WHEEL SUSPENSION FOR CAR CINEMATIC RIG | Unreal Engine
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- Опубликовано: 9 июн 2024
- In this video you will get to know how to create procedural wheel suspension for your Skeletal mesh in Unreal Engine 5.3.
This solution works really well for car cinematics and post production pipeline.
Make sure to check my previous car rigging videos in unreal engine:
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• CALIPERS FOR CAR RIG i...
• CAR ANIMATION USING SP...
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#unrealengine #automotive #cgi
0:00 Intro
1:14 Tips before rigging
1:44 Creating Variables for wheel trace
3:27 Wheel Trace function
6:23 Applying Wheel Trace
9:53 Wheel Bone Transform
11:28 Checking control rig
11:49 Enable Rig for Movie Renders
13:25 Create Animation
14:50 Final Results
16:04 Where you can find suspension script? - Кино
CORRECTION! At 5:56 the diameter of the wheel is 70cm, but for SPHERE TRACE radius is used. SO DIVIDE this value by 2. If wheel diameter is ~70cm radius should be 35!
This Is the Best Channel For Automatic CG I've Requested This Long Time
Thanks Terry!
If suddenly someone sees this and if you have a problem with the wheels falling under the floor, just add an “add” node immediately after the node with the radius of the wheels. Adjust the value of B, this will help solve the problem
Am unable to make the wheels interact correctly with a speed breaker, placed in the scene. Any tips or solutions would be greatly welcomed.
Nice video, man, I just in love to your solution. That's insane how simple and functional your solution is
Thank you my "real" Unreal guru for yet another informative video....Your approach is the best that I follow.😊...Please keep posting..It really helps people like me who want to learn new things! Thanks for your time & effort.
I rarely watch tutorials, but I am watching all of yours!
You just saved my car renders, and you made it easy to understand thanks to your incredible explanations :)
You also got me at 12:10 😁
I subscribed, you are really the best for unreal tutorials !!
Again a great tutorial! I use your car rig and this a great addition to it. LOVE IT!
I'm currently learning UE and started my first automotive project 2 days ago. Thinking down the road that I would like to eventually animate it but had no idea how, when I ran into this video.
It's PERFECT!! Thank you so much for doing this!!
You are welcome! Always happy to hear that I managed to help people!
Another legendary tutorial. Keep it up!
This is such good stuff😊, thanks for taking the time to make these
Great Tutorial!! Keep them coming bro you're helping us a lot !!
Sure will!
OMG bro seriously man im working on a project i really needed this man thank you so much
haha right on time!!
Brilliant solution!
Thanks for this tutorial!!❤
Thank you so much!! you completed your promise!! :) Appericaite it alot!
Thank youu... A big salute for you
❤love it bro...keep making more videos
Best Channel 😍
amazing,master!!!
Awesome! Thank you!
Thank you so much for this information
Very nice solution and it was already there. You have unleashed it. :D Keep up the good work.
Thanks man! Your tutorials are also insanely good. I believe you will be faster than me figuring out body responding to terrain :)
@@postprocessed Thank you. I think the body will be easily solvable via an Aim and maybe a slight delay, but that's just theory. Was also just testing a trace solution, but this time you were faster. :) So kudos to you.
@@danielweinlein yes probably aim math can solve it with interpolation, will be looking in that direction. And finally we will have fully procedural skeletal rig 👌
@@postprocessed 👌❤
Very cool well!!! You are a monster. Many lessons with rig, but this problem only you solved 😀
Thank you! ) Yeah and it was always available in engine haha)
@@postprocessed Now this method will be copied to other channels. But we know that it first appeared on yours 😆
This is very cool. You should look into getting data from your distance on the spline to send into control rig, this would allow you to automatically rotate the wheels as the car moves forward and they would never slide!
Thats exactly what I was missing! Nice one
not sure if rig can get values from the world. that's the main reason it is not possible to make it :(
Great Video
Thanks, you’re the best
I like you bro keeep going 🔥
Thank you for this tutorial
You're welcome 😊
great stuff
The best 🎉
Bruv you a top G
So cool!!!!
