For a limited time I'm offering lifetime access to my Discord server, Mizzo's Dizzo, to the first 150 people who make a one-time payment of $10USD! 🤯 Head over to my Patreon and jump on board: www.patreon.com/MizzoFrizzo
21:07 - Dudes giving homework XD .... I’m amazed by the quality and depth of this video. I'm definitely going to start from the first vid of the series (just found this channel). As a beginner, I find it very helpful and engaging. Thank you for sharing your knowledge and insights with us. I’ve subbed and liked the vid. Truly hope the channel reaches millions of subscribers soon, contents worth gold. You’re awesome! Keep up the good work!
For anyone who's confused because they're following the TFPS Series and don't know why I'm playing with Manny, watch the final section first (@16:36), then go back to the start of the video to learn more about using sequencer. ✌️
Yo MizzoFrizzo.. Gotta say huge thanks to you at this point. I was playing around with Unreal for a looong time (since UE3?) and never made any progress, since i didnt really had the time and the motivation (work, kids, etc.. ) . But your tut right here really brings some new energy to me in terms of motivation, thanks a lot and keep the good work going. I love to see people with that knowledge sharing it with the rest of the world. Stay safe man!
So good to hear, man! Surely if you've been playing around with UE for that long you must be pretty good?! Perhaps if it's motivation you need, you need some exciting projects to be a part of? We're starting a studio called Pitchfork and have a few BIG ideas that are super exciting. Hoping one day to make it a day job. We should talk???
@@PitchforkAcademy : Hey man, not really. I just played around (remember the Hammer Editor of Half Life?..) and did some stuff. Blender, houdini, substance etc.. currently trying to make game.. again... and again... and again.. Would love to work with some crazy guys on a project, since i dont have that much time it might be a bit tricky.. anyways, i'd love to try it out ;)
dude I actually love how easy you made it ill be honest I dont even know how to make a blend space but Im learning that now before I got to the next episode
Really awesome! Im taking SP's multiplayer survival course, but Im so about realism so I will use this tutorials to create the character movement since true fps is life!
did u know u changed the location of camera actor at 19:37 to 6 and 10 but every other time previous it was 8 and 12? in xy location dont suppose it matters, so far best tutorial ive found
the ue 5.2.1 crash when i try to bake the animation. It is a dell g15 with a rtx4060 and a core i7 13th generation. I also have 32GB of GDDR5 Ram. I get no errors or restore options after i restart UE5 Editor. This is kind of annyoing.
Hello, thanks for that great tutorial. I have a problem. You started the project as third person. Then when i finished the animation, i see the animation in third person, but not in first person like in yours. I also add the first person content pack. Is there a way to change the camera to first person view, when spawning the char in third person?
Thank you dear Mizzo for this great tutorial I encountered an issue @ 7:51 when you drag camera onto mesh it opens up socketing list for you to attach camera to a bone but mine just attaches to my actor and becomes its child without asking me for bone to socket and I can't find socketing section anywhere but inside my character's blueprint.
May I ask What version of UE5 you use ? I've found that the drop-down socketing menu only pops up when dragging camera on a static mesh actor and not on actors with skeletal mesh. even though I added a socket to the wanted bone (in this case "Head" bone) it won't show me the drop-down menu. also I tested this on metahumans and third person Manny@@PitchforkAcademy
First of all, I'd like to thank you for your effort so far, really appreciate it. I've been watching from the beginning of your tutorials. Really helpful for Indie game creators. I've spotted that you've added a neck-head rotator at 15:25 . You didn't show us how to make it. Any quick tutorial or advice about how to make it? Thanks a lot! Looking forward to your following updates!
It's added in part 4. What you're seeing there is the results of my "Ultimate True First-Person Camera" tute, but this set up is included in part 4 of the series. Thanks for watching! 🫶
At first I had a problem with the very first second of my animation - the hands would turn into some stretched mess. I have redone this, now it's all good, but my animation just stops after 4 seconds in the playground. What could cause this?
