Make Faster Control Rigs in Unreal

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  • Опубликовано: 21 июн 2022
  • Here's how I make control rigs in unreal quickly without writing a lot of nodes.
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Комментарии • 81

  • @JPMcBoyfriendFace
    @JPMcBoyfriendFace Год назад +37

    If anyone is wondering which array is which at 3:00, the idea of a forwards solve is that you want the bones to follow the controls. So what he's doing here is he's binding the transform of the bones to the transform of the controls. The array on the far left is the BONE array and the array on the right is the CONTROLS array. It reads: Foreach bone, get the Control at the same index and set the transform of the bone to the control's transform. Absolutely ruthless video editing for a person trying to follow along, minimizing the arrays so they don't show which name and hard cutting the video is like punching someone in the throat while they're doing the cinnamon challenge. Devious

    • @ydvisual5530
      @ydvisual5530 Год назад +2

      J P - Cool thanks for explaining that. I was going through the tutorial and I thought to myself, "I bet someone left a comment about which array was which". First comment seen was yours, haha. Thanks again.
      Thanks Woody Devs -
      This is a good start for beginners like me who have never made a control rig ever in UE5.1.
      Make some more intermediate ones too please !!
      Thanks everyone!

    • @xewi60
      @xewi60 Год назад

      thank you you saved my sanity

    • @shingAMarie
      @shingAMarie 7 месяцев назад +1

      So how do you move a control with blueprint code?

    • @JohnLeBoeufLittle
      @JohnLeBoeufLittle Месяц назад

      This was legit a help, thank you, was going crazy trying to figure that out.

  • @WitlessEntertainment
    @WitlessEntertainment Год назад +2

    thank christ. Been seeing some big rig no nos in some of these UE5 videos and glad to see yours is pretty good!

  • @Madmonkeman
    @Madmonkeman Год назад +3

    I'll comment this to save you all a massive headache that I went through when trying to edit animations. With the FORWARDS solve the one on the left is the BONES array and the one on the right is the CONTROLS array. Then for the BACKWARDS solve the one on the left is the CONTROLS array and the one on the right is the BONES array.

  • @buystander
    @buystander Год назад +1

    YEY!!!! A decent Backward Solve Tutorial!!! This is gonna help a lot. Thanks

  • @WacMilk
    @WacMilk Год назад +1

    Works like a charm, this bypasses fiddling around with the twistbones setup in default skeletons

  • @lukisio13
    @lukisio13 Год назад +4

    3:00 which array is which?

  • @unrealdevop
    @unrealdevop Год назад

    This is great, I recently discovered the first part and then the actual setup worked great.

    • @WoodyDevs
      @WoodyDevs  Год назад +3

      That’s great to hear.

  • @liuzzivfx9413
    @liuzzivfx9413 Год назад +7

    You don't have to go through and make that selection twice, you can just drag it out first and make the array, THEN create the controls for selected joints

    • @jackandrory6839
      @jackandrory6839 6 месяцев назад

      Where do you find THEN create the controls for selected joints please?

  • @JumboTTV
    @JumboTTV Год назад +6

    Hey Woody! I've just been following a course on the Unreal Learning hub and I noticed something that could help you. If you hold ctrl and press (.) You can manipulate the shape scale and rotation etc without affecting the offset and the child controls..
    Thanks for this video it really sped up adding the controls :)

    • @WoodyDevs
      @WoodyDevs  Год назад +1

      that’s awesome! I’ll look into that!

  • @PikBo100
    @PikBo100 10 месяцев назад +1

    ik is not attached to bones, when move these circles nothing happens

  • @Uchidan
    @Uchidan Год назад +2

    Followed exactly and my skeleton got all messed up...Deleted it and did it again exactly. Same result...

  • @pinaboytoons
    @pinaboytoons Год назад

    Super helpful! Thank you!

  • @SathishKoththolla
    @SathishKoththolla Год назад +1

    bones are not moving with control . what must be the issue ?

  • @justanothergamedev8643
    @justanothergamedev8643 Год назад

    Im having a bit of a problem, I set up IK for the arms (first person template) and the shoulder will rotate in unnatural ways, like full 180:s on the z axis, making the part that connects to the body (if there was a full body) on the wrong side

  • @ljfproduction
    @ljfproduction 11 месяцев назад +1

    Doesnt work.. i did everything like you did but no bodypart actually moves.. only the circle around it

  • @Malachism
    @Malachism 3 месяца назад

    This was great. Big thanks for the help. Maybe you can think of some cons about this technique? What are some future limitations I'll have doing it this way?

  • @resproject1731
    @resproject1731 Год назад

    Thank You verrrryyy much!!!