SHOW! Seu tutorial é incrível. Fiquei pensando se dá para fazer o mesmo com o chassi. Ou se tem viabilidade e importar um carro de tplate de jogo para uma cena de arquitetura e ele funcionar fisicamente também.
Great videos man! You should start Unreal Car animation course online, many CG artists around the world would benefit from your knowledge and experience.
Thanks man! And the course is already in production 😎😎
This is spectacular Vasily ! Im gonna try it right away
Let me know how it works for you!
Regarding wheel rotation on position on rail it is not possible. You should create your own spline which will have distance. But anyway that requires more bluprinting in the rig and actor bp itself
Getting an idea of it, kind of similar to what the followspline component and chaos workflow does. Great i'm gonna stick with your method since already getting used to your workflow, it very neat. Although i was trying to rig multiple cars in the same level and was facing multiple errors here & there. Still trying to figure that out @@postprocessed
Don't forget to check out my other car rigging videos so you can have complete rig for your car! Let me know if you want to any other tutorials!
I have a suggestion. Maybe a tutorial about how to set up for stationary burnouts where only the rear wheel spins? As it now affect all four. Looking forward to your next tutorial :)
Well that's easy! Copy wheel rotation controller and make it only affect rear wheels! Done! That would be a very short tutorial ) @@wayne9954
@@postprocessed Ah yes ofcourse! Still learning here ;) But that would be more suitable for a short haha. I noticed some rigs use wheel vibration maybe that be a good one?
I have a suggestion for a tutorial, could you please make a tutorial how to break the multilayer EXR passes render in Davinci Resolve ? because all the tutorials on RUclips about this topic with DaVinci Resolve are not clear. I am sure that you will describe it the best.
@@melsayed.modesign yes it is planned!
Thanks for this it is amazing and looks great. I just wanted to ask if you got any problems with the BP in the sequencer as I keep getting it were the CtrlRig controls disappear now and then in the sequencer and i lose my keys i have done?
Hello. thanks for the great lessons. Will there be lessons on car collisions with other objects, crash tests?
I would also like to see lessons on other vehicles: motorcycles, tanks, airplanes, helicopters.
Nice!
Thanks!
Could you use a similar Trace function with the body of the car to make sure that the body of the car is always the correct height of the ground, and that all four wheels always make proper ground contact? More specifically, can you use a Trace function to get the normal angle of the surface under the car, so that if you are animating a car going over hills and valleys, the control rig will automatically rotate the car so that all four wheels stay on the ground?
Another thought - Regarding procedurally rotating the body (so you dont have to do it manually like you did in the video), is there some way you could calculate the average height and tilt between all four wheel bones and then apply that rotation the car body bone?
This is a good idea, this could be a really useful Setup.
Brilliant - can't wait to give this a try!
I have a related spline question. If I have a landscape spline that is creating a road, can that spline somehow be extracted or used as a guide for the camera rail spline?
Or would this suspension rig also handle maintaining the wheels on top of the road surface when it's not flat?
Yes this rig will maintain wheels on the road, but you need to make your rail spline going on smoothly on the landscape
You got me ... I audibly exclaimed "No!" ahah
Hahaha ) nice)
got me!!
The video is great. After watching the video, I quickly learned the skills of making car movie animations in UE. However, there are two questions in the case I did. I hope you can give an answer after reading it. The first one is where the control amount of the Z-axis offset of my tire is adjusted. I didn't understand it, which caused my tire to deflect upward and out of the car body when encountering obstacles. Second, can the bones of the car body also have a similar Z-axis offset? Otherwise, the K animation frame will be too painful. I hope you can make a tutorial on this, thank you.
Nice tutorial as always :)
I guess it goes without saying that meshes should have collisions enabled, right?
Well yes. And if you don't want your rig to collide with something else - disable collision for this object :)
Plz make a video on a car body parts animation too. Like door animation or spoiler. Btw your video explanation is very impressive. Like door
oh.. that is kinda... rigging again... I have seen some tutorials, but I am too lazy to make rigging for each door :D
Got the wheel trace working perfectly, but can't make it show in the MRQ renders even though I've created the blueprint as you demonstrated.
