I didn't choose a simple car, but I can honestly say the basic bone/weight setup felt fairly simple - I just learned blenders bone structures yesterday, and after doing that and then doing this? I have to say I am impressed with the overall ease of doing a Mustang with 723K Triangles and 382K Vertices in Unreal with Engine.
Revisiting this, I love your section on the downsides. The best in-editor solution I have determined, which is cumbersome, is to us the Modeling tools and use UV islands to separate each of the components from the mesh, then I use the XForm to edit pivot, and set the pivot to the center of the separate objects. Now I copy and convert the collection of meshes to a single static mesh, and use the pivots as exact location references that I can copy and paste into the bones of the skeletal mesh. It yielded perfect centers for the bone placement. The annoying thing is, with weight painting, it feels like painting twice. Once in UV to separate, and again to assign. I want them to allow us to paint weights of sections, and then click an auto-assign bones button that places a bone at every painted weight section/group by surface or volume center.
Id just create a dummy plane as static mesh...convert that to skeletal...place the bones and then attach the carparts as static meshes to the sockets..aka the bones. No need for vertex painting and you can swap visibility of parts to have your own car configurator
Currently doing 6 wheeled APC instead of 4 wheels. Hopefully the process works, I do remember having trouble with middle wheels not working in back when using blender plugin and creating control rig. Hopefully with your modular rig tutorial its going to work. I am following step by step but adding Middle wheel bone as well. Fingers crossed, cheers
Hello! I'm about to try my hand at rigging a 6 wheel Mack water truck. Let me know how this works with 6 wheels? It has been tough finding tutorials on it...
Great tutorial thanks so much. It would be cool to see some more hardsurface rig setups with skeletonmesh. There's isn't mch on I-net yours the best sofar 🙂
there is so much interesting info in this channel. But now Im confused. Which method to use? Ultimate Rig video? Chaos rig? This one? Thanks for the tips! Discord channel would be the way :)
this video is for converting static mesh to skeletal in order to prepare for Ultimate Rig :) And Ultimate Rig is for animating prepared skeletal mesh. Chaos is also compatible with current bone structure - but chaos is for gaming. Ultimate Rig for cinematics :)
hello, I'm having trouble with the weight painting, is there any way to select all the vertices since mine have 500k+ and isn't connected to each other when i hit flood. thanks
hey there, as I conclude in the end of the video with high poly models that would be better to use blender and free plugin called "UE 4 Vehicle" as it will give you faster result. UE tools are beta and It still needs some improvement. Yes it works with low poly models, but makes it much harder when you have a high poly one
Hello my friend, thank you for the video, is it possible to use separate meshes (car body, 4 wheels) to create skeletal mesh using this method? When I group select and right click to do so, it creates separate entities.
Yea for creating skeletal mesh all meshes should be merged first. You can either merge them during import by ticking "combine meshes" when you import. Or merge meshes in unreal engine. To do so you need to enable "static mesh editor" plugin, select multiple meshes and pressing shift+5 to enter modeling mode. And merge these meshes before converting to skeletal
@postprocessed i think helicopter should be fine. I tri3d a dirt bike yesterday and the chain and calipers became a problem (it warped and twisted). I think calipers on a car would be the same thing, unless you cheated it and just had the wheel turn (but the disc and calipers still). I came across the spinning caliper before. Looks terrible.
@@postprocessed Looking forward to it! BTW, your vids have been an integral part of my UE5 journey. I made a short from what I've learnt so far. ruclips.net/video/2ZPaMfuiWBg/видео.html
@@postprocessed Looking forward to it. BTW, you've been integral to my UE5 journey. I made a short film from some of the things I've learnt from you! ruclips.net/video/2ZPaMfuiWBg/видео.html
Great tutorial...however how would you go about snapping bones to the center of the wheel rim with more complex geometry? My model has a very complex rim design and it isn't as simple as in your model. Thank you.
I’ve addressed exactly same question to the devs… and made a feature request to have grow or flood operation so you can select all verteces of the wheel for example and snap bone to center of selected geo
I ended up just "eye-balling" it from the multiple views and got is pretty close. With more complex geometry, this process is very slow and laggy. Curious your feedback here as your work is always high quality, with more complex vehicles than the one in this tutorial.
@@porterdesignandmotion there is also an option of like... creating skeleton and putting control rig just with dummy (empty) skeleton into the blueprint, making wheel as separate mesh with pivot in center and attaching it to wheel socket in BP and that should work but needs a bit of placement of static mesh parts
Workaround could be - assign materials before converting to skeletal mesh. If you have same materials it can merge them. For example “default material” can be merged only to one slot, as it is the same
Great Videos as always. Can you share how we can pin the Modular Control Rig IK arms of a Driver to the Steering Wheel? I can't seem to find that anywhere.
