Hello ! Thanks for the 1000 subs ! 🎉 That new feature is very cool to create a very fast and simple Control Rig. I will look into how to configure and how to use the default fk ik and I will make a more advanced video on this feature :) If you have any questions let me know ! See you on the next one !
I wanted to go around to these videos just to make people aware that there seems to be a bug with the Backwards Solver of the Modular Control Rig. When you bake animations using it for modification purposes, it seems to displace the limbs. I've tried this on 3 different characters and had the same thing happen with all 3 of them.
@@ajaxx.christian Yeah I'm sure they probably are aware of the problem but it wouldn't hurt to file a bug report if you feel like it. I personally didn't bother because it's such an obvious issue that I'm sure they will have heard it from possibly hundreds of sources already.
@@skuiz1 Yeah no doubt, I think Control Rig in general is. I'm really glad they are doing this and surprised at the same time. Saves me the headache of messing with them simply so that I can make quick modification in-engine to an animation.
@@unrealdevop I use control rig for binding from time to time, but I could never understand how Backwards Solver works, so I never bothered with it ....
I had a similar issue testing it out on mixamo characters as of now it seems the best practice would be to rig manny and create the animations then just copy those animations to whatever character you’d like
Hello, if we want to hand keyframe our animation in sequencer, how can we use the IK/FK switch for the arms? When I use the IK/FK switch, I can see the arm popping or rotating during the IK/FK blend. In Maya, there is a 'Match to Pose' button that aligned the FK skeleton to the IK skeleton and removes the popping during the IK/FK blend. Does UE5 has a similar "Match to Pose" button?
I never tried to do that but I found this from UE5 forum maybe it can help you : forums.unrealengine.com/t/ue5-control-rig-fk-ik-switch/259946/4 When they do the switch there is no weird rotating of their legs maybe there is an issue with the configuration of your IK/FK Switch
hey your one of the one people I have seen use a custom character and actually struggle using this, I tried a custom character and alot is broken like none of the box controls are being generated none of the pole vector controls are generating. it doesnt help there is no documentation from epic yet on this...
Yeah I think there is some socket configuration to do before using the modular control rig, unfortunately without documentation it's hard to figure it out
Is it possible to setup a morph target of the face to a Control Rig controls? Is it possible to also set up Morph target Shoulder corrections to a Control Rig?
Hello , I have got an interesting issue which is completly ruins my pipeline. When i add the spine module, there is no shoulder sockets are appeared. I can only see the neck module is available. does anyone have the same problem ?
Hello, yeah I got the same issue, you can create socket in the modular control Rig if Unreal is not showing the socket for you, I didnt made a video about that but other person have made it try to check for how to make socket in Modular Control Rig 😉
@@NicolasNosedaDev hey thank you the help. Maybe i am not luck enough when i tryto find , I found lots of tutorials which are perfectliy working :) The interesting part , i tried to make rig for mannequin too, it is the same. my editor doesnt want to add shoulders after implementing spine modules :)
Why is everyone showing a modular control rig on five mannequins? You can take a character with a skeleton from sketfab and show how a custom control rig is assembled on another skeleton.
Why is everyone showing a modular control rig on five mannequins? You can take a character with a skeleton from sketfab and show how a custom control rig is assembled on another skeleton.
Hello ! Thanks for the 1000 subs ! 🎉
That new feature is very cool to create a very fast and simple Control Rig.
I will look into how to configure and how to use the default fk ik and I will make a more advanced video on this feature :)
If you have any questions let me know !
See you on the next one !
"Everything works perfectly without doing nothing" is such a cool phrase
I wanted to go around to these videos just to make people aware that there seems to be a bug with the Backwards Solver of the Modular Control Rig. When you bake animations using it for modification purposes, it seems to displace the limbs. I've tried this on 3 different characters and had the same thing happen with all 3 of them.
Thanks! it was driving me crazy!