I need to do more testing to work that out, but thank you again for this. The thought of animating each wheel on my rig was terrifying!
Are you using City Sample project? Or empty scene? I receive a lot of comments recently about it car not showing up in renders, but they are using it in City Sample, which is really... buggy
@@postprocessed I wasn't using City Sample, but I got it figured out and everything is working perfectly. Thanks so much for sharing your knowledge!!!!
Would love your view on the Rush Hour plugin for Unreal, which is used for car animation.
Not useful for cinematic animation. Doesn’t suit production pipeline, don’t know what’s all fuss is about it
Bro how did you make rig in blueprint system please can you show that
Hello, Amazing video. I would like to know how to make a similar animation using a truck and a hitched trailer. Thanks.
It is possible, you need to create more bones in blender for truck. Like if it has 6 wheels just make additional bones for wheels, blueprint logics would be the same though.
Thanks to your this tutorial and the previous ones, have managed to animate cars in Unreal. However, despite following all the steps, am unable to make the wheels interact correctly with a speed breaker, placed in the scene. Any tips or solutions would be greatly welcomed.
does the speed breaker has collision? Also check pinned comment - that might be a problem as I made a mistake and used radius instead of diameter
Hey dude, i love youre videos ! Just got one problem.... My wheels are now with their center on the ground ... any idea why?
Oooff… that could be multiple reasons why. Bone structure, not correct order of nodes, offsets of the body, or anything else. Unreal is sort of.. unstable 😅
Thanks for this amazing information,
Super helpful Tutorial. What do you think about the CCR Cinematic car rig plug in you get at the epic market place? I'm very interested in advanced suspension setups in Unreal. In my last video on my yt channel I made a ControlRig for suspension mechanics, but I have no idea how to constraint connect this with a chaos vehicle setup, because the rotation constraint filters seems to have problems with to read out the steering rotation out of the front wheel as driver. Now I think I try your setup. But I miss automatic wheel rotation, and a better wheel raycasting flood and obstacle scanner. Then I think maybe the CCR plugine at the marketplace could help.
that's my buddy's and mine development :) I am even mentioned in documentation. Go ahead and buy it. On my channel I only promote free stuff which is everyone can do. CCR plugin is something special and we will have something even better coming with my automotive course
@postprocessed thank you, I didn't know you are in the development. Next week I ask my boss to buy it. To you mean I could use CCR as driver for advanced suspensions like a chassis you can see on my channel? At now I try as experiment, to use chaos wheels as driver, but my case, I have on wheels constrainted parts a +180° -180° flipping problem.
well, it is done via blueprinting. there is no control rig, it is all automated in BP, using functions and etc. The chassis and suspension you have on your channel is next step in CCR developement and it will be coming soon, not as detailed as yours, but fair enough ) we completely dumped the idea of using Control Rigs for that as it has a lot of limitions... @@Kuechmeister
Maybe it could be possible to get a way to connect simply the socket about the new ue5 constraint system, I only need a possibility to pwg constraint a controller to the wheel rotation and one to the caliper steering and height information, it should be possible. @postprocessed
hope so! can't wait to see the results!@@Kuechmeister
I have collision on a rock from Quixel Bridge, and also on the tires, followed the tutorials to the letter, but my vehicle does not collide with anything. Any suggestions?
Hey man! That is strange as I used also megascan asset in my example and it was colliding quite fine.. 🤔
Not sure what it can be
i have a issue with transforms in sequencer
in a irregular road (ups and downs), how can you avoid overlapping tires and road?
it should not overlap the road actually.. they hit the ground all the time, it can overlap body sometimes if goes too high
cool, izit possible to request this project file so one can tweak it for custom veh? anyway TQ4this!
Hey, you can check my playlist with complete guide how to rig any vehicle with this method: ruclips.net/p/PL2HKZ1kVaBXYUKQOPP6tKvWrpb6i1W9EA
I was following the past tutorials and I have one question theres a way to dont loose all the animation i ve made before like transfering them to the blueprint? or actually id have to reddo all of them?
You can copy all control rig keyframes and then paste it to the new version of “blueprint” rig in the sequencer.
