can this fix retarget issues for example first person animations made for ue5 skeleton to ue4 FPS arms? I know the shoulder proportions have an inherent problem even when using the latest retargeter.
Hi Anim Mod tool's "hand poses" depends on bone index. I haven't worked with first person animations, so I'm not sure of the skeleton hierarchy. But I'm pretty sure it's the same as UE Mannequins. You can select Ue4 under "Hand Poses" option for better posing. Also there is an option to use static blend option in "Blend with other" section. All you need to do is to make a target animation with hand poses needed on different frames and then blend it with the selected (source animation). Just pick the frame with the right pose (in target animation) and amount of frames to blend. This could be a good solution if "Hand Poses" is not working for you. Anyways, you can try the Anim Mod Tool and if it doesn't work for you, you can apply for refund. But I'm pretty sure that you will find it useful. 😁
can this fix retarget issues for example first person animations made for ue5 skeleton to ue4 FPS arms? I know the shoulder proportions have an inherent problem even when using the latest retargeter.
amazing asset man thank you, I needed to fix some roots in my wall hugging animations and this worked like a charm your awesome for this one keep up the great work !
wow I wanna ask can this plugin make my root motion in Z-Axis translate to my Capsule (so it moves up ) that's the issue am having in my project my capsule refuse to move upwards when a play my animation with AnimMontage on my character Bluprint
Hi, I think this issue involves something about switching to a flying mode in UE. Or you can check your Anim graph in Anim blueprint if it has Control rig connected, then you can disconnect it and try again. Then capsule should follow the z axis movement. I think
Too bad this doesn't fix the issue of Mixamo animations being locked at the pelvis. I've tried every setting combination possible, and still the animation remains locked at the hips. Am I missing something?
Have you added root bone to the mixamo animations? They don't have it at default. The best approach I've found dealing with mixamo is to use Terribilis studio converter (free/donation). Then you will have the proper root bone and root motion. After that you can tweak it to your liking with RM Fix Tool. The plugin can't fix root motion if the root bone is missing or not setup correctly.
You can use "Blend with other" with "use static frame from target selected" option checked. Select as the target your hand posed animation, select filter bones and the number of frames to blend. Also please watch the tutorial ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-QV76fnR6C3I.htmlsi=BY6o-gi8sp4hrB2E "Add hand poses" uses the same functionality pretty much. Only made for convenience and to avoid all those steps. We will think of some sort of solution to add custom hand poses in the future.
You're welcome! Currently hand poses are made for UE5 mannequin and can also be applied to UE4 mannequin. But you might see little offset in some poses due to skeleton differences. We will be adding the same poses for UE4 skeleton in the next update
Hi, YES. it works with any skeleton except "Hand Poses" option (this option requires you to have the same bone names as the UE mannequin skeleton) but you can achieve the same results using "blend with other" with "static" blend option if you are using a custom skeleton.
we'll give it a thought, but now you can also go back and forth in changes in Anim Mod Tool editor until you hit the apply button. If you close without applying then it will discard all the changes
@@AttakuStudio Came here to write that a non-destructive workflow would be really appreciated so that you can come back later and tweak the modifiers again :)
Dude! This is going to be super useful. Not exactly what i need now i think tho but definitely going to need it. I was looking for how to blend a running animation with an ads anim. I did it but when i go from idle ads to walk or run the gun ends up in the bottim left of the screen.. 😅
Nice!! Loving what you're doing here with this tool. Any plans on the bones that are being blended can be categorized by color? Even if not, still an amazing tool.
hi. i saw you know a lot about animation in unreal. so how i can put two-character in one editor-window and animate them together ? its for close-combat & etc. ("sometimes i need to edit one or few bons by millimeter in rotation and location of one character and make the other one pos as first one do his moves ..to make it realistic sen") so i need both of them in a same editor-window. i saw many ppl doing it in unreal, "inside of unreal 5" but nobody even talk about this . its funny cuz everyone try to hide this important thing for animate two character in same time. so if you know how im so thankful
This looks amazing! It would be nice to have the source and target bones color-coded so it's easier to see what's being blended down to even smaller bones. I might get this today!
This has been such a time saver for converting a project from Unity over to Unreal. Didn't have any of the original Max model/ animation files, not even the FBX files. Only the Unity .anims, so conversation has been difficult, and this really helped fix it up problems quickly in Unreal.
It is normal that my root motion operates in world space and not in local space? because the rotation of my character seems to not mater for the root motion, is just oriented to world space
@@AttakuStudio While I was trying to blend two animations (source, target), I was not able to end the new blended animation using the targets last frame.
@@michaelderosier3505 oh, I see what you mean. The reason is that blend depends on the source animation's length, it cannot exceed that. So in order to let the new animation end with targets last frame you can either play with "start frame" that let's your blending start at the certain point of the source animation (if you use this option then you might need to play with "start blend frames Num" to make a smoother transition with the target) or "target start frame" option, which will let you pick the different starting point of the target (so it will start blending the target from a certain point) , or you can try to make your source longer by duplicating it in the sequencer for example. However, one more option could be to play with frame rates. You could try to export and reimport the target with a lower frame rate, which will make it play faster compared to the source in blending (we might add the option of frame rate adjustment in the plugin itself in the future)
This is a huge timesaver! I need a feature that can copy a skeletal mesh pose and its scale to another SKM. This would allow devs to reuse character assets on other characters.
@@Javawok what did you expect though? There is no way to include the pelvis bone movement since it's the parent of all bones, you can only blend the top animation from spine01 bone and up. If you can achieve a better result any other way please let me know, we would be happy to implement it.
any chance you can make this work on MAC OS? I've also purchased the RMFIX tool and it doesn't show up in the options menu. Im guessing it's because you use some sort of "DLL's" that a windows only.
We have added Anim Mod Tool for MacOS and Linux platforms. RM Fix Tool will also be added in the upcoming update, please bear with us, we are adding more features to it also. Thank you for using our tools!
Just What I need it! Excellent Plugin! I just bought it and mirrored my rolls anims and now my character is flawless! And the other features are great also and definitely will use them too !
Looks awesome, can you add a play rate modifier? Like have it be controlled by a curve to give us full control over the final speed. That would be awesome, a plugin called genesis animation record has this but it's too pricey for me to just want that one feature lol. This is the end of the youtube url to see what i mean from it: /watch?v=VJ4N8kSlqgk oh, I'm buying this and RM fix tool right now, both are amazing, thanks for making such useful plugins!
This is exactly what we are planning to add as the next feature 😃 Thank you for choosing our plugins! Also , in case you don't know, you can use RM Fix Tool on multiple animations at the same time, it can save a lot of time
I figured out that if I select z axis it does that. however now my character keeps snapping backwards after the animation during gameplay still which is the whoel reason I bought this to begin with.
@@raleartstudio1701 I'm sure we can fix that, please join our discord.gg/ERfQd5VgMU and post screenshots of your process and result so we can take a look. Also please make sure that you have "root motion" checked in the details panel of your animation before using it in the game.
I figured it out. Its because of my character being created in character creator 4. even after export it uses cc_pelvis instead of just pelvis @@AttakuStudio
@@raleartstudio1701 Hello, I am in my cc4 character; I chose "root-root" instead of "pelvis-root". it worked. :) Of course, my problem was: the metahuman head I added to my character was moving to and from another country while the animation was playing..🙂
With this power I shall become an Unreal Animation God, when I figure out how to easily move animation assets between projects so as to not ruin my main project.