If anybody can't see their Rig Control Shapes in the preview window like I couldn't, (Arrow4_Thin) for example, you need to press the T key to make them visible. Awesome tutorial can't wait to try animating with it!
Lumen render setup will be great and take that render to Resolve to color grade. I am sure the path tracing yeilds a better result, but i don't have that time to wait for an render especially on a slower GPU. :)
@@elfincredible9002 I believe path tracing actually works not only on RTX gpus. It uses different approach for calculations. But render times would be insane 😁
Hey, you are a LEGEND. I was struggling with rigging for 3 months and your tutorial saved me! Are you able to show us how to make and export a really nice looking car sequence like what was found in the beginning of your video (I want to learn the way to make the beautiful lighting and such. Also I really want to learn how to export a rigged car from one Unreal Project and import it to a seperate project. Because I rigged my car in a different project and now I want to import it into the city sample project.
Thanks! Really cool feedback! Also I think you will be glad that this week I am going to show how to add brake calipers to the model and make it work properly! Regarding moving rigged car to different project it is easy: select all your assets (skeletal mesh, control rig etc.) and right click -> asset actions -> migrate. And choose "content" folder of City Sample project and hit migrate. That will do the job
Pathtracing & DaVinci color grade for the win. So many inpatient folk, clearly they don't have a savvy client on the other end of their render that demands path tracing quality.
You can check the playlist which this video is part of. There is detailed description of every aspect: how to fix caliper bones, how to animate on a spline, how to make procedural suspension which reacts to bumps automatically: ruclips.net/p/PL2HKZ1kVaBXYUKQOPP6tKvWrpb6i1W9EA
@@postprocessed Let me first apologize for being so shrewd with my comment, after 2 days of trying to figure out how to do this, I'm very frustrated and I took that out on you, and for that, I am sorry. I didn't know you had a video about rigging the car to the rail rig. I feel so bad. Again, sorry! And thanks for the time you have put into making these tutorials!
@@nathanlaidler9606 no prob, everyone has their high and lows. Hope other videos will help you with animation and rigging. Btw I would recommend you to wait for wednesday, I will be rolling massive video about one-click rigging solution in Unreal. That would be much better to rig other cars and it will have working suspension and body suspension!
This is the one Tutorial for Car Animations in UE I have been waiting for. You explained how and why in a understandable way. Great help! I subscibed!Thanks a lot! ❤
Man, you are awesome. I found your guide just before the start of production of short race movie. I'm a beginner animated clip maker and really appreciate your job. Hope I'll find more valuable tips on your channel in the future
This is great, thank you for sharing the file and how the cool people are rigging car in UE. I will give this a try when I have some time in the weekend! Appreciate the knowledge!
As someone who's been using chaos vehicles for their animations, this is a godsend. The intro with the 'can you make the car go faster?' part hit me hard, lol. Having a decent rig like this makes my job 100x easier. Solved my biggest issue of getting a way to control how fast wheels spin automatically.
Yeaaah that was on my first project, where I used chaos vehicle and I was destroyed with comments haha it was so painful to readjust car movement based on client requests
It's impressive, just got my car model finally ready and I was looking for ue on animation part, and guess what this genius uploaded a video a day ago, never subbed so quick. A massive thank you for you knowledge propagation, greetings from Switzerland 🫶🏼🇨🇭
I was so happy to see your amazing tutorial and thank you. I can't tell you how many times I've watched this video. Thank you so much. I watched your video at 0.5x and followed along closely. I don't know how many times I watched it again. But the end result is different. The four wheels work fine, but the body and the wheels move separately. When I turn the body, the wheels don't follow, they are always looking forward. I really don't know where I went wrong.
Ah, I finally figured out where the problem was. As usual, why does solving one problem create another? Everything is back to normal Except that all the wheels that were spinning fine on the screen are now frozen at render instead of spinning. I'll have to go back and find out where the problem is.
Hey! Glad you have solved one problem) the second one I believe is in wheel speed multiplier, I already mentioned that ins the comments. Value of 50 seems to get in align with shutter, try chaning multiplier on wheel rotation graph to smth like 17-23 should work. It is funny that I never actually experienced this issue. Do you use UE 5.2?
@@postprocessed Thank you so much for the response to my question so quickly. Yes, I'm using UE5.2, I'm going to try it right away! You are the best! Awesome!
@@safak. The first problem was I couldn't find where I can add the key frames I found the location in the sequence but still not solve second issues. Have a great day
You need to copy front wheel bones and attach calipers for them in Blender. And make them under “FL, FR” hierarchy. In control rig disable “propagate to children” for wheel rotation part of the graph. Alternatively: duplicate the bones, leave in current hierarchy and add steering to new caliper bones. Should work
WORKAROUND WHEELS NOT SPINING. Hey guys! I had the Wheels not rotating in render problem too, and then i remembered that i had a similar problem back in the day with a metahuman. I will try to be as brief as i can to explain what you have to do. IF YOU HAVENT STARTED, JUST AVOID UE 5.2. Instead of taking the control rig and adding it to the sequencer, take the SKELETAL MESH (pink one) and add it. If you see an animation option when you expand the asset in the sequencer, you are good then. Click on the + icon, control rig, asset based control rig and there you have your controls. Create a keyframe for the wheels rotation. Once you have your car animated and all, right click on your base asset (the skeletal mesh you placed in the sequencer) and select "BAKE ANIMATED SEQUENCE" , select your save location, and wait a few seconds. Now you just right click on transform and control rig, and mute them (if you dont then animation will override itself). And there you go. If you need modifications to the animation, just delete the baked animation from the timeline, modificate and bake again.