Love the content and really great information all around. I was having trouble with getting a level sequence to work on the BP_metahuman and it won't allow me to add. It has to be an animation sequence. Are LS something that can be converted to AS later on? Still following the tutorials but have made a bunch on LS as practice with rigging and would love to add them. Really underrated content creator!
can this work as the more convenient way to create animation for fps reload, shooting, check mag etc? or do you prefer blender if want to make such animation, because what i found that by using the sequencer i can speed up the process of making animation for guns, but i feel like blender is objectively better due to completeness of the animation function. tl:dr this unreal engine sequencer or blender?
Very wacky thing going on with the timeline. When I move to 60 frames, the arms suddenly reset to A pose instead of where they were initially. Sometimes it will reset, sometimes it will not. It seems very random as to whether or not that happens. Any ideas on what I could be doing wrong?
I keep bothering you, I apologize for that lol. When I hit compile in the animation event graph, the arms continue using the same idle animation that the lower body is supposed to be using. I've applied the hand animation to blend pose 0 and have done everything else exactly the way you did.
@@Volataxx It's worth considering joining my Discord server (via Patreon link in the description). There's quite a few very knowledgeable and very helpful people in there...
was just working in the sequencer for like 10 minutes and left to take a piss, cam back and my project auto saved and reset it... wtf is this system 😭 also i keep instinctively pressing ctrl+z and it just messes everything up. Why does the sequencer work so much differently than everything else??
Yeah it can be fiddly and annoying some times. Did you have automatic keyframing switched on (the little key icon)? It shouldn't be resetting anything if that's switched on. Ctrl+z should also work properly if it's switched on...
When I drag my control rig out, it does not give me any key frame options or show my skeleton hierarchy in the sequencer. Am I missing something? It only shows CR_Mannequin_Body but nothing in a drop down for bones.
@@PitchforkAcademy Yes I believe I found it in your other animation tutorial. You need to remove the control rig first then add it back after the animation. Thanks! This stuff is amazing.
there is a small issue, when baking the animation and exporting to the folder the engine freezes, it does not say responding when opening task manger though.
as for now I found a work around by animating the third person Manny, since we retargeted animations like test idle or MF idle work just as good with a few issues like fingers, until I can fix this I'm just going to try and use this work around, if anyone could help that would be great.
for me it crashed saying GPU ran out of video memory... for me .. i quit all other programs.. webbrowser etc .. and set the view to a wiregrid top and then it worked (lowering video memory takers)
all fun and games until you try to add the animation and skeleton doesn't match...also i see a control rig that wasnt there in prev videos of this tutorial hella confusing now
Hey @MizzoFrizzo loving the series! I had a question. When creating animations is it possible to create animations that would track head movement too? For example, when player is reloading gun I want to keyframe the camera to look down at the gun. Thanks again for your work!
@@PitchforkAcademy Okay, just checking if possible for later in my project. Thanks for the reply! Looking forward to your other videos as well beyond this TrueFPS Series! You're a very good teacher bud!
Is there an easy way to replace my current FPS Character with this one when ready? I have one already built with widget referenced to it and AI chasing it. So I'm little worried I'll have to redo all of that.
My understanding is that you want to work with the same skeleton all the way through, so you'd eventually swap out the character mesh with one that uses the same skeleton. That's as far as I know, but I can't be sure what best practice is.
Hey man I am super lost with the tutorial, trying to follow the FPS Shooter tutorial along with the Weapon System tutorial and can't for the life of me find where the pistol/assault aiming animation tutorial is 😞 Does it exist? Or do we have to manage it ourselves?
Im having one issue, when pawn control rotation on the camera is off my players camera is very weird and it makes the camera move with the running and stuff, i cant really explain it but its very weird, but when i turn it on it stops flopping around like it does with it off, the only problem is when i applied the new idle animation its off centered from the camera when pawn control rotation is on, when I turn it off its centered fine but i still am flopping around and moving the camera very weirdly, Im following the true fps tutorial by the way.
