For anyone sturggling to figure out why the imported skeleton won't stick to the ground, just delete the import PhysicsAsset. Took me about 2 hours to stumble into that solution, lol.
@@LincolnMargison Maybe the physics asset is overriding something? Because i had the same issue and deleting it helped as well. At the stage at the start where you did Sphere Trace by Channel, the spider wouldn't snap to the ground. Deleted the physics asset from the content drawer and it fixed it right away.
1:33 Open paint :> . 3:24 Create Control Rig file, set Pelvis. 5:49 Animation Blueprint: Set Control Rig 7:30 Set first leg. 11:00 Set settings for all legs 13:41 pelvis 19:13 individual index. 20:32 Calculate velocity 25:30 to world location. 31:37 Random. 33:00 Foot timing. 55:32 Calculate average
@@shion1364 thanks. I was actually about to the exact same, and also put it into a comment so my work wasn't wasted just on me. Thank you for your service. Also, spiders don't have feet either. "Paw" is recognizable. Some people take their misery out on others, I guess.
Do not ever even think about deleting this video, I tried making exactly this and I failed, then I saw your awesome video! Please also show the spider tutorial in blender, that would be awesome!
You're really good at drawing "photorealistic" spiders. Can you make a tutorial on how to draw next? Bits aside, incredibly helpful tutorial just like the control rig gun tutorial you made. :]
Amazing tutorial! I learned so much here as it's my first time with control rig. I did it with 5.2, and as already mentioned the main difference is that the "Construction Event" replace the "Setup Event". Otherwise everything works perfectly. As you said at the end of the video, a tutorial for the Blender rigging part would be great! Thanks for your work!
Holy shit dude, thank you so much for this. Not only was it a fantastic intro into control rig, but you also talked about the methodology in a way that was easy to understand.
Awesome tutorial! thanks for posting this. procedural animation is on my "must learn" list. I was using the simple procedural walk plug-in up until now and although that works well I wanted to do something a little more bespoke for my current project. I'm using 5.3 and so far so good.
That final scene reveal was a big old jumpscare, god knows why I want to replicate this as a big arachnophobe! Thank you for the in-depth tutorial, I'm hoping to take this knowledge and apply it to my own little critters.
This was one hell of a ride but the end result was so worth it! Hopefully in the future you could create more procedural animation videos for like sticking to walks!
Loved this Tutorial! You clearly explain everything and I learned quite a bit. :) Can't wait for more. Couple suggestions: Add chapters! At almost an hour this is an epic length tutorial. It is really hard to navigate if you mess up and need to go back to an earlier part. Also, slow down a tad. Particularly near the end you really sped up. For someone who doesn't type quickly it was hard to keep up.
What a great tutorial, thank you for breaking down the control rig a little bit. It's pretty hard to get an idea about the potentials of control rig and you brought some light into this room
very very very cool and honestly not too hard if you have some patience. Was able to do this in a couple of hours. Ran into some of the same problems others did in the comments but rest assured they are all solvable with some research and going over things with a fine toothed comb. Thanks for making my project 10x cooler.
Great! I have a suggestion. Instead of creating lots of variables to make a correct index you can use search for bones with a name containig "foot" and only after this make a loop command without making branches. Index of loop will be fine.
Will be updating this comment as I go at 04:09, If you don't see "Set Transform - Bone" that is ok. When you add "Get Transform - Bone" add the transform to the value found in "Set Transform - Bone" and everything will fall into place.
if you get to the end of this in 5.2 and your mesh starts sliding forward, clamp the value you plug into average location on the return in CalculateAverageFootLocation between something like 1 and 150. I got errors that the value wasn't normalized. that's the fix. you can also use the hit normal in a vector to vector quaternion to automatically handle the rotation for you as well
I would also be very grateful if you could provide an image of the blueprints. I dedicated a few days and followed the steps, but I didn't get the same result.
