It kinda just occurred to me that you probably could of just put the "Bone Transform" nodes at the end, right before the "Output Pose" to avoid duplicating at the top and bottom. I basically recorded myself right after doing it and didn't test it much just to get the video out. So I'm mainly saying it before anyone comes out and tries to crap on me for it xD
I doesn't work for me :( in 2:20 when I try to use the retargeter, It shows a few messages like this(below) but with different bones that Phase's skeleton doesn't has. "IK Retargeter bone chain, Spine, could not find end bone, spine_05 in mesh Phase_GDC" And there are some differences in the UI, What version of UE5 are you using?
Hm, it's probably because UE5 skeleton has more bones than the UE4 ones that Paragon characters use. Have you tried using a lower bone instead? Like try using spine_01-spine_03? In this video I was just using UE5.0 so there shouldn't be any UI differences 🤔
hey. Ty for tutorial. at 2:53 when i did that engine give IK Retargeter bone chain, Spine, could not find end bone, spine_05 in mesh Sparrow error. graystone also doesnt have spine 5 but idk why i have a problem with tat. Can you help me with that ? Where do u think i did wrong .
Yo so I will def see what I can do to help out! For the Paragon characters, you are correct. Most of them do not have spine 5. You gotta play around with the spines/bones that are available until it matches. UE5 mannequin has spine 1-5, and Paragon Greystone has I think 1-3 (I'm not at my computer currently). So what you do is on the mannequin, start at Spine 1, end at Spine 5 -- For Greystone, I think it's start at Spine 1 and end at Neck 01. The names don't match up, but it's okay. As long as the general shape is close, retargetting will work, and you can easily mess around with them until they look right. For Greystone, I was trying start at Spine 01, end at Spine 02, 03, and it wouldn't work. Once I tried Neck 01, Neck 02, Head, etc, I began seeing different changes, so definitely play around with it since seeing what happens will expose you to understanding it better! I hope I explained it well, but if not, just keep asking questions and I'll do my best to keep helping 👍🏻
Hello! So I'm stumped at step one. I'm searching, but can't find the RTG_mannequin anywhere. Has it changed in an update, or do I need to get it from somewhere?
@@DYLOGaming New problem: I've got to the end pretty successfully, but the character is "out running" the camera, and when I stop moving, they rubber band back.
Hm, that typically occurs when the animations playing have 'root motion.' Are you still using the default animations or your own? The default ones (or even Paragon ones) shouldn't have that happen 🤔 @@jarrettdement3245
So the control rig you're bypassing at 4:00 is for the foot IK where it will bend the legs on a hill to accommodate hills so the character foot on the lower side of the hill is not floating in the air. Would you have a solution you can provide that allows us to include the control rig?
Yeah exactly! I am not too familiar with the IK system that default projects have out of the box so I do apologize for not having an answer on that. In the past, whenever I’ve wanted IK I use the Dragon IK plugin, but I want to explore foot IK on my own eventually, I just haven’t prioritized it When I do learn more about it I’ll link a vid! 😎
So short answer, yes 100%. There are a few ways you'd go about this, with the real difference being how good you want it to look A quick method if you're following off this video, would be to add new weapons to the location of the sockets we scaled down. You'd want the same location, but probably new sockets since the new weapons would probably get effected. The other thing to consider, is that you'd probably want to modify the hold animations that play since they'd be set to use the default weapons we hid
i dont know how much time iv'e failed at this from other youtube vids, but i got it with you in one shot thanks man! also why did my greystone weapons go under him? 🤔
You're very welcome my friend! For your weapon question, it sounds like they got moved to 0,0,0, but have a scale of 1,1,1. Confirm if at 04:53 you selected "replace existing" & "component space" on the right side after clicking on the "Transform Bone" node, and everything looks the same as what I put 😎 Lmk if that fixes it!
Oof, I haven't thought of touching ALS since I opened it the first time I started learning Unreal lol. Last time I tried figuring it out, I felt like it was still out of my league of development skills, but I've always wanted to use it so I'll take a stab at it 😎
This is absolutely wrong and slowest way to add chains. If you did it right the result would be perfect and video title could be changed to Under 3 mins
For the sack of keeping the video short... I'm going to skip half of the video... Do you think anyone cares about the length of the video if they are try to figure this out?