  • @dwho1029
    @dwho1029 Год назад

    Your tutorial is amzing! But even I didn't press play level button, the live link is working and my avatar is moving. any Idea why?

  • @andresca1985
    @andresca1985 Год назад

    i can see the control rigg out of sencuencer? or is only inside secuencer?

  • @LSDeIicious
    @LSDeIicious Год назад +1

    I tried following your instructions but came across a problem! The Get Transform - Bone into Set Transform - Bone, it displays an orange warning under the Get Transform node. It says: "Item ' ' is not valid."
    The rig ends up falling flat on it's face! I tried deviating from your lesson but wasn't able to get any sort of work-around! Any feedback might be helpful.

  • @shingAMarie
    @shingAMarie 7 месяцев назад +2

    I’m watching all these tutorials and I’m trying to learn it in a simple way but things get over complicated when you spend so much time on the aesthetics. So how do you move each control part with blueprint code? That’s exactly what I’m looking for but no tutorial is being straightforward about telling me how

    • @WoodyDevs
      @WoodyDevs  7 месяцев назад

      You don't have to use the control shapes. Transform nodes will change where the bones end up. You just need to input data to them.

    • @shingAMarie
      @shingAMarie 7 месяцев назад

      @@WoodyDevs and how do you do that?

    • @WoodyDevs
      @WoodyDevs  7 месяцев назад

      @@shingAMarie The variables section is where you can keep that data

  • @YUXE_
    @YUXE_ Год назад

    very usefull ! thx

  • @hotsauce7124
    @hotsauce7124 Год назад

    Thank you!!!

  • @JorgePerez-ek5gs
    @JorgePerez-ek5gs 3 месяца назад

    Hi! I keep getting a Compile Error that says that my Control Array Index are Out Of Bounds... Anyone knows how to solve that? I'm using Unreal Engine 5.2

  • @thomashalpin2251
    @thomashalpin2251 2 года назад +3

    Dude, This is the best control rig video I've seen! You made it so simple. Any chance on getting a continuation of this by building IK into it with an IK/FK switcher?

    • @WoodyDevs
      @WoodyDevs  2 года назад +3

      Probably at some point. I use the IK's to run my realtime motion capture from the animation blueprint, so I figured I'd rollup IK in a video about how to do that.

    • @hotsauce7124
      @hotsauce7124 Год назад

      @@WoodyDevs Looking forward to this

    • @grittylittlefilms
      @grittylittlefilms 4 месяца назад

      I would love to have IK implemented in that simple solution as well!! love it

  • @orenders
    @orenders Год назад +1

    you did a cut too much on montage, some nodes appear from cuts, cant follow this guide !

  • @bighitdigitalmedia
    @bighitdigitalmedia 6 месяцев назад

    in the place of rig element array,i am getting only item array.

  • @yearight1205
    @yearight1205 4 месяца назад

    Any chance you could revisit this but add IK Rig to it? This is just an easier to grab FK rig =(

  • @semmert
    @semmert Год назад +1

    sigh... literally the first step doesn't work for me.

  • @RolyPolyGames
    @RolyPolyGames Год назад

    Well, gonna have to give this a go!
    Still find myself struggling with getting arms to turn and rotate properly.
    There is something going on with lowerarm and upperarm twists but I really can't find much on them. If you have any idea on rigging up arms and getting them to twist proper I'd appreciate a video. Or a link to anything you know that can help explain it!
    I was hoping the FPS arms that came with the FPS tutorial would have rigging models with them but it seems they didn't control rig these for some bizarre reason.

    • @sinqzedits2383
      @sinqzedits2383 Год назад

      dont use the twist one sorry its kinda late ig but just use all the other one but the twist i had that issue and then when i twist the wrist and everything was distorted just use upper arm and lower arm and it will work fine and everything else ofcourse just not twist ones worked for me

  • @gregaze
    @gregaze Месяц назад

    yeah so all this did was stretch my character out and break all of his bones so i think i have no choice but to give up on control rigs

  • @fasecero
    @fasecero Год назад

    Works great for rotation, but what about moving the controls? They just detach from the body.

    • @WoodyDevs
      @WoodyDevs  Год назад

      This is how FK's are designed to work. An IK rig is what you want for that!

  • @kirillivanov9638
    @kirillivanov9638 Год назад

    is there a way to make all the bones visible in the viewport without selecting them?

    • @WoodyDevs
      @WoodyDevs  Год назад

      I haven't come across one yet that's very convenient at runtime. But you can turn on bone visualizations in control rig.