@@PitchforkAcademy well, I have not only animations for arms , but for everything else also head etc. So when I parent camera to spine_05 or head it bobs ALOT.. So how to have a animation only affect arms, or not head. In unity it's called Avatar mask.
I plugged the idle animation to blend 15:45 and when I looked up, the body rotates sideway to the right and when look down, it rotates to the left. Do you know why that is?
@@PitchforkAcademy I turned it on and deleted spine_01 and spine_02 for pitch rotation and it's somewhat okay now. 🤷🏻 Can't tell if the problem is still there or just a lot more subtle.
First you'd need to be clearer about what your actual problem is... This video is just designed to show people that they can use sequencer to bake their own first-person animations.
Why do you have to create one animation with the mannequinn and then one with the character? Is it important to create two animations for another sequence?
mizzo, I didn't understand what you did after creating the animation, because you made a small cut, and as I'm not fluent in English I couldn't follow it, could you please explain it better or create a video with a new tutorial explaining it from beginning to end?
I don't know how I can explain anything better than I already have. I pride myself on explaining everything in my videos very clearly. Perhaps look at the transcript for the section you're confused about and copy/paste it into google translate.
ok, so should I create a project just for animations and then migrate to the main one? is that when I migrate from the third-person project to the first-person project, the Testidle animation does not appear to be added to the human meta within the character's animation tab.@@PitchforkAcademy
Please Help When I move my screen up and down my hands aren't centred still and they don't move in sync with the screen motion like yours Instead of meta models I am using the Mannaquin but it still has 5 spines and I did -18 and 18 into the float clamp
It usually has something to do with where your camera is socketed and/or how your sensitivity controls are set up. It also could be that your clavicles aren't rotating with spine_05... You could try changing the set up to just use the bottom 4 spine bones (and clamp between -25 to 25.)
@@PitchforkAcademy How can I adjust the sensitivity, I tried with 4 spines It didn't work the hands are moving faster than my mouse on screen reaching the top before me, I don't know what to change with the camera because it is socketed to the head and Is at 0 cords but I lined up the test idle animation with the 5 12 0 coords
@@PitchforkAcademy OK I THINK I FOUND THE ISSUE In the first person camera Use Pawn Control Rotation was selected and when I unticked it the arms are working fine now just incase anyone else gets this issue
If you're talking about one that you've made yourself, the best practice would be to always save the Level Sequence (and make copies if you need to). I believe there's also a way to take a baked sequence and an IK Rig to produce an editable Level Sequence but I'm not 100% sure how that works.
@@PitchforkAcademy Yeah I'm interested in editing existing animations that were made a different way. Honestly having to bake the animation every time makes iterating a pain. A lot of Epic's tools suffer from this kind of design issue unfortunately
control rig is still crashing, I do not know how to fix it. When baking animation sequence it will work, but after clicking export it will freeze the editor.
@@Conversion108 Seems like plenty. I also have a 3070... I really don't know, man. All I can say for sure is that it's nothing to do with the method outlined in the video. 🤔
For a limited time I'm offering lifetime access to my Discord server, Mizzo's Dizzo, to the first 150 people who make a one-time payment of $10USD! 🤯 Head over to my Patreon and jump on board:
www.patreon.com/MizzoFrizzo
21:07 - Dudes giving homework XD .... I’m amazed by the quality and depth of this video. I'm definitely going to start from the first vid of the series (just found this channel). As a beginner, I find it very helpful and engaging. Thank you for sharing your knowledge and insights with us. I’ve subbed and liked the vid. Truly hope the channel reaches millions of subscribers soon, contents worth gold. You’re awesome! Keep up the good work!
