the best teacher on unreal engine hands down, the ability to explain these topics in such understandable terms, it really shows you comprehend these things. Please continue your teachings thanks again dev kev
@@livinfreestyle6727 Indeed under rated. Most tutorials are youtubers with clickbaity marketing efforts, it's hard to find actual professionals who will put the time to share their knowlodge!
Your explanation of pole vectors is what ive been looking for quite a few months now I followed a procedural animation course on Udemy and the way he had us set it up had are characters walking like there about to go take a dump all because it wasn't covered to this extent thank you for making this series!
25:05 At this point I got stuck, kept getting stuck, would get frustrated and kept deleting and restarting from the beginning. When I would connect this get null to the set transform, the pyramid would position itself on the other side of the right leg. On the 6th-7th attempt I found the issue. At the bottom of the set transform we did for the left foot ctrl there was a note that I never noticed. "Setting transform of parent (l foot ctrl) after child (l foot pv ctrl). This can lead to unexpected results." So instead of setting it up in the same spot you did, I moved it to the end of the string and it's perfect. Now I understand how to spot notes like this. One thing I don't understand is why would it work for you and cause issues for me?
And if I continued watching I would have seen that you had the note as well. I still don't see why it caused the issue on my end while your's seemed to be fine. Anyway thank you for your time and effort you put into these videos.
Dude... Thank you, the same thing happened to me and I was going crazy why it wasnt setting the god damn position right... Regardless of why the issue didnt present itself on his end, the correct way is definitely to set the child's position later in the chain
Thanks these videos are great, you are quickly becoming my favorite unreal tutorial source! Just a tad sad that you skipped explaining the "Rotate Vector", as even a small explanation of20 sec would make it easier to follow, without needing to pause and go to other videos (30:46). There is an explanation but it kind of hard to follow what the node really is for. e.g. "rotating" but we're not really rotating as far as I understand, but rather offsetting translation? yet you say "lets rotate". So the node remains confusing
We are actually rotating. So imagine we create a vector at the origin. Its pointing straight ahead and it's 50 units long. You can think of it like a giant arrow pointing forward. We are taking that arrow and "rotating" it to match the same rotation of the calf joint. So now it's at the origin but points in the same direction as the rotations of the knee. Then we have to translate it to be in the same position as the calf so we add the calf position and now the arrow points in the direction of the rotation at the calf joint and it starts at the position of the calf joint and the arrow tip finishes in front of the knee in space depending on your calf rotation. Hope that helps and I'll try to balance explanations vs references to other videos and still keeping video lengths reasonable. THanks for letting me know
Thanks a lot. Maybe I'm just stupid here, I think what got me misunderstanding is that I didn't quite grasph what "creating" means in this case, it seemed we took an existing pivot and just, offset it a bit, so what is "created" is what I couldn't figure out about this node. Or is that just overthinking it? @@livinfreestyle6727
I think its fair feedback (not stupid at all). The Rotate Vector node kind of masks the "creation" of the vector because we type it in the bottom part. Thats the vector creating part. So it might have been clearer if I actually MADE a separate vector that we connected in
I have been struggling with control rig for a while now and your videos have been incredibly helpful. This one in particular made me subscribe. Thank you so much for sharing your time and skills to explain how things work (your dive into Maya to go through what is happening was very appreciated). I'm looking forward to the confidence I'll have with Control Rig at the end of this playlist with this growing toolkit you're teaching the community.
Glad they help, but there are more coming. I think I have 3 more already recorded with several more to do that are going to be released over the coming weeks. Thx for watching and the sub
If your knees are snapping when you plug in the forward solver you might be using a custom rig like I am. This is happening because the skeleton itself was designed with a bend in the knee that does not point forward relative to the calf. So naturally when you try to have your IK rig point forward relative to the calf, they'll be out of sync. If you can't fix the skeleton itself in something like blender then I don't think there's anything that can be done about this unfortunately.
