Unreal Engine 5 (&4): Build a Control Rig from scratch.
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- Опубликовано: 29 сен 2024
- Starting from a simple, freely available skeletal mesh from the Epic Games Marketplace, this tutorial will take you step by step on how to build a Control Rig, and demonstrate why it is a great skill to have!
(NOTE - for UE4, you'll need to enable the Control Rig plugin)
Once you understand the basics from this video, you'll be able to expand on the use of Control Rig to more advanced characters as well - even your own!
Also, when you make it to the end: this is the link I mention:
/ @sharksuitstudios
(Please Subscribe and like his videos too - AND he replies to comments!!)
#UE5 #UnrealEngine #ControlRig
Patient explanation of a complicated subject in the simplest of terms, pleasant voice and pronunciation, perfect pace. I felt compelled to compliment, because I've never seen a tutorial as good as this one in my 8+ years in gamedev.
Wow, N N, thanks for the compliments!!! That’s a great note to read on a Friday morning, and good motivation to keep them coming!! I’ll keep the UE learning party rolling… Cheers!
Similar tutorials are available. But the delivery of the tutorial is super amazing. The way things are explained here are super easy to understand and follow. I immediately subscribed to the channel.
Thanks a lot!
indeed. This guy's videos has made me give UE5 another chance. JC you have a great talent for presenting the material in a way ...even I can understand.
super helpful! thx!
Glad it helped!
I've been Computer Arts instructor at the School of Visual Arts for 10yrs+ You, my friend are an outstanding instructor. If you're ever in the NY/NJ area... the bourbon is on me : )
Sounds good, I’ll find you 😀. Thanks for the feedback!
What was the shortcut to move the transform without moving the joint?
Thank you so much for NOT just copy-pasting everything, I feel it's a lot more beneficial to do everything from scratch to make sure your understanding of what you're doing and why is solid.
Thanks! Totally agree
Awesome tutorial! Although I already know fairly well this basic setup, I always like to watch these tutorials and learn new tricks, which I always do :) Regarding the bad mirror thing, I have an hypothesis ... I think the problem was that you mirrored controls that had different parents, at the same time. Clav was parented to pelvis, hand to root. I haven't tested but I think that might be the cause of the error. Cheers and congrats on the great tutorial!
This is a very good tutorial for control rig, probably one of the easiest to follow and I would love to see more of this.
Things like heel controls, full IK FK switching.
One that I would personally like is a way to set up a switch to have both hand IK driven by an object held in both hands.
Keep up the great work!!
I’ll put those on my list for future vids, thanks!
@@3dJC This tutorial was that easy to understand that I've gone and worked out how to do the ik/fk switch as well and the 2 handed weapon switch.
Defiantly something other people will find useful.
28.54 - the reason the mirror controls don't work, is that the rotation axis of the Clavicle & Hand Controls are also mirrored on your skeleton. Both these Controllers need rotating 180 degrees on 2 axis (it'll be obvious which), then right click and 'Set Offset Transform from Current'. That'll fix it
Ah!! Interesting!! It’s a rigged character I grabbed from the Marketplace so I’ll compare to other chars like metahumans and default mannequins to see what’s normal/expected- good catch, thx!
Your answer is the only correct answer to the mirror problem.
Yes, the community needs more in-depth stuff like this on the control rig...there are very few that show you more than the bare bone basic stuff.
Thanks, really hoping to find time to make more content soon!
@@3dJC Yeah I was trying to reverse engineer some of the stuff from the UE5 templates but man, I am really struggling to wrap my head around their use of Project to new Parent. I have a general understanding of how it works now but I still don't understand it enough to actually make use of it. I really wish there was a breakdown of that template and why they are doing all that stuff. I don't have the time right now to brute force my way to understanding it.
I added the Control Rig plug in and created the rig from the Skeletal Mesh and following along with your video but the "Forward Solve" is gray looking, not red like yours and I tried to following along future but cannot move the character with the rig in the preview window. Have you had this happen and if so know how to fix it?