It is still same component which animates the car
@@postprocessed it worked but theres anbother problem going on, even so the suspension is rigged the wheels keep going through the ground i checked the colision surface and it works i dont't know what to do, one more question do you have any online class? or something like that ?
@@therx2000 Hi, did you solve this problem?
You can drive vehicle body roll with PHAT, but you'll have problems with Unreal's physics solver when your car is moving quickly. Unreal just doesn't handle subframe velocity and acceleration well, so you'll get stuttering. It'll be especially bad if you want to use a camera rail for animation. Trust me, I've lost days at work trying to get procedural body roll.
well yeah, I also thought that animating body would be easier by hand, as unreal's physics is not to be trusted. totally understand your issue
can you make a video of how to make your imported cars drivable please
yup, will do!
genius as usual .
just one question about control rig , i have 10 cars and each one are different in size and i want to control the speed of wheels rotation using one global variable !
not by going to them one by one each time i want to change the speed, one global variable would make more sense and save me time .
but i found that "control rig blueprint" does not allow for global values
i even tried "interfaces" and it didn't allow me to call the event inside the control rig blueprints ,
because events for no logical reason are not allowed in control rig ... !
any solution in mind ?
My rig actually set the way that you don't need to control each wheel rotation individually. I am talking about it here: ruclips.net/video/vGPOuI0C0ZI/видео.html
You still need to adjust wheel speed for all cars in the scene, but one variable in in each rig will control rotation on all 4 wheels. At least that can be done
Dude, this is a good tutorial, but my final result has a problem, the wheel in the left rear of the wheel in motion when it touches the ground will separate from the car, why?
Hey man... I never had this issue... Can you give more details what is happening?
I've followed the tutorial but for some reason the suspension isn't working? I've triple checked and all the nodes are the same as yours (i've also got the wheel radius and not diameter). I've also ensured the terrain has collision properties. Could it maybe be because I'm using UE5.4? Any help would be massively appreciated!
PS. Love the videos!!
Damn… I didnt test it on 5.4 🤔 gotta check it
@@postprocessed I’ll give it a go and report back with my results!
14:10 Hello again, now I have found a simple solution for the body movements
Step 1: You need to copy your body controller four times (wheel aim FL, FR...) and you need four aim constraints to target each of the four wheel bones (which provide the Z information thanks to your function).
Step 2: Then you have to create 2 copies of your body (“Master Body”) (“Spring Inpolation”) and place the “Master Body” as a child in a “Rotation Constraint” and a “Position Constraint”.
Add 4 items (0-3) in the parent of both constraints.
Position constraint: add parent items “4 wheel bones”.
Rotation Constraint: add parent item "4 Wheel Aims"
Now all 4 corners of the Master Body Controller rotate (aim) at each wheel and get the Z height of the wheels. In the end, you can adopt the “Spring Inpolate Note” between the “Master Body Controller” transformation and the “Spring Inpolation Controller”. to get a spring movement for rotation. Spring Inpolation Controller can controll your root bone.
I need to check it out! Thanks! Will have a look. BTW your rigging skills are insane
@postprocessed Thank you, I rigging much in Cinema 4d but in Unreal it feels much harder. My Boss bought yesterday the CCR from marketplace too. Next week I will test it and try to combine the power of both: (CCR + My ControlRig) I must find a possibility. Normality I'm a simple 3d Artist since 1998 in 3dsmax and Cinema 4d, since 2008 I have a Job in a small German engineering visualisation studio in Frankfurt we work much with CAD data of ZF transmissions or chassis parts, sometimes from customers or I model own brand free versions in Moi3d or (now Plasticity), like my youtube chassis case. I have much experience in normal render engines like MentalRay, Vray or Octane, but the Unreal Engine seems to be the hardest tool, I learned in 26 years as 3d Artist. But I think in future the lumen render could be a better option as the octane engine.
Could you share your node setup for this method, I don't get what to do after step 2😅
@@TMZStreetWorkout I think it could be because of different version. Are you using 5.3?
12:10 Yes I fell for it and I was already insulting you
😂😂😂😂
Where can we find the video 3D environment? A scene of Carla?
