Metahuman Character Picker Update | UI Reusable Widget Practical | Unreal Engine Tutorial

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  • Опубликовано: 9 ноя 2024

Комментарии • 11

  • @hanson251985
    @hanson251985 5 месяцев назад +1

    Cool! THX!

  • @adamkelsey8537
    @adamkelsey8537 2 месяца назад

    Hey this is great! Thank you for doing these videos! One question, it looks like the new modular rigging systems uses the full module path in the select controls function, the only place I have found to get that is by selecting the built control in the rig itself and looking at details, the problem is you get these really long names for controls like: Root:Spine:Neck:head_Ctrl. It doesn't look like you can just get a list of controls from the active rig and compare display names, but do you have any advice?

  • @MultiAltan
    @MultiAltan 4 месяца назад

    A cool next step might be to create a face rig widget from scratch. I guess a lot of people dont like using the one in the viewport like me. I am also trying to figure out what would be the best approach to give the animators the chance to create and reset and re-create their own selection sets for controllers. Curious what would you say.

    • @livinfreestyle6727
      @livinfreestyle6727  4 месяца назад

      A face rig widget from scratch could be cool. I think this owuld depend on team anim as to which they want. As far as custom sets for selection buttons, per animator...I'm going to have to think on that. The idea is clear, we make those kinds of things available all the time for tooling in Maya etc. Ill see if I find anythign interesting on how to do this and if I do, get back to you

  • @zreloaded5916
    @zreloaded5916 4 месяца назад

    Necks neck had me cracking xD

  • @surfnwake
    @surfnwake 5 месяцев назад

    amazing!

  • @ethanhurd
    @ethanhurd 4 месяца назад

    One thing that's thrown me twice now. At 16:04, the "control" will not show up if you don't turn on "Instance Editable" and "Expose on Spawn" in the button area.