I've been combing through a lot of modular control rig videos because I have a couple issues I'm trying to troubleshoot (I'm doing a horse rig, which has been...interesting), mostly to do with some of my controllers not following the axis orientation of the joints they're assigned to and some weird deformations when baking animation assets to the rig. While this video didn't help out with those issues specifically, I have to say that this is by FAR the best video I've come across on modular control rigs. You don't spare any details, go through possible pitfalls and what you've learned while working with it, and you even just took a sec to show your connections in the Module Hierarchy tab. That last one is something I've seen no one else do when it was very much needed in building a non-humanoid character that won't always automatically populate your mesh with the proper sockets. Thank you, and you've got a new subscriber in me!
@@nancedevdiaries I've definitely been feeling that haha. I've had a little rigging experience here and there over the years, but I'm definitely no rigger. But I needed a quick way to animate some characters in UE5 for a project deadline so here we are 😂
Thank you so much for this. I want to ask. If I import my rigid character from another 3d software (Maya, blender or cinema 4d), will I be able to have the (blending shapes or pose morphs ) available and have full control with this pipeline?
If I understand well, this is for animating morph shapes in-editor with the Modular rig? I use montages to animate the morph shapes, it's not as nice as the sequencer. Maybe there's somewhere in the level sequencer (from my other video about control rig) that allows animating morph shapes, but I haven't looked too deep. Will update this comment if I find out how to also animate morph shapes along the animation sequence baked to control rig! If this is about making the skeleton and editing the morph shapes, I'd look into the skeletal mesh editor in 5.5 but it's still experimental. Do share if you find the solution please and thank you :)
Thank you for the very detailed and high-quality video, keep up the good work! But I have a request, could you show me what to do with a common problem when knees or elbows turn inside out, and when the control shape is moved, the mesh breaks. This is a common problem, but for some reason I did not find an answer to it on the Internet. I would be very grateful if you could tell me!
Thanks! I'm wondering if you have a pole vector in front of the elbows or knees, depends if you use IK or FK. One thing I can think about after asking an animator friend is your mesh, does it have a bit of a bend in the direction they should bend (elbow has a slight bend and knees)? If your bones are all aligned that may be the root of the issue as the rig can't math out the direction it should go into.
how to use this modular rig to actually make the epic skeleton and use it for gameplay and not in sequencer... I do not find anywhere someone who explains this or it is just made for sequencer ??
At 25:45 I go into how create an animation sequence with the control rig you created. You can use the animation sequence inside your animation blueprint or inside a montage for gameplay. If this video helps also, you can edit existing animation sequences with control rig, that's the awesome part of it at ruclips.net/video/F47k9QFr7Gg/видео.html! If you mean directly adding the control rig to the animation blueprint anim graph for foot planting/arm roll then yes that's another subject :).
Thank you! In Gameplay abilities can you show us how to play a secondary animation if the ability fails to launch like if you fail to Fire due to lack of ammunition it would be dope to have him look at his gun or something! Like an animation visual indicator of lack of an attribute.
Lucky for you Lyra implements that! For example, look for AM_MM_Pistol_DryFire and where it's used :). The failure montage is setup in the gameplay abilities, under "FailureTagToAnimMontage" and there's even a spot for a failure text on the UI in "FailureTagToUserFacingMessage". GA_Weapon_Fire is where the montage is played, for more context NOTE: The montage plays locally and on the server. So you'll only ever see your own failure montage and the server's unless you're the server then you see everyone's failures. Good enough to see for yourself though when you're missing ammo or get feedback that your ability failed and for what reason ("Ability.ActivateFail.Cost" in this instance is the reason).
@@davy4842 It might not be the best solution, but I fired a multicast from the server when it receives the failure message to send to all clients to play the failure montage, if the client was locally controlled then I'd skip playing the montage because they already handle it through the ability. I added a variable for failure update time on the ability so multicast/RPC is not spammed or when the player just spams their ability key. Also a variable for if the ability wants to actually replicate failure to all clients (saves you an RPC call if you don't need it). My memory is a bit fuzzy but I think that should help, it was mostly a code solution. I didn't implement that solution in my own game since it's single player and "just works" :D. Definitely share if you find a better solution :)
I don't have a tutorial on that subject, but @LFA_GM and @nomadic626 looks like they cover that nicely at ruclips.net/video/YPaY93A8Fdc/видео.html and ruclips.net/video/ougokzz_w40/видео.html. Looks like they collaborated on it at forums.unrealengine.com/t/what-is-the-best-workflow-for-creating-and-saving-custom-settings-in-lyra-blueprints-only/553852?u=l.f.a . My closest tutorial is my eye blinking tutorial where I import Echo in from the animation sample but all I do is use her mesh. Cheers!
It seems im the only one running into the issue where the controls that are procedural created aren't allowing me to readjust the size, and they are massive.
I don't know too much about arm twist to be honest. I've seen I think in Lyra where the twist is part of a post process Animation Blueprint as a control rig. Curious about this. Please share if you find out the solution :)
Nancy you are the best!
I've been combing through a lot of modular control rig videos because I have a couple issues I'm trying to troubleshoot (I'm doing a horse rig, which has been...interesting), mostly to do with some of my controllers not following the axis orientation of the joints they're assigned to and some weird deformations when baking animation assets to the rig. While this video didn't help out with those issues specifically, I have to say that this is by FAR the best video I've come across on modular control rigs. You don't spare any details, go through possible pitfalls and what you've learned while working with it, and you even just took a sec to show your connections in the Module Hierarchy tab. That last one is something I've seen no one else do when it was very much needed in building a non-humanoid character that won't always automatically populate your mesh with the proper sockets.