Awesome tutorial, best explanation I have found so far for foot IK! Wish there were more of this kind of "step-by-step" tutorials! thank you for your time making this!
You can right click on your skeletal mesh(skeleton), and create a control rig from that :). Save ya a step. Also, @5:38 I connected mine exactly as yours, and it did NOT pop to the floor!!! Mesh, is also not snapping to the floor :(
Lots of problems in 5.3: Arrays must be dynamicaly created - otherwise they cause error. 36:43 get worldlockedfootlocations - the array is empty - causes problems. Still stucked here, because with empty array all legs aim towards zero
This was such an awesome tutorial, but the control rig only seems to be working when within 15000 units of 0,0,0. Am I doing something wrong? UPDATE: For anyone having the same problem, increase the greater node at 50:17. I don't know why but this part makes it so it can only be so far from the 0,0,0 in world.
@@GlassGameDev Weird, I don't think I experienced that when I tested it on a large level, but perhaps I didn't go beyond that distance. Maybe some mistake in the logic at that timeframe. It *should* just be clamping the velocity that it adds on, to a reasonable value. Maybe when saving the velocity there's some mixup with world vs global space or something. Thanks for pointing it out + the fix
Thankyou for this guide so far im really enjoying it, however at around the 31:00 min mark I'm getting an error a few others have in the comments and cant seem to solve., even after you fix your compile errors. "Array Index (0) out of bounds (count 0)." I think it has something to do with the "WorldTargetFootLocation" Array being out of range or inaccessible or something.. Any help would be really appreciated!
I also had this issue. Restarting fixed it because prior to the restart, the Return node in the IncreaseFootTimings function was in the loop (Lincoln also fixes this at 35:12). Restarting the editor automagically connected it to the 'Completed' pin, fixing that issue!
this is weird, was trying to find out what I did wrong, then saw this thread, and checked all return nodes, but nothing worked. then just restarted the project, and then the error was gone.
What you could do is to limit foot projection to calculated length of one leg IK + some fixed offset, that way it would not stretch that much. Also optionally clamp that distance so shorter legs have chance to catch up on movement of longer ones. Other than that, good stuff! Thank you.
Hi, I have a problem at the minute 33:57 with the "Foot Timings and the Current Foot Index -> At -> Greater than 2 -> branch", the At give me problem "Array Index (0) out of bounds (count 0)". Someone can help pls??
Hi there! I had the problem with "Array Index (0)" bug, so I reset the editor and indeed it fixed the errors, but after that the foot location got locked to the world position and they stopped moving forward (It looks like in the 20:16 moment). Does anyone had similar problem? (I'm on unreal engine 5.3.2).
I'll take a look into it, someone else had a similar issue recently. I wonder if there's something about the array updating method or logic that has issue on 5.3. I might make a followup video to explain some tweaks that can be made to improve the process.
@@LincolnMargison Thank you for the respond! Your videos inspired me to work on Procedural Animations in general 🤓 I might not finish this tutorial now, but I am continuing with your course for human characters💪 Looking forward for any updates!🥰
I'm using 5.3.2 - the foot timings are increasing by delta time, but the "set at" after the branch in the CalculateNewFootTargets won't reset them back to 0 for whatever reason - it just keeps increasing infinitely. Does anyone know of a different way to accomplish this?
I don't know what to say. I'm newbie in all of this and this "control rig" makes me crazy as shit. Video lost me somewhere near 33:30 where i'm trying to attach CurrentFootIndexLocal to GetFootTimings in the node At. System writes an error "Array Index (7) out of bounds (count 0)" and not compiling at all. I reviewed video several times and can't find the difference. This broken shit exhausted me completely. What can i add if when you're compiling the blueprint it suddenly can't go through and after you're "shaking" your monitor, the code succesfully compiled... P.S. Using Unreal 5.3.2, looks like in every new subversions this plugin gets new view...
