Create a Spline Based Animation (Unreal Engine Tutorial)

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  • Опубликовано: 10 ноя 2024
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Комментарии • 20

  • @rinsofia8225
    @rinsofia8225 10 месяцев назад +3

    In order to make the Blueprint function run in Sequencer, you need to check the 'Run Construction Script in Sequencer' option in the BP Class Settings.

  • @apixel.content
    @apixel.content Год назад +4

    This is awesome, especially someone coming from C4D also and learning Unreal. Thank you for putting this tutorial together, hope to see more soon!

    • @cartandhorse
      @cartandhorse  Год назад +3

      Thanks! There will be more (and better) content coming soon. If there is anything you would like to see or have any ideas, please continue with comments, and we will see how we can help!

  • @TheBobbyStyles
    @TheBobbyStyles 6 месяцев назад +1

    im new and this is too cool watching the final result in your scene.. im learning quick thanks to videos like this thanks for explaining it so well.

  • @santoshshetty6174
    @santoshshetty6174 3 месяца назад +1

    simple and best thanks for sharing

  • @robertomachado7581
    @robertomachado7581 4 месяца назад +1

    Thanks for the great tutorial, man! This program is maddening; I miss Photoshop and Davinci Resolve. (lol) Thanks a million!

    • @cartandhorse
      @cartandhorse  4 месяца назад +1

      It is a tough learning curve, but it gets easier!

  • @thehommeyosh8605
    @thehommeyosh8605 3 месяца назад +1

    Yes the video inriched my life, I understand splines better and Igot mine to work thank you.

  • @buster5661
    @buster5661 2 месяца назад +1

    How do I bake a spline animation to an animation sequence in a level sequence?

  • @joezohar
    @joezohar 2 месяца назад +1

    This tutorial is fantastic! New to Unreal. Everything worked to end of tutorial, but it's not letting me attach my staticmesh object to the actor handle. I have a race track and want the staticmesh car to follow along the spline on track. So close and appreciate the help!

    • @cartandhorse
      @cartandhorse  2 месяца назад

      Sorry, not too sure. Maybe drag and drop it to make it a child of the actor?

  • @ShuHayli
    @ShuHayli Год назад +1

    This is amazing, thank you so much for this! I am fairly new to unreal engine and animation, so I just have one question. How is this different to the camera rig rail? Thanks in advance

    • @cartandhorse
      @cartandhorse  Год назад +1

      For the most part, if you are only using this for camera animations, this is pretty close to the camera rig rail. This was designed to work more like the Align to Spline tag in Cinema 4D, which means you can use this to animate objects along a spline as well as cameras. I find that this rig is a little more light weight, versatile and easier to reuse.

  • @Nislavsta
    @Nislavsta Год назад +1

    Thanks for the great tut! Is it possible to use Houdini's HDA baked spline as a spline for a camera? I mean What do I have to do in order to connect already created spline?

    • @cartandhorse
      @cartandhorse  Год назад +1

      If you can get the spline to import, you would replace the spline in the blueprint with a Spline Object Reference variable. You should then be able to select the external spline as the spline reference. Hope that helps!

  • @posebukse
    @posebukse Год назад +1

    This is A LOT more work than using the Align to spline in C4D :O are there any benefits to it, or is this just something one have to live with in UE? I'm just about to step over from C4D/Octane, but this is pretty disheartening to be honest. Fast to just bake everything to alembic?

    • @cartandhorse
      @cartandhorse  Год назад +1

      Unfortunately, since it is a game engine first, it doesn't cater to animation (especially motion design) like Cinema 4D does. There are a lot of positive benefits to it and I personally enjoy using it, but there are also a lot of frustrating points in the learning curve. Animation is one of those points, which is why we started this channel to share what we learn to the community. To answer your question if there are any benefits to this method, yes there are. Like most things in Unreal, I find that it takes more work to setup what I want up front, but I make the time back up when I get to look development and rendering. Whether the tradeoffs are worth it is all preference. Good luck on your process stepping over.

  • @Climberfx
    @Climberfx Год назад +1

    Is exactly what i need. Thank you very much, lots of good karma for you. And is super well described man. Thank's