Update, the preview is working but it is weird how the Forward Solve and other boxes are grey looking, even if you click on one of the boxes, Like Set Transform - Bone the title of the box does not turn blue like yours.
Ok, I am using UE4, that is probably the issue and also "Add Controls for Selected" is missing so UE5 Control Rig sounds like it has more options. The Control Rig is really amazing!
At about 42 minutes you can see the control is on the foot bone but my always goes to the IK foot bone which causes issues. When you click snap to closest bone the foot and IK Foot are in the same spot but it only goes to IK Foot bone. Do you know of any way to make it snap to the foot bone?
Hmmm, check the Basic IK node, and that the Effector Iten->Name field is set to the foot and not IK Foot bone? The snap part is just to get it into a particular location, it's not doing any attaching per se - just a handy way to make sure something is in the same spot as something else. The attaching is done in the Basic IK node. (I think that's what the issue may be, lemme know if I am not getting the question right...)
@@3dJC thank you so much! I will check what you said I really appreciate you, you got a great channel and great videos 👍🏻
Thank you so much, great explanation! I just subscribed to your channel.
Welcome!
This is an awesome tutorial. Thank you for taking the time to make it, explain it as you went, and left in your trial and error as you were setting everything up.
When making the IK for the opposite side of the body, when you duplicate the nodes, you can right click, Search & Mirror/Replace. Mirror Axis X, Axis to Flip None, Search _l, Replace _r. This will change all of the names from _L to _R and should remove a few steps when assigning names.
Thanks, I’ll give it a try next time!
How do you save the animation that you created with the rig in the Sequencer to a Animation Sequence?
ah, just right-click on the character's track in the sequencer, and choose back to animation sequence. choose a location, give it a name, and export. Then you'll have it to use as a standard animation sequence! Viola!
@@3dJC Thank you!
I've been looking for a video like this, twice now i've followed a video the first time was ok, it got me to an FK and IK switch, but not both at the same time, then the second one skipped over a point and I suddenly hadn't got what he got despite following him perfectly, thanks.
That’s great!
Oh my god. This is like, the first tutorial I have ever seen on youtube that was smooth despite being effectively one take recording!! It even beats many scripted tutorials that include commentary to an edited recording. Super easy to follow, and just made my life 10000x better as I'm trying to do manual targeting mocap for UE5 with Leapmotion. (They don't have full support for rigged full body characters in 5.0 yet.) Hopefully you get the fingies out soon, as I wanna catch anything I could have done differently from what I'm about to do. Thank you so so so so so very much.
I couldn't find a link to any socials, and I couldn't find any donation(aka TIP) button on the page. Do you have any public facing methods I could by proxy buy you and your kiddo lunch for making this?
(Side note: Unreal's blueprint style coding is so much nicer than Unity's UX. Coming from Blender spending literal days amount of time in the material node sheets made adaption to the blueprint/node style so much nicer than trying Unity's through effectively what was sight reading. I still, and it is amusing to any old Blender nerds, find Blender's UI and Shortcut Key style as S tier above others. (Post the 2.8 Revamp that is, hehehhe. 2.79 and below was a bit... Okay a lot obtrusive.)
Wow, thanks Natasha, your comments made my Sunday even better!! Glad you found it useful. Yeah I'm a "one take" type - I'd like to think it is because I like the "keeping it organic" vibe, which is true - but more because I don't ever want to do it twice :) I don't have a tip jar anywhere, but if you wanna subscribe to my son's stop-motion channel and watch a few vids, that'd be totally appreciated! I'm soon going to deconstruct the brand new UE5 mannequin Control Rig - it's a bit different so it'll take me a bit... but for yours if you wanna look at that (as of 5.0.2) or even the 4.27 control rig from my video, you can check out what they did on the fingers... I'll try soon but not sure when that'll be... Thanks again for the feedback!! Oh and totally agree with the Blender post 2.8 analysis!
@@3dJC Hehehehe. Deal, Yeah, I've been binging his vids, they are fun. :D
And thank you! I should just check out the mannequin and see how they did the fingies.