Hey man! Well it really depends. Skeletal Mesh Editor is cool… but… when you have complex geo… you spend more time in UE - so in that case blender. But if you have nice proper model that has good wireframe - I would stick to UE as no need to move outside of it
yea that's what I am saying in the video that weight painting is not yet very comfrotable for more high poly models in UE, unfortunately that would be better to use Blender or Maya in that case :(
I didn't choose a simple car, but I can honestly say the basic bone/weight setup felt fairly simple - I just learned blenders bone structures yesterday, and after doing that and then doing this? I have to say I am impressed with the overall ease of doing a Mustang with 723K Triangles and 382K Vertices in Unreal with Engine.
Revisiting this, I love your section on the downsides. The best in-editor solution I have determined, which is cumbersome, is to us the Modeling tools and use UV islands to separate each of the components from the mesh, then I use the XForm to edit pivot, and set the pivot to the center of the separate objects. Now I copy and convert the collection of meshes to a single static mesh, and use the pivots as exact location references that I can copy and paste into the bones of the skeletal mesh. It yielded perfect centers for the bone placement.
The annoying thing is, with weight painting, it feels like painting twice. Once in UV to separate, and again to assign.
I want them to allow us to paint weights of sections, and then click an auto-assign bones button that places a bone at every painted weight section/group by surface or volume center.
Hey This is an amazing video. Are you going to make second part of this, that would rig the vehicle or drive it?
GREAT TUTORIAL, YOU ARE MY SAVER!
Great Tutorial Bro🔥🔥....Love from Indiaa❤
Id just create a dummy plane as static mesh...convert that to skeletal...place the bones and then attach the carparts as static meshes to the sockets..aka the bones. No need for vertex painting and you can swap visibility of parts to have your own car configurator
@@krz9000 also a nice approach!
@@krz9000 what do you think if I do another tutorial about it? 🤔
Lets gooo😀
That’s how the Matrix/City Sample project rigs their cars too
Love from Belgium to, following your channel since years, you are a ref for sharing valuables infos on UE and cars.
Wait for Wednesday, I will be dropping some banger there!!
Currently doing 6 wheeled APC instead of 4 wheels. Hopefully the process works, I do remember having trouble with middle wheels not working in back when using blender plugin and creating control rig. Hopefully with your modular rig tutorial its going to work. I am following step by step but adding Middle wheel bone as well. Fingers crossed, cheers
Hello! I'm about to try my hand at rigging a 6 wheel Mack water truck. Let me know how this works with 6 wheels? It has been tough finding tutorials on it...
Great tutorial thanks so much. It would be cool to see some more hardsurface rig setups with skeletonmesh. There's isn't mch on I-net yours the best sofar 🙂
The most complete, detailed and amazing tutorial about rigging that i found! Thanks a lot for share your knowledge, man! Congrats!
It's quite enough for me, thank you...
Hi teacher! I'm always watching your videos thankfully for giving me good information. I'll be waiting for the next video as well!
hey Shin! Glad to hear? How are u doing?
@@postprocessed I'm working hard like you. And I'm also doing R&D. There's no less work to do. Haha TT
Привет из Беларуси,лучшие туториалы)
Rigging in unreal would be AMAZING. I've always hated doing it in blender because it always comes out wonky for me.
Yea! Same stuff. And always bone orientation is incorrect, or something else. If you dont have proper UE rigging addon for blender - it is always pain
bro same
can't wait for your next video
gonna be posted today!
can't wait for your next video 😊
there is so much interesting info in this channel. But now Im confused. Which method to use? Ultimate Rig video? Chaos rig? This one? Thanks for the tips! Discord channel would be the way :)
this video is for converting static mesh to skeletal in order to prepare for Ultimate Rig :) And Ultimate Rig is for animating prepared skeletal mesh. Chaos is also compatible with current bone structure - but chaos is for gaming. Ultimate Rig for cinematics :)
Excellent tutorial! Thanks a Mazaradi! :-)
Awesome!!! Thanks for this!
Fantastic! Next , will you show us how to rig motorcycles, vehicles with 3 wheels, or many wheels?
Good idea! Next would be probably motorcycle!
Thats quick !! so cooool
Awesome, thanks.
Second😊Love your content always 👌
Thanks!
Hey , now u added the skeleton to the mesh. How do u add rig to that car?
Even if i press contrl - d , i can't duplicate bone
Hey, great tutorial, can i do this in Unreal Engine 5.3 ? I mean is the skeletal Editor available in UE5.3?
hmmm... I think in 5.3 there is skeletal editor... but in 5.4 it was greatly improved in terms of performance and functionality
hi, i cannot download the car as fbx. it s only uasset. and i cannot import that. can you upload the fbx new?
hello, I'm having trouble with the weight painting, is there any way to select all the vertices since mine have 500k+ and isn't connected to each other when i hit flood. thanks
hey there, as I conclude in the end of the video with high poly models that would be better to use blender and free plugin called "UE 4 Vehicle" as it will give you faster result. UE tools are beta and It still needs some improvement. Yes it works with low poly models, but makes it much harder when you have a high poly one
@@postprocessed Thank you! 🙏
Hello my friend, thank you for the video, is it possible to use separate meshes (car body, 4 wheels) to create skeletal mesh using this method? When I group select and right click to do so, it creates separate entities.