I mean, I care 🤔 That's why I starting making game dev content actually. Any video that I see that's 5+ minutes long, I immediately assume 4 things 1. This person did 0 editing 2. There are going to be mistakes where they say "oops, sorry about that guys, let's go back" 3. They're really, really, really slow at developing 4. They know exactly what they're doing, and are dragging the video out for watch time (aka, exploiting the viewer and wasting their time for their own gain) I want to find what I'm searching for, see how to achieve it, and do it all in under 5 minutes. Everyone's time is valuable, and I'm not interested in taking it from others for my own gain
@@DYLOGaming Just comes across like your half assing it... You didn't solve my problem because you skipped the fingers.... IMO, if you're going a cover a topic, you should cover the topic. I see many devs with 30 minute videos... You shouldn't treat a tutorial video the same way as a video about your first impressions of the iPhone... Thanks for replying... :)
@@DYLOGaming you can make timestamps dude, just tell people that you're going to do something and if you feel like it will waste their time, tell them to skip ahead. Tutorials for something as advanced as unreal require very precise explanations, especially for beginners, and if you brush over things it can be devastating. I like that you value peoples time, but a lot of ppl want precise directions, instead of getting vague instructions through their head as quickly as possible.
It kinda just occurred to me that you probably could of just put the "Bone Transform" nodes at the end, right before the "Output Pose" to avoid duplicating at the top and bottom. I basically recorded myself right after doing it and didn't test it much just to get the video out. So I'm mainly saying it before anyone comes out and tries to crap on me for it xD
Amazing video!
Thank you very much for the kind words and support :)
I doesn't work for me :( in 2:20 when I try to use the retargeter, It shows a few messages like this(below) but with different bones that Phase's skeleton doesn't has.
"IK Retargeter bone chain, Spine, could not find end bone, spine_05 in mesh Phase_GDC"
And there are some differences in the UI, What version of UE5 are you using?
Hm, it's probably because UE5 skeleton has more bones than the UE4 ones that Paragon characters use.
Have you tried using a lower bone instead? Like try using spine_01-spine_03?
In this video I was just using UE5.0 so there shouldn't be any UI differences 🤔
Very usefull and helpfull guide. And like he said we can take it further by adding the finger - hand chains highly recommended.
I actually have an even better, easier, faster tutorial coming out soon for this 😎
@@DYLOGaming even faster ? waow I am looking forward for it
hey. Ty for tutorial. at 2:53 when i did that engine give IK Retargeter bone chain, Spine, could not find end bone, spine_05 in mesh Sparrow error. graystone also doesnt have spine 5 but idk why i have a problem with tat. Can you help me with that ? Where do u think i did wrong .
Yo so I will def see what I can do to help out! For the Paragon characters, you are correct. Most of them do not have spine 5. You gotta play around with the spines/bones that are available until it matches.
UE5 mannequin has spine 1-5, and Paragon Greystone has I think 1-3 (I'm not at my computer currently).
So what you do is on the mannequin, start at Spine 1, end at Spine 5 -- For Greystone, I think it's start at Spine 1 and end at Neck 01. The names don't match up, but it's okay. As long as the general shape is close, retargetting will work, and you can easily mess around with them until they look right. For Greystone, I was trying start at Spine 01, end at Spine 02, 03, and it wouldn't work. Once I tried Neck 01, Neck 02, Head, etc, I began seeing different changes, so definitely play around with it since seeing what happens will expose you to understanding it better!
I hope I explained it well, but if not, just keep asking questions and I'll do my best to keep helping 👍🏻
@@DYLOGaming ty for answer . i wll try . hope i can get something looks fine
@@evreka1600 Yeah just keep me posted! Are you able to provide a screenshot of how it looks so far? Are you almost getting the right results?
Hello! So I'm stumped at step one. I'm searching, but can't find the RTG_mannequin anywhere. Has it changed in an update, or do I need to get it from somewhere?
Hello! It should come with third person template projects by default 🤔
What engine version you runnin?
@@DYLOGaming oh, duh 🤦 I'm in a first person template... Thanks!
Haha anytime fam! 🙏🏻😎@@jarrettdement3245
@@DYLOGaming New problem: I've got to the end pretty successfully, but the character is "out running" the camera, and when I stop moving, they rubber band back.
