Every tutorial about Unreal Physics: just apply CPU intensive physics to your object and that's it. What if the character has an animation which makes the cape go through the character's mesh, like in a crouching position? The character's back collider is working only in a standing pose or walking animation. In a crouching position the collider moves into a bit different, inclined position inside the body and thus won't block the cape accordingly. If you just have a freely moving physics in your cape, there is no way you can somehow move it into a better position while crouching. Unless you do some ridiculous Blueprint hack and move or spawn a new collider while crouching. But you would still have no control over the cape movement. Only hope for the best during the gameplay that it goes smoothly and the cape won't end up over the character's head or worse. So, when looking for a tutorial about how to control a rigged cape, skirt or ponytail, enable it in the new animation sequence, bake it to save CPU cost and then fine-tune the final bone positions: Every RUclips tutorial or forum: .... (total silence) 🙄
hey, Thanks for sharing what you think. I believe the main reason there is no video about the subject on youtube is that it's a very complicated feature to implement correctly and even harder to make a tutorial about. Moreover, there is not enough audience for such a complicated topic so If you even make the tutorial you won't get much views, so it feels like it's not worth the effort. so there is an economical issue here, it's basically a supply and demand problem!
Yes, it might be a niche thing. But I can't be the only studio in the world who is using the same programs, protocols and pipelines aiming AAA-like ✊ For now, I have managed to build all the cloth physic objects (without using cloth physics but bone colliders) as separate character components. Now it's just about setting the colliders right, determining what collides with what and baking the animation. Let's see how it goes. I'll update here 🤞
Great video! a quick question, dunno if is possible, but do you knoe if there is way to have the controls visible when entering in "game view/ simulation" mode? I´ve just added physics to my character earrings and I would like to have them running while I´m still able to manipulate the control of the head and rotation of the neck, but I think is not possible since the control handlers dissapear (as default) when the simulation button (control +s) is enabled.
Nice video thank you! How on earth do I get cloth physics working in UE 5.4 sequencer please? I thought this method would work but alas no! Do you have any videos on this subject please?
Thank you! I love UE5 and some things are so intuitive and easy to set up then things like trying to get cloth sims to work in sequencer are a nightmare! In Blender it’s easy, put a camera on it, press play and it all works. Why can’t they make cloth physics easier in UE5??
yes sometimes unreal gets over complicated. however, it's a game engine so it can't be like 3d modeling packages like blender or 3dsmax and things or complicated and layered in nature when they want to function in a game
@@UnrealART thank you but its not the case now as Epic are trying to sell UE5 as a one stop solution so you don't have to make round trips out of UE. They are getting there just need to make a few more things more intuitive. It heaps better now than it was years ago and will just keep on getting better and better!
I have tons of physics objects in my scene that I all want to simulate in the sequencer. Is there a way to just simulate physics in general for all actors that have physics enableded, so that I don't have to drag them all into the sequencer individually?
I haven't done this before, so I don't know the answer. but I think there must be a way to do it. there is always a way to handle these tedious things .
I want to know this as well. I have two cars, that I record driving in the Take Recorder, then I want them to interact when they touch each other in my sequence by physics.
Hi I’m using Fluid Flux river simulation! I’ve created the while space with calculated water settings and all BUT I’m not able to render it in sequencer ! What I am getting is only beginning of the simulation. What I want is getting a shot 15-20 sec after the simulation is started!! What do I do? I need to complete this project within 2 days so If you can please help! :)
hey, I haven't worked with the plugin so I don't have the solution right now. isn't it possible to activate the simulation some how from the sequencer?
I'm trying to render a shot of a vehicle tossed in the air and falling. This tutorial was helpful, but the second I add a transform track for the initial vehicle-toss, the fall is EXTREMELY slow. Nothing I do is changing this--tried messing with the weight, placing the simulate physics key way after the last transform key, nada. If anyone can help me understand this issue, I'd be grateful.
@@UnrealARTif you can figure it out, I’m betting the video would blow up. I would definitely join a Patreon to figure it out. I’m trying to create a short film and need a scene where a guy is aggressively weaving through thick traffic while he is talking on the phone. I can’t find anything on how to do this with the city sample traffic and crowds.