Yea for creating skeletal mesh all meshes should be merged first. You can either merge them during import by ticking "combine meshes" when you import. Or merge meshes in unreal engine. To do so you need to enable "static mesh editor" plugin, select multiple meshes and pressing shift+5 to enter modeling mode. And merge these meshes before converting to skeletal
@@postprocessed Thank you!
This is FANTASTIC! Can you apply this to a motorcycle? Or a helicopter?
I think it is possible to apply weighpainting for motorcycle too! helicopter? Why not also?
@postprocessed i think helicopter should be fine. I tri3d a dirt bike yesterday and the chain and calipers became a problem (it warped and twisted). I think calipers on a car would be the same thing, unless you cheated it and just had the wheel turn (but the disc and calipers still). I came across the spinning caliper before. Looks terrible.
@@davidwillno haha tomorrow you will see how to deal with calipers 😎😎 dropping a banger rigging video
@@postprocessed Looking forward to it! BTW, your vids have been an integral part of my UE5 journey. I made a short from what I've learnt so far. ruclips.net/video/2ZPaMfuiWBg/видео.html
@@postprocessed Looking forward to it. BTW, you've been integral to my UE5 journey. I made a short film from some of the things I've learnt from you! ruclips.net/video/2ZPaMfuiWBg/видео.html
Great tutorial...however how would you go about snapping bones to the center of the wheel rim with more complex geometry? My model has a very complex rim design and it isn't as simple as in your model. Thank you.
I’ve addressed exactly same question to the devs… and made a feature request to have grow or flood operation so you can select all verteces of the wheel for example and snap bone to center of selected geo
And I agree with you it is not that easy when you have much more complex geo… and for that blender/3dsmax or maya is only option :/
I ended up just "eye-balling" it from the multiple views and got is pretty close. With more complex geometry, this process is very slow and laggy. Curious your feedback here as your work is always high quality, with more complex vehicles than the one in this tutorial.
@@postprocessed Ok thank you for the quick response.
@@porterdesignandmotion there is also an option of like... creating skeleton and putting control rig just with dummy (empty) skeleton into the blueprint, making wheel as separate mesh with pivot in center and attaching it to wheel socket in BP and that should work but needs a bit of placement of static mesh parts
When I convert to skeletal mesh, the material ID's get messed up? Is there a fix for this?
Workaround could be - assign materials before converting to skeletal mesh. If you have same materials it can merge them. For example “default material” can be merged only to one slot, as it is the same
can u show me how to change the model of the car, tks
Great Videos as always. Can you share how we can pin the Modular Control Rig IK arms of a Driver to the Steering Wheel? I can't seem to find that anywhere.
Good point! Gotta check it out and when ready will make a video about it
@@postprocessed dope. Thank you.
Bro I like this One According to my suggestion Which rig would you prefer doing in blender or unreal
Hey man! Well it really depends. Skeletal Mesh Editor is cool… but… when you have complex geo… you spend more time in UE - so in that case blender. But if you have nice proper model that has good wireframe - I would stick to UE as no need to move outside of it
@@postprocessed thankyou brother🫶
Everytime I try to convert to skeletal mesh Unreal crashes. :(
probably the model is hipoly and you don't have enough RAM :(
@@postprocessed It's only 6k triangles and I'm running RTX 4080.
@@postprocessed nevermind I solved it! I guess Unreal didn't like that it was an obj file. I re-exported from Blender as fbx and now it worked!
Спасибо за урок!
Weight painting is too hard for high poly…it’ll be lot faster with adding bones from blender and rigging here in Unreal…but still nice tutorial bruh❤
yeah that's my conclusion too... with high poly - blender would be faster, but still impressive stuff that engine can do all of that inside
My mesh gets broken when I import some cars, why does this happen?
You mean it is separated on a lot of pieces? If so during import look for “combine meshes” checkbox. It will make it one mesh
I was watching it yesterday and was wandering if this can also work for a three-wheeled vehicle what do you think?
Yes this process of creating bones and weight painting should work for three wheeled vehicle
@@postprocessed Alright thanks!
I found it really hard to weight paint high poly cars, is there any tips to do it?
yea that's what I am saying in the video that weight painting is not yet very comfrotable for more high poly models in UE, unfortunately that would be better to use Blender or Maya in that case :(
@@postprocessedthen can I rig my car in blender, then import it back to ue and still use your ultimate car control rig?
@@jasonkam002 correct, just be sure that bone naming/placement is the same!
@@postprocessed yea got it, thank you so much!
can this rigged car be exported as FBX?
@@hitesh362 yes
@@postprocessed thank you. Great tutorial!
At 3:36 I was already out. Maybe I will come back when in UE5.7 you will be able to access the center of a wheel more easily 😁
@@estate0007 hope they do that at least in 5.5 😂
Time to cook.
You must be kidding 😂😭
I learned blender to make car rig 😭
And I made my car 😭😂 I take a month to learn blender 😂😭💔
Anyway ue5 mush better 😂❤️😎
Hahaha yeah me too and now this, right? 😂
First Lol 😂
hahah yes!