I'm watching and learning this entire Playlist. No way I won't finish it. Hands down, this Playlist is the best guide to UE5 control righ I've read or watched. Thank you for the time you put in this.
Glad it's helpful so far. I say so far, cuz there are more videos coming for this playlist specifically. We still have Backwards Solve, Advance Limb, Modular Rig Conversion, Testing, Quadruped leg....and a couple more. So keep an eye out. Thanks for the watch and dropping comments
17:00 If someone wants to have an easier way to switch between using channels and manual rotation, you can add a boolean value before and branch before everything, if boolean is set to yes - then we can use channels, if no - adjust it manually. You can switch between yes/no while animating. It will not give you full control as adding nulls, but I think this is a good walkaround, if you need different approaches for different animations instead unpluging channels everytime
7:10 I had an issue where the heel rotated on the X & Y axis instead of the Z axis. Turns out my Heel_ref was not set to the initial to 0. I recommend checking all your Ref and setting their initial to 0. It took me an hour to troubleshoot my mistake. Hope this comment saves others the hassle.
I was also having this problem. I'm still new to this stuff so troubleshooting is just fiddling with everything and seeing what it does. I believe I narrowed my problem down to the "Set Transform - Null Initial" node where we simply expanded the transform input pin and hard coded a translation offset for the heel and toe reference nulls. This was somehow getting a rotation as well even though the rotation pin wasn't connected. I used a "make transform" node instead, put the translation offset here, left the rotation pin unconnected, and used that in the transform pin for the "set transform - null" node. This fixed it for me.
Great Video, I didnt even know that I would need this. However, I was looking to know when can we expect a video on editing animations in runtime with control rig? Is it a advanced topic? looking to learn this from you.
@@livinfreestyle6727 For example, i have pick up animation, i want to feed the controls in runtime to match the location of that object. A way so it can be done for multiple objects. Or for example, for door opening animation. The hand will go where the handle is.
is it possible to hide channels here like in maya? Say I have a control that only does rotation and I want to hide location and scale. And also put limits on my channel so it can't go past 180°
Hello, may I ask a question? You mentioned we might want to ask the animator if they want to put the foot roll onto one controller. Are the toes and heel locked into the one controller at the ankle, does this method prohibit the animator from animating the toes and heels independently from the one ankle control? For example, can the animator do a toe wiggle with this set up?
It would not prohibit it. My comment was more about workflow. If you provide too many work flows it can be tough for Animators to pick up where other left off. It can also slow the rig down and increase complexity for tooling. I generally try to work with team anim to determine what the anim team wants and is willing to champion (this means that they are the gate keepers for rig requests) so that the character rig does not become bogged down by too many requests.
I just found that if you set the anim channel's name within the channel's details or within the Rig Hierarchy, it will automatically set the Script Name to match, taking care of two names in one.
In UE 5.4.3 2nd AnimationChannel Float Variable is red and it is not in list to change after sliding "GetAnimationChannel" into Graph. what a bug. And AnimationChannel float Variable cannot be renamed properly.
I'm watching and learning this entire Playlist. No way I won't finish it.
Hands down, this Playlist is the best guide to UE5 control righ I've read or watched.
Thank you for the time you put in this.
Glad it's helpful so far. I say so far, cuz there are more videos coming for this playlist specifically. We still have Backwards Solve, Advance Limb, Modular Rig Conversion, Testing, Quadruped leg....and a couple more. So keep an eye out. Thanks for the watch and dropping comments
Ctrl-Shift-G to zero out all controls is your friend when testing in LevelSequence or Control Rig Editor! 😁
such an awesome tip. Thank you!
Thanks for the cool tutorials)
you're welcome!
17:00 If someone wants to have an easier way to switch between using channels and manual rotation, you can add a boolean value before and branch before everything, if boolean is set to yes - then we can use channels, if no - adjust it manually. You can switch between yes/no while animating. It will not give you full control as adding nulls, but I think this is a good walkaround, if you need different approaches for different animations instead unpluging channels everytime
7:10 I had an issue where the heel rotated on the X & Y axis instead of the Z axis. Turns out my Heel_ref was not set to the initial to 0. I recommend checking all your Ref and setting their initial to 0. It took me an hour to troubleshoot my mistake. Hope this comment saves others the hassle.
very good call, if something seems funky I usually start with making sure all the initials and offsets are all clean and zero
I was also having this problem. I'm still new to this stuff so troubleshooting is just fiddling with everything and seeing what it does. I believe I narrowed my problem down to the "Set Transform - Null Initial" node where we simply expanded the transform input pin and hard coded a translation offset for the heel and toe reference nulls. This was somehow getting a rotation as well even though the rotation pin wasn't connected. I used a "make transform" node instead, put the translation offset here, left the rotation pin unconnected, and used that in the transform pin for the "set transform - null" node. This fixed it for me.
@@sabe0429 Nice. I'm also hoping that a lot of these little weird issues are better in 5.4. Which came out today!
Great Video, I didnt even know that I would need this. However, I was looking to know when can we expect a video on editing animations in runtime with control rig? Is it a advanced topic? looking to learn this from you.
Is there somethign specific at run time you want to edit? We have done a few videos that use control rig to achieve various things at runtime
@@livinfreestyle6727 For example, i have pick up animation, i want to feed the controls in runtime to match the location of that object. A way so it can be done for multiple objects.
Or for example, for door opening animation. The hand will go where the handle is.
Thank you
You're welcome
is it possible to hide channels here like in maya? Say I have a control that only does rotation and I want to hide location and scale. And also put limits on my channel so it can't go past 180°
I think you are looking for the filtered channels. Specify what you want in there. As far as limits, you can set those with Min Max
Hello, may I ask a question? You mentioned we might want to ask the animator if they want to put the foot roll onto one controller. Are the toes and heel locked into the one controller at the ankle, does this method prohibit the animator from animating the toes and heels independently from the one ankle control? For example, can the animator do a toe wiggle with this set up?
It would not prohibit it. My comment was more about workflow. If you provide too many work flows it can be tough for Animators to pick up where other left off. It can also slow the rig down and increase complexity for tooling. I generally try to work with team anim to determine what the anim team wants and is willing to champion (this means that they are the gate keepers for rig requests) so that the character rig does not become bogged down by too many requests.
@@livinfreestyle6727 Thank you
I just found that if you set the anim channel's name within the channel's details or within the Rig Hierarchy, it will automatically set the Script Name to match, taking care of two names in one.
That is amazing. Thanks for sharing that and taking time to let us know
In UE 5.4.3 2nd AnimationChannel Float Variable is red and it is not in list to change after sliding "GetAnimationChannel" into Graph. what a bug. And AnimationChannel float Variable cannot be renamed properly.
Is this only on 5.4.3? I'm blocked by it. The channel name is red and doesn't return data. Made it 3:38 into the tutorial 😞
Ok...after more testing if you rename the float animation channel, save the asset, close unreal and restart it will connect.
Sigh.....
Yep. Tested it too. Save it and restart the engine. Then the toebreakthreshold will appear.
Weird bug.