@@jobegruen4273 well adding the crowd to the sequencer is not that hard but the problem is how to animate them based on the movement of the main character, you want him to push them over and make a way for himself in the middle of the crowd, right?
@@UnrealART the crowd is less important than the traffic for my purposes. The character is driving his car while talking on the phone. He weaves in and out of traffic lanes, trying to get ahead of the traffic until he hits a wall of stopped cars. It’s basically the same mechanics that we see in the Matrix Awakens trailer, without all the crashes and explosions.
Please man i need your help, on the video you did a year ago about attaching arms. I need to add a reloading animation, but i cant because of the parent socket on the gun. Ive done way to much to restart. Please
hi mate, making a reload animation is a little complicated, you need to take care of a lot things to make it look nice. the animation should be made based on the gun . you can't just use a random reload animation for your gun. what assets are you using exactly ??
@@UnrealART hey so I’ve been using the animations and characters from mixamo. And my own gun. All of the other gun animations I have been using are fine except for the reload. The gun actually moves with the reload and it doesn’t work properly. I don’t need the animations to be perfect they just need to work okay. For a uni project. Can you please help?
you need to work whit a game instance and other blueprints that are used for saving and loading data. I am sure there are tutorials on this subject on youtube
This is great, thank you for making this video. Very helpful!
Glad it was helpful!
Thank you so much!
No worries!
Thank you! Was very helpful for me.
Glad it helped!
Every tutorial about Unreal Physics: just apply CPU intensive physics to your object and that's it.
What if the character has an animation which makes the cape go through the character's mesh, like in a crouching position?
The character's back collider is working only in a standing pose or walking animation.
In a crouching position the collider moves into a bit different, inclined position inside the body and thus won't block the cape accordingly.
If you just have a freely moving physics in your cape, there is no way you can somehow move it into a better position while crouching. Unless you do some ridiculous Blueprint hack and move or spawn a new collider while crouching. But you would still have no control over the cape movement. Only hope for the best during the gameplay that it goes smoothly and the cape won't end up over the character's head or worse.
So, when looking for a tutorial about how to control a rigged cape, skirt or ponytail, enable it in the new animation sequence, bake it to save CPU cost and then fine-tune the final bone positions:
Every RUclips tutorial or forum: .... (total silence) 🙄
hey, Thanks for sharing what you think. I believe the main reason there is no video about the subject on youtube is that it's a very complicated feature to implement correctly and even harder to make a tutorial about.
Moreover, there is not enough audience for such a complicated topic so If you even make the tutorial you won't get much views, so it feels like it's not worth the effort.
so there is an economical issue here, it's basically a supply and demand problem!
Yes, it might be a niche thing. But I can't be the only studio in the world who is using the same programs, protocols and pipelines aiming AAA-like ✊
For now, I have managed to build all the cloth physic objects (without using cloth physics but bone colliders) as separate character components.
Now it's just about setting the colliders right, determining what collides with what and baking the animation.
Let's see how it goes. I'll update here 🤞
Great video! a quick question, dunno if is possible, but do you knoe if there is way to have the controls visible when entering in "game view/ simulation" mode? I´ve just added physics to my character earrings and I would like to have them running while I´m still able to manipulate the control of the head and rotation of the neck, but I think is not possible since the control handlers dissapear (as default) when the simulation button (control +s) is enabled.
I am not sure how we should handle that. 🤔🤔
Nice video thank you! How on earth do I get cloth physics working in UE 5.4 sequencer please? I thought this method would work but alas no! Do you have any videos on this subject please?
thanks. I haven't done this before , I don't know how to set it up. I will look into it as soon as U find the time
Thank you! I love UE5 and some things are so intuitive and easy to set up then things like trying to get cloth sims to work in sequencer are a nightmare! In Blender it’s easy, put a camera on it, press play and it all works. Why can’t they make cloth physics easier in UE5??
yes sometimes unreal gets over complicated. however, it's a game engine so it can't be like 3d modeling packages like blender or 3dsmax and things or complicated and layered in nature when they want to function in a game
@@UnrealART thank you but its not the case now as Epic are trying to sell UE5 as a one stop solution so you don't have to make round trips out of UE. They are getting there just need to make a few more things more intuitive. It heaps better now than it was years ago and will just keep on getting better and better!