Howdy Natasha! Looks like RUclips has finally added the "Super Thanks" feature (tip jar), so if still interested to support the cause (and kid's lunch :) ), give it a spin? Curious to know how it works for viewers too...and what I see on my end... Cheers!
Only halfway through but this is really fantastic. You have a rare ability to pitch the information at low levels. A rare gem of a tutorial!
Great to hear, thanks for the feedback!!!
In case you never figured out why the right arm blows up when you mirror, it's due to the lowerarm_ctrl pyramid facing the wrong direction. If you set its value to -90 it should work. Great tutorial BTW!
Ahhhh, good to know - I'll give it a try next time I build a CR!! Thanks!
Hey Sandy, were exactly do I need to set this new value? Thanks!
@@3dJC nope, that wasn't the problem, the problem was that you should put none on the Z value, after that just copy the axis values of the bones axis to match the controllers. Please do a finger part with arrows
For me what fixed it was getting rid of the set transform from the right shoulder, and adding it in via drag and drop.
hi , i've an old rig from a 1999 game, skel has similar hierarchy (biped but without fingers and spine might be slightly different, and doesnt have the long root bones)... i've the animations though, but would love to put the anims inthe ue4 manniquin rig(at least those bones who are commong between both rigs),
could this be done with retargeting in ue5? then bake the anims into the ue4 skel as new animations?
If the old character and animations can be saved as fbx, I think it could work just fine!
Hello is there a way to make selection sets for Control Rig? Like if I wanted to make a button that will always select a specific set of controls on the Control Rig?
not that I am aware of - not meaning it's not possible, I just don't know how... good question for the control rig discord channel...
thanks man, I really struggled witht the basic IK and this is how easy it is. :D 27:00
Glad it helped!
Does anyone have any of those control rig finger tutorials? Asking for a friend.
Ha! I know, I know… someday… there’s been a bunch of control rig updates since I made the original one here so I may need to see what’s new and make sure I have latest cool tricks, then make a video… after Christmas for sure (ha meaning no sooner, no promises when tho… so yeah… anyone else got a finger video to recommend? 😀)
Can finally understand what all this mess of nodes is here for. Great feeling.
That’s great!!
Thanks for the video! I do have a problem though....After failing the mirroring of the arm, when I do it manually following your instructions, upon conecting the left arm node, the right arm goes crazy upwards. What can I do to fix it?
good job thanks. the only one real tutorial about CR
You're welcome!
Your Video was very helpful. thank you. You've done a very good job!!!
Glad it was helpful!
Excellent video, exactly what the doctor ordered
Great to hear!
@24:30 Thank you for knowing exactly what you're doing. Precision is so much better for efficiency. It is appreciated greatly.
EDIT: And the shameless plug for your son at the end! Parenting done right.
Ha thanks!! Always looking to get some more eyes on his work 😀
This was very helpful, thanks. It doesn't totally translate into UE4, but I managed to get a full rig setup by doing everything manually. It was not fun.
I follow all the tutorial, do all things exactly same and everything is good. However, when I connect control rig node in my animation blueprint with my output pose, the character will always be the "A" pose. There's no more idle or walk animation. Really confused why does this happen. Do you know why?
Thanks a Lot, I learned a lot. (When you do the mirror legs and hand it has wired movement because the Effector and Polevector are switched mirror, Calf_r switch to Effector and Foot_r switched to Pole Vector) Thanks again 🌍🌺❤❤❤❤
GOOD tutorial, THX sir!, in UE5.1, MIN 11, the window with the configurations of hierarchy, child, etc, does not jump, I don't know if it should, I suppose that now it chooses hierarchy directly
PD; in Basic IK node, in Pole Vector Kind, i only can choose direction or location, not "position"
Thank you so much! After I followed the tutorial, everything in the preview is fine until I take my control rig to the scene, my character disappears and only his cape stays from him and looks deformed! Any idea why? Maybe its because my characters arm has multiple bones for the upper arm (cinematics thingy) and multiple ones for the lower arm?
