Cool video man! I've been struggling to get her hair working as I'm still new to UE. The full Control Rig as it stands doesn't have the hair working. Would it be possible to go into more detail about how to get her hair in. Didn't really understand how you demonstrated, in the video.
Hey Thanks for your comment ! Concerning hair, you have to gather both skeletal mesh and hair groom in one Blueprint Actor. After Parenting the hair to the Skeletal Mesh component, you'll have to specify the groom binding asset within the hair groom component ! You can get a glance around 4:56
@@ProjProd Ah, cool. Thanks for the update. Recently, I started using Character Creator 4. So I'll be creating my own characters from now on. Just wanted a cool character to do key frame animation with, natively in Unreal.
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'm sure we can have something like that in Unreal. I think with the default Mannequin, we get a somehow nice switch between FK/IK. We have to test things wihtin the Control Rig to setup that I think. Need to do some R&D there ! 😁
@@ProjProd I hope you can find it, I have trying to figure it out for weeks. To test the Ik/Fk on the arms, I have been trying to do a kung fu flip on the hands.
Imagine if at some point you can define how many shoulder "slots" a spine module should have, or how long a spine module should be... 4-armed characters? centipedes? robots with limbs coming out of weird places? the mind wanders... and since everything is exposed as-is, I could see us ourselves extending the modules with these bespoke solutions as we see fit. genius!
How would one go about adding a hip controller to the pelvis bone so you can adjust the pelvis on its own? So you can add and drop weight from the hips?
I think you'll probably have to create your own Module there, which might be complicated at this point. A regular Control Rig setup should be easier to setup !
Very nice. But I had an issue and I couldn't figure it out, my character have been rigged already (from Marketplace) and I retargeted with a Mixamo animation which is working so this is great but I loose the facial rig so I can't animate the blink eye of my character. Any ideas of how I could solve this problem? many thanks for all your amazing tuto ;)
Thanks a lot for your support ! 😊 You'll probably want to check your Retargeting asset and see if there are any incorrect bone chains linked to the eye (if it's rigged with bones, of course).
Great video! But what about the face rig? Can you make a tutorial with modular control rig including how to make it with the face, hands, fingers combined. There are no tutorials on this topic.
Thank you for your feedback 🙌 Good question, for the moment we just have the Metahuman Face Rig with the Metahuman Identity feature in order to retrieve in a quick way, a fully ready to use Face Rig. We don’t have anything announced concerning Modular Control Rig with Face Module yet. It might be a complex task to configure our own Face Module tho. I’ll do a lot of video concerning Animation in Unreal soon, I’ll try to take into account your feedback as well ! 🙏
Thank you for the most important thing: you let it go at fast speed, and don’t forget to put your face in. We all come to look at your face. Make a separate video where there will be nothing superfluous, but only your face. This is very necessary. 😒😒
Hello, my dear admirer, Thanks for your comment. If you'd rather focus on my face and not on the content and depth of my videos, I strongly recommend subscribing. After all, who wouldn't want the chance to see this masterpiece every week? ❤️
Interested in the Mixamo process.
Hey Malik ! Thanks for your comment ! Let's meet again next Tuesday for this part.
I’m interested in the Maximo process. Looking forward to next week
We're working on it! I'm going to make you a video of the universe! Haha! See you next Tuesday, bro!
😂
Cool video man! I've been struggling to get her hair working as I'm still new to UE. The full Control Rig as it stands doesn't have the hair working. Would it be possible to go into more detail about how to get her hair in. Didn't really understand how you demonstrated, in the video.
Hey
Thanks for your comment ! Concerning hair, you have to gather both skeletal mesh and hair groom in one Blueprint Actor. After Parenting the hair to the Skeletal Mesh component, you'll have to specify the groom binding asset within the hair groom component ! You can get a glance around 4:56
@@ProjProd Ah, cool. Thanks for the update. Recently, I started using Character Creator 4. So I'll be creating my own characters from now on. Just wanted a cool character to do key frame animation with, natively in Unreal.
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'm sure we can have something like that in Unreal. I think with the default Mannequin, we get a somehow nice switch between FK/IK. We have to test things wihtin the Control Rig to setup that I think. Need to do some R&D there ! 😁
@@ProjProd I hope you can find it, I have trying to figure it out for weeks. To test the Ik/Fk on the arms, I have been trying to do a kung fu flip on the hands.
@@ProjProd I hope you can find the solution with metahuman.
Imagine if at some point you can define how many shoulder "slots" a spine module should have, or how long a spine module should be... 4-armed characters? centipedes? robots with limbs coming out of weird places? the mind wanders...
and since everything is exposed as-is, I could see us ourselves extending the modules with these bespoke solutions as we see fit. genius!
That could be a thing ! Probably in a near future, I’m pretty sure ! 🙌
How would one go about adding a hip controller to the pelvis bone so you can adjust the pelvis on its own? So you can add and drop weight from the hips?
I think you'll probably have to create your own Module there, which might be complicated at this point. A regular Control Rig setup should be easier to setup !
Very nice. But I had an issue and I couldn't figure it out, my character have been rigged already (from Marketplace) and I retargeted with a Mixamo animation which is working so this is great but I loose the facial rig so I can't animate the blink eye of my character. Any ideas of how I could solve this problem? many thanks for all your amazing tuto ;)
Thanks a lot for your support ! 😊
You'll probably want to check your Retargeting asset and see if there are any incorrect bone chains linked to the eye (if it's rigged with bones, of course).
Great video! But what about the face rig? Can you make a tutorial with modular control rig including how to make it with the face, hands, fingers combined. There are no tutorials on this topic.
Thank you for your feedback 🙌
Good question, for the moment we just have the Metahuman Face Rig with the Metahuman Identity feature in order to retrieve in a quick way, a fully ready to use Face Rig. We don’t have anything announced concerning Modular Control Rig with Face Module yet. It might be a complex task to configure our own Face Module tho.
I’ll do a lot of video concerning Animation in Unreal soon, I’ll try to take into account your feedback as well ! 🙏
@@ProjProd thank you! I look forward to it
enfin un truc simple j ai pas test encore
Tiens moi au jus ! 🫠🫠
👍👍
Thank you for the most important thing: you let it go at fast speed, and don’t forget to put your face in. We all come to look at your face. Make a separate video where there will be nothing superfluous, but only your face. This is very necessary. 😒😒
Hello, my dear admirer,
Thanks for your comment. If you'd rather focus on my face and not on the content and depth of my videos, I strongly recommend subscribing. After all, who wouldn't want the chance to see this masterpiece every week? ❤️