For anyone who's confused because they're following the TFPS Series and don't know why I'm playing with Manny, watch the final section first (@16:36), then go back to the start of the video to learn more about using sequencer. ✌️
thank you for the tutorial, but this was hella confusing
iam learning unreal with this and i feel at home, you are doing great thanks alot
Honestly i don't know about "the best guide on the internet", but it's definetively pretty cool and deserves more views 😅🤣
They're just being kind. It goes without saying that it's not the best guide on the internet. 😉
BEST GUIDE ON THE INTERNET ON THE SUBJECT RIGHT NOW!
Yo MizzoFrizzo.. Gotta say huge thanks to you at this point. I was playing around with Unreal for a looong time (since UE3?) and never made any progress, since i didnt really had the time and the motivation (work, kids, etc.. ) . But your tut right here really brings some new energy to me in terms of motivation, thanks a lot and keep the good work going. I love to see people with that knowledge sharing it with the rest of the world. Stay safe man!
So good to hear, man! Surely if you've been playing around with UE for that long you must be pretty good?! Perhaps if it's motivation you need, you need some exciting projects to be a part of? We're starting a studio called Pitchfork and have a few BIG ideas that are super exciting. Hoping one day to make it a day job. We should talk???
@@PitchforkAcademy : Hey man, not really. I just played around (remember the Hammer Editor of Half Life?..) and did some stuff. Blender, houdini, substance etc.. currently trying to make game.. again... and again... and again.. Would love to work with some crazy guys on a project, since i dont have that much time it might be a bit tricky.. anyways, i'd love to try it out ;)
Keep it up mate, really enjoying this content.
dude I actually love how easy you made it ill be honest I dont even know how to make a blend space but Im learning that now before I got to the next episode
Great vid. Can’t wait for gun tut!!!
Doing this as a true first person is fantastic.
I recorded a new one of these:
czcams.com/video/imA0aW9AdKo/video.html 🙂
Really awesome! Im taking SP's multiplayer survival course, but Im so about realism so I will use this tutorials to create the character movement since true fps is life!
so happy to figured animations finally thanks to you, now I Know am I the only one who's first thought was yo make the middle finger come up animation
Great content!
This was great. Thanks
another fantastic video by mizzo, thank you very much pal.
did u know u changed the location of camera actor at 19:37 to 6 and 10 but every other time previous it was 8 and 12? in xy location dont suppose it matters, so far best tutorial ive found
It doesn't matter too much as long as people keep the position they want to use. 👍
the ue 5.2.1 crash when i try to bake the animation. It is a dell g15 with a rtx4060 and a core i7 13th generation. I also have 32GB of GDDR5 Ram. I get no errors or restore options after i restart UE5 Editor. This is kind of annyoing.
Hello, thanks for that great tutorial. I have a problem. You started the project as third person. Then when i finished the animation, i see the animation in third person, but not in first person like in yours. I also add the first person content pack. Is there a way to change the camera to first person view, when spawning the char in third person?
Good video :3
These videos are Unreal
Thank you dear Mizzo for this great tutorial
I encountered an issue @ 7:51 when you drag camera onto mesh it opens up socketing list for you to attach camera to a bone but mine just attaches to my actor and becomes its child without asking me for bone to socket and I can't find socketing section anywhere but inside my character's blueprint.
That's annoying. They might have changed it in the new version. I'll have to try this next time I'm at my computer and let you know what I find.
Thank you I believe that might be the case. I'm using 5.3 btw@@PitchforkAcademy
@raging2602 I'm getting the drop-down menu but it's not setting the location of the camera properly. This is really annoying! 😑
May I ask What version of UE5 you use ? I've found that the drop-down socketing menu only pops up when dragging camera on a static mesh actor and not on actors with skeletal mesh. even though I added a socket to the wanted bone (in this case "Head" bone) it won't show me the drop-down menu. also I tested this on metahumans and third person Manny@@PitchforkAcademy
@@raging2602 5.3
First of all, I'd like to thank you for your effort so far, really appreciate it.
