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!
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.
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!
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?
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!
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
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.
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?
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.
This is awesome, especially someone coming from C4D also and learning Unreal. Thank you for putting this tutorial together, hope to see more soon!
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!
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.
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.
Happy this helps!
Thanks for the great tutorial, man! This program is maddening; I miss Photoshop and Davinci Resolve. (lol) Thanks a million!
It is a tough learning curve, but it gets easier!
Yes the video inriched my life, I understand splines better and Igot mine to work thank you.
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!
Sorry, not too sure. Maybe drag and drop it to make it a child of the actor?
simple and best thanks for sharing
How do I bake a spline animation to an animation sequence in a level sequence?
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?
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!
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
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.
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?
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.
Is exactly what i need. Thank you very much, lots of good karma for you. And is super well described man. Thank's
So happy this was helpful!