From the few samples i've done the IK Node doesn't like it if the knees aren't in a plane, but there is something you could do....You could use control rig to create your own IK chain that is properly oriented. Then you would constrain your joints to the the IK chain
@@livinfreestyle6727 That seems like it would work but I just went back and re-posed my skeleton to be on a plane. Wasn't until this video that it occurred to me that IK really should not be snapping my legs when in the idle pose. This content is awesome
Thanks for putting all this together, Kevin. Great format. Suggesting that a deeper dive into the Primary and Secondary Axis is recorded, explaining that the XYZ orientation of the 1st joint corresponds to the 1,0,-1 range. Likewise the Secondary corresponds to the Pole Vector orientation based on 2nd joint. I got to the bottom of this after an hour or so, as I am not using Manny but my own rig - so the number's meaning will be really helpful for ongoing work. Looking forward to devouring the rest of your content!
I think this is a great call out. I got a little swamped with some of the other vids so hopefully picking back up on Control Rig (next one should be backward solve). After that we're moving fully to modular rig and testing etc plus new stuff (quadlegs, procedural etc....soooooo much to do). Thanks for posting and helping out
Hey Kevin thanks for the listen. i was wondering is there a IK setup like the one you finished the FK video. where the simplified forward resolve checks the bones and the ctrl and matches them? do you speak more about this in a later video?
Did you guys made it to the other leg/part of the body? i can't seem to figure it out how to make both work, tried to add more nodes but does not run both
hi kevin, i really appreciate this video. thankyou very much for teaching about ik_controlrig setup. However there are certain queries I have: (1.) I don't get it, what are "effectors", whats their use? (2.) In the basic IK function, in Secondary Axis node, if you just set Y= 0 instead of 1, the knee gets naturally straight, without using the pole vector (At first I thought this will work out, although the knee gets straight but as you said whenever I try to lower down the manny or bring the foot up, the knee moves inwards and it also does not gives the freedom to effectively control the knee rotations and now I wonder, if the pole vector eventually solves the knee rotation problems then what even is the point of "Secondary Axis" node to begin with? I am sorry if I don't make sense, I am just new to rigging and trying to learn it . thanks again kevin.
Maybe I haven't gotten there yet, but do you cover the Spring IK solver node? I want to rig up some quadruped legs, but so far I'm having a hard time figuring it out.
love the tutorial and how in depth you go into the rig workflow, i have a question tho, when you fixed the knee problem i did the same with a custom model from BigMediumSmall and his leg just turned to spaghetti and right now clueless how to fix it :(
Take a look at your joint orientations. My guess is they are different than the default characters. So you need to find the proper primary and secondary axis so your legs don't flip out
I have a question regarding the bone facing direction (normal). Is there a reason it's done so the left and right knee bones (in this example) have apposing facing Y normal or is this just a byproduct of mirroring the bones? It's something I've seen when importing the skeleton in to blender but never really thought about it. As i tend to work in BP, this difference often trips me up when attempting vector maths.
I can't remember which vid I talked about this in, but a big reason has to do with "mirrored behavior". When you pick both shoulders and rotate in local space for example, if they are mirrorred like this you will get a natural shrug. So its more intuitive for animation for example.
This was a very well done video. I really like your approach to it and it makes sense. I will say though that there is a slight movement on the knee inwards when I connect the forward solver....I've seen this on their own Template Control Rigs too though, maybe I missed something?
I think we go deeper into the knee stuff in the advance leg. We're still learning about control rig stuff and I do believe we will find lots of things that we need to fix as we start animating with all this stuff as well (I find lots of strange things when using the third person one too). We'll keep learning and figuring it out though!
@@livinfreestyle6727 Yeah I appreciate the effort for sure. Glad to have someone in the community diving into the control rig, it's really confusing. I was attempting to find a way around the Offset Root Bone Node problem in the Motion Matching Sample to develop a Foot Locking System. Traditional methods based on the Mesh don't work. I think I'm going to need a really strong background in vector math to pull it off though. I tried doing it the ALS way and The feet, because they are in component space will rotate when you move slightly in another direction....inverting their placement.....when I try to make it relative to the root bone the feet spin like helicopter blades lol. I was hoping I could simply pass in the world position of them into the control rig since the IK Solver has a Tooltip saying it's in World Space, but when the root moves the feet move with it, even when jumping it maintains a relative offset from the root.....so idk, I'm at a loss right now, I'll have to re-think my approach.
Hi Sir, thanks for the tutorial! Got a question, where is the video that you mentioned about the basics of calculating vectors? I searched "vectors" in your channel but didn't find it.
