Tony Bowren
Tony Bowren
  • Видео 54
  • Просмотров 250 799
Unreal Engine 5: Adding Secondary Animation with Control Rig
This video is part of the Visualization guide for Virtual Production. It talks about ways to add secondary dynamics to real time characters, especially motion capture performance.
#unrealengine5 #controlrig #virtualproduction
Просмотров: 12 601

Видео

Unreal Engine 5 Virtual Production: Remote Control OSC
Просмотров 4 тыс.Год назад
How to take an OSC data stream and use it in the Unreal Engine 5 Editor. No Play required.
Virtual Production Unreal Engine 5.1: Driving Chaos Vehicles
Просмотров 16 тыс.Год назад
Virtual production needs often involve cars driving and multiple recorded elements all coming together in one shot. This video goes over how to use a drivable vehicle in Unreal Engine 5.1 to make recording in Take Recorder. It also shows how to combine previous takes into one level sequence and use that to create more complex shots where the performances layer on top of the previous work. It al...
How to Record Chaos Vehicles for Linear Animation in Unreal 5
Просмотров 28 тыс.2 года назад
Using a FollowSpline Component on a Chaos Vehicle, this video shows some advanced techniques to record vehicle physics into Take Recorder. Based on Stephen Phillips demo project at: dev.epicgames.com/community/learning/tutorials/ryL5/unreal-engine-follow-a-spline-and-report-distance-along-it-using-an-actor-component #Unrealengine5 #chaos #ue5 #virtualproduction
How to update a source animation in Sequencer and keep your additive layers in Unreal Engine 5
Просмотров 21 тыс.2 года назад
Often when editing motion capture in sequencer, one creates a backwards solve and makes additive adjustment layers. If you need to import a new source, those edits can be lost. This video shows you how to keep those layers and update the source file. #unrealengine5 #controlrig #ue5 #animation #mocap
Unreal Engine Virtual Production: How to use Live Link Instance to simplify your Mocap session
Просмотров 1,9 тыс.2 года назад
This video shows how a Live Link Instance node can simplify your virtual production sessions by not requiring access to animation blueprints for each character.
Unreal Engine 5 Animation import Pipeline and how to export to Maya and back
Просмотров 19 тыс.2 года назад
This video goes over the basics of how to get animation into Unreal. It also demonstrates how to assemble those animations in sequencer as well as how to export that back to Maya for adjustments. This was part of the Australian Short Film Challenge 2 program.
How to export a MetaHuman body to Maya and reimport it back to Unreal Engine 5
Просмотров 11 тыс.2 года назад
I recently had to delete some faces on a MetaHuman body and bring that skeletal mesh back into Unreal. Along the way I ran into some issues and thought I would share the solutions.
UE5 How to Use An Xbox Controller in Editor with Virtual Live Link.
Просмотров 4,6 тыс.2 года назад
This video will show you how to setup a virtual live link connection that reads values from an Xbox Controller. This will enable you do control object in Editor and not have to go into Play mode. Project file: epicgames.box.com/s/wfvrjoasr52phfftbkgejbpeql9kby5d
Spooky Gultch, Utah
Просмотров 18810 лет назад
Spooky Gultch, Utah
Pixy CMUcam5 Digital Camera: 3. Interfacing Arduino and Playstation Move with I2C
Просмотров 26 тыс.10 лет назад
Pixy CMUcam5 Digital Camera: 3. Interfacing Arduino and Playstation Move In this video I talk about connecting the Pixy camera to the Arduino using the I2C protocol and how to get accurate, reliable tracking with a Playstation Move controller. I also show how to setup a pair of Arduino / Processing programs to show the blob tracing in realtime. Pixy is a fast, low-cost vision sensor you can qui...
Pixy CMUcam5 Digital Camera: 2. Testing the Pan / Tilt Mechanism
Просмотров 54 тыс.10 лет назад
Pixy CMUcam5 Digital Camera: Testing the Pan / Tilt Mechanism Pixy is a fast, low-cost vision sensor you can quickly "teach" to find objects, and it connects directly to Arduino and other controllers. For more information see: www.cmucam.org/projects/cmucam5 Kickstarter Project page: www.kickstarter.com/projects/254449872/pixy-cmucam5-a-fast-easy-to-use-vision-sensor
Pixy CMUcam5 Digital Camera: 1 Unboxing the Pixy
Просмотров 4,3 тыс.10 лет назад
Unboxing the Pixy CMUcam5 Digital Camera. Pixy is a fast, low-cost vision sensor you can quickly "teach" to find objects, and it connects directly to Arduino and other controllers. For more information see: www.cmucam.org/projects/cmucam5 Kickstarter Project page: www.kickstarter.com/projects/254449872/pixy-cmucam5-a-fast-easy-to-use-vision-sensor
Oculus Rift and Razer Hydra in Tuscany Demo
Просмотров 16 тыс.11 лет назад
I show off my first tests of integrating the Hydra into the Tuscany Demo. Being able to look through the windows and crouch down makes the experience much more realistic. I use one hydra attached to the top head strap. The next version will use the the other controller to walk around and probably have a virtual hand for better reference.
Positional 3D Tracking with Razer Hydra and openFrameworks
Просмотров 2,4 тыс.11 лет назад
By definining a 3d space with the Hydra controller, I can create a custom glFrustum and make it appear as if the monitor is a window into another dimension. Hoping to add some homebrew position head and hand tracking to the Oculus Rift.
harry gets killed
Просмотров 7911 лет назад
harry gets killed
kitty quest
Просмотров 9612 лет назад
kitty quest
Magic of a moment
Просмотров 23212 лет назад
Magic of a moment
The Butkickers Strike Back
Просмотров 28812 лет назад
The Butkickers Strike Back
[Trailer] The Butkickers Strike Back
Просмотров 18212 лет назад
[Trailer] The Butkickers Strike Back
[Trailer] Attack of the Butkickers
Просмотров 8312 лет назад
[Trailer] Attack of the Butkickers
Attack of The Butkickers
Просмотров 33412 лет назад
Attack of The Butkickers
I like
Просмотров 7412 лет назад
I like
Pop it sling shot
Просмотров 13612 лет назад
Pop it sling shot
The Cinnamon Challenge
Просмотров 13912 лет назад
The Cinnamon Challenge
Charlie baby chases laser
Просмотров 7812 лет назад
Charlie baby chases laser
How to make a balloon parachute
Просмотров 8 тыс.12 лет назад
How to make a balloon parachute
Car goes boom 2
Просмотров 2012 лет назад
Car goes boom 2
Car goes boom
Просмотров 3612 лет назад
Car goes boom
Lego gets run over by car
Просмотров 14812 лет назад
Lego gets run over by car

