There is an extreme hunger for a proper animation and control rig course. Epic, please give enough time and resources to knowledgable specialists to talk more about all of these features. We need it.
The modular rig is a great idea, however I think you should team up with Lincoln Margison and make a procedural animation generator based on it. sort of, in my opinion it would be a logical progression of the idea.
Also what would be cool would be if they integrated the experimental n-space field-munging beneath the precomputed hierarchy just to get sweet root n compute time 👏
22:18 Adjusting keyframe values like this or with autokey currently eats up RAM for me for some bizarre reason. Had the engine crash a few times because of this, anyone else encounter this?
@@AlexiosLair This happens whether the curve editor is visible or not unfortunately in multiple cases in 5.4 (autokey, tween tool, tweaking via curve editor). Have to add keyframes manually to mitigate the issue.
What about face rigging of humanoid characters? Do the skeletales need to have a proper rig when being imported into the module editor? Or can I just import any eg A pose avatar into UE as a skeletal mesh and then do the module editor magic? :)
with all this tech behind epic could make an auto rigger like the one mixamo has right? something that auto skins and rigs to the default manequin for example?
Is there a way to convert/bake a modular to a normal control rig? I'd like to do some rig/model specific edits without having to rely on making a whole bunch of modules that clutter up the window.
you can do both. if ur modelling in blender might as well rig in there but now u can also add more bones in unreal without having to go back to blender
You can right click a static mesh and "Convert to Skeletal Mesh". It'll put a root bone at the origin, and weight the whole mesh to it. Just a place to start with.
Sadly on my test model it doesn't work as intended (Daz Studio model exported directly as FBX), as controls get huge, but it is experimental yet and I am looking forward to it! Might as well be able to fix it with this video.
There is an extreme hunger for a proper animation and control rig course. Epic, please give enough time and resources to knowledgable specialists to talk more about all of these features. We need it.
Yes I agree. We spend hours going in circles trying to figure out things that should be simple.
You just sped up workflow by so much for current and future projects. Amazing.
Unreal is godsent. The animation workflow is so much fun and easier. Thank you unreal!!!!
This is one of the many reasons I like ue. You guys give so many detailed presentations.
Thank you epic!
.. grateful ue developer
The modular rig is a great idea, however I think you should team up with Lincoln Margison and make a procedural animation generator based on it. sort of, in my opinion it would be a logical progression of the idea.
🔥🔥🔥
There way ahead of you here lol
This.
I can see the combination of the modular rigging and procedural modules being incredibly powerful.
Also what would be cool would be if they integrated the experimental n-space field-munging beneath the precomputed hierarchy just to get sweet root n compute time 👏
For the question at the start: I am here for both dragons and robots :)
Couldn't have a better video on what I need for my project.
Really good tool and great showcase for it.
You made a jaded developer go "WOW". 😅
Awesome job, Epic Games.
Thanks for the demo!
really hope the new gizmo with respect snapping settings in a future update
wild
This is amazing!
Where Can I download Chinese "Long" Model
after some time spent in unity, I can not wait to get back at unreal especially seeing this
Following along with a skeletal mesh and on the first step, the root was placed outside of the skeletal mesh...
22:18 Adjusting keyframe values like this or with autokey currently eats up RAM for me for some bizarre reason. Had the engine crash a few times because of this, anyone else encounter this?
Animation Graph is not optimized in UE if you are displaying all of the curves, it eats RAM and never frees it, you need to restart the editor
@@AlexiosLair This happens whether the curve editor is visible or not unfortunately in multiple cases in 5.4 (autokey, tween tool, tweaking via curve editor). Have to add keyframes manually to mitigate the issue.
Very cool!
lets go!!
Geez. Amazing
Thank you
Fast and to the point
What about face rigging of humanoid characters?
Do the skeletales need to have a proper rig when being imported into the module editor? Or can I just import any eg A pose avatar into UE as a skeletal mesh and then do the module editor magic? :)
very cool, kinda wish he had atlast 2 hours of "in air" so we could make more deeper dives on everything :P
can we get a flood by polygroup? tough to rig mechs that were kitbashed together when the flood options get cutoff by uvseams/hardnormals
Dev here. I'm literally working on that right now.
So, yes :)
@@kiaranr hearts, love, all of those things ❤❤❤❤
Will you guys be releasing the 'Marsh' character so we can also practice? Would be extremely helpful
Amazing
with all this tech behind epic could make an auto rigger like the one mixamo has right?
something that auto skins and rigs to the default manequin for example?
amazing.....
Is there a way to convert/bake a modular to a normal control rig? I'd like to do some rig/model specific edits without having to rely on making a whole bunch of modules that clutter up the window.
Humanity has reached its peak, aliens should start showing up by now😂😂😂
🤣
AI
cool
Super
It's nice
I'm curious if this can be hooked up to Maya easily?
WTF has Unity been doing the past 4 years?
being wrung out for a buck.
shutting down ziva
added yet another render pipeline
Flipping balls
Destroying creative tools
explain me the diff btw the Houdini APEX ctrl rig components and UE modular ctrl rig as if I were 5yo
hi anyone, im new to UE do you rig the model in UE or other software and import them in UE?
Both yes
you can do both. if ur modelling in blender might as well rig in there but now u can also add more bones in unreal without having to go back to blender
@@sne4ky1337 noted thanks dude
it really feels like there is someone on the side telling you to go faster
its a gdc presentation so they have a tight schedule to keep to
This is actually true 😁
❤❤❤❤❤
This would make more sense if I could do this with a static mesh and not just a skeletal mesh
You can right click a static mesh and "Convert to Skeletal Mesh". It'll put a root bone at the origin, and weight the whole mesh to it. Just a place to start with.
Sadly on my test model it doesn't work as intended (Daz Studio model exported directly as FBX), as controls get huge, but it is experimental yet and I am looking forward to it! Might as well be able to fix it with this video.
Just check the scale of your imported model. Test its size against the ue5 mannequin.
It could be your scale that's off.
Can we use it with 2d ?
Can u make drift tuto.? 😢😅
Autodesk is under ALERT! :)))
give me my pelvis controller
LMAO
soon unreal will also be a 3d modeling, Photo Editing, and Digital Audio Workstation as well.