Literally can't thank you enough for this, you don't know how much I needed this bro, ❤❤❤❤❤ thank you soo much ❤❤❤❤ love you lot , may god increase your rank and give you more success...
Hi. Thank you so much for this training. I loved the tutorial insanely. I just started learning in unreal engine 5. And thanks to you the learning goes faster. But in this tutorial I ran into a little problem, the wheels of the car don't spin, I can't animate them like you do, because you are missing this part in the clip. Please tell me how to animate the wheels while the car is moving. And just thank you for the lesson. I'm glad you're back on your RUclips channel. And your tutorials on DaVinci Resolve are the best! It was very sad to watch your last video on the old channel(
Hey, mate! you can change multiplier in “wheel rotation” graph from 50 to smth like 19 or 33. Make sure you have key framed it in sequencer. And btw, don’t use UE 5.2 yet. It still has issue with it.
@@postprocessed Thank you for your reply. I will start the project again in version 5.1. I saw in the comments that you are going to do your unreal engine 5 course. Do you know the approximate date of its release? I would really like to take the training from you.
This is a great option for a basic bare bones rig and something I've been looking for. However it definitely lacks realism like suspension bouncing it's a great option for a fast output. Great video!
Wow this is amazing! Thanks for bringing this tutorial, I know a lot of people will like it just like me! I have a question, what is the process to make the wheels collide with the ground like your Ford Bronco video? I know a lot of people want to know how to do it. It's been a while since I've been trying to make a rig that works like the rig in your Ford Bronco video, the only thing I can't do is the collision of the wheels with the ground
Thanks! About the Bronco rig.. yea, well... I am sorry to say that, but I am not planning to share how my rig works which I used for Bronco. It brings me money from commercial projects and it is my "know-how". I am planning to share this rig only with car animation ender course I will be making in next few months. Also I am planning to do tutorial on suspension for skeletal mesh. It is different approach, but still can be useful. Hope for your understanding!)
Thanks for the information, I understand perfectly! I'll be waiting for the course and the new tutorials! I do the car animations in my work in Blender, but as you said in the tutorial it's much better to do everything in just one program. This rig would be very useful for me to use in the company where I work, if you are interested we can negotiate. If you can't, I understand
I have my car animated and looking great in the viewport using this technique. But when I render the car won’t move along the rail . It just stays stuck at the start of the rail. Any ideas? I can’t find a solution anywhere.
What if I have a road that is not simply flat but up and down and slightly twisted in itself? It looks like this only works if you have an absolutely flat road, which doesn't happen most of the time. Am curious how you would solve this? Because that would be the advantage of the software you showed before - UAC in Maya. Here the tires have a ground contact which is not the case with yours at the moment as far as I could see, hence the flat road.
I am working now on wheel suspension tutorial. Body trace for ground is f**ked up in Unreal and works really bad in Control Rig. Most of the body changes are done manually in that case (which is not that hard) but wheels will react to uneven road and will bump, which looks nice
Can this be also used in racing games? I really think this type of rig is much better not only for animation, but gameplay in general. It just looks perfect!
hey man, this approach is mostly for cinematics, but rigging setup can be used with Chaos Vehicle in Unreal Engine so you can drive it like in racing game
Hi, Thank you for this tutorial. Really helped me a lot. I just have one question. I followed the tutorial step by step. But not sure why except for the body control non of the other controls follow the rig when moved. Any help is appreciated. -Thanks
Are you moving Skeletal mesh? Do you have separate "transform" track for Control Rig maybe? that it is why it remains on the position and not following the car?
Absolutely amazing tutorial, I cannot thank you enough! This is life changing for me. I have some very high quality, driveable, destructible vehicles set up for an animation I’m working on. Do you have any suggestions if I wanted to do a car rollover? How could I achieve that?
awesome tutorial mate! I'll follow through them all, striving to get to your visual quality. Would it be possible in the future, that you could drop 1 or 2 sentences about the nodes you use? In unreal, for me, everything works fine and without any problems. But i dont understand what "we" build at all. That "Half Pie" node for example... Why half pie and not just a variable thats close to this value. But even if you just keep on doing what you do right know.... please don´t stop!
Hey, buddy! Thanks! I will keep pushing!) well these nodes a just simple math. For example why using 3.14 divided by 2 to get radius if we can use existing node "halfPi" to make rotation, when creating additional variable will not be precise number? So yeah... it kinda comes with experience of blueprinting in UE, researching and checking documentation
This is amazing thank you so much for sharing. I have some issues and was wondering if any has come across this and can help me out please. I have rigged the car in blender everything looks great. when importing into unreal all the windows are missing and I only have the outer layer of the body imported along with the wheels. everything is parented to body but its missing every other part of the car. would be great if someone can point me in the right direction please. im fairly new to unreal so any help would be so much appreciated.
Great tutorial/info! Appreciate it. I do have one question, what would the best/easiest process be to have the tires interacting with the ground. Like smoke, tread marks left on the ground, etc. Thanks in advance!
Used this tutorial sooo many times, thank you!!! Do you have any idea why, when I attach a trailer to my car, the trailer is invisible in my final render? I'm guessing it has something to do with how everything is attached to each other, but I can't figure it out...
@postprocessed Great tut!!, bro is there a way I could do this approach and apply it to hands attach to a stearing wheel and animated in sequencer?. I want to animate the stearing and both hands move and not the other way around. I see tutorials about this but those are for game intentions, I want to work it in sequencer like you did here. Help!
