once again Nancy saves me =D I so needed this! pulling the graph onto my second screen while I move the IK around is really helpful too to see if I've done any weird sudden movements - would never have figured out how to add my weapon into the scene and attach to its socket in the sequencer without this thanks so much
thanks for such a detailed tut, hope your development for Portabellows goes great, keep the spirit and the willpower going and much support to your endeavours
4:16 great tutorial! I am using the default GASP and even though in the content browser I can find the CR Mannequin In the bake to control selection I can not find it.. Any idea?
Hi, I want to ask if there is a way to use Control rig to remove bone from animation? I want to remove weapon bone out of Paragon character's skeleton to make the weapon separated.
As far as I know, not with the control rig, but if you find a way please share! You can seperate the weapon in Blender like this video: ruclips.net/video/sC7Z_QxZ1I8/видео.html. Or I'm looking into the skeleton editor that comes with 5.3, it's experimental, in 5.4 it's in Beta. dev.epicgames.com/community/learning/tutorials/0lpO/unreal-engine-skeletal-editor-usage-guide. Solutions online range from having the weapon material be not visible or changing the weapon bone to transform 0,0,0 😅. It was possible to delete the Paragon Wukong weapon bones, but very hard to just delete the staff in the skeletal mesh editor, that tool seems super promising, just not there yet. Making the weapon separated makes sense, I wonder why these paragon characters come out with weapons skinned to them, it's awesome to have access to them still
I found a 'hacky' way to remove the weapon mesh by making the staff into clothing then deleting it. You can: - Open the skeletal mesh - Select the staff or weapon - right click on it and "Create Clothing Data from Section" - Check on the "Remove from mesh", give it some name - Click "Create" - Open up the clothing window, find your clothing name you just made - Right click and "delete" So far making the staff mesh section into a cloth and removing it seems to do the trick. You'll probably need to update the physics asset to also remove collisions on the staff/weapon etc.
@@nancedevdiaries thanks a lot for this trick. It saves a lot of time because with eternal 3d software, i also need to figure out the import settings back into UE.
once again Nancy saves me =D I so needed this! pulling the graph onto my second screen while I move the IK around is really helpful too to see if I've done any weird sudden movements - would never have figured out how to add my weapon into the scene and attach to its socket in the sequencer without this thanks so much
thanks for such a detailed tut, hope your development for Portabellows goes great, keep the spirit and the willpower going and much support to your endeavours
Thank you!
This channel is a must for unreal fans
As always you tuts are pure gold! Thanks a lot. I’m a fan of your content
Another great viudeo! Please keep making them, there aren't enough highly competent Unreal devs making videos.
That's pretty cool and useful! Thanks for the tutorial 🥳
I always love watching your videos, good job🎉
Love your Lyra content.
Very helpful, thank you 😊
Veryy cool
good stuff✌
Is there a way to add a Pickup/Toss/Throw animation into Lyra player? Thank you for this tutorial!!!
4:16 great tutorial! I am using the default GASP and even though in the content browser I can find the CR Mannequin In the bake to control selection I can not find it.. Any idea?
did I imagine it or at some point you drag dropped numbers between transform edit boxes?
Hi, I want to ask if there is a way to use Control rig to remove bone from animation? I want to remove weapon bone out of Paragon character's skeleton to make the weapon separated.
As far as I know, not with the control rig, but if you find a way please share! You can seperate the weapon in Blender like this video: ruclips.net/video/sC7Z_QxZ1I8/видео.html.
Or I'm looking into the skeleton editor that comes with 5.3, it's experimental, in 5.4 it's in Beta. dev.epicgames.com/community/learning/tutorials/0lpO/unreal-engine-skeletal-editor-usage-guide. Solutions online range from having the weapon material be not visible or changing the weapon bone to transform 0,0,0 😅.
It was possible to delete the Paragon Wukong weapon bones, but very hard to just delete the staff in the skeletal mesh editor, that tool seems super promising, just not there yet.
Making the weapon separated makes sense, I wonder why these paragon characters come out with weapons skinned to them, it's awesome to have access to them still
I found a 'hacky' way to remove the weapon mesh by making the staff into clothing then deleting it.
You can:
- Open the skeletal mesh
- Select the staff or weapon
- right click on it and "Create Clothing Data from Section"
- Check on the "Remove from mesh", give it some name
- Click "Create"
- Open up the clothing window, find your clothing name you just made
- Right click and "delete"
So far making the staff mesh section into a cloth and removing it seems to do the trick. You'll probably need to update the physics asset to also remove collisions on the staff/weapon etc.
@@nancedevdiaries thanks a lot for this trick. It saves a lot of time because with eternal 3d software, i also need to figure out the import settings back into UE.