It is in Unreal Engine Samples or Market place, it is free and you can play around in this city. Its called “City Sample”
Thank you
is real time car crashing possible for cinematics? can we do car crashing with this type of rig in the future?
Car crashing only possible in City Sample unfortunately as it works on C++
@@postprocessed ahh sad to hear that but thanks anyways you are our hero 💖💖💖. Oh and one more thing, I'm Houdini artist is there any way for me automate the destruction process? I mean when I do destruction several times in Houdini and then play that simulation in unreal engine. Answer is probably no but thanks anyway friend your channel has so much value 💖
Hi ...I have done a car animation using your technique. But when I added procedural suspension, There is one error. When I drag the final blue print to the scene, tyres are going down and car looks like a monster truck..is it because of the pivot or something?
Could be because of the pivot. Not quite sure what can cause that... I tried that with multiple models... Was okay.
@@postprocessed Thank you 😊..Now that I have changed the Add & Subtract values to 10 ..It seams working. But yeah still experimenting and learning.
Now that I figured out what was the real problem...it was my blender file which I haven't set above the ground level.so when I used the same skeletal mesh ,it was automatically 20 cm under the ground in UE. It would have worked perfectly as your model if I had taken care of the blender model.Anyway now it's sorted out. Thank you !
@@harisreepatham88 glad to hear that it is sorted out! Seems like position/pivot issue. Happy it works now!
Hey Guys, I desperately need your help! I created a car rig exactly in the way explained, if I animate the car in a clean project the animation works and is visible. After Importing the car (with Blueprint, Rig, Mesh, materials etc etc. ) All seems to be working fine as well. When I import the Actor blueprint into the scene I can see the control rig and can animate in the same way. The animation also works in Viewport, but it doesnt show in the cut scene timeline and especially not in the render. The car is visible in the render but it stands still. Would be awesome if anyone can help me out here! Thanks in advance and thanks for this great series of tutorials.
did you move it to City Sample project? Or what which project is that? City Sample is messed as hell and sometimes doesn't do what you want
can we enable physics on car while it moves on spline?
Well... Not now )
@@postprocessed okay haha ☺️
next one motocycle and next one Tank track
Bro can you make how to animate two cars at a single time please 🙏
Hey man, yes! it is possible, just add two cars to sequencer and animate each of them. And if you connect car rig to rail - add rail to the sequence too and animate position on rail separately too
Hello, have you considered publishing a paid tutorial on rendering cars with a complete process using Unreal Engine?
yep and there was announcement on my masterclass
That's great but you measured the diameter of the wheel and use that number for the radius of the sphere.
I hate to admit it. But you are correct. Need to fix it, as radius should be twice less
now I am pissed that RUclips doesn't allow adding titles over screen so I can fix it and not re-uploading the video. Gotta use pinned comment :(
The next step would be to add automatic wheel rotation when the car moves.
yeah, but kind of hard, as rig can't receive world position
@@postprocessed There must be a way to get this value out. Is this caused because the car is moving on the spline and so the outcome is 0-1?
How to make a drivable vehicle in UE5
Bro how can I have a character look like its driving and is moving along with the car???Please please please help me
Add character and attach it via attach track in sequencer )
@@postprocessed Thanks, I will give a try.
@@postprocessed Awesome bro!!! This worked!!!Thanks so much🙏🙏🙏
12:05 still looking fixing that's problem.
Which one exactly?)
@@postprocessed I have "Cinematic Car Rig" don't need wasting time. just select spline path from start to end working fine, thanks for your tutorial but your tire rotating without controlling.
@@chiya_mohammed no prob. But it rotates with control :)
@@postprocessed thanks for your time.
I don’t know why, but half of my car’s wheels go under the asphalt.
hey look at pinned comment, maybe you can try changing value for sphere trace, it is either too small or too big, that's why the wheel is under the ground
@@postprocessed I’ve changed radius by dividing it by two and also added an add node which helped me to tweak the wheel position. It works now. Thanks for the tutorial!
@@azfilmmaking6734 amazing!
AMAZING! when will you come out with a course from start to finish on car rigs into unreal. that would be nice.. am aboard..!! cheers mate
Very soon! Cheers mate!