Very useful tutorial, but i have a problem. My car skeleton has bones also for doors which i want to be able to open. When I move the body control the bones are stuck in their position because we unchecked "propagate to children". How can I solve this please?
Do you have huge CAD\Hi-Poly model? If so it can take up to 30 minutes to import. It's needed to be optimized. Also uncheck "create materials" and do not import textures. Should be faster
hey man awesome tutorial i was just following your tutorial when i doing body control added get transform then offset and finally connected execute to offset transform my car body just flipped 180 degree dont know how to solve this issue plz help
Thank you for the video! Great tutorial. I am currently trying to create a workflow for automotive in unreal. Usually we receive a cad model of the car with all details and 1000 single objects. I just cant get to import them, how do you deal with it? I can split it in parts and import it, but with the rig i need to go to blender and import wheels and exterior with the rig, that does not work for the high detail car, because unreal crashes on me...
Well for CAD models we have modellers who prepare them for UE in Maya or 3DSMax... What I can propose to you, but it is some advanced technique and requires some additional knowledge of BPs: 1. Create Skeleton 2. Create Control Rig 3. Make Blueprint in UE 4. Add control Rig to Blueprint. (There are tutorials on RUclips how to make it) 5. Import your car body, and wheels as static meshes. 6. Attach static meshes to sockets of skeleton, so your control rig will affect bones and bones will move the body 7. ... 8. Profit
@@postprocessed Thanks for the fast reply and taking the time to answer in depth! Couldnt find anything on that topic on the internet. I will try that and tell you how it went. Once its in, it works surprisingly fine 😅
@@FabianStrube I found out that SKELETAL mesh really crashes unreal if it is big size. But static meshes work damn well. So you can have a look at “car configurator” free marketplace asset to see how they’ve put control rig inside blueprint. Pretty straightforward process. Give it a try! Would be happy the hear from you about the results!
You the man! What a great tutorial, clear and concise. I’ve just subscribed and look forward to more awesome content. I successfully rigged a car following your tutorial this weekend. One question, is there a way to easily transfer the blueprints over to another rigged car or is it a case of starting from the beginning each time you rig a new car? Thank you
Thanks! Yeah it is relatively easy to migrate to car rigged same way in blender, you can just copy nodes and controls to new car rig, I show that in my next tutorial about calipers fix: ruclips.net/video/zlMAEfDvJUg/видео.html
I dont understand how you do for the layer structure in Blender !!! there is a step not cler for me! for example for the body ! did you select all parts of body and use Ctrl+j? because after its impossible to solve the Callipers problem !! any solution? thanks
Hi im new to Ue5 and not sure how you setup the level sequence. I see in yours you have the FordMustang_CtrlRig in the sequencer and not sure how youve done this. I only manage to get the Ford Mustang Skeleton in and wont allow me to change position of anyhting indivudally, just the car as whole. Thanks
Thanks so much for this man. Just a question.. Wheere do you setup cameras. Do you do this in UE, or in Blender? I'm trying to figure out where the best place would be to setup cameras. I'm more famliar of creating cameras in Blender, and exporting them into UE. Is this the best approach?
Hey! Thanks! Regarding cameras... Well I think the best approach is the one that works best for you, but I also believe that it is THE BEST to do it in one software. I never animated cameras in blender, I only animate it Unreal Engine. So I don't need to leave the software. You can obviously make cameras in blender and import them in sequencer. But if you need to change something it is a lot of back tracking in that case. My opinion - better do the cameras within the software you are working and don't switch between them
I'm an Ex-vfx / 3d person, i make actual real models and things now, but still do cgi cars as a hobby, Sorry if this gets asked a lot. Is there a reason why people are not controlling the car directly in unreal? with a steering wheel / pedals or controller.? Great video, I'm making the jump to unreal, thank you in advance
Thanks man! Well you CAN do it with steering, gamepad or even keyboard. But this pipeline is not effective when you do it for big automotive brands or commercials. They often ask for changes of speed, turn movement and etc. So in that case you need to drive very precise and it takes a lot of time + baking of animation. It is easier and quicker to adjust spline and body shake in that case
@@postprocessed This is why i left the industry, client: "can you make it look more edgey", Client: "can you make it more cool"..!! I committed financial suicide leaving corporate design agencies behind..! glad i did. Now it's just for fun! i'm going to find you on insta, I think i'm going to use this, but i'm also going to work on getting direct control up to something usable.. actually driving it, then getting movement as a replay that you can then tweek the splines on.. that's what needs to be made.. direct control that you can then bake and edit. Great videos!! thank you x
@@griptopia try "Rush Hour" addon. It does pretty much what you said. Uses drivable car on the spline. OR look for "Code Like Me" RUclips channel videos, this guy did amazing job creating AI car that can follow spline. But still it needs tweaking, yet - it is the approach you looking for: derivable vehicle, with full physics following the spline :) Give it a try! But it requires some blueprinting. Hope that helps!
Thanks for the video bro saved tons of my time trying to watch all these other tutorials that dont even cover everything but i have 1 problem im facing after making my rig i cant see the options of steering and wheels in my sequencer under car's control rig i can only see body am i missing something?