These videos have been very helpful for someone who doesn't have a background in this space, thanks! I kind of got lost in some spots, when it comes to adding an IK into the original FK controls there was some issues I think (I see in future videos you change the name and add a Boolean). when I added a basic IK into an arm it flipped out a bit, is that because of bone orientations? I used the unreal auto orientate tool, so the X axis is facing down the bone but the Y and Z sometimes are different, does that effect IK's?
It absolutely can affect the IKs. Both in what your axis settings need to be, but also it is important that the orientation of the joints for the 2 bone limb are "planar" basically thigh, knee, and foot should be exactly the same orientation.
if you're following along and at 10:08 your mannequin doesnt yeet itself like in the video. you tried to get ahead and checked the "Initial" box. that is the mistake you made. you're welcome.
@@livinfreestyle6727 no, thank you for making these videos. i paused the video a few seconds before that timestamp thinking it was the same as above. had a moment of panic when my mannequin didn't rotate. 😅
For Manny and Quinn I've noticed that almost all bones seems to be aligned with the mesh part they represent. However, the foot_l bone (also the right one) seems to be aligned with the horizontal base plane, not with the foot iself (like from foot_l to ball_l bone). Any idea/hint why Epic would do that?
Hi ,thanks for your tutorial. about ik hands when set control pv and get null the ctrl of pole vector doesnt follow the nullpol vector how I can fix this?? thank you
@@livinfreestyle6727 I set [ Pole Vector Space ] to [ Type : Bone / Name : calf_l ] and set the pole vector to [0.0, 50.0, 0.0] But it looks processed as a global space. I'm confused... :(
I am not a blender expert, but maybe it's in here: ondemand.riggingdojo.com/MayaToBlender if you have trouble finding the answer, let me know and I can dig in
@@hotsauce7124 I'm doing this and currently having a problem where the thigh twist and calf twist won't point in the same direction as the main thigh and calf bones. Edit: In my case I had to use 0, 1, 0 and 0,0,0 for primary and secondary axis, on the left leg. On the right leg, it has to be 0,-1,0 for primary.
It means, Primary Axis have to be [ X : 1.0 | Y : 0.0 | Z : 0.0 ] and Secondary Axis have to be [ X : 0.0 | Y : -1.0 | Z : 0.0 ]. If you check your character's legs bone axis, then you will know why.
I was wondering you if I could message a tutorial request. I’m not sure if I could email you or not but I don’t know what your email is. But basically I want guidance on how to have an enemy character who is patrolling using the appropriate navigation have it so that if I punch him he will have a ragdoll hit reaction, and then, after that is finished, he will just keep walking again. Basically, the general gist is to have whatever the enemy is doing to be interrupted temporarily by a hit like a punch or a kick and then have them resume their activity that they were doing before that is it possible you could guide me if there already is a tutorial like that or not or if you could do one yourself thank you . by the way, would you consider doing private tutoring sessions for a price?
@@livinfreestyle6727 yes but I want it so that a enemy character can have full pond, sensing capabilities and walk around the map and be able to be hit with idle reaction and then just keep going after the reaction finishes if that makes sense. by the way, would you do private tutoring sessions for a fee?
I think it makes sense. Basically they just take a hit and keep going. I do have a limited number of private tutoring spots on Patreon: www.patreon.com/ASKaDEV It would be the "Insatiable Mind" Membership (click the arrow right one time)
@@livinfreestyle6727oh it was more for myself for when I come back to the video. There are lots of ways people set up the knee effector in IK limbs so his method was interesting
Also since I have your attention I wanted to say a huge thank you for this series. It’s literally the only deep look into control rig from anyone other than epic that I can find on RUclips right now. It’s so helpful to see how people approach the same thing differently
@@mikailmaqsood818 You're welcome. I also love seeing how other people approach stuff too and we use to do that alot in the studio, share workflows. Thx for watching!
"This is not perfect, but bottom line is this is how you do it." Shown how to do it the incorrect way. Lol. This is NOT how you do it. Maybe you do it this way, if you like having messed up IK systems.
You mean to setup an IK you don't add an IK handle to a joint chain? Definitely please share what kinds of cool techniques or preferred workflows you have so we can all learn.
