Cool video👍This helped me. Unreal 5.4.4. I downloaded the project from the link below, migrated all the content to my own and everything works. Works with City Sample Vehicles. The only downside is that if the fps drops, the timings of the keys in sequencer may not match the simulation. But my car driving by the line, that's already super
The same method does not work with the offroad car. Only the body moves when you record it with take recorder and try to use the animation asset. Any idea ?
Hi Tony, great video that helps me! Question, can't I just use the sequencer (animating from there with key frames) instead of having to use take recorder by simply adding a camera to the sequencer and rendering from there? I like the repeatable function of using the spline versus driving the vehicle
Hey. I don't fully understand your question. The only reason to use the take recorder is to get repeatable, exportable motion from the car, that wont ever change. If you notice, every time you do a sim (even on a spline) it will be slighting different depending on the frame rate and the location of Jupiter. "Baking the motion" makes it possible to keep the behavior of the car without it ever changing. Once you have that skeletal mesh motion, you can put it in new sequence with cameras, lights, etc. Let me know if I didn't answer your question.
i tried animating through creating custom rig and attaching it to camera rail but it's only good for flat surfaces, i need the car to react to ground, that i can't figure it out
How to move the driving car assets in the UE mall along the direction of the spline path? The car resource skeleton grid in the mall is not a whole, and many methods are useless
would you make your updated project available for download? I'm pretty new to UE and could use the extra help understanding what you did. Thanks for your work!
hi tony , is this still working on UE 5.1 ? Cause i try and it seems the car doesnt follow spline anymore, hope to hear from you, and thank you of doing this video and great shares ....
This looks like my next tutorial! I want to learn UE5 for car chase previz (action design) for movies. I'll need these sort of shots, plus actors (metahumans) in the car and cameras on the car. Also possibly drifting, collisions and rollovers. Can you step through your planning for such a thing?
I can't easily step through all the pieces because there are many ways to approach it, however my latest video does go over how to record multiple vehicles. ruclips.net/video/p6AzdCFAbTQ/видео.html
Hi there, this is awesome thank you! Is there a setting in the vehicle blueprint that might stop this working? I can get it to work with a cube, but not with my chaos vehicle. I've disabled auto possess player, and the percentage along the spline updates if I physically reposition it, but no luck getting it to run.
Hi Tony! The recording part of the tutorial went well, while simulating all the vehicles behave as intend them to. I imported the vehicles animations as subsequences in my main sequence, where I have other elements animated as well. The animation in the sequencer works fine, no issue. However, when I try to render with the movie render queue plugin I get all sorts of issue, the recorded vehicles collide with the simulated ones, my one and only camera gets ignored and I a lot of error messages in the console from the vehicle blueprints of my vehicles. Do you know what might be causing this?
Hello, your tutorial has taught me a lot. I downloaded this project and put in a chaos vehicle according to the video method. The tank only walks in a straight line and does not follow a spline. I set a 6 Wheel vehicle, the vehicle will sway left and right, but it will not follow the spline, what am I doing wrong, I need your guidance urgently, thank you
thank you for this amazing tutorial! I would like to know if it's possible to render it in the movie sequencer? when I render this, it starts to simulate and doesn't consider my baked animation.
use the blueprint/pawn car for recording the animation , then create a sequence and add the skeletal mesh version of the car + apply the animation in sequencer. its what i did for this test video.ruclips.net/video/w8Ql8fbwrHs/видео.html
how do i make it go faster? I've changed the max speed with no effect. I want it to go 88 mph! (I am new to Unreal and not good with rigging or editing vehicles so I replaced the body with the Back to the Future Delorean in the BP)
Is it possible to attach a character to these vehicle animations so in the Take Recorder it shows not only the car following the spline but the character inside of it? Does anyone have ideas on how to do it? Thanks
Because it becomes an Anim Sequence, it will be compatible with any skeletal mesh that shares the skeleton. Just like you could have multiple characters that use the same animations. If the wheel bases are very different, then you may notice some sliding.
@@Jsfilmz Yes, if your chaos vehicle is currently setup to be driveable, it will work with this followspline component. This project is available on the Epic Dev hub site, see details above.
Hi Tony, I'm struggling with how to put an car animation which i did in take recorder to the final animation sequencer. Can you give me some advice please?
Cool video👍This helped me. Unreal 5.4.4. I downloaded the project from the link below, migrated all the content to my own and everything works. Works with City Sample Vehicles. The only downside is that if the fps drops, the timings of the keys in sequencer may not match the simulation. But my car driving by the line, that's already super
You save me a lot of time!!!! Thank you for this tutorial!
The same method does not work with the offroad car. Only the body moves when you record it with take recorder and try to use the animation asset. Any idea ?
Thank you, you and a another UE RUclipsr have make the last Audi Video on my RUclips channel possible.
TQ4this! just what we need!
ive needed this. Thanks!
Hi! Could you please advice how to turn off the percentages above car
I cannot find the component "follow spline", any tips?
Likewise. Wish he’d set this up from scratch.
thanks man, i really like your tutorial, easy to understand.
You're welcome! That's nice to hear.
Hi Tony, great video that helps me! Question, can't I just use the sequencer (animating from there with key frames) instead of having to use take recorder by simply adding a camera to the sequencer and rendering from there? I like the repeatable function of using the spline versus driving the vehicle
Hey. I don't fully understand your question. The only reason to use the take recorder is to get repeatable, exportable motion from the car, that wont ever change. If you notice, every time you do a sim (even on a spline) it will be slighting different depending on the frame rate and the location of Jupiter. "Baking the motion" makes it possible to keep the behavior of the car without it ever changing. Once you have that skeletal mesh motion, you can put it in new sequence with cameras, lights, etc. Let me know if I didn't answer your question.