Hello, thank you very much for all the content you provide us! I'm facing a big problem now. I created a level sequence where i put my rigged car w/ control etc even set a metahuman inside holding the steering wheel. Everything was perfect i could see the animation playing in the level sequence but once rendering nothing happened, car was stick to a position, not following the camera rig. I discovered i had to put everything in spawnable so back to the sequencer i have set the car as spawnable as much as my camera so their position is set on the world position. The problem is the camera rig rail, even if i make it spawnable. I even can’t change the camera i can see its world position but it is like locked when its set on attach to car root bone… Attaching the car or camera doesn't make anything, do yopu have any solution please? Thank you
Thanks for the video! This is helping a lot. Thanks for taking your time to explain the details. I'm running into an issue with my wheels turning inwards (opposite, instead of in sync) from each other. Can anyone point me in the right direction on how to fix this? I have my blueprint matching the video at about the 6 minute mark at the moment. I was trying to tinker around and flip the value somehow between one tire and the other. I didn't have much luck though. Any help would be much appreciated.
Oooooof. Sorry it's not enough info for me to understand what could be cause of problem. I can offer work around: use wheel rotation formula for each wheel individually.. maybe that could help
What I did in that case: I rigged ONLY bottom as body + wheels and calipers. ALL OTHER stuff like: interior, lights, doors and etc. I imported like static meshes and attached to the control rig Body bone of BP in sequencer. And that works absolutely fine :)
thanks for your video bro. my skeletal mesh always disappears in my final render. I've tried everything i know to make it show all to no avail. pls do you have any fix for this
You mean recognize road for suspension? Or collide with physical objects? If first - I will be making a tutorial about it. Second - always. works. Car will collide with physical objects and it will be registered
Hello, I followed your tut! it's incredible by the way. when i brought my car into the the city sample map. the vehicle floats above the ground. I noticed the collisions for the city sample map are pretty crazy because of the buildings when looking in collision view. I was wondering how you were able to drive your vehicle without it floating above the ground. did you change the collisions?
@@postprocessed ok so i followed your one click car rig and In the wheel trace function. i set the sphere trace to static and dynamic but to use it in the city sample i had to have both set to dynamic because static was forcing the controls to react to the strange collisions from the building.
Hey! Great Tutorial! May i ask you, what you what did you put in the TRANSFORM when you export fbx from Blender. I mean, what kind of "UP" and "FORWARD"
CHECK OUT UPDATED TUTORIAL FOR ONE-CLICK RIG IN UNREAL ENGINE 5.4!
ruclips.net/video/8MDVjPw0axA/видео.html
If anybody can't see their Rig Control Shapes in the preview window like I couldn't, (Arrow4_Thin) for example, you need to press the T key to make them visible. Awesome tutorial can't wait to try animating with it!
Or also make sure that you are not viewing it in "game mode" by pressing "G" on keyboard!
Thanks for this Tip!
Let me know if you would like to see a video on car render setup in Path Tracing or Lumen, or how to color grade it in DaVinci Resolve
Definitely!
Lumen render setup will be great and take that render to Resolve to color grade. I am sure the path tracing yeilds a better result, but i don't have that time to wait for an render especially on a slower GPU. :)
Lumen please, some of us are still using archaic GPUs haha.
@@elfincredible9002 I believe path tracing actually works not only on RTX gpus. It uses different approach for calculations. But render times would be insane 😁
@@postprocessed I can only imagine.
Hands down easily the best and simplest tutorial on Vehicles in Unreal Engine 5. Love it!
Hey, you are a LEGEND. I was struggling with rigging for 3 months and your tutorial saved me! Are you able to show us how to make and export a really nice looking car sequence like what was found in the beginning of your video (I want to learn the way to make the beautiful lighting and such. Also I really want to learn how to export a rigged car from one Unreal Project and import it to a seperate project. Because I rigged my car in a different project and now I want to import it into the city sample project.
Thanks! Really cool feedback! Also I think you will be glad that this week I am going to show how to add brake calipers to the model and make it work properly! Regarding moving rigged car to different project it is easy: select all your assets (skeletal mesh, control rig etc.) and right click -> asset actions -> migrate. And choose "content" folder of City Sample project and hit migrate. That will do the job
Pathtracing & DaVinci color grade for the win. So many inpatient folk, clearly they don't have a savvy client on the other end of their render that demands path tracing quality.
I love the part where you speed through how to actually rig it and animate it, helped a lot.
You can check the playlist which this video is part of. There is detailed description of every aspect: how to fix caliper bones, how to animate on a spline, how to make procedural suspension which reacts to bumps automatically:
ruclips.net/p/PL2HKZ1kVaBXYUKQOPP6tKvWrpb6i1W9EA
@@postprocessed Let me first apologize for being so shrewd with my comment, after 2 days of trying to figure out how to do this, I'm very frustrated and I took that out on you, and for that, I am sorry. I didn't know you had a video about rigging the car to the rail rig. I feel so bad. Again, sorry! And thanks for the time you have put into making these tutorials!
@@nathanlaidler9606 no prob, everyone has their high and lows. Hope other videos will help you with animation and rigging. Btw I would recommend you to wait for wednesday, I will be rolling massive video about one-click rigging solution in Unreal. That would be much better to rig other cars and it will have working suspension and body suspension!
This is the one Tutorial for Car Animations in UE I have been waiting for. You explained how and why in a understandable way. Great help! I subscibed!Thanks a lot! ❤
thanks man! Happy to hear that!
Thank you very much!!! You are best!!! Starting work in automotive production, not a long time. And you so help me now.
Man, you are awesome. I found your guide just before the start of production of short race movie. I'm a beginner animated clip maker and really appreciate your job. Hope I'll find more valuable tips on your channel in the future
thanks so much!