Also feel free to hop in the discord. it'd be great to figure out or better understand alternate and best practices and we're all about learning round here.
the best teacher on unreal engine hands down, the ability to explain these topics in such understandable terms, it really shows you comprehend these things. Please continue your teachings thanks again dev kev
I totally laughed at "dev kev." Thanks for that. Also thanks for dropping the comment and watching!
What an underrated channel. Thank you for your teachings.
Thanks for the thought and the watch. I do think people are starting to find us, albeit slowly :)
@@livinfreestyle6727 Indeed under rated. Most tutorials are youtubers with clickbaity marketing efforts, it's hard to find actual professionals who will put the time to share their knowlodge!
@@CarlosGarcía-d3d Thanks for the feedback!
Your explanation of pole vectors is what ive been looking for quite a few months now I followed a procedural animation course on Udemy and the way he had us set it up had are characters walking like there about to go take a dump all because it wasn't covered to this extent thank you for making this series!
You're welcome. I'm glad this version of an explanation helped so much
Kevin, Unreal is a beast, thanks for these as always. You've been fundamental for us in learning this
Glad you think so!
25:05
At this point I got stuck, kept getting stuck, would get frustrated and kept deleting and restarting from the beginning.
When I would connect this get null to the set transform, the pyramid would position itself on the other side of the right leg.
On the 6th-7th attempt I found the issue.
At the bottom of the set transform we did for the left foot ctrl there was a note that I never noticed.
"Setting transform of parent (l foot ctrl) after child (l foot pv ctrl). This can lead to unexpected results."
So instead of setting it up in the same spot you did, I moved it to the end of the string and it's perfect.
Now I understand how to spot notes like this.
One thing I don't understand is why would it work for you and cause issues for me?
And if I continued watching I would have seen that you had the note as well.
I still don't see why it caused the issue on my end while your's seemed to be fine.
Anyway thank you for your time and effort you put into these videos.
Dude... Thank you, the same thing happened to me and I was going crazy why it wasnt setting the god damn position right... Regardless of why the issue didnt present itself on his end, the correct way is definitely to set the child's position later in the chain
thank you kind sir!
Wow great explanations. Made a whole lot more sense than other tutorials I’ve seen
Glad it helped!
Thanks these videos are great, you are quickly becoming my favorite unreal tutorial source! Just a tad sad that you skipped explaining the "Rotate Vector", as even a small explanation of20 sec would make it easier to follow, without needing to pause and go to other videos (30:46). There is an explanation but it kind of hard to follow what the node really is for. e.g. "rotating" but we're not really rotating as far as I understand, but rather offsetting translation? yet you say "lets rotate". So the node remains confusing
We are actually rotating. So imagine we create a vector at the origin. Its pointing straight ahead and it's 50 units long. You can think of it like a giant arrow pointing forward. We are taking that arrow and "rotating" it to match the same rotation of the calf joint. So now it's at the origin but points in the same direction as the rotations of the knee. Then we have to translate it to be in the same position as the calf so we add the calf position and now the arrow points in the direction of the rotation at the calf joint and it starts at the position of the calf joint and the arrow tip finishes in front of the knee in space depending on your calf rotation. Hope that helps and I'll try to balance explanations vs references to other videos and still keeping video lengths reasonable. THanks for letting me know
Thanks a lot. Maybe I'm just stupid here, I think what got me misunderstanding is that I didn't quite grasph what "creating" means in this case, it seemed we took an existing pivot and just, offset it a bit, so what is "created" is what I couldn't figure out about this node. Or is that just overthinking it? @@livinfreestyle6727
I think its fair feedback (not stupid at all). The Rotate Vector node kind of masks the "creation" of the vector because we type it in the bottom part. Thats the vector creating part. So it might have been clearer if I actually MADE a separate vector that we connected in
I have been struggling with control rig for a while now and your videos have been incredibly helpful. This one in particular made me subscribe. Thank you so much for sharing your time and skills to explain how things work (your dive into Maya to go through what is happening was very appreciated). I'm looking forward to the confidence I'll have with Control Rig at the end of this playlist with this growing toolkit you're teaching the community.
Glad they help, but there are more coming. I think I have 3 more already recorded with several more to do that are going to be released over the coming weeks. Thx for watching and the sub
this was such an unusual concept to wrap my head around before this video. thanks for teaching
you're welcome!
