VRM4U
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Messed up Animations on Packaging
Everything works fine in the viewport but when I package my game the animations are messed up/flickering/lagged.
UnrealEngine Version: UE5.1]
https://github.com/ruyo/VRM4U/assets/139527410/7ed9616c-1a58-4a3a-9b70-62238d647519
https://github.com/ruyo/VRM4U/assets/139527410/3cb238a6-7008-4ee6-9e5a-9cb4e0fa7350
Hi. This seems to be a problem with the feet IK, not VRM4U. As a test, try disabling or changing the IK of the feet and see how it works.
Hi. This seems to be a problem with the feet IK, not VRM4U. As a test, try disabling or changing the IK of the feet and see how it works.
Thanks for your response! The animations work perfectly in the viewport and glitch as shown above when packaging. I tried disabling the IK and I've changed a few settings but still can't figure it out.. ):
https://github.com/ruyo/VRM4U/assets/139527410/10bacc68-fc00-4e1c-94ce-f2a3aec68c3a
I re imported the character and now just the jump isn't working.. lol hopefully you can help me with this idk what's going on
Unreal Engine 5.3 Alternatively, you have to export the movement animation via the retargeting and then define yourself via the animation blueprint how the character has to move. There you only have to create a copy of the sequences. These must be inserted by hand. A few nodes could not be inserted with copy and paste. A modified version of CR_MannequinFootIK(Control Rig) should also be created and adapted, otherwise it will get stuck in the falling animation. In this case, however, create a control rig from the desired character.
CR_Mannequin_Procedual (Control_rig) is not necessarily needed for a reason. Last but not least, the retargeting in e.g Third_PersonCharacter with the double Skeletal Mesh is no longer needed. the movement should finally be able to run completely with the SkeletalMesh(CharacterMesh0).
I noticed it when I put the exported animations (walking, running, jumping, falling over etc) into the game world for testing and they were error free in the shipped game.
The faulty movement is triggered by the sequence pose "Manny_calf_l and R and can be seen quite well in the editor, that the movements look exactly like in the shipped game, they are apparently controlled by ABP_Manny_PostProcess, which in turn controls the CR_Mannequin_Procedual (Control_rig). I hope this helps with the bone problem.