Комментарии

  • @lukas1658
    @lukas1658 День назад

    could you potentially use this work flow to make it so a vr headset not the controllers were able to the game controller?

    • @tbowren
      @tbowren День назад

      Yes, In 5.5 we have OpenVR support from steam. So the VR controllers are just live link input streams, for sure you can get their transforms, im not 100% sure how you access the button presses or joystick inputs. The Headset transforms for sure would be readable.

  • @rustymech7869
    @rustymech7869 18 дней назад

    exactly what i was looking for, thanks!

  • @juanarayaart
    @juanarayaart 20 дней назад

    Thanks for the tutotial. I have a question. Do you know how to bake animation from a level sequence to an animation sequence while ensuring it fully respects the physics we see? I'm running an issue where I applied the spring interpolate and created a loop animation. It works perfectly in the level sequence, but in the animation sequence, it doesn't loop correctly Do you know any trick to solve this problem?

    • @tbowren
      @tbowren 20 дней назад

      For something like this I would recommend using take recorder to bake the bones. This will be more of a "What you see is what you get" than baking. Unfortunately you cannot use take recorder to back controls, but you can do a reverse solve to get the bone animations back to FK controls.

  • @boriseviav
    @boriseviav Месяц назад

    Cool video👍This helped me. Unreal 5.4.4. I downloaded the project from the link below, migrated all the content to my own and everything works. Works with City Sample Vehicles. The only downside is that if the fps drops, the timings of the keys in sequencer may not match the simulation. But my car driving by the line, that's already super

  • @felipecruz9567
    @felipecruz9567 Месяц назад

    nice video very helpful, thanks!

  • @Anand_Bhatt
    @Anand_Bhatt Месяц назад

    I have an issue that when I’m driving the car after it reaches a certain point on map it disappears. Any solution for that?

  • @drbonemaster2
    @drbonemaster2 2 месяца назад

    Daysaver!