@@ajaxx.christian Yeah I'm sure they probably are aware of the problem but it wouldn't hurt to file a bug report if you feel like it. I personally didn't bother because it's such an obvious issue that I'm sure they will have heard it from possibly hundreds of sources already.
Backwards Solver are a headache.
@@skuiz1 Yeah no doubt, I think Control Rig in general is. I'm really glad they are doing this and surprised at the same time. Saves me the headache of messing with them simply so that I can make quick modification in-engine to an animation.
@@unrealdevop I use control rig for binding from time to time, but I could never understand how Backwards Solver works, so I never bothered with it ....
I had a similar issue testing it out on mixamo characters as of now it seems the best practice would be to rig manny and create the animations then just copy those animations to whatever character you’d like
Yes exactly with the new easy retargeting its easier to make the animation on Manny and retarget it to your own skeletal mesh 😉
Hello, if we want to hand keyframe our animation in sequencer, how can we use the IK/FK switch for the arms? When I use the IK/FK switch, I can see the arm popping or rotating during the IK/FK blend. In Maya, there is a 'Match to Pose' button that aligned the FK skeleton to the IK skeleton and removes the popping during the IK/FK blend. Does UE5 has a similar "Match to Pose" button?
I never tried to do that but I found this from UE5 forum maybe it can help you : forums.unrealengine.com/t/ue5-control-rig-fk-ik-switch/259946/4 When they do the switch there is no weird rotating of their legs maybe there is an issue with the configuration of your IK/FK Switch
Very nice video! I'd be very useful however if you moved your camera to a place where we could see what you're doing. Makes a bit hard to follow.
Yeah sorry I forgot to check before making the video, I will be carefull next time 😉
glad I found your channel
your picture its covering what you are doing, :(
Im sorry for that I will be more careful next time 😉
hey your one of the one people I have seen use a custom character and actually struggle using this, I tried a custom character and alot is broken like none of the box controls are being generated none of the pole vector controls are generating. it doesnt help there is no documentation from epic yet on this...
Yeah I think there is some socket configuration to do before using the modular control rig, unfortunately without documentation it's hard to figure it out
Is it possible to setup a morph target of the face to a Control Rig controls? Is it possible to also set up Morph target Shoulder corrections to a Control Rig?
I think you can but I never did that so I dont know how to do that 😅
@@NicolasNosedaDev Thank you. Looking forward to more of your videos.
Hello , I have got an interesting issue which is completly ruins my pipeline.
When i add the spine module, there is no shoulder sockets are appeared. I can only see the neck module is available. does anyone have the same problem ?
Hello, yeah I got the same issue, you can create socket in the modular control Rig if Unreal is not showing the socket for you, I didnt made a video about that but other person have made it try to check for how to make socket in Modular Control Rig 😉
@@NicolasNosedaDev hey thank you the help. Maybe i am not luck enough when i tryto find , I found lots of tutorials which are perfectliy working :) The interesting part , i tried to make rig for mannequin too, it is the same. my editor doesnt want to add shoulders after implementing spine modules :)
Please how about face rig
There is no face rig for now, they will probably add that later ;)
Can someone please do this not using a UE rig.
You can export Maya bones to UE or Blender bones to UE and then use the UE 5.4 Modular Controls
I did not use the UE rig on the second part of the video with a rig made in mixamo 😉
@@NicolasNosedaDev Thank you
유익한 정보 감사합니다.
no face rig?
No there is no RigModule for Face Rig, they will probably add it on a next release of the modular rig tool
Merci bcp ! Je suis bloqué depuis hier, puis problème résolu !
Nice :D
Why is everyone showing a modular control rig on five mannequins? You can take a character with a skeleton from sketfab and show how a custom control rig is assembled on another skeleton.
I did on the second half of the video 😉
La camera devant les parametres important, ca ruine un peu ta vidéo... C est dommage, elle etait interessante
Oui désolé pour la cam 😅
Why is everyone showing a modular control rig on five mannequins? You can take a character with a skeleton from sketfab and show how a custom control rig is assembled on another skeleton.