Take more of my money Kevin!! I love these lessons! Great job!! I always struggled a bit with IK in control rig and now know why: )TY!
Glad that these are so impactful and helpful....can't wait til you all see the upcoming prototype game vid
If your knees are snapping when you plug in the forward solver you might be using a custom rig like I am. This is happening because the skeleton itself was designed with a bend in the knee that does not point forward relative to the calf. So naturally when you try to have your IK rig point forward relative to the calf, they'll be out of sync. If you can't fix the skeleton itself in something like blender then I don't think there's anything that can be done about this unfortunately.
From the few samples i've done the IK Node doesn't like it if the knees aren't in a plane, but there is something you could do....You could use control rig to create your own IK chain that is properly oriented. Then you would constrain your joints to the the IK chain
@@livinfreestyle6727 That seems like it would work but I just went back and re-posed my skeleton to be on a plane. Wasn't until this video that it occurred to me that IK really should not be snapping my legs when in the idle pose. This content is awesome
@@LookItsCollin glad you think so. Thanks for watching and commenting
These videos are so great! Nice work Kevin!
Glad you like them!
Thanks for putting all this together, Kevin. Great format.
Suggesting that a deeper dive into the Primary and Secondary Axis is recorded, explaining that the XYZ orientation of the 1st joint corresponds to the 1,0,-1 range. Likewise the Secondary corresponds to the Pole Vector orientation based on 2nd joint. I got to the bottom of this after an hour or so, as I am not using Manny but my own rig - so the number's meaning will be really helpful for ongoing work.
Looking forward to devouring the rest of your content!
I think this is a great call out. I got a little swamped with some of the other vids so hopefully picking back up on Control Rig (next one should be backward solve). After that we're moving fully to modular rig and testing etc plus new stuff (quadlegs, procedural etc....soooooo much to do). Thanks for posting and helping out
Absolutely, thank you for the work you're doing.
Looking forward to a AskDev tutoral on the explanations of primary and secondary axis setting!
@@gavinxu1622 Thats actually probably a good call out. I'll add that one to the control leg list. Thx for the watch and dropping comments
Agreed, a tutorial on this would be great. When working on my own sk mesh, I can't get the mesh to look right again.
Hey Kevin thanks for the listen. i was wondering is there a IK setup like the one you finished the FK video. where the simplified forward resolve checks the bones and the ctrl and matches them? do you speak more about this in a later video?
Great stuff as always!
Thanks!
You're videos have been so helpful thank you
You are very welcome. Thanks for letting me know and watching
Did you guys made it to the other leg/part of the body? i can't seem to figure it out how to make both work, tried to add more nodes but does not run both
hi kevin, i really appreciate this video. thankyou very much for teaching about ik_controlrig setup. However there are certain queries I have: (1.) I don't get it, what are "effectors", whats their use? (2.) In the basic IK function, in Secondary Axis node, if you just set Y= 0 instead of 1, the knee gets naturally straight, without using the pole vector (At first I thought this will work out, although the knee gets straight but as you said whenever I try to lower down the manny or bring the foot up, the knee moves inwards and it also does not gives the freedom to effectively control the knee rotations and now I wonder, if the pole vector eventually solves the knee rotation problems then what even is the point of "Secondary Axis" node to begin with? I am sorry if I don't make sense, I am just new to rigging and trying to learn it . thanks again kevin.
Excellent as always!
👍
Incredible how this is free
Incredible stuff, thank you for doing this!
No problem!
100 extra points for the horse stance comment :) HAHA another great video! 🥷
I love extra credit points!
Maybe I haven't gotten there yet, but do you cover the Spring IK solver node? I want to rig up some quadruped legs, but so far I'm having a hard time figuring it out.
not yet, that video is coming and I think we are going to be stumbling through it together
The course is very good, thank you
No problem. Thx for watching
love the tutorial and how in depth you go into the rig workflow, i have a question tho, when you fixed the knee problem i did the same with a custom model from BigMediumSmall and his leg just turned to spaghetti and right now clueless how to fix it :(
Take a look at your joint orientations. My guess is they are different than the default characters. So you need to find the proper primary and secondary axis so your legs don't flip out
I have a question regarding the bone facing direction (normal). Is there a reason it's done so the left and right knee bones (in this example) have apposing facing Y normal or is this just a byproduct of mirroring the bones? It's something I've seen when importing the skeleton in to blender but never really thought about it. As i tend to work in BP, this difference often trips me up when attempting vector maths.