  • @PixelProf
    @PixelProf 2 месяца назад

    Remote control seems to allow BP Actor Functions/Events to be exposed to be run via HTTP, but the Mapping/Bind section of the OSC Protocols panel never populates for a "Call Function" binding. Is it possible to trigger an actor or function library event or function via OSC, or is this only possible via HTTP? Thanks! :-)

  • @rqr43
    @rqr43 3 месяца назад

    I used your method but changed it a bit. I created copies of meshes and applied all these actions on them. And then I transferred the attributes to the main mesh, because when I merged it and deleted the non deformer, I had problems when testing the model. Thank you so much!!!!I

  • @wheeler6768
    @wheeler6768 3 месяца назад

    Very helpful video

  • @HatchersHouseofSystema
    @HatchersHouseofSystema 3 месяца назад

    Does this method work inside UE 5.4?

  • @JamesTodd1996
    @JamesTodd1996 4 месяца назад

    is it possible to use this all with arrays? it seems to only do it for the first joint

  • @ApexArtistX
    @ApexArtistX 4 месяца назад

    how to create IK rig

  • @bloodymares
    @bloodymares 4 месяца назад

    Would it be possible to use this method to replace the pose in the idle animation? For example if I have a basic weight shift animation with the character standing straight, but I have a different idle pose with a sort of combat stance, would I be able to use the weight shifting animation with the combat stance pose?

  • @abfdeveloper5701
    @abfdeveloper5701 4 месяца назад

    i am using vigilante tank and it is not turning, just going straight into void. what to do?

  • @behrampatel4872
    @behrampatel4872 4 месяца назад

    This is so useful tony, thank you ! Thanks again.

  • @DLVRYDRYVR
    @DLVRYDRYVR 4 месяца назад

    Thank you, it helps

  • @trickdiggidy
    @trickdiggidy 4 месяца назад

    super inspirational, thx Tony!

  • @sherifmedhat8625
    @sherifmedhat8625 5 месяцев назад

    thank you you're a life saver

  • @Gaamer-r9b
    @Gaamer-r9b 5 месяцев назад

    this looks cool , but as a beginner i am not sure how to find or set the nodes myself

  • @syntheticperson
    @syntheticperson 5 месяцев назад

    Very helpful. Thanks!

  • @PrashantVerma-c1b
    @PrashantVerma-c1b 5 месяцев назад

    Imagine trying to replicate these in maya...

  • @alexrybin3798
    @alexrybin3798 6 месяцев назад

    awesome tutorial, thank you so much!!! I'm also trying to rig control physics assets, but seems like there is no way to do it. is it?

  • @CrypticNord
    @CrypticNord 6 месяцев назад

    When I right click in the timeline of additive or absolute and I add an animation, the character is blown up super massive and all contorted, do you know why this might happen? I cannot find a fix. Thanks.

  • @Infinitends
    @Infinitends 6 месяцев назад

    so sweet, cheers for that.

  • @atlanteum
    @atlanteum 7 месяцев назад

    Wellll... poop. Everything is fine following you step by step, until I get to ReImport Base Mesh With New File. UE will NOT open a browser window for me to select a new file when I select the 3 Option-Dots. An error simply pops up at the bottom of the screen that says - "Failed to Import." I've opened the Output Log and it reports nothing when I click anything in the ReImport Options window. I've tried replacing both LOD Auto and LOD 0 [the only LOD I made changes to]. I have "Show Import Dialog at ReImport" checked ON in the Editor Prefs. The only modification I made to the imported mesh in Maya was to nudge some polygonal faces as a test to confirm that the pipeline does indeed work. I've used Maya for decades, so none of the steps performed on that side represented new territory. Any help you can provide would be greatly appreciated. Thank you in advance -

    • @atlanteum
      @atlanteum 7 месяцев назад

      To follow up on this, I have now run through this process exporting the Skeletal Mesh for the basic Manny and it worked just fine. Exported, modified mesh in Maya, reimported. Easy. So, I tried again with my MetaHuman, and there are still no reImport options. I decided to download another MetaHuman. Didn't touch a thing, just downloaded and added to project. Exported, modified Mesh in Maya, exported from Maya. Same Problem when I went to reImport. The MetaHuman assets simply will not bring up a browser when trying to reImport from within the Skeletal Mesh editor window. And those same reImport options - which are found by RTclicking on the Skeletal Mesh icon in the Content Browser - are ALL grayed out for the MetaHumans. Whereas, for the Manny Skeletal Mesh, I RTclick and the options are all active. There is something about Metahumans which are causing them to perform differently to other Skeletal Meshes. Again, if you have any ideas how to resolve this issue, I would be most grateful. Thank you -

  • @atlanteum
    @atlanteum 7 месяцев назад

    Like & Subbed on the spot -

  • @justinspearlord
    @justinspearlord 7 месяцев назад

    This is great! I've been waiting to Unreal to have features like these!