I've been watching from the beginning of your tutorials. Really helpful for Indie game creators.
I've spotted that you've added a neck-head rotator at 15:25 . You didn't show us how to make it.
Any quick tutorial or advice about how to make it?
Thanks a lot! Looking forward to your following updates!
It's added in part 4. What you're seeing there is the results of my "Ultimate True First-Person Camera" tute, but this set up is included in part 4 of the series. Thanks for watching! 🫶
@@PitchforkAcademy Woopsie. My bad, mate. I missed that tut. 😅
Thank you so much for your reply!
At first I had a problem with the very first second of my animation - the hands would turn into some stretched mess. I have redone this, now it's all good, but my animation just stops after 4 seconds in the playground. What could cause this?
lmao, I forget to loop it
Love the content and really great information all around. I was having trouble with getting a level sequence to work on the BP_metahuman and it won't allow me to add. It has to be an animation sequence. Are LS something that can be converted to AS later on? Still following the tutorials but have made a bunch on LS as practice with rigging and would love to add them. Really underrated content creator!
@drewlamora4181 AS is what is created when you 'bake to animation sequence', as shown in the video. 😉
@@PitchforkAcademy Duh my bad. Appreciate the fast response!
can this work as the more convenient way to create animation for fps reload, shooting, check mag etc? or do you prefer blender if want to make such animation, because what i found that by using the sequencer i can speed up the process of making animation for guns, but i feel like blender is objectively better due to completeness of the animation function.
tl:dr this unreal engine sequencer or blender?
You didn't show it in video. How do you attach that gun in his hands while using control rig?
Just drag it onto the skel mesh in the world outliner, set the socket, and zero out the transform.
Very wacky thing going on with the timeline. When I move to 60 frames, the arms suddenly reset to A pose instead of where they were initially. Sometimes it will reset, sometimes it will not. It seems very random as to whether or not that happens. Any ideas on what I could be doing wrong?
...autokey was off. Sorry I seem to just rubber duck the comments half the time
I keep bothering you, I apologize for that lol. When I hit compile in the animation event graph, the arms continue using the same idle animation that the lower body is supposed to be using. I've applied the hand animation to blend pose 0 and have done everything else exactly the way you did.
@@Volataxx It's worth considering joining my Discord server (via Patreon link in the description). There's quite a few very knowledgeable and very helpful people in there...
was just working in the sequencer for like 10 minutes and left to take a piss, cam back and my project auto saved and reset it... wtf is this system 😭 also i keep instinctively pressing ctrl+z and it just messes everything up. Why does the sequencer work so much differently than everything else??
Yeah it can be fiddly and annoying some times. Did you have automatic keyframing switched on (the little key icon)? It shouldn't be resetting anything if that's switched on. Ctrl+z should also work properly if it's switched on...
Really awesome video!! Can you teach us how to edit an already baked animation?
Thanks! I will eventually do a lot more animation content but I already have a huge backlog of programming content lined up. ✌️
When I drag my control rig out, it does not give me any key frame options or show my skeleton hierarchy in the sequencer. Am I missing something? It only shows CR_Mannequin_Body but nothing in a drop down for bones.
Something I was confused on how did you know that it was at 4 seconds at 240 frames?
Because I set it to 60fps
It is possible with this method to work from a reference animation. Lets say load up Idle Pistol and tweak it with camera and bake as new?
You mean change an existing animation?
@@PitchforkAcademy Yes I believe I found it in your other animation tutorial. You need to remove the control rig first then add it back after the animation. Thanks! This stuff is amazing.
How do you change the FOV of the camera? I'm struggling to animate where the hands should be properly because the FOV is too low.
Did you try selecting the camera in the outliner and having a look in the details panel?