@@tbowren Thanks! I understand now.
i tried animating through creating custom rig and attaching it to camera rail but it's only good for flat surfaces, i need the car to react to ground, that i can't figure it out
i am using vigilante tank and it is not turning, just going straight into void. what to do?
How to move the driving car assets in the UE mall along the direction of the spline path? The car resource skeleton grid in the mall is not a whole, and many methods are useless
can we somehow add transform in sequencer and give it yaw to make kind of drift effect or how could we make desired drift through this
Very helpful video
Idk why but i tried to make a scene for the main menu where the car rolls in but its sideways and i dont know how to fix it.
this is sooo good thank you so much !
Thank you, it helps
would you make your updated project available for download? I'm pretty new to UE and could use the extra help understanding what you did. Thanks for your work!
Yes I can do that. I will put a link to the project in the notes, it will be on the Epic Dev Hub.
Project file that was used to make this video is linked in the details above. Good luck.
@@tbowren Thank you so much!
@@tbowren tony how can i increase the speed of the car? My car is following the spline but man its really slow hahahahaha
hi tony , is this still working on UE 5.1 ? Cause i try and it seems the car doesnt follow spline anymore, hope to hear from you, and thank you of doing this video and great shares ....
Can we do this using Cine Camera Rig Rail?
This looks like my next tutorial! I want to learn UE5 for car chase previz (action design) for movies. I'll need these sort of shots, plus actors (metahumans) in the car and cameras on the car. Also possibly drifting, collisions and rollovers. Can you step through your planning for such a thing?
I can't easily step through all the pieces because there are many ways to approach it, however my latest video does go over how to record multiple vehicles. ruclips.net/video/p6AzdCFAbTQ/видео.html
How to render that car animation? It doesn't play in cinematic video.
Hi there, this is awesome thank you! Is there a setting in the vehicle blueprint that might stop this working? I can get it to work with a cube, but not with my chaos vehicle. I've disabled auto possess player, and the percentage along the spline updates if I physically reposition it, but no luck getting it to run.
Figured it out. Had to switch my Auto Possess AI to Placed in World and class to AI Controller. Awesome video and technique, thank you!
Hi Tony! The recording part of the tutorial went well, while simulating all the vehicles behave as intend them to. I imported the vehicles animations as subsequences in my main sequence, where I have other elements animated as well. The animation in the sequencer works fine, no issue. However, when I try to render with the movie render queue plugin I get all sorts of issue, the recorded vehicles collide with the simulated ones, my one and only camera gets ignored and I a lot of error messages in the console from the vehicle blueprints of my vehicles. Do you know what might be causing this?
I have the same problem but when i render the car doesnt show but on the sequencer looks fine
Copy the key frames animation, and paste in another car.
Can this be done without using the 'play level' game option? So Linear cinematic with sequencer only control, keyframes, and no 'game' playing?
Hello, your tutorial has taught me a lot. I downloaded this project and put in a chaos vehicle according to the video method. The tank only walks in a straight line and does not follow a spline. I set a 6 Wheel vehicle, the vehicle will sway left and right, but it will not follow the spline, what am I doing wrong, I need your guidance urgently, thank you
The problem has been solved, I made a mistake when setting the vehicle blueprint myself
Hi for some reason follow spline component is not showing in my project, can you help
hi, i cant change the speed of the car in follow spline ,can you help me, thanks
Does this method work inside UE 5.4?
Bravo!
thank you for this amazing tutorial!
I would like to know if it's possible to render it in the movie sequencer?
when I render this, it starts to simulate and doesn't consider my baked animation.
same problem
use the blueprint/pawn car for recording the animation , then create a sequence and add the skeletal mesh version of the car + apply the animation in sequencer. its what i did for this test video.ruclips.net/video/w8Ql8fbwrHs/видео.html
how do i make it go faster? I've changed the max speed with no effect. I want it to go 88 mph! (I am new to Unreal and not good with rigging or editing vehicles so I replaced the body with the Back to the Future Delorean in the BP)
Cool job!
I'm rigging a motorbike with chaos vehicle, you think is possible to use the bike in this project?
Thanks
Thanks for sharing, this a useful way of adding car animations.
Is it possible to attach a character to these vehicle animations so in the Take Recorder it shows not only the car following the spline but the character inside of it? Does anyone have ideas on how to do it? Thanks
great stuff, how can i draw a totally new spine path?
Hi Tony,
Once you have the animation 'baked down' is it possible to change the mesh e.g. a new car but still have the same animation?
Thanks !
Because it becomes an Anim Sequence, it will be compatible with any skeletal mesh that shares the skeleton. Just like you could have multiple characters that use the same animations. If the wheel bases are very different, then you may notice some sliding.
@@tbowren so all we need to do is rig our cars to chaos car and this should work?
@@Jsfilmz Yes, if your chaos vehicle is currently setup to be driveable, it will work with this followspline component. This project is available on the Epic Dev hub site, see details above.
@@tbowren thank you
@@tbowren i just tried this with my custom vehicle. my car moves but the wheels arent turning along the spline lol any tips sir?
your link with demo is not working
Yes . I'm sorry. I was told I can no longer share that link because it includes the car geometry.
definetely my favorite part 4:35 haha
Hi Tony, I'm struggling with how to put an car animation which i did in take recorder to the final animation sequencer. Can you give me some advice please?