This is such a good tutorial that I'm using it just for Manny. The Basic IK Axis for Manny are as follows: Primary(x-1).. Secondary(Y+1).. And then just set the pole vetors Y+100 Z+100 just to start. Its not perfect but its close!
The Primary and secondary axis invert for the Right leg.. Is this a problem with Manny or have a missed a step? I know i can just use a seperate Basic IK for my right side, but the For Each loop is really cool, and I'd love to still be able to use it. If anyone has any idea on what i can do to still use the for each loop, then let me know please!
Hey there! I see you published this a while ago but i have areally quick question that coud help clear up my understanding of global vs world space. At about 22:35 you set a variable after converting it to world space, but then directly compare it against the value before its conversion. Therefore, you are comparing values that live in two different spaces. Can you touch on that? Would you not want to compare the values all in world space?
Not sure if anyone else has had this issue but when I move my spider all the legs shoot way off in the direction of movement and don't actually land with nice steps, it sorta stays in the squid shape. If the footTimings Greater Than operation in CalculateNewFootTargets is set to greater than 1, the legs kinda shoot off in the other direction after movement stops (kinda like a boomerang, going one direction then back again). My setup is (nearly) identical to yours (eg all world/rig space conversions are in place, everything in loops are getting the correct index) but I'm using unreal 5.3 with full body Ik and I've got my spider oriented facing +X instead of +Y (but I don't think that's where the issue lies). It also happens regardless of scale. I don't think that adjusting numbers on timing or interpolation is likely to resolve it, I think the problem lies somewhere in the velocity and foot targets array maybe getting given some infinite value. I've just bought your udemy course and I'm gonna go through that and then return to this, but man it's been a real head scratcher. Amazing tutorial otherwise, insane this resource is available for free on youtube.
did they get rid of the setup event? im not finding it. Update: they replaced it with construction event, and if the editor crash when you hook anything up to it, go verify your build of unreal engine.
Yeah construction event replaces setup. I think searching 'setup' still finds it. I hadn't encountered the crashing issue but good to know for future reference.
Really, thanks for that tutorial! Though, I still have some issues with the "CalculateVelocity" function : when I move on X axis, the vectors goes on -Y, and when I move on Y, it goes on +Y and it seems to be good on Z. Thank you again, it so hard to find anything on procedural animations, you're really make some people save a lot of time!
I'm not certain what the issue is you're describing, but Y is 'forward' within the global-space. I'm not sure if that depends on how the character is created or not, but I don't think so. Maybe some confusion being caused with control rigs 'global space' as opposed to world-space?
I think i know what you mean, I've spent hours trying to find the cause of weird body movement, in your CalculateVelocity function just switch setting calculated Velocity first and then set the PreviousWorldLocation. Edit: i regulated the body movement but now the legs are not rising at all, i hope i'll find a solution for both..
@@LincolnMargison I have the same issue, I am using the UE4 mannequin. At the 26min part of the video you are making the calculate velocity function. With the UE4 mannequin, the feet move in the X direction when I move in the global Y direction, and they also move in the Y direction when I move in the global X direction. The mannequin movement componen has the forward direction as the X - axis. Do you have any idea how to fix it?
@@dcad6934 Hmm it's not an issue I've come across, and I've also been using the UE4 mannequin. If I'm understanding correctly, and the mannequin is facing down the X axis, you could set an import transform of 90 degrees in yaw and that may possibly correct for it.
😢that photorealistic drawing blew me away , ur drawing skill is Noice
i've read your comment first THEN saw him drawing the photorealistic spider and I lost it
I hope you're kidding. That spider is far from being photorealistic. It's missing it's eyebrows!
@@xKeraysame
@@666thmoabis your pfp a bomb or a zeppeline?
@@googoogly its a moab from bloons td 6
For anyone sturggling to figure out why the imported skeleton won't stick to the ground, just delete the import PhysicsAsset. Took me about 2 hours to stumble into that solution, lol.
Thanks, that saved me 2 hours.
