HOTT TIP: once you have the downloaded car and import into Unreal, right click the SKM skeletal mesh --> Skeleton --> Assign Skeleton --> choose SK_Skeleton from the list and apply. THEN you can start the control rig blueprint and follow along.
@@postprocessed hi postprocessed. sorry, but one more question. can you show how to use this rig for other cars? it seems like i can only use it for the mustang? also the materials don t work on 5.4. i appreciate your help. thx
@@alexmair964 You can check my other video for rigging inside Engine: ruclips.net/video/W--lEovSOoE/видео.html For Automotive pack - you can just import that in the project. Ignore error message and select compatible version of the pack (I guess it is 5.1) and click add to project. It works like that
not even going to lie man.. this was the most simplist tutourial and yet it still confused me. but you respectfully kepted us entertained in a dry way. but kept it interesting. man took me 3 days to undertand this. and get it right . Yes it is a lot to do for sure.. ive only been on Unreal for 5 days so i will most def... run into some big issues. im glad that my computer is very well suited for this.. thanks a lot hope you all see my project soon. :)
Loved this tutorial! I love done it atleast three times! Everything works perfectly except the body control function. The entire car rotates with it…I keep looking out for the update video everyday 😆 Cheers for being one of the RUclips bosses
Just a tip that worked for me: at 15:02 you measured the diameter of wheel, but the "Sphere Trace By Object Types" needs a Radius. So, in my case, i divided the diameter by 2, to find the radius.
@@postprocessed Wait! I am currently having my wheels fall through the ground instead of procedurally lift up when the block slides underneath. Anywhere I should look first, rewatching now haha
Get my Automotive MASTERCLASS WITH 25% OFF! With my personal discount code: 25POSTPROCESSED Just use it at Check out! www.doublejumpacademy.com/workshops/unreal-engine-complete-automotive-masterclass
We possibly need a V2 update to this rig because I'm getting a couple problems. 1) If my surface is really high, the wheels clip through the body. A fix I would think is to rotate the body a bit as that's what a car would do in real life. But that brings me to problem 2) The body bone where I would do my body transformations seem to be parented to the wheels. If I rotate the body my whole car rotates rather than the body alone. May be a problem from the procedural suspension but I have no idea where to go to fix these problems. An updated bug fixes video on this would be absolutely amazing. Great work as always my man 🔥🔥
@@Void_rift_disconnect I have the same issue, a work around is to try animating the pitch and roll of the Skeletal Mesh main transform, in the same way you offset the yaw for the drifting animation in the animating along a spline video. That seems to keep the wheels planted on the ground in my rig.
Maybe i'm missing something, after disconnecting the 'Body Control' from the sequence as we added suspension to body.. we now lose the ability to manually roll the body of the car like you have in your 'Car Animation using spline' video when you get the car to drift. If i try rolling the body with this procedural suspension, it rolls the entire car with wheels, how do we get around this?
This is exactly what I have been looking for. Thank you so much. I knew I didn’t make a mistake hitting that subscribe button a few tutorials ago. Thanks again!
Maybe you screenshot the print of the control rig finished so that more veteran unreelers could have that open on one screen and unreal on the other while your smooth voice guides me trough the process. Put it on imgur and link it or something. That would make you a celestial in my book.
This is great. Thanks so much for going through it like this. One step up would be to introduce connectors for the parts - so that the module can work on cars that have different bone naming. As well as implementing the connector event to auto resolve those connectors in case you have the expected bone names. I get though that's quite advanced and potentially not suitable for the tutorial. I'll take a look at the bug as well with the rig module conversion for vector controls - that should certainly work. Thanks for bringing it up!
I am not ashamed to admit it - as the feature is experimental I am not sure yet how to make it connectable parts. It was my initial plan on how to do that, but I didn't figure out how to separate them so they will actually work together and yes - for using different bone names. Like connect "car body" too root and connect wheels/calipers separately.. But making interlinked connections is still a mystery to me, gotta dig deeper into modular rigs which are created by Epic Games to see how they did it
@@postprocessed Absolutely that makes sense. There's a series of bugs that were fixed in 5.4.2 as well - so you should be safer there. Thanks for looking into this stuff. As more training material / live streams / talks from UEFest come online I hope this will make things easier for you.
@@HelgeMathee i was UE fest and unfortunately not much is different from general posts on UE documentation, or what was already shown :/ had to talk to devs at their stands to get some additional information
Great tutorial! I'm on 5.4.2 and after connecting the nodes, the car doesn't respond like it does at @3:05 i followed all the steps. what could be the problem? Thanks *fixed in case anyone runs into this issue, IF you download and use the Mustang provided, you need to assign the skeleton to the skeletal mesh for the control rig to work. copying and pasting the files in the project doesn't link them automatically.
Thank you for always good tutorials. Can you implement the interior of the car? Door , Steering wheel, accelerator, brake, speed panel, mission control, etc.
@@miguelnogaleslopez so the fix for that would be.... Swithcing it back to control rig. Already discussed with others on my discord server and that was a solution for some people. Not making it a rig module. It works just as control rig
@@postprocessed Is this why it isn't working for me??? I have gone through the entire video several times. I am getting no response at all from any of the controls in my level...only in the blueprint. I am pulling my hair out now.
for some reason wih my car module it worked fine up until i created a modular rig then it changed my hierarchy and gave me a spawn bone in the construction event and added the root to the bottom UNDER the control space. I removed the control and added mine back in and it works but i don't think I can use it modularly now. Any tips anyone?