I can't remember which vid I talked about this in, but a big reason has to do with "mirrored behavior". When you pick both shoulders and rotate in local space for example, if they are mirrorred like this you will get a natural shrug. So its more intuitive for animation for example.
This was a very well done video. I really like your approach to it and it makes sense. I will say though that there is a slight movement on the knee inwards when I connect the forward solver....I've seen this on their own Template Control Rigs too though, maybe I missed something?
I think we go deeper into the knee stuff in the advance leg. We're still learning about control rig stuff and I do believe we will find lots of things that we need to fix as we start animating with all this stuff as well (I find lots of strange things when using the third person one too). We'll keep learning and figuring it out though!
@@livinfreestyle6727 Yeah I appreciate the effort for sure. Glad to have someone in the community diving into the control rig, it's really confusing.
I was attempting to find a way around the Offset Root Bone Node problem in the Motion Matching Sample to develop a Foot Locking System. Traditional methods based on the Mesh don't work. I think I'm going to need a really strong background in vector math to pull it off though.
I tried doing it the ALS way and The feet, because they are in component space will rotate when you move slightly in another direction....inverting their placement.....when I try to make it relative to the root bone the feet spin like helicopter blades lol. I was hoping I could simply pass in the world position of them into the control rig since the IK Solver has a Tooltip saying it's in World Space, but when the root moves the feet move with it, even when jumping it maintains a relative offset from the root.....so idk, I'm at a loss right now, I'll have to re-think my approach.
Hi Sir, thanks for the tutorial! Got a question, where is the video that you mentioned about the basics of calculating vectors? I searched "vectors" in your channel but didn't find it.
See if this helps
UE Blueprint Fundamentals | Class #2-2 | Vectors
ruclips.net/video/68j4XXVw4Eg/видео.html
These videos have been very helpful for someone who doesn't have a background in this space, thanks!
I kind of got lost in some spots, when it comes to adding an IK into the original FK controls there was some issues I think (I see in future videos you change the name and add a Boolean). when I added a basic IK into an arm it flipped out a bit, is that because of bone orientations? I used the unreal auto orientate tool, so the X axis is facing down the bone but the Y and Z sometimes are different, does that effect IK's?
It absolutely can affect the IKs. Both in what your axis settings need to be, but also it is important that the orientation of the joints for the 2 bone limb are "planar" basically thigh, knee, and foot should be exactly the same orientation.
Thank you very much!
You're welcome!
the best!!
Glad to help
Is there any way to integrate this IK set up into the FK Control Rig we made in the previous Control Rif #2 tutorials?
Yes. We can add switching and we do explore that in later vids. You can also see it in the default rig that comes with the third person project.
if you're following along and at 10:08 your mannequin doesnt yeet itself like in the video.
you tried to get ahead and checked the "Initial" box.
that is the mistake you made.
you're welcome.
Took me a second to figure this out. Thanks for helping out!
@@livinfreestyle6727 no, thank you for making these videos.
i paused the video a few seconds before that timestamp thinking it was the same as above. had a moment of panic when my mannequin didn't rotate. 😅
you're welcome. I do have a few more Control Rig videos coming so keep an eye out
For Manny and Quinn I've noticed that almost all bones seems to be aligned with the mesh part they represent. However, the foot_l bone (also the right one) seems to be aligned with the horizontal base plane, not with the foot iself (like from foot_l to ball_l bone). Any idea/hint why Epic would do that?
Because the foot is often thought of and animated in world space. So I could see the logic to align that joint with the world.
Hi ,thanks for your tutorial. about ik hands when set control pv and get null the ctrl of pole vector doesnt follow the nullpol vector
how I can fix this??
thank you
is the pole vector parented to the null? or constrained to the null?
@@livinfreestyle6727 yes
tnx a lot for the tutorials
You're welcome! More control rig stuff coming this weekend and beyond
What is the purpose of the [ Pole Vector Space ] parameter in Basic IK?