24:41 I do control rig for a mouse model (bought on Epic Store) and at this point I’ve got deformed legs as well. I’ve tried all the primary and secondary axis combinations (1, 0, -1), but the problem’s still there. Could anyone shed some light on how I might solve this?
Thank you for the nice introduction - 1 hour must be as short as one can wish to get the picture of a rather annoying process, 👏🙏
After some diging, just to learn more about, I found a concept called procedural rigging. It seems all that controls-bones-procedure can be handled by not-so-complex BPs on construction and a forward-solve-event. Is it that procedural can handle all that eficiantly, so I can rather go precedural-way?
This is an amazing tutorial, the only issue I encountered was with the leg, but I will keep trial and error. However, if you happen to know why it's not working that would be greatly appreciated. Great tutorial though. And in case I wasn't clear enough the problem is the foot is connecting to the calf_l_ctrl and the foot_l_ctrl isn't working at all.
Thx bro you just made my day :)
Glad to hear that!
28:16 Mine also exploded😂😂
Save often ha!!
@@3dJC yeahh but the tutorial really helped me man it really solved my problms at office and my personal projects also...I really interested in learning unreal engine Can you tutor me in this or do you have preuploaded courses where I can learn from. Pl. update me on this. Thanks.
Hey, awesome tutorial!
I have figured out a workaround to make the mirrored controls work properly. After mirroring with default axis parameters, your controls may "seem" to look correct. But their rotation is still wrong.
After mirroring the left hand IK control to right, I rotated the control by putting -360 in X and +180 in Z. And then, right click on the control and "Set offset transform from current". now my control is perfectly mirrored and also doesn't break anything. After rotating I notice the shape is not symmetrical to the left control, so i manually had to adjust shape transform too.
But yea, this sucks that it doesn't work out of the box.
edit: this value only worked for my hand IK control, it wont be the same for other mirror controls. we also have to check the orientation of axis of the original control, understand it and try to keep the axis flow of our mirror control similar to the original one.
It's a tedious thing to manage.
In summary, I follow this workflow:
Create new controls for your other side of the character (yes, from scratch again)
Mirror the controls you want and just copy the offset translation and paste it in your newly created controllers (I do this because I sometimes offset the original controls and I want them to be symmetrical on the other side, for instance - the position of the pole vector). Delete this mirrored controls, we don't need it.
the angle of controls should now work fine as you created them from the bone and because of that, we now have correct rotation, so everything should work fine without breaking.
~29:30 ik what the issue is, the wording is ambiguous. "Mirror axis" is the axis along which you are gonna mirror, AKA something you're gonna use as a base line to project alongside of. "Flip Axis" is the axis that you are flipping. Change Mirror Axis to Z, as it's your character's vertical axis, and put Flip Axis to X, which is your forward vector.
best way to mentally visualise this is to imagine Mirror Axis as an infinite plane sitting orthogonally on the Flip Axis.
Say I want to use the animations from control rig in my game.
Can I bring the control rig in the stage and make him pawn or I should use the skeletal mesh.
What is the next step after making animations
Hi Omio, If you have animated a character with Control Rig in Sequencer, and wanna use that animation in say an animation blueprint during gameplay, you can right-click on the character track and then choose "Bake Animation Sequence". This will create a clip you can use on your character. I think that's what you'd wanna do... I have another video that can help once you've done that (making animation blueprints): ruclips.net/video/NIYcU4ljkmU/видео.html
@@3dJC thank you ^_^
Thx for the tutorial, it is great. Just add one thing. When you mirror, you had to rotate 180 degrees the PV, and them redo the offset stuff.
Cant able to move controls from pelivis rig. mesh is not moving. what would be the issue ?
Hi, WOW! so, is this Control Rig available for me to add to my project? It appears it only creates a new project.
Thanks
Just a heads up... The renaming doesn't take unless you hit enter instead of clicking off of the item that you are trying to rename for some reason. I attempted to rename controls and bones many times but they kept reverting back to what they were beforehand until I realized that the only option was to hit enter to rename things in the rigging.
Thanks for this amazing tutorial !