This is great, thank you for sharing the file and how the cool people are rigging car in UE. I will give this a try when I have some time in the weekend! Appreciate the knowledge!
As someone who's been using chaos vehicles for their animations, this is a godsend. The intro with the 'can you make the car go faster?' part hit me hard, lol. Having a decent rig like this makes my job 100x easier. Solved my biggest issue of getting a way to control how fast wheels spin automatically.
Yeaaah that was on my first project, where I used chaos vehicle and I was destroyed with comments haha it was so painful to readjust car movement based on client requests
This video is GOLD! Save it guys......
Man, this taught me things I didn't know that I didn't know! Thank you!
That sounds very good! And I’ve got more coming )
"Wow, Your videos are so beautiful, inspiring and helpful. Please keep making more! We love watching your professional work!"
thank you!
Yeéeea, boy! New video. Finally I can grab my popcorn!
It's impressive, just got my car model finally ready and I was looking for ue on animation part, and guess what this genius uploaded a video a day ago, never subbed so quick. A massive thank you for you knowledge propagation, greetings from Switzerland 🫶🏼🇨🇭
thanks so much for such kind feedback! Hope you were successful with your car model animation!
"Automotive CGI and animations"
Subbed! I wanna learn it
Finally someone showing the process!!
Thankyou very much
Thanks, this makes me try this method instead of making it all in Max and Datasmith-it to UE, I would love to see more automotive stuff!
Absolutely EXCELLENT... VERY well done. Thank you for shareing!
I was so happy to see your amazing tutorial and thank you. I can't tell you how many times I've watched this video.
Thank you so much.
I watched your video at 0.5x and followed along closely.
I don't know how many times I watched it again.
But the end result is different.
The four wheels work fine, but the body and the wheels move separately.
When I turn the body, the wheels don't follow, they are always looking forward.
I really don't know where I went wrong.
Ah, I finally figured out where the problem was.
As usual, why does solving one problem create another? Everything is back to normal
Except that all the wheels that were spinning fine on the screen are now frozen at render instead of spinning.
I'll have to go back and find out where the problem is.
Hey! Glad you have solved one problem) the second one I believe is in wheel speed multiplier, I already mentioned that ins the comments. Value of 50 seems to get in align with shutter, try chaning multiplier on wheel rotation graph to smth like 17-23 should work.
It is funny that I never actually experienced this issue. Do you use UE 5.2?
@@postprocessed Thank you so much for the response to my question so quickly. Yes, I'm using UE5.2, I'm going to try it right away!
You are the best!
Awesome!
@@YTDRONE hello what was the fix for first problem ?
@@safak. The first problem was I couldn't find where I can add the key frames I found the location in the sequence but still not solve second issues.
Have a great day
Thank you so much man!
Fantastic tutorial, glad RUclips brought me here out of the blue.
This is a great video. Unreal car animation approaches are something I spend a lot of time dealing with. I will point people to this video. Thanks.
Fantastic and very complex , thanks for sharing!
Thanks, this is exactly what I need right now. Great job as always.
Man, that looks fantastic. Thanks for the video. Very informative! As always)😎
Amazing work! You are the best! Best wishes and hugs from Estonia!
FINALLY!! The tutorial i was looking for
got one question - how to not make the caliper rotate with wheels?
You need to copy front wheel bones and attach calipers for them in Blender. And make them under “FL, FR” hierarchy. In control rig disable “propagate to children” for wheel rotation part of the graph.
Alternatively: duplicate the bones, leave in current hierarchy and add steering to new caliper bones.
Should work
@@postprocessed Will try that, thankyou so much
waiting for more videos😍
I LOVE YOU! Thank you for all your videos
super stoked on this thanks so much
THANKS MAN, ONE COURSE PER VIDEO
Great Tutorial. you just gave a breakthrough for automotive rig, Amazing work man.
thanks! this week new video will be coming with brake calipers attachment!
This is what i need, Great job! Thanks for the video
He Thank you man, very good and easy understanding, i love your teaching
WORKAROUND WHEELS NOT SPINING.
Hey guys! I had the Wheels not rotating in render problem too, and then i remembered that i had a similar problem back in the day with a metahuman. I will try to be as brief as i can to explain what you have to do. IF YOU HAVENT STARTED, JUST AVOID UE 5.2.
Instead of taking the control rig and adding it to the sequencer, take the SKELETAL MESH (pink one) and add it. If you see an animation option when you expand the asset in the sequencer, you are good then. Click on the + icon, control rig, asset based control rig and there you have your controls. Create a keyframe for the wheels rotation. Once you have your car animated and all, right click on your base asset (the skeletal mesh you placed in the sequencer) and select "BAKE ANIMATED SEQUENCE" , select your save location, and wait a few seconds. Now you just right click on transform and control rig, and mute them (if you dont then animation will override itself).
And there you go. If you need modifications to the animation, just delete the baked animation from the timeline, modificate and bake again.
AMAZING SR. THANK YOU!
Literally can't thank you enough for this, you don't know how much I needed this bro, ❤❤❤❤❤ thank you soo much ❤❤❤❤ love you lot , may god increase your rank and give you more success...
thank you SO MUCH!
Awesome tutorial man! Thanks for that
Thank you for a very useful lesson! You're very cool. It remains to figure out how to do car rigging in cinema 4d and I can try to repeat your lesson)
Blender is free :) addon for blender also free, so you can try it in Blender!)