I think this should only affect things if you are simulating physics? Which we aren't in this tutorial. Maybe I'm misunderstanding the issue.
@@LincolnMargison Maybe the physics asset is overriding something? Because i had the same issue and deleting it helped as well. At the stage at the start where you did Sphere Trace by Channel, the spider wouldn't snap to the ground. Deleted the physics asset from the content drawer and it fixed it right away.
ur my god, that saved me 2 hours too.
@@Sh1nshon istaghfiroluh Allah bro wtf ?
1:33 Open paint :> .
3:24 Create Control Rig file, set Pelvis.
5:49 Animation Blueprint: Set Control Rig
7:30 Set first leg.
11:00 Set settings for all legs
13:41 pelvis
19:13 individual index.
20:32 Calculate velocity
25:30 to world location.
31:37 Random.
33:00 Foot timing.
55:32 Calculate average
spiders don't have paws
why?@@elektra81516
@@Vaneko911 I did it for myself, I needed a structure so that I could return to the right moment whenever I wanted. But I'm glad it helped others.
@@shion1364 thanks. I was actually about to the exact same, and also put it into a comment so my work wasn't wasted just on me. Thank you for your service. Also, spiders don't have feet either. "Paw" is recognizable. Some people take their misery out on others, I guess.
@@Vaneko911they’re doing more than you are so what’s the issue?
"let me know in the comments and I'll delete it" Underrated humor right there.
Also: "Excuse the lag on the recording (...) but you get what you pay for"
Love that extremely dry humor.
We need more content like this. Such quality deserves recognition. Well done.
If u not seeing the debug line in UE 5.3+, u will also need `ControlRig.EnableDrawInterfaceInGame 1`
Do not ever even think about deleting this video, I tried making exactly this and I failed, then I saw your awesome video! Please also show the spider tutorial in blender, that would be awesome!
You're really good at drawing "photorealistic" spiders. Can you make a tutorial on how to draw next? Bits aside, incredibly helpful tutorial just like the control rig gun tutorial you made. :]
Currently studying to become a technical artist and wanted to dive into procedural animation so this is exactly what I've been looking for! 10/10
Amazing tutorial! I learned so much here as it's my first time with control rig. I did it with 5.2, and as already mentioned the main difference is that the "Construction Event" replace the "Setup Event". Otherwise everything works perfectly. As you said at the end of the video, a tutorial for the Blender rigging part would be great! Thanks for your work!
Thanks a million!
UE5.3 Update
- Debug: ControlRig.EnableDrawInterfaceInGame 1
- Rig Node: Use "Construction-Event" Node replace "Setup-Event"
thanks alot,I really come up with a lot of problems in 5.3,
CalculateVelocity don`t work.
Thanks
Holy shit dude, thank you so much for this.
Not only was it a fantastic intro into control rig, but you also talked about the methodology in a way that was easy to understand.
Awesome tutorial! thanks for posting this. procedural animation is on my "must learn" list. I was using the simple procedural walk plug-in up until now and although that works well I wanted to do something a little more bespoke for my current project. I'm using 5.3 and so far so good.
It's awesome that you made this. Thanks!
Your tutorials are really good on some very complex topics
And the humor, A+
I'm loving your great course on procedural animations, thank you so much!
I never ever thought of doing this until today so this video is an amazing drop! You even dropped the 3d model! big thanks!!
The absolute king of spiders in unreal engine, everything worked fine,
thank you ♥
That final scene reveal was a big old jumpscare, god knows why I want to replicate this as a big arachnophobe! Thank you for the in-depth tutorial, I'm hoping to take this knowledge and apply it to my own little critters.
This was one hell of a ride but the end result was so worth it! Hopefully in the future you could create more procedural animation videos for like sticking to walks!
Wow, dude thank you so much for putting this up, this is exactly what I've been looking for!