Thank you, and you've got a new subscriber in me!
Thanks and glad that was helpful! Non-humanoid characters are hard to rig 😅
@@nancedevdiaries I've definitely been feeling that haha. I've had a little rigging experience here and there over the years, but I'm definitely no rigger. But I needed a quick way to animate some characters in UE5 for a project deadline so here we are 😂
Great Job. Thank You!!
thank you very much, your video helps me a loooooooooooot :D
Thank you so much for this. I want to ask. If I import my rigid character from another 3d software (Maya, blender or cinema 4d), will I be able to have the (blending shapes or pose morphs ) available and have full control with this pipeline?
If I understand well, this is for animating morph shapes in-editor with the Modular rig? I use montages to animate the morph shapes, it's not as nice as the sequencer. Maybe there's somewhere in the level sequencer (from my other video about control rig) that allows animating morph shapes, but I haven't looked too deep.
Will update this comment if I find out how to also animate morph shapes along the animation sequence baked to control rig!
If this is about making the skeleton and editing the morph shapes, I'd look into the skeletal mesh editor in 5.5 but it's still experimental. Do share if you find the solution please and thank you :)
Thank you for the very detailed and high-quality video, keep up the good work! But I have a request, could you show me what to do with a common problem when knees or elbows turn inside out, and when the control shape is moved, the mesh breaks. This is a common problem, but for some reason I did not find an answer to it on the Internet. I would be very grateful if you could tell me!
Thanks! I'm wondering if you have a pole vector in front of the elbows or knees, depends if you use IK or FK. One thing I can think about after asking an animator friend is your mesh, does it have a bit of a bend in the direction they should bend (elbow has a slight bend and knees)? If your bones are all aligned that may be the root of the issue as the rig can't math out the direction it should go into.
Hi, thanks for the awesome introduction to the new feature! How did you set your controls to appear in front the mesh on your manatee rig?
Thanks! I just added an offset and scaled it just like in the video at 20:12 :)
how to use this modular rig to actually make the epic skeleton and use it for gameplay and not in sequencer... I do not find anywhere someone who explains this or it is just made for sequencer ??
At 25:45 I go into how create an animation sequence with the control rig you created. You can use the animation sequence inside your animation blueprint or inside a montage for gameplay. If this video helps also, you can edit existing animation sequences with control rig, that's the awesome part of it at ruclips.net/video/F47k9QFr7Gg/видео.html!
If you mean directly adding the control rig to the animation blueprint anim graph for foot planting/arm roll then yes that's another subject :).
Thank you! In Gameplay abilities can you show us how to play a secondary animation if the ability fails to launch like if you fail to Fire due to lack of ammunition it would be dope to have him look at his gun or something! Like an animation visual indicator of lack of an attribute.
Lucky for you Lyra implements that! For example, look for AM_MM_Pistol_DryFire and where it's used :).
The failure montage is setup in the gameplay abilities, under "FailureTagToAnimMontage" and there's even a spot for a failure text on the UI in "FailureTagToUserFacingMessage".
GA_Weapon_Fire is where the montage is played, for more context
NOTE: The montage plays locally and on the server. So you'll only ever see your own failure montage and the server's unless you're the server then you see everyone's failures. Good enough to see for yourself though when you're missing ammo or get feedback that your ability failed and for what reason ("Ability.ActivateFail.Cost" in this instance is the reason).
@@nancedevdiaries dope thank you! Any idea how others can see it too?
@@davy4842 It might not be the best solution, but I fired a multicast from the server when it receives the failure message to send to all clients to play the failure montage, if the client was locally controlled then I'd skip playing the montage because they already handle it through the ability.
I added a variable for failure update time on the ability so multicast/RPC is not spammed or when the player just spams their ability key. Also a variable for if the ability wants to actually replicate failure to all clients (saves you an RPC call if you don't need it).
My memory is a bit fuzzy but I think that should help, it was mostly a code solution. I didn't implement that solution in my own game since it's single player and "just works" :D.
Definitely share if you find a better solution :)
Thanks for this tutorial. Do you have a tutorial where we can select different characters with different abilities ?
I don't have a tutorial on that subject, but @LFA_GM and @nomadic626 looks like they cover that nicely at ruclips.net/video/YPaY93A8Fdc/видео.html and ruclips.net/video/ougokzz_w40/видео.html. Looks like they collaborated on it at forums.unrealengine.com/t/what-is-the-best-workflow-for-creating-and-saving-custom-settings-in-lyra-blueprints-only/553852?u=l.f.a .
My closest tutorial is my eye blinking tutorial where I import Echo in from the animation sample but all I do is use her mesh. Cheers!
It seems im the only one running into the issue where the controls that are procedural created aren't allowing me to readjust the size, and they are massive.
Very strange! Could it be that you're trying to modify the controls directly instead of the module transforms at 20:01 ?
Same issue here, have you found the solution to it?
Thank you 😍
How can we get the forearm twist to work with Modular Rig?
I don't know too much about arm twist to be honest. I've seen I think in Lyra where the twist is part of a post process Animation Blueprint as a control rig. Curious about this. Please share if you find out the solution :)
As someone who spend most of my uni creating model+rig this is really hurts my soul,how i wish this was already exist back in my uni days
26:44 I thought you created a model for dead mickey mouse lol
Lol!
ue5 sux balls