  • @MaxStudioCG2023
    @MaxStudioCG2023 Год назад +1

    wow ...this is amazing ...i done control rig in hafe hour (with seting colors and shit) after i been 2 days watching videos and trying around things from youtube :))))))))))))

  • @jackthewhite12
    @jackthewhite12 Год назад +1

    why does everyone skip the fingers, I got most of the basic control done but like everyone skips the fingers so I have no idea how to setup them up

    • @WoodyDevs
      @WoodyDevs  Год назад

      It works pretty much the same way as everything else. You'll probably want to generate the lists separately though. It just gets harder to manage that many parts. The tutorial here should consistently cover them.

  • @ecpeter
    @ecpeter Год назад

    Quick easy and to the point! This is a great tutorial and I made my first rig with it on a Robot model I had. Thanks for posting and if there is sequel to this please let me know. My mistake and I was getting some errors when saving my 1st attempt was mixing up the "Rig Element Key Arrays", once I swapped them they worked and saved well (the model wasn't moving at all at the joints until I fixed that).

  • @justanothergamedev8643
    @justanothergamedev8643 Год назад

    Im having a problem where the rig becomes gigantic whenever I drag it out into the viewport, got any fix for that?

    • @WoodyDevs
      @WoodyDevs  Год назад

      Yep. Check your scaling. For blender folks you’re going to need to adjust the world scalp to .01 and the model to 100x to get proper unreal rig scale.

    • @justanothergamedev8643
      @justanothergamedev8643 Год назад

      @@WoodyDevs I was using the default arms and followed a tutorial on rigging it and then it's big when i drag it out and animate and then when i turn off the animator it returns to normal scale and if I bake the animation and use it the mesh becomes big again, I think I might have given a bit to little info on the original post

    • @justanothergamedev8643
      @justanothergamedev8643 Год назад

      I might just try to redo it again to see if that fixes it

    • @justanothergamedev8643
      @justanothergamedev8643 Год назад

      Quick followup, I redid everything and it works perfectly this time!

  • @KayoWR
    @KayoWR Год назад +1

    i followed everything at 4:00 but when i try rotating the rig ctrl bones is doesnt work it says its rotating but i dont see anything moving

    • @littlealdie8798
      @littlealdie8798 Год назад

      I've got the same problem, did you find out ?

    • @KayoWR
      @KayoWR Год назад

      @@littlealdie8798 nah sorry he still hasn’t answered

    • @unrealdevop
      @unrealdevop Год назад

      Same problem here

    • @littlealdie8798
      @littlealdie8798 Год назад +2

      Hello! Since the time I found the solution! To rotate controlers and put the mesh in normal : rotate then right click on the concerned controlers and "set shape from current"

    • @palissebenoit9469
      @palissebenoit9469 Год назад

      Hey @RedCryptic, did you find the solution for this ? Nothing move when I try to move rig ctrl...

  • @blackivy011
    @blackivy011 Год назад

    This doesn't work in Unreal 4 because you can't select and create many controls at once and keep them in a hierarchy. Unless I'm doing it wrong. Anyone have success with this in UE4?

    • @WoodyDevs
      @WoodyDevs  Год назад

      It probably doesn't. Control rig gets a lot of updates between versions.

    • @blackivy011
      @blackivy011 Год назад

      @@WoodyDevs so would you say the best way for ue4 is to just go bone by bone as of now?

    • @WoodyDevs
      @WoodyDevs  Год назад

      @@blackivy011 That's how I was doing it in ue4. Part of why I made this is for people to stop doing that in 5.

  • @sunny99179
    @sunny99179 Год назад

    You model, you rigged on blender??

  • @khallkhall7237
    @khallkhall7237 Год назад

    MBIC: A ray.

  • @AntrygJones
    @AntrygJones 2 года назад +1

    That's the quick and dirty way, but you lose a lot of functionality doing it like that. I personally recommend breaking up the body parts into their own functions for ik&fk or splines, then assembling those functions on the main graph and inputting the correct names or items through arrays. Comes out a lot cleaner that way.

    • @WoodyDevs
      @WoodyDevs  2 года назад

      For sure! This was absolutely intended as quick and dirty. Right now I see people either A: using one-to-one control to bone code or B: writing for loops with brute force name searches. this was intended as "The fastest way to create an FK rig" without building something too "out there"

    • @ShalowRecord
      @ShalowRecord Год назад

      do you know any that's reliable on youtube but that isn't too detailed

  • @shadowtjnl
    @shadowtjnl Год назад

    Well it can be a good tutorial.. but now your avatar is placed on top of all the actions you do.... makes it not good at all :(

    • @shadowtjnl
      @shadowtjnl Год назад

      please next time check where you place you screen avatar on the video... that helps a lot :)

    • @WoodyDevs
      @WoodyDevs  Год назад +1

      That’s definitely a consideration. Thanks for the feedback