Super helpful, thank you for doing this!
Really good tutorial bro! You came in time for me!
thanks for making this simple
The music at 5:30 reminds me of a game from the N64 called Wetrix. Great video though Ty!!
Great work buddy!
Hi. Thank you so much for this training. I loved the tutorial insanely. I just started learning in unreal engine 5. And thanks to you the learning goes faster. But in this tutorial I ran into a little problem, the wheels of the car don't spin, I can't animate them like you do, because you are missing this part in the clip. Please tell me how to animate the wheels while the car is moving. And just thank you for the lesson. I'm glad you're back on your RUclips channel. And your tutorials on DaVinci Resolve are the best! It was very sad to watch your last video on the old channel(
Hey, mate! you can change multiplier in “wheel rotation” graph from 50 to smth like 19 or 33. Make sure you have key framed it in sequencer.
And btw, don’t use UE 5.2 yet. It still has issue with it.
@@postprocessed Thank you for your reply. I will start the project again in version 5.1. I saw in the comments that you are going to do your unreal engine 5 course. Do you know the approximate date of its release? I would really like to take the training from you.
@@user-yl5pz9hj2e I hope it would be ready by the end of this year. I need some more cases for it
Outstanding! This is so useful. Thanks for sharing!
Thanks!
This is a great option for a basic bare bones rig and something I've been looking for. However it definitely lacks realism like suspension bouncing it's a great option for a fast output. Great video!
Wow this is amazing! Thanks for bringing this tutorial, I know a lot of people will like it just like me!
I have a question, what is the process to make the wheels collide with the ground like your Ford Bronco video? I know a lot of people want to know how to do it. It's been a while since I've been trying to make a rig that works like the rig in your Ford Bronco video, the only thing I can't do is the collision of the wheels with the ground
Thanks! About the Bronco rig.. yea, well... I am sorry to say that, but I am not planning to share how my rig works which I used for Bronco. It brings me money from commercial projects and it is my "know-how". I am planning to share this rig only with car animation
ender course I will be making in next few months. Also I am planning to do tutorial on suspension for skeletal mesh. It is different approach, but still can be useful. Hope for your understanding!)
Thanks for the information, I understand perfectly! I'll be waiting for the course and the new tutorials!
I do the car animations in my work in Blender, but as you said in the tutorial it's much better to do everything in just one program. This rig would be very useful for me to use in the company where I work, if you are interested we can negotiate. If you can't, I understand
Most excellent vid!
I have my car animated and looking great in the viewport using this technique. But when I render the car won’t move along the rail . It just stays stuck at the start of the rail.
Any ideas? I can’t find a solution anywhere.
What if I have a road that is not simply flat but up and down and slightly twisted in itself? It looks like this only works if you have an absolutely flat road, which doesn't happen most of the time. Am curious how you would solve this? Because that would be the advantage of the software you showed before - UAC in Maya. Here the tires have a ground contact which is not the case with yours at the moment as far as I could see, hence the flat road.
I am working now on wheel suspension tutorial. Body trace for ground is f**ked up in Unreal and works really bad in Control Rig. Most of the body changes are done manually in that case (which is not that hard) but wheels will react to uneven road and will bump, which looks nice
Thanks a lot, Sir! Much much appreciated
Can this be also used in racing games? I really think this type of rig is much better not only for animation, but gameplay in general. It just looks perfect!
hey man, this approach is mostly for cinematics, but rigging setup can be used with Chaos Vehicle in Unreal Engine so you can drive it like in racing game
Keep it up.
All the love.
Hi, Thank you for this tutorial. Really helped me a lot. I just have one question. I followed the tutorial step by step. But not sure why except for the body control non of the other controls follow the rig when moved. Any help is appreciated. -Thanks
Are you moving Skeletal mesh? Do you have separate "transform" track for Control Rig maybe? that it is why it remains on the position and not following the car?
Absolutely amazing tutorial, I cannot thank you enough! This is life changing for me. I have some very high quality, driveable, destructible vehicles set up for an animation I’m working on. Do you have any suggestions if I wanted to do a car rollover? How could I achieve that?
I usually use them as separate object with enabled physics and push it to roll. usually works
awesome tutorial mate! I'll follow through them all, striving to get to your visual quality. Would it be possible in the future, that you could drop 1 or 2 sentences about the nodes you use? In unreal, for me, everything works fine and without any problems. But i dont understand what "we" build at all. That "Half Pie" node for example... Why half pie and not just a variable thats close to this value. But even if you just keep on doing what you do right know.... please don´t stop!
Hey, buddy! Thanks! I will keep pushing!) well these nodes a just simple math. For example why using 3.14 divided by 2 to get radius if we can use existing node "halfPi" to make rotation, when creating additional variable will not be precise number? So yeah... it kinda comes with experience of blueprinting in UE, researching and checking documentation
Your content is gold!
Thanks!!
This is amazing thank you so much for sharing. I have some issues and was wondering if any has come across this and can help me out please. I have rigged the car in blender everything looks great. when importing into unreal all the windows are missing and I only have the outer layer of the body imported along with the wheels. everything is parented to body but its missing every other part of the car. would be great if someone can point me in the right direction please. im fairly new to unreal so any help would be so much appreciated.
Great tutorial/info! Appreciate it. I do have one question, what would the best/easiest process be to have the tires interacting with the ground. Like smoke, tread marks left on the ground, etc. Thanks in advance!
oh, that would be probably using blueprint functionality to add skidmarks via decals
Amazing, thanks you very much
Great job.thanks and subscribed ❤
Your video background music reminded me of Murcof, you probably know his music.