@@kingtree1993 by trial and error, looking tutorials, reading documentation and UE forums, communicating with other people and devs, trying to apply functionality from different assets. For example wheel trace is using ik “foot position” functionality from Third Person character BP 😁
Its really a great video! thank u so much, But i have a question this rig when attach the car to the camera rail is the wheel turn automaticly or i make key frames ?
Thanks for the awesome tutorial.. but what do you think about Rush hour and Cinematic car rig? If I have to buy one of these 2 plugins, wich one will you reccomend?
Hello, the tire tread texture don't want to be in the good direction, and i can't find this in the texture settings, can you explain me where i can change the rotation of theses particular textures! Thanks
Why in My Ue Nothing is Working even the starting step when we get the body control and Add Offset there is no body rotation i dont know how every one is saying its working if you know how to fix please let me know
After switching to the Rig Module, the car's wheels don't rotate. It works fine in the editor, but when I move it to the level, the wheels don't rotate even when I move the Wheel Controller. As shown in the video, the wheels don't rotate even when moving along the camera rig rail in the level. The suspension works properly, and I also tried converting to Standalone Rig, but the wheels are still not rotating... Please Help Me!!!!
My wheels turn fine when I move the steering controller, but when I add in the wheel rotation, the wheels spin on multiple axes. Does anyone know what I'm doing wrong? I double-checked everything twice, but still can't find how to fix that.
I'm having issues with the rig once i convert it into a control module. when it's a control rig it works fine.... I have both controls in the sequencer but the rig module still refuses to move, but it works in the rig module viewport. anyone figure out how to make this thing work? btw I'm using 5.42
@@postprocessed Thanks I didn't realize you're not supposed to place the rig module in the scene. it does nothing.. but instead make a modular rig and then you can interact with that.
Maybe I missed a trick in there, but it *appears* that this rig only works riding on the camera rail. Can it be altered so the car follows a manually keyed control for trans/rot? Can you just attach it to an animated control in Sequencer, instead of a rail?
Very Expensive Tutorial here for free :) I subscribed right away. Just one thing I want to know that there is a PCG Graph in my scene which I am using for scattering assets and the car rig is actually behaving strange when entering inside PCG Bounding Box. Is there any things to check like collisions? Please help if anyone knows about it
Amazing tutorials as always mate. I'm having a bit of an odd issue my end, I've completed the whole tutorial (including converting to modular rig and fixing wheels rotating). However, when it's a Modular rig and in the viewport, none of the controls work. However when I convert back to standard Rig Module, everything works.. Any ideas there?
Actually, I also have the similar problem. Even though I put it in the scene and also in sequencer, It doesn’t move. But do the same way with Standard Rig Module, It works completely. If you have any suggestions, please.
@@まゆげ-b4xUnfortunately the only way I could seem to fix the issue was to create the modular rig again in another UE project and for some reason that worked..It’s experimental for a reason I suppose 😅
Today, I created again in different project as you said. But it won’t move😢 →Sorry, I could figure it out now. If we switch to modular control, our original control rig (I mean Mustang) doesn’t work. Though, the model which we apply the car rig module can move properly. So, we can use except original control rig.
I was having issue with the front of my tire, they beocme all wobby when accelerate, but the problem is this only occur to the front tire and not the back. is there any fix tot his?
I've applied your work to a handbrake and gearstick (success with weight painting still getting the BP to work). The steering wheel however, is not strictly on an XYZ axis (it's about 15 degrees off vertical) so any rotation applied is wonky. Can you change the axis of rotation? Can you make a steering wheel rotate? SOLUTION: Don't reset rotation to 0:0:0 when you snap! (increase axis length to view better)
i seem to be having an issue where the collision detection for the FL wheel is assigned to the Rl wheel and vice versa checked my blueprint and it seems to look right any tips
Many thanks for taking the time to make these recordings Q. Not sure how your using the free Automotive materials in an unreal 5.4 project ? - its says for me that its not compatbile if try to add to the project ? are you using dash had you added these materials to the project in an earlier version, then upgraded it ? Actually, Quick search revealed the answer LOL
I can't get it to work. At 34:30 you show very important steps but do things extremely quick. I have to view it at quarter speed. When i do exactly what i can see you do, the rig controls are not showing and the car height variables do nothing. Any suggestions?
Bro is bascially car mechanic 😆😆 (Of unreal negine ofc, since he makes such complex vehicle related videos simple). Hey next time maybee vehicle destruction or something?? hehe. The Matrix vehicle destruction physics has so many loopholes thats why asking you :((
ah, well, I think there are plenty of videos about it - it's called Chaos Vehicle. And you can use same skeleton for that, or you want me to do the tutorial about it? :)
Hey Thanks for the tutorial! Also, I was shocked by the camera view of face! Would u mind telling me how to achieve that soft look? Is it cuz of camera?
I don't understand why I can't see my controller arrows. Each one is checked 'visible' and is scaled up. I've moved them to the same positions as you did.
