UE4: Control Rig - More IK

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  • Опубликовано: 31 дек 2024

Комментарии • 28

  • @AndiDev
    @AndiDev  3 года назад +2

    The reason I wasn't extending this was that I was working on a official one for 4.26, which got released today:
    ruclips.net/video/y2WzNvJZk0E/видео.html

  • @Nevetsieg
    @Nevetsieg 4 месяца назад +1

    Holy shit man! the opening music gave me heart attacks!

  • @rajatk1380
    @rajatk1380 4 года назад +4

    Really appreciate your effort for putting this. Eagerly waiting for the next one :)

  • @mohammadaminrajabi1828
    @mohammadaminrajabi1828 3 года назад

    really great tutorial man. keep making these contents. we really need your help and guide because we're new in this too and there aren't many great tutorials out there so please keep making more ue4 content. we all learn and develop through these videos.

  • @Shrooblord
    @Shrooblord 4 года назад

    So so good. Thanks for showcasing how Control Rig works!

  • @DeeOdzta
    @DeeOdzta 4 года назад

    Very cool, great series so far on this powerful tool!

  • @goshawk_fly
    @goshawk_fly 2 года назад

    Good job! I search the way how to make interract AI animation for NPC or charactor with same rig. You helped me. Thank you!

  • @naza0777
    @naza0777 4 года назад +1

    thank you are doing a really great tutorials that no one cover yet .
    in the last live stream Epic made about the control rig they being asked many times about importing an existing animation from the skeleton to the controls rig controllers just like how we do in HumanIK in maya to adjust the controllers and the ik different parts of the body . but the answer was just how to move and add another additive keys on top of the FK skeleton even the additive value to the rotation for a an arm as an example .but actually no one asked about that because we can do that simply in any animation window by adding additive keys to any none .the question was about adding additive keys to the controllers on top of an existing animation . do you know if it possible to do that in the control rig ?

    • @AndiDev
      @AndiDev  4 года назад +1

      From my understanding it is not possible in 4.25 but Control Rig is in development. Let’s see what 4.26 will bring.

  • @Obiwahn89
    @Obiwahn89 4 года назад +1

    Very cool video Andi! Love these tutorials. Will you also show us how to save everything as an animation at one point?

    • @BlackSyberi
      @BlackSyberi 4 года назад +4

      Move Rig to viewport of your project -> make some animation in sequencer -> right click on rig in sequencer -> "Create Animation Sequence" - > Done.

    • @AndiDev
      @AndiDev  4 года назад +2

      As described above. But yes. I planed to show that.

  • @rinhlua4569
    @rinhlua4569 4 года назад

    just found your channel , i love it, keep making more videos

  • @olisvideodump8869
    @olisvideodump8869 2 месяца назад

    would this work for making a spider procedurally walk? im trying to do that atm and this is the closest tutorial I can find with 2 knees on the rig

  • @christianschneider648
    @christianschneider648 3 года назад

    Hello, unfortunately my English is not that good and I would be happy if something like this was also available in German. Now my question:
    Can I also lock a bone (joint) so that it does not move?
    best regards

  • @ashoakenfold
    @ashoakenfold 4 года назад +2

    Is it possible to manipulate these controls through BP for procedural animation?

    • @AndiDev
      @AndiDev  4 года назад +4

      In 4.25 you can add parameters you can expose and use in Control Rig Anim Blueprint and then you can feed in values from BP. There might come improvements to that workflow. I plan to add it in an episode.

    • @ashoakenfold
      @ashoakenfold 4 года назад +2

      @@AndiDev Thanks. Control Rig looks very promising, I look forward to future vids. Cheers!

  • @dagomaer
    @dagomaer 4 года назад

    I have encountered a weird behaviour. When I'm using CCDIK or FABRIK the last bone in the chain gets stretched (the last joint stays in the original position). Am I missing some settings? Something like bone length definition (no idea if you even can set it up or how)?

  • @dsy9876
    @dsy9876 4 года назад

    Thanks for this, these videos have been great!
    One question, have you experimented with the Control Rig anim blueprint node? It seems to work, but after closing and restarting the project, it stops working. But it starts working again after I manually recompile the control rig blueprint (not the anim blueprint containing the Control Rig node). Are you experiencing this behavior too? (In 4.25.3 launcher version)

  • @matthijsvanderheide7984
    @matthijsvanderheide7984 4 года назад

    Thanks for the great tutorials!!
    I have a question; How can one lock an axis rotation?
    I'm working with a mechanical rig. So for example, on one bone, the arm can rotate around the X-axis. But should not be able to rotate around the Y-axis. ( because Mechanical imposible).
    Keep up the good work!

  • @gdscafejoin7738
    @gdscafejoin7738 4 года назад

    Next ?

  • @kaithor1281
    @kaithor1281 3 года назад

    Hey everyone. Does someone know how to set the start bone for FABRIK node. In unreal 4.26.2 they changed the node setup. It has "Items" instead of "Start Bone" How do I attach something to "Items" because there is no dropdown menu like in this video with "Start Bone" Thanks a lot

    • @AndiDev
      @AndiDev  3 года назад +1

      I made an official video that covers that I 4.26: ruclips.net/video/y2WzNvJZk0E/видео.html

    • @kaithor1281
      @kaithor1281 3 года назад

      @@AndiDev Thanks man! Will take a look :)

    • @DezorianGuy
      @DezorianGuy 3 года назад

      @@AndiDev Where exactly did you mention the solution?

  • @MickaelSchaack
    @MickaelSchaack Год назад

    same dont work now

  • @ponimania
    @ponimania Год назад

    Если у вас на нодах ИК нету выбора начальной и конечной кости, тащите из выхода "Items" ноду "item chain".
    Уж незнаю зачем эту ебалу сделали, но вплоть до выхода пятой версии оно стало так.