Yeah I like this kind of ambient music. It's really hard to find good one, but I use Artlist.io for it
Used this tutorial sooo many times, thank you!!!
Do you have any idea why, when I attach a trailer to my car, the trailer is invisible in my final render? I'm guessing it has something to do with how everything is attached to each other, but I can't figure it out...
maybe could be an option to attach trailer to rail rig too?
awesome video brother!
Appreciate it!
excellent tutorial. cheers
Very useful Tutorial 👍👍
Keep it up mann
@postprocessed Great tut!!, bro is there a way I could do this approach and apply it to hands attach to a stearing wheel and animated in sequencer?. I want to animate the stearing and both hands move and not the other way around. I see tutorials about this but those are for game intentions, I want to work
it in sequencer like you did here. Help!
This is so dope. Thanks.
Thank you!
Sir thank you for this wonderful tutorial...i have a doubt how to add the textures to this mustang
I use “automotive material pack” it is free on Unreal Engine Marketplace
@@postprocessed sir, i tried to do it , but i was not able to do it for headlights....it is combined object and i cant add light to the headlight
Very useful tutorial, but i have a problem. My car skeleton has bones also for doors which i want to be able to open. When I move the body control the bones are stuck in their position because we unchecked "propagate to children". How can I solve this please?
Check if it is connected to spline (if you attach it) for the whole duration of sequencer
Cool! Thanx!
i can't import my model along with skeleton, it is stuck at 80 % and compiling textures, but it is easily getting imported without skeleton
Do you have huge CAD\Hi-Poly model? If so it can take up to 30 minutes to import. It's needed to be optimized. Also uncheck "create materials" and do not import textures. Should be faster
Hi there all good and brilliant. I feel though you could do a step by step on the rail system as I and Im sure others have no idea how todo that
Hey mate, I got you covered! I have separate video on the rail! Complete how to
hey man awesome tutorial i was just following your tutorial when i doing body control added get transform then offset and finally connected execute to offset transform my car body just flipped 180 degree dont know how to solve this issue plz help
Thank you for the video! Great tutorial. I am currently trying to create a workflow for automotive in unreal. Usually we receive a cad model of the car with all details and 1000 single objects. I just cant get to import them, how do you deal with it? I can split it in parts and import it, but with the rig i need to go to blender and import wheels and exterior with the rig, that does not work for the high detail car, because unreal crashes on me...
Well for CAD models we have modellers who prepare them for UE in Maya or 3DSMax... What I can propose to you, but it is some advanced technique and requires some additional knowledge of BPs:
1. Create Skeleton
2. Create Control Rig
3. Make Blueprint in UE
4. Add control Rig to Blueprint. (There are tutorials on RUclips how to make it)
5. Import your car body, and wheels as static meshes.
6. Attach static meshes to sockets of skeleton, so your control rig will affect bones and bones will move the body
7. ...
8. Profit
@@postprocessed Thanks for the fast reply and taking the time to answer in depth! Couldnt find anything on that topic on the internet. I will try that and tell you how it went. Once its in, it works surprisingly fine 😅
@@FabianStrube I found out that SKELETAL mesh really crashes unreal if it is big size. But static meshes work damn well. So you can have a look at “car configurator” free marketplace asset to see how they’ve put control rig inside blueprint. Pretty straightforward process. Give it a try! Would be happy the hear from you about the results!
please make a detailed video on animation please
ok! Will do!
You the man! What a great tutorial, clear and concise. I’ve just subscribed and look forward to more awesome content.
I successfully rigged a car following your tutorial this weekend.
One question, is there a way to easily transfer the blueprints over to another rigged car or is it a case of starting from the beginning each time you rig a new car?
Thank you
Thanks! Yeah it is relatively easy to migrate to car rigged same way in blender, you can just copy nodes and controls to new car rig, I show that in my next tutorial about calipers fix:
ruclips.net/video/zlMAEfDvJUg/видео.html
I dont understand how you do for the layer structure in Blender !!! there is a step not cler for me! for example for the body ! did you select all parts of body and use Ctrl+j? because after its impossible to solve the Callipers problem !! any solution? thanks
Hi, what to do if the wheels do not rotate smoothly in Unreal engine 5?
Hi im new to Ue5 and not sure how you setup the level sequence. I see in yours you have the FordMustang_CtrlRig in the sequencer and not sure how youve done this. I only manage to get the Ford Mustang Skeleton in and wont allow me to change position of anyhting indivudally, just the car as whole. Thanks
Great video my friend
Thanks so much for this man. Just a question.. Wheere do you setup cameras. Do you do this in UE, or in Blender? I'm trying to figure out where the best place would be to setup cameras. I'm more famliar of creating cameras in Blender, and exporting them into UE. Is this the best approach?
Hey! Thanks! Regarding cameras... Well I think the best approach is the one that works best for you, but I also believe that it is THE BEST to do it in one software. I never animated cameras in blender, I only animate it Unreal Engine. So I don't need to leave the software. You can obviously make cameras in blender and import them in sequencer. But if you need to change something it is a lot of back tracking in that case.
My opinion - better do the cameras within the software you are working and don't switch between them
I'm an Ex-vfx / 3d person, i make actual real models and things now, but still do cgi cars as a hobby, Sorry if this gets asked a lot. Is there a reason why people are not controlling the car directly in unreal? with a steering wheel / pedals or controller.? Great video, I'm making the jump to unreal, thank you in advance
Thanks man!