Setting up the control arrows and when I press compile the arrow reset to the default position really small and under the car. Not sure what I am doing wrong.
hey man! I get some samples from artlist.io for sounds and also... Using one funny trick... I run Forza Horizon 5 and record car driving sound... :D not perfect solution, but well.. That's ain't stupid if it works!
dude hahahah no, we with madgoat invested so much time into CCR to be perfect. this is just free rig suitable for cinematics, if you are starting with Unreal just to understand if you want to make car renders there or no. basically: CCR is the GOAT. This rig is quite simple just to have people covered who are not sure if they gonna stick to UE and don't want to spend money on assets at the beginning
hi dear friend, today I encountered a problem after I rigged a car completely in UE5. The car’s suspension system works in reverse and when it is placed on a bumpy surface; Instead of going up, the tires go down or even go under the ground, I would appreciate it if you could help me
How to bake the transform of car so we can bring the animation to embergen its not exporting coz car itself does not have any keyframe any way to do this?
27:59 i dont know what hpned, but, my car turned 180 degree and i dont have caliber bones in the first place, so i gave bone connection to constrains, my model is diffrent
probably a stupid question but after i converted my rig into a module, i can't make any changes to the settings (eg change position of body dummy center). how can i convert it back or how am i able again to tweak some settings?
You can use some of the techniques from here to offset the wheels but for animating the track ok the tank it's another story, i've seen that the best way is to animate the material of the tank tracks
Great job! I think 5.4.2 still has some issues. It will stop working, I'll need to recompile, or drop it again into the project.. then it will work again. I was able to apply it to the helicopter using your wheel rotation solve: One controller (RotorSpeed) connected to main and tail rotors (which are different axes). The bake transform refuses to work for the helicopter. Hopefully they fix these glitches.
I think it only works when you have Sequencer open, it doesn't work when there is no open sequence, as control rigs are active only during animation. Maybe that could also be an issue. I also like how people are getting creative :) I am talking about cars and you applied to HELICOPTER!
I just starting right now , and i struggle to import the mesh file, after a few hours trying to load the find, impossible to have it on unreal , i have a error message on my screen
Amazing tutorial, Thank you very much for sharing this gem! I just encountered an issue that I don't know how to resolve. After switching to the Rig Module, the physics aren't working in the editor. Additionally, when I attach the rail, the car's physics don't work. Have you experienced something like that?
@@Void_rift_disconnect keep it as control rig (not module) create empty level. Create level sequence. add control rig and rail to the sequencer. Test out the rig. It works just fine for me. tested on multiple cars.
Hey mate👋 After clicking "switch to rig module" the car rig works perfectly in the blueprint tab preview window, but doesn't work in the viewport. On switching to "standalone rig" the car rig starts working in the viewport as well Can you give me something with this information 😅
I've also encountered this issue, it even happened when I was called to the stage. I went to bed and woke up with this problem. Were you able to fix it?
So yes...Switching to "standalone rig" makes it all work again... What does this mean?? Does this mean that we cannot use the rig module we made on a new car? I am exhausted from trying to solve this. I literally followed this from scratch three times so far...
I come to the end of the tuto, the car work well, the step inside the wheels are ok, and then i come to the animation with control rig and animate, put camera, and the wheel don't want to spin, the controls arrow don't want to be use inside the map level.... Help ..... Thanks for the nice tuto tho!
@@NicolasBallester i think they only appear when you have sequencer open… otherwise if it is just in the scene they are not, otherwise should work fine, but I am also preparing and update for this rig and new video and will share project file with few cars
Thank you so much for creating such a high-quality tutorial! but I have a problem, Can I ask a question..? When I rotate the body controller, the wheels and body rotate at the same time. I've been watching the video again and again, but I don't know where I went wrong.
Check that body control transform has “propagate to children” disabled, but the thing is that “Body” is rotating root bone in the very end of the graph, which affects everything. What can be a workaround: Create NEW body controller connect it to Body bone in the end. OR create NEW body controller and unfolt rotation and translation pin, connect it with ADD node to “body dummy center” which sets the body bone (pre-last “Set Bone”) node. That will be values from new controller you made to body suspension fucntion
@@postprocessed Thank you for your kind reply. But your advice is difficult to understand at my level. I've just started studying Unreal. I tried rebuilding the control rig again, but found that the problem reoccurred after producing the part of the video starting at 26:25. I isolated that part and connected the first sequence node and the body offset node and it worked fine. But it's okay. It's already good enough, but I'm going to try using it without that feature. Thank you for your time. have a good day!
@@charithevfx yeah, check “Chaos Vehicle” tutorials, they use same bone structure so it is possible to make it drivable, and use rig only for cinematics 👍
@@postprocessed I tried chaos vehicles plugin with following tutors instructions carefully but the car isnt move and wheels go below the ground. i was searching for the issue and no solution found. now i am fedup with unreal chaos. please help me to find a solution if you can
Hey Man! Thanks for the tutorial! I am having a little issue though, right out of the gate. Right around 3:00. I have the Control and the Offset hooked up like in the video. But, my car doesn't move like yours. It seems like when I try to rotate the gizmo is actually rotates the gizmo. I looks, "wonky". I let go of the mouse and it goes back to right side up. Any pointers?
worked on the mustang but after applying rig to a Ferrari I got from cgtrader (and rigged according to your previous video) the body and tires are no longer aligned. experimental features suck. gonna try and find a work around.