@@ukmonk 👍👍👍👍👍
I have tons of physics objects in my scene that I all want to simulate in the sequencer. Is there a way to just simulate physics in general for all actors that have physics enableded, so that I don't have to drag them all into the sequencer individually?
I haven't done this before, so I don't know the answer. but I think there must be a way to do it. there is always a way to handle these tedious things .
I want to know this as well. I have two cars, that I record driving in the Take Recorder, then I want them to interact when they touch each other in my sequence by physics.
Hi
I’m using Fluid Flux river simulation!
I’ve created the while space with calculated water settings and all
BUT
I’m not able to render it in sequencer !
What I am getting is only beginning of the simulation.
What I want is getting a shot 15-20 sec after the simulation is started!!
What do I do?
I need to complete this project within 2 days so
If you can please help! :)
hey, I haven't worked with the plugin so I don't have the solution right now. isn't it possible to activate the simulation some how from the sequencer?
@@UnrealART how do i do it?
I'm trying to render a shot of a vehicle tossed in the air and falling. This tutorial was helpful, but the second I add a transform track for the initial vehicle-toss, the fall is EXTREMELY slow. Nothing I do is changing this--tried messing with the weight, placing the simulate physics key way after the last transform key, nada. If anyone can help me understand this issue, I'd be grateful.
Hey,I don't have the answer right know, I have to lookinto it
Hi. Did you find a solution to the problem? I have the same problem.
@@Дмитрий-ю3с6л unfortunately not--I ended up having to key it :/ good luck tho, there's got to be some way.
@@jonathansud sorry, thanks for the answer
Would something like this work for adding Mass Ai from the City Sample into the sequencer?
yeah I think it should work, have to try
@@UnrealARTif you can figure it out, I’m betting the video would blow up. I would definitely join a Patreon to figure it out. I’m trying to create a short film and need a scene where a guy is aggressively weaving through thick traffic while he is talking on the phone. I can’t find anything on how to do this with the city sample traffic and crowds.
@@jobegruen4273 well adding the crowd to the sequencer is not that hard but the problem is how to animate them based on the movement of the main character, you want him to push them over and make a way for himself in the middle of the crowd, right?
@@UnrealART the crowd is less important than the traffic for my purposes. The character is driving his car while talking on the phone. He weaves in and out of traffic lanes, trying to get ahead of the traffic until he hits a wall of stopped cars. It’s basically the same mechanics that we see in the Matrix Awakens trailer, without all the crashes and explosions.
@@jobegruen4273well it's not that complicated but it needs some work to set up all the animations in the sequencer
Please man i need your help, on the video you did a year ago about attaching arms. I need to add a reloading animation, but i cant because of the parent socket on the gun. Ive done way to much to restart. Please
hi mate, making a reload animation is a little complicated, you need to take care of a lot things to make it look nice. the animation should be made based on the gun . you can't just use a random reload animation for your gun. what assets are you using exactly ??
@@UnrealART hey so I’ve been using the animations and characters from mixamo. And my own gun. All of the other gun animations I have been using are fine except for the reload. The gun actually moves with the reload and it doesn’t work properly. I don’t need the animations to be perfect they just need to work okay. For a uni project. Can you please help?
@@Starzie_ yeah sure, send me some screenshots and a screen record of what is happening so I can look into it tomorrow.
4lirezaemami@gmail.com
@@UnrealART thank you so much!!
@@UnrealARTcan you post this? I need this too
تا پولو پس نگیریم آروم نمیگیگیریم✊️✊️✊️🪧🪧🪧
🥂🥂
how to save droped object on the ground? Like wood ?
you need to work whit a game instance and other blueprints that are used for saving and loading data. I am sure there are tutorials on this subject on youtube