For information at 30:50 for the problem with mirroring, don't know exactly why, but the hand and shoulder control have to be turned 180 degree on Z and then "set offset transform from current" in order to work. :)
This helped me a lot, thanks!
No problem!
that is easy to fix, you just need to rotate hand_r_ctrl 180. then solve the problem.
I don't plan on making my own rigs, but I will do this tutorial because I want to understand Unreal rigging in case I need to fix or modify a rig.
Do have a tutorial on how to make bones and skinning in Blender for a UE Control Rig? For the body and face?
BEST tutorial on the subject Hands Down! Thank you so much!
Glad it was helpful!
Hello, could i use this tutorial to try and get my way through to an Finger Ik rig on a Metahuman, meaning, i grab a control bone on the front of the finger, move it and the connecting bones move with it, looked on the axis and when i move the hands the fingers Ik Bones followe the Location and Rotation of the Hand, i know how to do it in Blender but not in Unreal.
It would be so helpful if you give me a little Tipp 🙏🙏🙏 or help me, it's really important for a hand scene regarding very smooth and interaction of two hands.
it goes wrong when mirroring, is because the rotational axis does not change for the controls even when mirrored, that's the issue
how to create Unreal Engine 5 standards rig in maya pls replay....
after about 1 year of trial and failure, I was finally able to make an control rig for my custom character (which didn't work with mannequin shareable control rig), BUT can you please make a Part 2 Of this tutorial, dedicated to the fingers? that's the key factor to being able to pose characters properly.
Soon, very soon… ish. Waiting on 5.1 to release…
I'm not sure if i am on the right track. I want to build a custom charater without blender or maya. Using UE only. I cant find the right tut how i create a skeleton and animate it
Is it possible that the reason your mirroring didn't work is because you forgot to set the offset for the elbow PV control?
Incredibly useful! Thanks for the great explanations and not cutting corners or skipping steps for the sake of time!!
You're very welcome!
when i connected up the right controls for arms and such the left arm went whacky and not sure what else to check for followed all your stuff any thoughts
PLESE MAKE a part 2 of this on Fingers!
Hello, the workflow is quite different , you can create a chil control to root but if you try it with ue4, it creates a socket and add the control as a parent to this socket. You can create a control without any parenting . which one is best or the gives the same result what you are doing here, thank you so much
hi i'm having some problems with creating rig like head get inside the spine etc when i attach the node with spine and head bone
Thanks Alot, your video help me a lot, Go(l)d bless you!
can you please make a finger video no one has made one and everyone skips its, I have asked around people be like ohh just make a fk finger deal which is pretty annoying to animate. I found one person that covers this but its super high level where they are using custom function and they dont go over how they made them please I am at such a loss to find how to setup a basic hand control to maybe open and close the hand idk maybe setup the fingers in a semi animator way
It’s on my list!! Hope to have something within a month (on holiday now 😀)
@@3dJC congrats on the holiday
@@3dJC any updates on figure controls?
I might be wrong, but I think your issue at 29:22 is because it twists the rotation on of the limb upon mirroring and without quarternion interpolation, it goes past 360 degrees and twists the limbs in a weird way.
30:00.. isn't it still using the same transform location ??
You wouldnt believe how long ive looked for a video like this. I finally found it!. Thank you very much for spending the time to do this
You're very welcome!
Has anyone tested if you can do this in UE5 then bring it back into UE4? I noticed you cannot right click to create control rig, as there is not option in UE4. I'll go through in UE5 and test this myself unless someone beats to me to it!
For UE4, you just need to add the plugin for Control Rig. Then you can follow the similar steps.
Haha, your opening remark was after I just looked at the length of the video. But for me, I am so happy it's as long as it is!
Haha that's great!!
Just finished following this to make a control rig on a simple Gumby character to learn Unreal 5. IT WORKED GREAT! Hats off to you, this tutorial is so well made, goes nice and slow, shows where potential problems or things to look out for would be, just phenomenal. Looking forward to the continuation of adding fingers and twist bones as an icing on this cake. Many thanks.
Wow, thanks! Great to hear, glad it was helpful. Coming soon: a tutorial that includes fingers!