For some reason I can't move the Body Control at the end with the Offset. Only the arrow is moving, the car itself seems stuck in the ground. Everything else works perfectly. Any idea what could cause that? I added the bones to a car exactly like you did in your previous video: ruclips.net/video/W--lEovSOoE/видео.html
that is strange, should be able to move the body controller offset and move the car up. You CAN'T move the controller itself, should move it in the attributes. Hope that helps
Hi bit late reply but i found out what was causing it, on the get transform control node set the type to control. You probably forgot to change the type from bone to control. I was having the exact same issue :)
Hello, great tutorial! What happens if I need to apply this to a car that has the "body bone" inside root bone, same as the old tutorial on this matter? Is it possible to do it that way?
this is for cinematic and animation BUT! Bone structure is the same as chaos vehicle, so you can use same MESH with same skeleton, so you can do for example "in game" cinematics with rig and than make also a playable car with same mesh on Chaos Vehicle plugin.
@postprocessed is it possible to have the car wheels rotate automatically based on the x-axis position of the car? This feature will elevate this car rig setup. The current wheel spin control can then be used to add extra spin for animating drifts and power slides etc
I am currently checking this, because I believe control rig can not feed rig world position and transform that to local space for wheel rotation. I am not very fond of control rigs as they seem to be quite limited compared to blueprints
@@postprocessed Thanks for the reply! Hopefully, it's possible to get this working. I am currently trying to get the car to tilt during drifting, so I re-enabled the body control. For some reason, the control rotates the entire car and not the body alone. I know you disconnected the body control because of the auto-suspension. I can't figure out why the control is affecting the entire car after the full rig is complete but it wasn't doing this at the start of the process.
HOTT TIP: once you have the downloaded car and import into Unreal, right click the SKM skeletal mesh --> Skeleton --> Assign Skeleton --> choose SK_Skeleton from the list and apply. THEN you can start the control rig blueprint and follow along.
Ah that is the issue? Strange, when I copy to new project skeleton is assigned 🙄
@@darkkera gotta pin that
Best tutor. Thx so much you have made my learning process easier.
@@postprocessed hi postprocessed. sorry, but one more question. can you show how to use this rig for other cars? it seems like i can only use it for the mustang? also the materials don t work on 5.4. i appreciate your help. thx
@@alexmair964 You can check my other video for rigging inside Engine: ruclips.net/video/W--lEovSOoE/видео.html
For Automotive pack - you can just import that in the project. Ignore error message and select compatible version of the pack (I guess it is 5.1) and click add to project. It works like that
You are criminally underrated. Fantastic tutorials every time!
Keep up the good work!
not even going to lie man.. this was the most simplist tutourial and yet it still confused me. but you respectfully kepted us entertained in a dry way. but kept it interesting. man took me 3 days to undertand this. and get it right . Yes it is a lot to do for sure.. ive only been on Unreal for 5 days so i will most def... run into some big issues. im glad that my computer is very well suited for this.. thanks a lot hope you all see my project soon. :)
Loved this tutorial! I love done it atleast three times! Everything works perfectly except the body control function. The entire car rotates with it…I keep looking out for the update video everyday 😆
Cheers for being one of the RUclips bosses
This guy giving a kind of confidence on his voice📈🔥
Thanks for every tutorials please continue...!❤
The most complete, detailed and amazing tutorial about animation that i found! Thanks a lot for share your knowledge, man! Congrats!
Just a tip that worked for me: at 15:02 you measured the diameter of wheel, but the "Sphere Trace By Object Types" needs a Radius. So, in my case, i divided the diameter by 2, to find the radius.
@@_marcus_vinicius yea but for me for some reason if I used radius wheels fall through ground. Anyway it is better to find what works for you!
@@postprocessed Wait! I am currently having my wheels fall through the ground instead of procedurally lift up when the block slides underneath. Anywhere I should look first, rewatching now haha
Get my Automotive MASTERCLASS WITH 25% OFF! With my personal discount code: 25POSTPROCESSED
Just use it at Check out!
www.doublejumpacademy.com/workshops/unreal-engine-complete-automotive-masterclass
I already enrolled for the Masterclass 😁
@@Marvin7408 and only now found this message? 😅
We possibly need a V2 update to this rig because I'm getting a couple problems. 1) If my surface is really high, the wheels clip through the body. A fix I would think is to rotate the body a bit as that's what a car would do in real life. But that brings me to problem 2) The body bone where I would do my body transformations seem to be parented to the wheels. If I rotate the body my whole car rotates rather than the body alone. May be a problem from the procedural suspension but I have no idea where to go to fix these problems. An updated bug fixes video on this would be absolutely amazing. Great work as always my man 🔥🔥
Did you find any solution?
@@ChaviChoow3D-v5x still playing around with it but no luck yet unfortunately ☹️.
I would probably do another video with some tips and common issues of this rig
@@postprocessed PLEASE DO!! I HAVE BEEN PULLING MY HAIR OUT ALL DAY!!!!!!!!!!!!!!!!!!!
@@Void_rift_disconnect I have the same issue, a work around is to try animating the pitch and roll of the Skeletal Mesh main transform, in the same way you offset the yaw for the drifting animation in the animating along a spline video. That seems to keep the wheels planted on the ground in my rig.
Great tutorial , very detailed and very very informative.