Hm, that typically occurs when the animations playing have 'root motion.' Are you still using the default animations or your own? The default ones (or even Paragon ones) shouldn't have that happen 🤔 @@jarrettdement3245
So the control rig you're bypassing at 4:00 is for the foot IK where it will bend the legs on a hill to accommodate hills so the character foot on the lower side of the hill is not floating in the air. Would you have a solution you can provide that allows us to include the control rig?
Yeah exactly! I am not too familiar with the IK system that default projects have out of the box so I do apologize for not having an answer on that.
In the past, whenever I’ve wanted IK I use the Dragon IK plugin, but I want to explore foot IK on my own eventually, I just haven’t prioritized it
When I do learn more about it I’ll link a vid! 😎
so weapon get rid of is from 4:25 to 4:42 :)))))
Thank you for time-stamping it! I'm so bad with organizing my vids 😵
@@DYLOGaming no problem :)))
is there any to change or swap these weapon.
So short answer, yes 100%. There are a few ways you'd go about this, with the real difference being how good you want it to look
A quick method if you're following off this video, would be to add new weapons to the location of the sockets we scaled down. You'd want the same location, but probably new sockets since the new weapons would probably get effected. The other thing to consider, is that you'd probably want to modify the hold animations that play since they'd be set to use the default weapons we hid
i dont know how much time iv'e failed at this from other youtube vids, but i got it with you in one shot thanks man! also why did my greystone weapons go under him? 🤔
You're very welcome my friend!
For your weapon question, it sounds like they got moved to 0,0,0, but have a scale of 1,1,1. Confirm if at 04:53 you selected "replace existing" & "component space" on the right side after clicking on the "Transform Bone" node, and everything looks the same as what I put 😎
Lmk if that fixes it!
@@DYLOGaming your the god damn best! i will be following you for a long time!
@@rudeboy5000 Thanks fam :,) I appreicate the kind words!!
If you have anything you're interested in seeing done in a quick & easy method, just lmk! 😎
Yo great tutorial,can you make a tutorial on how to replace the ALS dummy with a twinblast so that it doesn't have a hump?🙃
Oof, I haven't thought of touching ALS since I opened it the first time I started learning Unreal lol.
Last time I tried figuring it out, I felt like it was still out of my league of development skills, but I've always wanted to use it so I'll take a stab at it 😎
@@DYLOGaming good to hear it - good luck. If you succeed, I will gladly steal your knowledge :)
Haha sounds good!! 😎
thx a lot.. Hope you'll make a new video for the IK.
I plan on it. I’m finishing up with some classes I’m taking first week of June so I should have a lot more time to get back to making vids then 👌🏻
@@DYLOGaming Thank you very much. Looking forward to it.
I followed this tutorial and ended up with a very deformed character, wtf did i do wrong??
lol, what funny
2:55
Haha I try 😅
thank really helpful but a little too fast.
This is absolutely wrong and slowest way to add chains. If you did it right the result would be perfect and video title could be changed to Under 3 mins
For the sack of keeping the video short... I'm going to skip half of the video... Do you think anyone cares about the length of the video if they are try to figure this out?
I mean, I care 🤔
That's why I starting making game dev content actually. Any video that I see that's 5+ minutes long, I immediately assume 4 things
1. This person did 0 editing
2. There are going to be mistakes where they say "oops, sorry about that guys, let's go back"
3. They're really, really, really slow at developing
4. They know exactly what they're doing, and are dragging the video out for watch time (aka, exploiting the viewer and wasting their time for their own gain)
I want to find what I'm searching for, see how to achieve it, and do it all in under 5 minutes. Everyone's time is valuable, and I'm not interested in taking it from others for my own gain
@@DYLOGaming Just comes across like your half assing it... You didn't solve my problem because you skipped the fingers.... IMO, if you're going a cover a topic, you should cover the topic. I see many devs with 30 minute videos... You shouldn't treat a tutorial video the same way as a video about your first impressions of the iPhone... Thanks for replying... :)
@seanerer ya that’s a fair perspective lol. I’ll def keep it in mind for future vids 😎🙏🏻
@@DYLOGaming you can make timestamps dude, just tell people that you're going to do something and if you feel like it will waste their time, tell them to skip ahead. Tutorials for something as advanced as unreal require very precise explanations, especially for beginners, and if you brush over things it can be devastating. I like that you value peoples time, but a lot of ppl want precise directions, instead of getting vague instructions through their head as quickly as possible.