@@3dJC Super useful tutorial and exactly what I needed to pose a model from Daz. But has there been any update on a separate fingers tutorial? Is there a simple way to select a finger and rotate all the joints in that finger at once in order to curl the finger? For example, in Maya, you can select the finger joint closest to the palm, then use the command Select Hierarchy to select all the joints in that finger and then rotate them all at once. Maybe this would be the best way to handle the controls in Unreal with some extra functionality to rotate the thumb (and the fingers a little bit) at their base where they connect to the hand?
I’ve the many tutorials I’ve gone through today yours was the first to work and easily follow, thank you for your work
Great to hear! Planning to do more control rig soon as well. Also Epic just released another control rig kit (I’ll try and get to that soon too!) www.unrealengine.com/marketplace/en-US/product/control-rig-samples-pack
@@3dJC I am very new to unreal, is there any reason fingers shouldn't be ik rigged?
Great tutorial! I found this very helpful and informative. As an experienced Maya rigger and first-time Unreal rigger, I found this quite easy to follow. Thank you!!
Very nicely done
Thank you! Cheers!
Man, this is awesome, thank you so much!!
Maybe, extend this tutorial to create control on facial blendshape... it would be sweet 🙏
Good idea! One of these days…
THANK YOU SO MUCH!
You're welcome!
As someone who is working on a custom rig of a monster with 112 legs, this tutorial has saved me so much time and effort. Thank you.
112 legs!! Daaaang....
Thank you so much! I look forward to more videos from you! I am going to be learning rigging. I modeled my own robot character and finished UVs. Now I'm in Substance Painter and then I'll be rigging him for Unreal.
That’s great!! Are you doing the initial skeleton and weight painting in Maya or Blender or?
For the mirror. You simply had to right click the controls and set offset transform from closest bone on them. Not sure if anyone mentioned that yet.
Ah, I'll give that a try next time, thanks for suggestion!
Absolutely top notch. Worked correctly the first time. Bravo!
Great to hear!
Hello,
You've got a great lesson.
Also, thank you very much for choosing my adventure character for your lesson.
Yeah thanks! He's quite handy for the tutorial, nice work! I may continue to use him for an upcoming finger tutorial as well...
@@3dJC That would be great, there is also a free model of Renigata, he looks good too.
I hope your lessons will be popular
This vid was excellent! - most helpful!
great!
Honestly, I haven't seen this good of online 3D training since the days of Jason Busby (GRHS) and Zack Parrish over at 3D Buzz back in the day. Well done! My only complaint is you don't have even more content! You're a top notch teacher! Thanks!
Wow, thanks! Hoping to add more soon… cheers!
This was extremely helpful in understanding how the world of Control Rigs in UE work!
I had a question though. I am currently working on trying to get the left shoulder to fingertips mirror the movement of the right side shoulder to fingertips.
Basically the skeleton and character should look normal, but when I use a Live MoCap setup, I want to control both hands (with accurate movement) with only my left hand mocap data.
How do you suggest I go about this?
I tried changing the bone map, but it broke the skeleton. I was thinking maybe it’s a control rig side thing to fix. Would really like your help with this!
Hmmm not sure actually what would work.. maybe be good to ask on forums?
Why does your Y-axis point to the front? It causes confusion around the part where I create a control for the elbows because my X-axis is pointing the front of the left like yours does
It’s just a character I grabbed on marketplace, and followed standard default set up, so definitely could be changed before rigging if someone needed that too…
Thank you for the wonderful lesson! Can you tell me what I should do if my character (from shoulder to hand) has 4 bones, not like you have 2. Repeating what you did, it didn't work for me
You could try to ignore the bones you don’t need in the chain, right click on them in the “skeleton outliner” of ikrig and select “ignore bones in chain” (something like that, don’t have it open to confirm the words)
nice one !
Thanks!
Amazing tutorial brother...thank you! Any chance of you adding fingers IK control's to finish this series??
Thanks!! And Yes BUT I’m waiting for 5.1 to release to see if any major changes before doing a finger video… but it will be coming!