The one click I can remember was to click on the thumbnail of this tutorial :)
Maybe i'm missing something, after disconnecting the 'Body Control' from the sequence as we added suspension to body.. we now lose the ability to manually roll the body of the car like you have in your 'Car Animation using spline' video when you get the car to drift. If i try rolling the body with this procedural suspension, it rolls the entire car with wheels, how do we get around this?
You should be able to just animate the roll and pitch of the Transform of the Skeletal Mesh (in the same way you offset the yaw for the drift).
THE BOSS. Thank you for this, brother.
This is exactly what I have been looking for. Thank you so much. I knew I didn’t make a mistake hitting that subscribe button a few tutorials ago. Thanks again!
Yeah it took me some time to figure it out. Much harder than blueprinting :/
Well structured and right to the point. Bravo nice tut.
Maybe you screenshot the print of the control rig finished so that more veteran unreelers could have that open on one screen and unreal on the other while your smooth voice guides me trough the process. Put it on imgur and link it or something. That would make you a celestial in my book.
Top notch brother this is solid! 🤙🏿🤙🏿
my man!! thanks! How are you doing? it's a pity you wasn't on Unreal Fest Prague, this meeting would be legendary!
@@postprocessed Yea man I was bummed I couldn't make it this year looks like everyone showed up I was definitely feeling the Fomo
The man,myth,legend 🔥
@@guruchandran6328 🤙🏾
@@guruchandran6328 🤙🏿🙏🏿
did you found out and create all of this by yourself? I am already more than satisfied if I only can replicate these steps. Respect
Hey, Amazing! So far everything works, Only my wheels (with suspension) go through my car body mesh when I drive over the cube
This is great. Thanks so much for going through it like this.
One step up would be to introduce connectors for the parts - so that the module can work on cars that have different bone naming. As well as implementing the connector event to auto resolve those connectors in case you have the expected bone names. I get though that's quite advanced and potentially not suitable for the tutorial.
I'll take a look at the bug as well with the rig module conversion for vector controls - that should certainly work. Thanks for bringing it up!
I am not ashamed to admit it - as the feature is experimental I am not sure yet how to make it connectable parts. It was my initial plan on how to do that, but I didn't figure out how to separate them so they will actually work together and yes - for using different bone names. Like connect "car body" too root and connect wheels/calipers separately.. But making interlinked connections is still a mystery to me, gotta dig deeper into modular rigs which are created by Epic Games to see how they did it
@@postprocessed Absolutely that makes sense. There's a series of bugs that were fixed in 5.4.2 as well - so you should be safer there. Thanks for looking into this stuff. As more training material / live streams / talks from UEFest come online I hope this will make things easier for you.
@@HelgeMathee i was UE fest and unfortunately not much is different from general posts on UE documentation, or what was already shown :/ had to talk to devs at their stands to get some additional information
@@postprocessed Ah that's too bad - I had to skip due to Covid. Next time!
Great tutorial!
I'm on 5.4.2 and after connecting the nodes, the car doesn't respond like it does at @3:05
i followed all the steps. what could be the problem?
Thanks
*fixed
in case anyone runs into this issue, IF you download and use the Mustang provided, you need to assign the skeleton to the skeletal mesh for the control rig to work.
copying and pasting the files in the project doesn't link them automatically.
thanks
Just when I needed it! Thank you!
liked and subscribed. Well worth the price!
Very cool, any way of mapping this rig to a standard game controller for full control in play mode?
if you wanted to be able to animate with a game controller you should just use a standard chaos vehicle setup
You're the best. Thank you!
Woooow. What a video
Thank you! 🙌
Can’t wait to see what you are cooking with car stuff
Thank you for always good tutorials. Can you implement the interior of the car? Door , Steering wheel, accelerator, brake, speed panel, mission control, etc.
Subscribed in a heart beat.
thanks!
switching to rig module made my rig unresponsive.. any idea where I went wrong?
do you have sequencer open and the rig added to the sequencer? It only works when it is in cinematic sequence
@@postprocessed I have the same problem too, The Steering wheel and suspension not responsive
same issue
@@postprocessed I also have the same problem and I do have the sequencer open and the rig model added to the sequencer 🤔
@@miguelnogaleslopez so the fix for that would be.... Swithcing it back to control rig.
Already discussed with others on my discord server and that was a solution for some people. Not making it a rig module. It works just as control rig
great video!
Amazing tutorials thanks!
Very nice! Great tutorial...
hey thanks man, I love you sooo much man.
Thank you so much for the lesson!)
the reason for body suspension not working with wheel bones, is probably because you've used caliper bones for the wheel trace
I guess you are right! Forgot about it during the video
@@postprocessed Is this why it isn't working for me??? I have gone through the entire video several times. I am getting no response at all from any of the controls in my level...only in the blueprint. I am pulling my hair out now.
TY darkkera it worked
🔥🔥my mustang is merging with the floor
for some reason wih my car module it worked fine up until i created a modular rig then it changed my hierarchy and gave me a spawn bone in the construction event and added the root to the bottom UNDER the control space. I removed the control and added mine back in and it works but i don't think I can use it modularly now. Any tips anyone?
think thats all i need for now thx :)
great tutorial,wonder where you learnt all these blueprint staff XD
@@kingtree1993 by trial and error, looking tutorials, reading documentation and UE forums, communicating with other people and devs, trying to apply functionality from different assets. For example wheel trace is using ik “foot position” functionality from Third Person character BP 😁
Its really a great video! thank u so much, But i have a question this rig when attach the car to the camera rail is the wheel turn automaticly or i make key frames ?
yeah... here you need to turn them manually with key frames, but it's ain't a big deal I guess
Fantastic thanks, what would be your recommendation to start with Control Rigs in unreal?