Well you CAN do it with steering, gamepad or even keyboard. But this pipeline is not effective when you do it for big automotive brands or commercials. They often ask for changes of speed, turn movement and etc. So in that case you need to drive very precise and it takes a lot of time + baking of animation. It is easier and quicker to adjust spline and body shake in that case
@@postprocessed This is why i left the industry, client: "can you make it look more edgey", Client: "can you make it more cool"..!! I committed financial suicide leaving corporate design agencies behind..! glad i did. Now it's just for fun! i'm going to find you on insta, I think i'm going to use this, but i'm also going to work on getting direct control up to something usable.. actually driving it, then getting movement as a replay that you can then tweek the splines on.. that's what needs to be made.. direct control that you can then bake and edit. Great videos!! thank you x
@@griptopia try "Rush Hour" addon. It does pretty much what you said. Uses drivable car on the spline. OR look for "Code Like Me" RUclips channel videos, this guy did amazing job creating AI car that can follow spline. But still it needs tweaking, yet - it is the approach you looking for: derivable vehicle, with full physics following the spline :) Give it a try! But it requires some blueprinting. Hope that helps!
What is the best workflow for enabling car suspension in level sequence? I would like to make wheels reactive to curbs and road bumps?
Working on it now, going to post in few days
Ok i'm now doing it in 5.3, why i get a ton of things imported instead of just the 3 assets in your video? What am i doing wrong?
Hey man! Be sure that you put a tick “skeletal mesh” on import! Otherwise unreal imports groups of hundreds static meshes!
My bad man... I was using the wrong fbx somehow...@@postprocessed
How to Fix the rig vehicle button is still greyed out
cool, just wondering where to learn how to give full car body automotive materials
There is free automotive material pack by Epic Games in Unreal Engine marketplace, it is really good and I use it very often
Thanks for the video bro saved tons of my time trying to watch all these other tutorials that dont even cover everything
but i have 1 problem im facing
after making my rig i cant see the options of steering and wheels in my sequencer under car's control rig
i can only see body am i missing something?
You need to add skeletal mesh, than +track control rig and pick one u have created. There should be all the controls
Hello,
thank you very much for all the content you provide us!
I'm facing a big problem now.
I created a level sequence where i put my rigged car w/ control etc even set a metahuman inside holding the steering wheel.
Everything was perfect i could see the animation playing in the level sequence but once rendering nothing happened, car was stick to a position, not following the camera rig.
I discovered i had to put everything in spawnable so back to the sequencer i have set the car as spawnable as much as my camera so their position is set on the world position.
The problem is the camera rig rail, even if i make it spawnable. I even can’t change the camera i can see its world position but it is like locked when its set on attach to car root bone…
Attaching the car or camera doesn't make anything, do yopu have any solution please?
Thank you
Btw i tried to you reach by email and insta about the camera rig city sample problem
Thank you in advance for reading and may be your return
Thanks for the video! This is helping a lot. Thanks for taking your time to explain the details.
I'm running into an issue with my wheels turning inwards (opposite, instead of in sync) from each other. Can anyone point me in the right direction on how to fix this? I have my blueprint matching the video at about the 6 minute mark at the moment. I was trying to tinker around and flip the value somehow between one tire and the other. I didn't have much luck though. Any help would be much appreciated.
Oooooof. Sorry it's not enough info for me to understand what could be cause of problem. I can offer work around: use wheel rotation formula for each wheel individually.. maybe that could help
When I connect the Get Transform - Control node to the offset transform, my car rotates 90 degrees
hmmmmmmm I had that issue.. I guess it is the order of node connections. Or hierarchy, don't forget to create null for controllers
hi, great tut but i am unable to import my fbx in unreal as my mesh is too heavy. pls suggest some solution.
What I did in that case: I rigged ONLY bottom as body + wheels and calipers.
ALL OTHER stuff like: interior, lights, doors and etc. I imported like static meshes and attached to the control rig Body bone of BP in sequencer. And that works absolutely fine :)
thanks for your video bro. my skeletal mesh always disappears in my final render. I've tried everything i know to make it show all to no avail. pls do you have any fix for this
do you also try to do that in City Sample? Or what happens exactly? you can't see that in render?
how to make the car recognize the collision and work with collision on objects? great tutorial, thanks a lot for sharing
You mean recognize road for suspension? Or collide with physical objects? If first - I will be making a tutorial about it.
Second - always. works. Car will collide with physical objects and it will be registered
Hello, I followed your tut! it's incredible by the way. when i brought my car into the the city sample map. the vehicle floats above the ground. I noticed the collisions for the city sample map are pretty crazy because of the buildings when looking in collision view. I was wondering how you were able to drive your vehicle without it floating above the ground. did you change the collisions?
I think it uses nanite... Try disabling nanite only for road. Should be fine
@@postprocessed ok so i followed your one click car rig and In the wheel trace function. i set the sphere trace to static and dynamic but to use it in the city sample i had to have both set to dynamic because static was forcing the controls to react to the strange collisions from the building.
@@FlyUpAndAway gotcha. Modular rig works? All good?
@@postprocessed everything works just have to make some changes to the control rig based on the level.
@@FlyUpAndAway perfect! Happy to hear that!
Hey! Great Tutorial! May i ask you, what you what did you put in the TRANSFORM when you export fbx from Blender. I mean, what kind of "UP" and "FORWARD"
I think X forward, Z up if I remember correctly