set up? Any way to share more specifics?
@@tango-alpha-dev I think it's something to do with the ik and spine 5 solvers on the current rig included with Lyra. I was using the shotgun idle hipfire anim to create a new anim for a pump shotty, but every time I pull the anim in to sequencer and bake it to the rig you can literally watch the ik handles for the hand, virtual bones, and hand gun just default to the a pose location. So basically, anything that was created by epic works fine, but attempt to modify with additive and it'll break because the backward solve is broken on the rig. I'm in the process of fixing the rig to see if that resolves the issue. Btw I believe this is also why you have to set the weapon bone in the anim you created on this video. The weapon bone wasn't included in the rigs solver.
@@gridtac2911 Oh man, I hear you. I am doing something for my game right now and the IK is all sorts of messed up. (Will make a video on it, maybe it will help your issue.) But keep me updated, if you figure it out, I would love to see it!
Unfortunately this is not working for me, I am using Lyra in UE 5.3. Once i add the weapon_r key to the animation then the weapon looks right in the animation and also its montage, but ingame the weapon still is rotated. Do you have any idea what could also be wrong?
Looks great. You can also create a new slot and slot group in the ABP Base and with a new cached pose and a layered blend per bone with a lower body mask fix the weapon rotation issues (hand IK). Then just use the new slot in your animation montages. I recently did this for sliding (can fire and take damage while sliding) and dodge rolling in my project.
This method is great for the pistol when you have animations that you don't want the hands together on the weapon. Well done.
Thank you and that is an excellent point. That is similar to something I am going to cover on a sprinting ability video I will do shortly. This quick fix was used for when you don't want to blend the poses. For example, I have a few parkour animations for a mantling system that I want to keep the original full body animations. Thank you for the comment, cheers!
This method is great for one handed weapons or animations like vaulting where you want a separation of hands as it keeps the weapon rotation correct, or allow you to modify the rotation (ie vaulting). I can do a short video on how I set it up in the ABP if needed for sliding and dodge rolling with the rifle. You can see the results in my very limited (1 video) channel. :P
@@tango-alpha-dev
Its fairly simple though. In the ABP Base. Create a new Slot Group (call it what you want). Then create two new slots one for slide and one for roll.
The slide is simple enough. Add that slot in the Upperbody/Lowerbody split section between the nodes Apply Additive and Layered Blend Per Bone Base pose. Use the slide slot for your slide animation montage.
For the roll I cached off the final pose between control rig and the output pose. Use that cached pose twice into a layered blend per bone then out into the output pose. The additive roll slot will go in between one of the cached final poses that feeds into the blend poses 0. Keep the blend weights to 1.0. In the settings for the Layered blend per bone use the blend mode "blend mask", with the LowerBodyMask as the blend mask, Mesh Space Rotation Blend is false, Mesh Space Scale Blend is false, Curve Blend Option is "Blend By Weight", and the Blend Root Motion based on Root Bone is true. Use the roll slot for your roll montages.
There may be a better way but that seems to work for me so far at least for the rifle. I haven't done any testing on pistols. I guess it will depend on whether or not you want two hands on small weapons or not and what your roll animation looks like.
I did disable firing while the montage was playing for rolling as that mechanic doesn't make sense for my case. For the slide it doesn't matter since you are just blending in the lower body while maintaining the upper body pose which allows you to fire and slide at the same time.
I dont why epic did set up their aim this way in lyra. Every single anim in lyra has the weapon_r backward.
I'm actually working through this right now. I created a new idle hipfire anim for a new weapon and the anim looks great in preview, but once I put the dang thing in the ABP and it plays at runtime, the blend space is all kinds of f--k'd up. The lower body looks like it's in the standard unarmed idle pose, and my upper body is additive over that. Still haven't figured out a solution yet.
Hmm. I am currently working on some mods in the ABPs. The Lyra animation is extremely complex. There could be any number of issues. What animations you're using? How you have the linked layers set up? Any way to share more specifics?
@@tango-alpha-dev I think it's something to do with the ik and spine 5 solvers on the current rig included with Lyra. I was using the shotgun idle hipfire anim to create a new anim for a pump shotty, but every time I pull the anim in to sequencer and bake it to the rig you can literally watch the ik handles for the hand, virtual bones, and hand gun just default to the a pose location. So basically, anything that was created by epic works fine, but attempt to modify with additive and it'll break because the backward solve is broken on the rig. I'm in the process of fixing the rig to see if that resolves the issue. Btw I believe this is also why you have to set the weapon bone in the anim you created on this video. The weapon bone wasn't included in the rigs solver.
@@gridtac2911 Oh man, I hear you. I am doing something for my game right now and the IK is all sorts of messed up. (Will make a video on it, maybe it will help your issue.) But keep me updated, if you figure it out, I would love to see it!
Unfortunately this is not working for me, I am using Lyra in UE 5.3.
Once i add the weapon_r key to the animation then the weapon looks right in the animation and also its montage, but ingame the weapon still is rotated.
Do you have any idea what could also be wrong?
I am sorry, I have not tried it in 5.3 yet. I have been playing in 5.4 lately so, let me see what I can do in that and I'll keep you posted.
P R O M O S M
I'm sorry, I don't know what that means.