  • @caminanubemusiclist2326
    @caminanubemusiclist2326 7 месяцев назад

    thx man, great video

  • @Exsulator2
    @Exsulator2 7 месяцев назад

    Awesome video! I have a question: could you say something about how to setup the "Sphere trace by trace channel" because I would really like to try it out but I don't know how to make it work on my control rig character

  • @Tr0tim
    @Tr0tim 7 месяцев назад

    Knowing the "To World" node exists would have saved me hours of troubleshooting why my rig didn't do anything ingame but worked perfectly in the preview window...

  • @shivangipriya4153
    @shivangipriya4153 8 месяцев назад

    How I make this animals speaking like movie : Jungle book" on Unreal Engine?? thank you

  • @vincentzhang1192
    @vincentzhang1192 8 месяцев назад

    This is very helpful to me.Thank you very much

  • @lorenzo_cgi
    @lorenzo_cgi 8 месяцев назад

    Incredible! is possible to have a full tutorial about it ? or the files like epic did with the dragon in the marketplace?

  • @RictorScale
    @RictorScale 8 месяцев назад

    Wow great tutorial!

  • @onal9728
    @onal9728 8 месяцев назад

    What do I do when osc passes in a vector, and ue seems to only read the last float value

  • @AmarAnimator
    @AmarAnimator 8 месяцев назад

    Great tutorial Tony 🙌 One more question ' How to make root bone to follow pelvis (Hip)?' Kindly help please! I've noticed in mocap root motion doesn't come by default and it is necessary to have root motion to integrate animation in gameplay blueprint. WHat you say?

  • @Cheshie
    @Cheshie 8 месяцев назад

    Is there any way to set priority on which layers get selected when you grab controls in the viewport? It's frustrating to adjust the base layer if you've created an additive one because you have to scroll up to the control name every time, or filter by name, which is also tedious.

  • @lucianodaluz5414
    @lucianodaluz5414 9 месяцев назад

    Can we do this using Cine Camera Rig Rail?

  • @onesilverleaf6781
    @onesilverleaf6781 9 месяцев назад

    This is single handedly one of the best control rig videos out on the internet.

  • @moalo7839
    @moalo7839 9 месяцев назад

    Hi thanks for this tutorial. I've a problem when attache AttachChainToSpline character tail rotate in weird way and when i try to see tail effect in animation i can't see it. Hope you have time to check those picture and if you can tell me what i did wrong thanks in ahead.

  • @flattrianglep
    @flattrianglep 10 месяцев назад

    This is exactly what i was looking for to fix my mocap animations. Thanks !!

  • @brianchapmansdesign
    @brianchapmansdesign 10 месяцев назад

    Have you tried on this on torso/legs?

  • @frankscuzzo
    @frankscuzzo 11 месяцев назад

    Hey Tony - is this video from a longer series? I'd love to see how you rigged the elephant in full. thanks:)

  • @the.inconsistent.artist
    @the.inconsistent.artist 11 месяцев назад

    You know that one specific problem you have been pulling your hair out on but no one has the exact solution to your problem.. we'll this is the exact solution! Thanks a lot for doing this man! 👏 you've got another sub today.

  • @christosioannou9990
    @christosioannou9990 11 месяцев назад

    Brilliant! Thanks...

  • @cryzenx.
    @cryzenx. 11 месяцев назад

    this is incredible ! thank you so much for the good tutorial, having control rig driving some physics bones is i think the best looking inside unreal

  • @davidwillno
    @davidwillno 11 месяцев назад

    Almost finished my short cinematic. I have attached chaos vehicles to camera rails to control the movement precisely - however, this does not allow wheels to spin or police lights to shine or collisions/deformation to occur. Can you bring in some of these controls into Sequencer? Can I add wheel spin, body roll, deformation on a keyframe basis?

  • @berteproductions3468
    @berteproductions3468 11 месяцев назад

    Hey tony I know this is an old video for you, but I have been following along but I'm stuck, after I covert the vehicle back to spawnnable, I go to change the asset to just the play back, and I don't have that option.. I just have the paw option, not the payback, why?

  • @sarathkrishnan
    @sarathkrishnan 11 месяцев назад

    when I import metahuman animation in Maya, animation come correct but the body mesh not following.. how to fix it ?