Good tutorial, but after watching it... While I can replicate your results, I don't understand some of the fundamentals enough to say create a more advanced rig. How would I go about implementing full body IK. How do Hierarchies come into play? What if I want foot, hand, and head IK to stay stable while I move the body around? What's FK, and what are FK IK switches? TL;DR I like what you did here, it is enabling, but if you could create a more advanced and in depth video it would be appreciated.
I agree, definitely potential for some more advanced topics to be covered. I'm waiting for 5.1 to see what new anim tools are in it, as well as what possible changes may be in the control rig world, then i'll start getting some of those videos out too...
You are amazing! Your tutorial is the only one that I have understand, and it worked perfectly!
Great to hear!
Thanks again for your tutorial, really appreciate it. Epic should make all of its metahuman Characters control rigged by default. Then it will be easier for non-character animators to use Metahuman for posing or animation... just a suggestion for Epic though....
sorry, now I found MH characters have control rig assigned.
Thank you, I follow from Saudi Arabia, brother
Super cool to have you follow the channel from so far away! Thanks!
what a perfect video, i was finding add some offset for character and adjust animation not so much big change without using Autodesk Motionbuilder,
and i was tried some many options like Fullbody IK,, or kind a thing but not so much perfect work,
because i was use my character not using UE Default Charcter Skeleton Structure, so primary or secondary vector .. blablabla not working
but your video teach how to make rig start from scratch, of course it works nicely
thankyou verymuch have a nice day end of this year
That’s sooo good to hear, thanks!!
Thank you so much, this Help me a lot.
I am watching your tutorial and surprising, Without crash? Really? this is Ue5 and Wow he can work without engine crash? and Bumsssss here we go :D :D > 41:28
hahaha! Yeah, lesson is to save often :)
Does it matter which way the gizmos are facing when setting the controls? Mine look different compared to yours. For example my red arrow will be pointing straight while your red arrow is point left. Does that matter?
I’ll say no, I don’t think it matters… but I could be wrong…
Might as well add another comment instead of editing the previous one (feed the algos :D ) Right at the end, after demonstrating baking to the control rig, you could have also explained how to add an Additive track to the control rig. This way you can make all the adjustments and fixing needed, in an additive fashion, while still keeping the underlying baked animation :) Just a suggestion ;) Cheers and congrats again!
Totally agree! I’ll slip that in for next control rig video!
thank you so much for the tut!!!! is so patient, even my potato brain managed to follow along.
2 questions tho,
how do you make a Sequencer that has more than 4 pins? If I wanted to connect a tail, or ears, or wings, I run out of pins to plug it in.
Did you ever do that tut for the fingers?
Rly felt that crash tho... sry :(
My save game is at a nervous, clinical paranoid tic at this point
Ah good question- you can take last pin of sequence node and then run that into a second sequence node for 4 more pins.
Love this video, the epic tutorial on rigs was absolute trash. I have done control rigs 8 times all of which had different issues. i wasn't putting the controls off the root bone so you fixed my rig!!
Great to hear!!
Brother I'm fairly new to Unreal Engine, and I want to make an animated short film. But virtually every video I have come across all has people taking animations from other sources. How do people create those animations? Because the pre-made ones aren't going to work for what I'm planning on creating.
Well, there's a few options really. 1) Mixamo animations are the easiest in that they are free, and you can blend them as needed, but you are limited to those motions. 2) You can tweak Mixamo (or any animations, but continuing the mixamo idea) by "edit with fkrig" in the sequencer, or by double-clicking the animation and hand adding keyframes - but that's a bit clunky. 3) Control rig on a character allows for a more traditional way to keyframe animate a character, but most likely the most custom things you see are 4) animated in a DCC such as Maya/blender/c4d, and imported into UE or 5) they are using mocap to capture what they want with an actor. Option #5 is probably easiest/quickest way to get near-exact animation you want... but it's also kinda $$...
I managed to solve the mirroring thing. You had your set transform bone still as clavicle_l and not clavicle_r. You changed everything else correct but missed setting the bone.
interesting, I'll try that, thanks!