Thanks for the awesome tutorial.. but what do you think about Rush hour and Cinematic car rig? If I have to buy one of these 2 plugins, wich one will you reccomend?
Cinemaric Car rig. Rush hour is painful to animate
Please, make a guide on setting up the video card and UN5.
Great video sir!!!!! sir ehich headphone are you using.. i saw it in the workshop you did in doublejump academy
Thanks! Headphones are Razer Barracuda, the cheap version, not PRO
@@postprocessed thank you sir
Hello, the tire tread texture don't want to be in the good direction, and i can't find this in the texture settings, can you explain me where i can change the rotation of theses particular textures!
Thanks
Why in My Ue Nothing is Working even the starting step when we get the body control and Add Offset there is no body rotation i dont know how every one is saying its working if you know how to fix please let me know
After switching to the Rig Module, the car's wheels don't rotate. It works fine in the editor, but when I move it to the level, the wheels don't rotate even when I move the Wheel Controller. As shown in the video, the wheels don't rotate even when moving along the camera rig rail in the level. The suspension works properly, and I also tried converting to Standalone Rig, but the wheels are still not rotating... Please Help Me!!!!
great thankksss 🙌
My wheels turn fine when I move the steering controller, but when I add in the wheel rotation, the wheels spin on multiple axes. Does anyone know what I'm doing wrong? I double-checked everything twice, but still can't find how to fix that.
I'm having issues with the rig once i convert it into a control module. when it's a control rig it works fine.... I have both controls in the sequencer but the rig module still refuses to move, but it works in the rig module viewport. anyone figure out how to make this thing work? btw I'm using 5.42
Hey! all rig functions only work when sequencer is open - so make sure you have sequencer open and car added to the sequence!
@@postprocessed Thanks I didn't realize you're not supposed to place the rig module in the scene. it does nothing.. but instead make a modular rig and then you can interact with that.
Maybe I missed a trick in there, but it *appears* that this rig only works riding on the camera rail. Can it be altered so the car follows a manually keyed control for trans/rot? Can you just attach it to an animated control in Sequencer, instead of a rail?
Very Expensive Tutorial here for free :) I subscribed right away. Just one thing I want to know that there is a PCG Graph in my scene which I am using for scattering assets and the car rig is actually behaving strange when entering inside PCG Bounding Box. Is there any things to check like collisions? Please help if anyone knows about it
Amazing tutorials as always mate. I'm having a bit of an odd issue my end, I've completed the whole tutorial (including converting to modular rig and fixing wheels rotating). However, when it's a Modular rig and in the viewport, none of the controls work. However when I convert back to standard Rig Module, everything works.. Any ideas there?
it only works with open sequencer and control rig added into it, modular rig should behave the same
Actually, I also have the similar problem. Even though I put it in the scene and also in sequencer, It doesn’t move. But do the same way with Standard Rig Module, It works completely. If you have any suggestions, please.
@@まゆげ-b4xUnfortunately the only way I could seem to fix the issue was to create the modular rig again in another UE project and for some reason that worked..It’s experimental for a reason I suppose 😅
@@bradbacon4873 well... seems unreal is just being "unreal" as usual haha. Well yea feature is still experimental tho
Today, I created again in different project as you said. But it won’t move😢
→Sorry, I could figure it out now. If we switch to modular control, our original control rig (I mean Mustang) doesn’t work. Though, the model which we apply the car rig module can move properly.
So, we can use except original control rig.
27:58 hilarious 🤪
I was having issue with the front of my tire, they beocme all wobby when accelerate, but the problem is this only occur to the front tire and not the back. is there any fix tot his?
Лучший. Большое спасибо ))
😀😀
I've applied your work to a handbrake and gearstick (success with weight painting still getting the BP to work). The steering wheel however, is not strictly on an XYZ axis (it's about 15 degrees off vertical) so any rotation applied is wonky. Can you change the axis of rotation? Can you make a steering wheel rotate? SOLUTION: Don't reset rotation to 0:0:0 when you snap! (increase axis length to view better)
Hi love the Video. But how can i add decal to the car model and have it move with the model when using suspension?
i seem to be having an issue where the collision detection for the FL wheel is assigned to the Rl wheel and vice versa checked my blueprint and it seems to look right any tips
Many thanks for taking the time to make these recordings Q. Not sure how your using the free Automotive materials in an unreal 5.4 project ? - its says for me that its not compatbile if try to add to the project ? are you using dash had you added these materials to the project in an earlier version, then upgraded it ? Actually, Quick search revealed the answer LOL
I can't get it to work. At 34:30 you show very important steps but do things extremely quick. I have to view it at quarter speed. When i do exactly what i can see you do, the rig controls are not showing and the car height variables do nothing. Any suggestions?
Bro is bascially car mechanic 😆😆 (Of unreal negine ofc, since he makes such complex vehicle related videos simple). Hey next time maybee vehicle destruction or something?? hehe. The Matrix vehicle destruction physics has so many loopholes thats why asking you :((
Could you make a tutorial on how to control the rig using player controller ?
ah, well, I think there are plenty of videos about it - it's called Chaos Vehicle. And you can use same skeleton for that, or you want me to do the tutorial about it? :)
@@postprocessedtutorial pls
@@postprocessed Yes Please :D
Hey Thanks for the tutorial!