It tells unreal what the pole vector values are relative to
@@livinfreestyle6727
I set [ Pole Vector Space ] to [ Type : Bone / Name : calf_l ]
and set the pole vector to [0.0, 50.0, 0.0]
But it looks processed as a global space.
I'm confused... :(
Thank you
You're welcome
Would be interesting to use this method with a character exported from Blender. Does a rig from Blender introduce different issues to solve?
Blender exports still create fbx files and your basic joints, geometry and skin, so I can't think of any different issues off the top of my head
@@livinfreestyle6727 does Blender have different joint axis, are the joints axis different from Maya?
I am not a blender expert, but maybe it's in here:
ondemand.riggingdojo.com/MayaToBlender
if you have trouble finding the answer, let me know and I can dig in
@@hotsauce7124 I'm doing this and currently having a problem where the thigh twist and calf twist won't point in the same direction as the main thigh and calf bones.
Edit: In my case I had to use 0, 1, 0 and 0,0,0 for primary and secondary axis, on the left leg. On the right leg, it has to be 0,-1,0 for primary.
@@zehailiu7825 Thank you!
Where can I find documentation on Basic IK? There is nothing about it in the Unreal Engine documentation.
what kind of documentation?
@@livinfreestyle6727 In the Unreal Engine Documentation. There are examples there with ''Full Body IK' but I didn't find anything about 'Basic IK'.
Hi all. can someone explain how to apply this setup for the right leg?
It would be the same setup, but you would flip the axis and facing to be the opposite sign (ie -1)
It means, Primary Axis have to be [ X : 1.0 | Y : 0.0 | Z : 0.0 ] and Secondary Axis have to be [ X : 0.0 | Y : -1.0 | Z : 0.0 ].
If you check your character's legs bone axis, then you will know why.
I was wondering you if I could message a tutorial request. I’m not sure if I could email you or not but I don’t know what your email is. But basically I want guidance on how to have an enemy character who is patrolling using the appropriate navigation have it so that if I punch him he will have a ragdoll hit reaction, and then, after that is finished, he will just keep walking again. Basically, the general gist is to have whatever the enemy is doing to be interrupted temporarily by a hit like a punch or a kick and then have them resume their activity that they were doing before that is it possible you could guide me if there already is a tutorial like that or not or if you could do one yourself thank you . by the way, would you consider doing private tutoring sessions for a price?
Seems like you are basically talking about "hit reacts" I can put that on the list of tutorial requests for sure.
@@livinfreestyle6727 yes but I want it so that a enemy character can have full pond, sensing capabilities and walk around the map and be able to be hit with idle reaction and then just keep going after the reaction finishes if that makes sense. by the way, would you do private tutoring sessions for a fee?
I think it makes sense. Basically they just take a hit and keep going.
I do have a limited number of private tutoring spots on Patreon: www.patreon.com/ASKaDEV It would be the "Insatiable Mind" Membership (click the arrow right one time)
@19:19
What was it about this time stamp that I should note?
@@livinfreestyle6727oh it was more for myself for when I come back to the video. There are lots of ways people set up the knee effector in IK limbs so his method was interesting
It was for myself for when I need the video again LOL. I found the method of making the knee pole vector to be interesting
Also since I have your attention I wanted to say a huge thank you for this series. It’s literally the only deep look into control rig from anyone other than epic that I can find on RUclips right now. It’s so helpful to see how people approach the same thing differently
@@mikailmaqsood818 You're welcome. I also love seeing how other people approach stuff too and we use to do that alot in the studio, share workflows. Thx for watching!
It's a shame that most of this doesn't work in ue4.
you have like an old guy face but 2x year old voice xd
inverted baby face
but dont sweat youre a nice looking old guy :)))
Thanks!!! I think 🤔🤣
@@livinfreestyle6727 yeah it was a positive comment, yooure cool, great tutorial
"This is not perfect, but bottom line is this is how you do it."
Shown how to do it the incorrect way. Lol. This is NOT how you do it. Maybe you do it this way, if you like having messed up IK systems.
You mean to setup an IK you don't add an IK handle to a joint chain? Definitely please share what kinds of cool techniques or preferred workflows you have so we can all learn.
Also feel free to hop in the discord. it'd be great to figure out or better understand alternate and best practices and we're all about learning round here.