@@PitchforkAcademycompletely new to ue5, but yes i ended up figuring that out lol
there is a small issue, when baking the animation and exporting to the folder the engine freezes, it does not say responding when opening task manger though.
not responding*
as for now I found a work around by animating the third person Manny, since we retargeted animations like test idle or MF idle work just as good with a few issues like fingers, until I can fix this I'm just going to try and use this work around, if anyone could help that would be great.
for me it crashed saying GPU ran out of video memory... for me .. i quit all other programs.. webbrowser etc .. and set the view to a wiregrid top and then it worked (lowering video memory takers)
@@Conversion108 in project settings change from Directx12 to directx11 or vulkan both work for me
all fun and games until you try to add the animation and skeleton doesn't match...also i see a control rig that wasnt there in prev videos of this tutorial hella confusing now
Sooo you made an animation for the wrong skeleton...?
he fixes it at the end but still was frustrating
@MagicxReal-Studio If you're easily frustrated you've got a hard road ahead of you.
Hey @MizzoFrizzo loving the series! I had a question. When creating animations is it possible to create animations that would track head movement too? For example, when player is reloading gun I want to keyframe the camera to look down at the gun. Thanks again for your work!
Depends if the camera is parented to a bone or not (mesh parented to the camera, for example). Sorry I haven't looked into how to go about that yet.
@@PitchforkAcademy Okay, just checking if possible for later in my project. Thanks for the reply! Looking forward to your other videos as well beyond this TrueFPS Series! You're a very good teacher bud!
You doing great, I just wont animate my idle like that. No body runs with their hands in front of the face 😆
It's a semi-passive stance from Krav Maga. 😉
@@PitchforkAcademyah yes, ofcourse! Im a kickboxer myself and a bit ji-jutsu & Brazilian ji-jutsu
@@supermattis108 You should try some Krav, man. I love how it takes ego out of the equation!
@@PitchforkAcademyMaybe next season 🤔🤷🏼♂️😁
Is there an easy way to replace my current FPS Character with this one when ready? I have one already built with widget referenced to it and AI chasing it. So I'm little worried I'll have to redo all of that.
My understanding is that you want to work with the same skeleton all the way through, so you'd eventually swap out the character mesh with one that uses the same skeleton. That's as far as I know, but I can't be sure what best practice is.
Hey man I am super lost with the tutorial, trying to follow the FPS Shooter tutorial along with the Weapon System tutorial and can't for the life of me find where the pistol/assault aiming animation tutorial is 😞 Does it exist? Or do we have to manage it ourselves?
Yeah man just keep going. Part 8 is an animation workshop where I go through making your own aiming animations etc.
Every time I've animated the arms in the correct position and then try to animate the sequence they reset to default?
Sounds like you haven't key framed it
I just figured it out :D@@PitchforkAcademy
Im having one issue, when pawn control rotation on the camera is off my players camera is very weird and it makes the camera move with the running and stuff, i cant really explain it but its very weird, but when i turn it on it stops flopping around like it does with it off, the only problem is when i applied the new idle animation its off centered from the camera when pawn control rotation is on, when I turn it off its centered fine but i still am flopping around and moving the camera very weirdly, Im following the true fps tutorial by the way.
I'm hoping to upload a video today that involves switching it on and fixing a couple of issues that creates. Stay tuned, my guy. 🫶
@@PitchforkAcademy thanks!
@@RRGage Done. Hope it helps...
czcams.com/video/h_OmeJPcmLw/video.html
How could I mask out the head from the upper body blend space? hard to find some info about it
I don't know what you mean.
@@PitchforkAcademy well, I have not only animations for arms , but for everything else also head etc. So when I parent camera to spine_05 or head it bobs ALOT.. So how to have a animation only affect arms, or not head. In unity it's called Avatar mask.
I plugged the idle animation to blend 15:45 and when I looked up, the body rotates sideway to the right and when look down, it rotates to the left. Do you know why that is?
Try checking/unchecking "use pawn control rotation"
@@PitchforkAcademy I tried that but unforunately it wasn't on. It only happens when I plug in the idle animation.