Also, I was shocked by the camera view of face! Would u mind telling me how to achieve that soft look? Is it cuz of camera?
@@sherzoderkinov4498 I use fullframe sony zv-e1 with 24mm f1.4
Also some grading in DaVinci resolve
@@postprocessed hey, thank you so much for the info!)
I don't understand why I can't see my controller arrows. Each one is checked 'visible' and is scaled up. I've moved them to the same positions as you did.
nice one🙏
Hi, could you please also make a tutorial how to crash into other cars. destructive vehicles?
Setting up the control arrows and when I press compile the arrow reset to the default position really small and under the car. Not sure what I am doing wrong.
Hi thank for this amazing tutorial .
Did have any Chance to add soundFX? Have any website or method to get car sound ?
hey man! I get some samples from artlist.io for sounds and also... Using one funny trick... I run Forza Horizon 5 and record car driving sound... :D not perfect solution, but well.. That's ain't stupid if it works!
do you know what is the snap to ground key for Mac since there is not the END key?
Question - Lets say we have a car created from a design we created, How should the suspension look so it will be easy to rig?
would you say this is better than the “cinematic car rig” by Madgoat Studio or no?
dude hahahah no, we with madgoat invested so much time into CCR to be perfect.
this is just free rig suitable for cinematics, if you are starting with Unreal just to understand if you want to make car renders there or no.
basically: CCR is the GOAT.
This rig is quite simple just to have people covered who are not sure if they gonna stick to UE and don't want to spend money on assets at the beginning
hi dear friend, today I encountered a problem after I rigged a car completely in UE5. The car’s suspension system works in reverse and when it is placed on a bumpy surface; Instead of going up, the tires go down or even go under the ground, I would appreciate it if you could help me
my car expansion height go upper how to fix it with correct value
How to bake the transform of car so we can bring the animation to embergen its not exporting coz car itself does not have any keyframe any way to do this?
Brother which is your monitor 😊please answer it
@@muhammadnihadk436 dell gaming g3223q
@@postprocessed thanks 🙂
27:59 i dont know what hpned, but, my car turned 180 degree and i dont have caliber bones in the first place, so i gave bone connection to constrains, my model is diffrent
I created 10 times and still have problem only for me not working this tutorial?
probably a stupid question but after i converted my rig into a module, i can't make any changes to the settings (eg change position of body dummy center). how can i convert it back or how am i able again to tweak some settings?
Not a stupid question but alot of us are getting this same problem but you can convert back to a Standalone Rig and it works fine
Hi, great video. I have a question: can this be applied to a tank, for example?
ooooof not sure... I think it is better to check UE marketplace assets for that. I never tried to rig a tank :(
You can use some of the techniques from here to offset the wheels but for animating the track ok the tank it's another story, i've seen that the best way is to animate the material of the tank tracks
Great job! I think 5.4.2 still has some issues. It will stop working, I'll need to recompile, or drop it again into the project.. then it will work again. I was able to apply it to the helicopter using your wheel rotation solve: One controller (RotorSpeed) connected to main and tail rotors (which are different axes). The bake transform refuses to work for the helicopter. Hopefully they fix these glitches.
I think it only works when you have Sequencer open, it doesn't work when there is no open sequence, as control rigs are active only during animation. Maybe that could also be an issue. I also like how people are getting creative :) I am talking about cars and you applied to HELICOPTER!
I just starting right now , and i struggle to import the mesh file, after a few hours trying to load the find, impossible to have it on unreal , i have a error message on my screen
Amazing tutorial, Thank you very much for sharing this gem! I just encountered an issue that I don't know how to resolve. After switching to the Rig Module, the physics aren't working in the editor. Additionally, when I attach the rail, the car's physics don't work. Have you experienced something like that?
Did you try it with open sequencer? It only works when sequencer is open and object is added in sequencer
@@postprocessed This sounds very very much like what I am experiencing!! PLEASE HELP!
@@Void_rift_disconnect keep it as control rig (not module) create empty level. Create level sequence. add control rig and rail to the sequencer. Test out the rig. It works just fine for me. tested on multiple cars.
Hey mate👋
After clicking "switch to rig module" the car rig works perfectly in the blueprint tab preview window, but doesn't work in the viewport.
On switching to "standalone rig" the car rig starts working in the viewport as well
Can you give me something with this information 😅
I've also encountered this issue, it even happened when I was called to the stage. I went to bed and woke up with this problem. Were you able to fix it?
Pretty sure I am stuck here... Messing around and trying to solve the issue...
So yes...Switching to "standalone rig" makes it all work again... What does this mean?? Does this mean that we cannot use the rig module we made on a new car? I am exhausted from trying to solve this. I literally followed this from scratch three times so far...
How do i set the limit so it doesnt go inside the car ...I played with all the variables but it doesnt work
Is there a ready rig I can download/buy 😀
I come to the end of the tuto, the car work well, the step inside the wheels are ok, and then i come to the animation with control rig and animate, put camera, and the wheel don't want to spin, the controls arrow don't want to be use inside the map level.... Help .....
Thanks for the nice tuto tho!
@@NicolasBallester i think they only appear when you have sequencer open… otherwise if it is just in the scene they are not, otherwise should work fine, but I am also preparing and update for this rig and new video and will share project file with few cars
Need some it was working until today , now the rig works in the rig editor but doesn't when I add to scene
Does this one click generator thingy comes with the course? (Automotive Master Class)
With the course comes something much better and easier + full working suspension rig
@@postprocessed Cool, thanks! 🙏🏼
so if you want the car to jump, or stunt... just moving up the camera rail would work?
Correct, or making invisible jump ramp which will be hidden in game
Thank you so much for creating such a high-quality tutorial!
but I have a problem, Can I ask a question..?
When I rotate the body controller, the wheels and body rotate at the same time.
I've been watching the video again and again, but I don't know where I went wrong.
Check that body control transform has “propagate to children” disabled, but the thing is that “Body” is rotating root bone in the very end of the graph, which affects everything.
What can be a workaround:
Create NEW body controller connect it to Body bone in the end.
OR create NEW body controller and unfolt rotation and translation pin, connect it with ADD node to “body dummy center” which sets the body bone (pre-last “Set Bone”) node.
That will be values from new controller you made to body suspension fucntion
@@postprocessed Thank you for your kind reply.
But your advice is difficult to understand at my level. I've just started studying Unreal.
I tried rebuilding the control rig again, but found that the problem reoccurred after producing the part of the video starting at 26:25.
I isolated that part and connected the first sequence node and the body offset node and it worked fine.
But it's okay. It's already good enough, but I'm going to try using it without that feature.
Thank you for your time. have a good day!
i copied car rig folder to contect folder of my ue project but its not showing nothing.
Fixed: After restarting UE it's showing now
Having issues with this as well. Restarting didn’t solve anything. Put it I. Content folder and can’t import the .uasset files either
Is it possible to make it drivable like playing a game then ? 🤔
@@charithevfx yeah, check “Chaos Vehicle” tutorials, they use same bone structure so it is possible to make it drivable, and use rig only for cinematics 👍
@@postprocessed I tried chaos vehicles plugin with following tutors instructions carefully but the car isnt move and wheels go below the ground. i was searching for the issue and no solution found. now i am fedup with unreal chaos. please help me to find a solution if you can
For some reason during the animation part where the car follows the path, the wheels don't interact with the ground
Hey Man! Thanks for the tutorial! I am having a little issue though, right out of the gate. Right around 3:00. I have the Control and the Offset hooked up like in the video. But, my car doesn't move like yours.
It seems like when I try to rotate the gizmo is actually rotates the gizmo. I looks, "wonky". I let go of the mouse and it goes back to right side up.
Any pointers?
Did you use the mesh which I shared and you downloaded it? If so - check pinned comment - sometimes you need to assign skeleton on the mesh
worked on the mustang but after applying rig to a Ferrari I got from cgtrader (and rigged according to your previous video) the body and tires are no longer aligned. experimental features suck. gonna try and find a work around.
damn :( do you have a link for that model? Also wanna try it
For some reason I can't move the Body Control at the end with the Offset. Only the arrow is moving, the car itself seems stuck in the ground. Everything else works perfectly. Any idea what could cause that? I added the bones to a car exactly like you did in your previous video: ruclips.net/video/W--lEovSOoE/видео.html
that is strange, should be able to move the body controller offset and move the car up. You CAN'T move the controller itself, should move it in the attributes. Hope that helps
Hi bit late reply but i found out what was causing it, on the get transform control node set the type to control. You probably forgot to change the type from bone to control.
I was having the exact same issue :)
Hello, great tutorial! What happens if I need to apply this to a car that has the "body bone" inside root bone, same as the old tutorial on this matter? Is it possible to do it that way?
I just followed your other tutorial to get my model updated :) ruclips.net/video/W--lEovSOoE/видео.html&ab_channel=PostProcessed
yes, you just need to add body bone I have a tut here how to edit bones for skeletal mesh inside UE:
ruclips.net/video/W--lEovSOoE/видео.html
Hey quick question... This can and should be used for a game correct?? or Is it more for the animation and cinematics?
this is for cinematic and animation BUT! Bone structure is the same as chaos vehicle, so you can use same MESH with same skeleton, so you can do for example "in game" cinematics with rig and than make also a playable car with same mesh on Chaos Vehicle plugin.
could you please explain how to do it with another car mesh? what is the preparation needed?
@@helloworld77771 you can check it here for example if you want to prepare car in blender:
ruclips.net/video/zlMAEfDvJUg/видео.html
@postprocessed is it possible to have the car wheels rotate automatically based on the x-axis position of the car? This feature will elevate this car rig setup. The current wheel spin control can then be used to add extra spin for animating drifts and power slides etc
I am currently checking this, because I believe control rig can not feed rig world position and transform that to local space for wheel rotation. I am not very fond of control rigs as they seem to be quite limited compared to blueprints
@@postprocessed Thanks for the reply! Hopefully, it's possible to get this working.
I am currently trying to get the car to tilt during drifting, so I re-enabled the body control. For some reason, the control rotates the entire car and not the body alone. I know you disconnected the body control because of the auto-suspension. I can't figure out why the control is affecting the entire car after the full rig is complete but it wasn't doing this at the start of the process.
How do you make the steering wheel rotate with the front wheels