@@shirakuyanai4095 That's weird...
@@PitchforkAcademy I turned it on and deleted spine_01 and spine_02 for pitch rotation and it's somewhat okay now. 🤷🏻
Can't tell if the problem is still there or just a lot more subtle.
@@shirakuyanai4095 Are you following the TFPS series?
16:14 The camera is no longer linked to head movements. Will we fix this in the future?
First you'd need to be clearer about what your actual problem is... This video is just designed to show people that they can use sequencer to bake their own first-person animations.
Why do you have to create one animation with the mannequinn and then one with the character? Is it important to create two animations for another sequence?
I have no idea what you're talking about...
mizzo, I didn't understand what you did after creating the animation, because you made a small cut, and as I'm not fluent in English I couldn't follow it, could you please explain it better or create a video with a new tutorial explaining it from beginning to end?
I don't know how I can explain anything better than I already have. I pride myself on explaining everything in my videos very clearly. Perhaps look at the transcript for the section you're confused about and copy/paste it into google translate.
After creating the animation and baking it I just applied it to a first-person character to show that it works.
ok, so should I create a project just for animations and then migrate to the main one? is that when I migrate from the third-person project to the first-person project, the Testidle animation does not appear to be added to the human meta within the character's animation tab.@@PitchforkAcademy
@@PitchforkAcademy Your tutorials are very good, I recognize that, and because of my bad English I have problems, I apologize.
@@noigteryt6267 No, I don't see any reason to do that. Just create your animations within your project.
Please Help When I move my screen up and down my hands aren't centred still and they don't move in sync with the screen motion like yours Instead of meta models I am using the Mannaquin but it still has 5 spines and I did -18 and 18 into the float clamp
It usually has something to do with where your camera is socketed and/or how your sensitivity controls are set up. It also could be that your clavicles aren't rotating with spine_05... You could try changing the set up to just use the bottom 4 spine bones (and clamp between -25 to 25.)
@@PitchforkAcademy How can I adjust the sensitivity, I tried with 4 spines It didn't work the hands are moving faster than my mouse on screen reaching the top before me, I don't know what to change with the camera because it is socketed to the head and Is at 0 cords but I lined up the test idle animation with the 5 12 0 coords
@@PitchforkAcademy OK I THINK I FOUND THE ISSUE In the first person camera Use Pawn Control Rotation was selected and when I unticked it the arms are working fine now just incase anyone else gets this issue
Your a lifesaver, this fixed everything for me also ^.^. I must've missed him unticking that option in a previous tutorial? I dunno.@@Kiroshia
Why is the progress different from the previous video? I can't copy it because I'm confused..
Watch the final section first (@16:36), then go back to the start. 👍
Thank you!
Can you bring a baked animation back into Sequencer to tweak it?
If you're talking about one that you've made yourself, the best practice would be to always save the Level Sequence (and make copies if you need to). I believe there's also a way to take a baked sequence and an IK Rig to produce an editable Level Sequence but I'm not 100% sure how that works.
@@PitchforkAcademy Yeah I'm interested in editing existing animations that were made a different way. Honestly having to bake the animation every time makes iterating a pain. A lot of Epic's tools suffer from this kind of design issue unfortunately
control rig is still crashing, I do not know how to fix it. When baking animation sequence it will work, but after clicking export it will freeze the editor.
Yeah that sucks. Is your machine up to the task? Maybe try uninstalling and reinstalling the editor...?
@@PitchforkAcademy my machine got a 3070 32gb ram
@@Conversion108 Seems like plenty. I also have a 3070... I really don't know, man. All I can say for sure is that it's nothing to do with the method outlined in the video. 🤔
@@PitchforkAcademy oh of course not cause it works for 5.0.3
@@PitchforkAcademy I’m just going to use 5.0.3 for the rest any issues I’ll fix them