Loved this Tutorial! You clearly explain everything and I learned quite a bit. :) Can't wait for more. Couple suggestions: Add chapters! At almost an hour this is an epic length tutorial. It is really hard to navigate if you mess up and need to go back to an earlier part. Also, slow down a tad. Particularly near the end you really sped up. For someone who doesn't type quickly it was hard to keep up.
You are a God and i wish nothing more than endless happiness to you, keep it up, you don't know how much you're helping ppl!!
What a great tutorial, thank you for breaking down the control rig a little bit. It's pretty hard to get an idea about the potentials of control rig and you brought some light into this room
very very very cool and honestly not too hard if you have some patience. Was able to do this in a couple of hours. Ran into some of the same problems others did in the comments but rest assured they are all solvable with some research and going over things with a fine toothed comb.
Thanks for making my project 10x cooler.
Thank you god of the Algorithm to show me this Masterpiece right in the moment wher I need it 🙏🏽
Recreated this successfully thanks!
Great!
I have a suggestion. Instead of creating lots of variables to make a correct index you can use search for bones with a name containig "foot" and only after this make a loop command without making branches. Index of loop will be fine.
Just bought the course, seemed like a no brainer. 10/10 tutorial!
Will be updating this comment as I go
at 04:09, If you don't see "Set Transform - Bone" that is ok. When you add "Get Transform - Bone" add the transform to the value found in "Set Transform - Bone" and everything will fall into place.
How?
Great work, breakdown, and end result. Been hoping for something like this ever since I saw your "Procedural Walk System" teaser video. Take my sub!
if you get to the end of this in 5.2 and your mesh starts sliding forward, clamp the value you plug into average location on the return in CalculateAverageFootLocation between something like 1 and 150. I got errors that the value wasn't normalized. that's the fix. you can also use the hit normal in a vector to vector quaternion to automatically handle the rotation for you as well
Hey, i am using 5.2 as well and cant find the set bone transform in the beginning. How did you find that node?
@@urielnequiz986 Just search Set Transform. Then you can set the type to bone in the node itself.
Thanks you for this. That debug line tip is something i have been desperately needing!
I've been looking for a good guide like this! Looking forward to more content like this!
What a beast of tutorial!! Looking forward to your new deep dives, learned really a lot, really appreciate it
This was great - made it to end... mines a jittery but good nuff lul. Wish I had a blueprint png to scrutinize to find my failures
I would also be very grateful if you could provide an image of the blueprints. I dedicated a few days and followed the steps, but I didn't get the same result.
Giant. Enemy. Spider. *Starts singing*
This is so inspiring. Thanks for taking the time to make this video!
Awesome tutorial, best explanation I have found so far for foot IK! Wish there were more of this kind of "step-by-step" tutorials! thank you for your time making this!
You can right click on your skeletal mesh(skeleton), and create a control rig from that :). Save ya a step. Also, @5:38 I connected mine exactly as yours, and it did NOT pop to the floor!!! Mesh, is also not snapping to the floor :(
One of the best tutorials out there. Fantastic work man, thank you.
Thanks for the video, leveled up my control rig understanding :)
Lots of problems in 5.3: Arrays must be dynamicaly created - otherwise they cause error. 36:43 get worldlockedfootlocations - the array is empty - causes problems. Still stucked here, because with empty array all legs aim towards zero
yess please show how to make spider in blender (and how to import properly to ue5 if you dont mind)
Brilliant tutorial!
This was such an awesome tutorial, but the control rig only seems to be working when within 15000 units of 0,0,0. Am I doing something wrong?
UPDATE: For anyone having the same problem, increase the greater node at 50:17. I don't know why but this part makes it so it can only be so far from the 0,0,0 in world.
As soon as I move it farther than 15000 units the legs stop walking and just start twitching. and he just slides around instead of walking.
@@GlassGameDev Weird, I don't think I experienced that when I tested it on a large level, but perhaps I didn't go beyond that distance. Maybe some mistake in the logic at that timeframe. It *should* just be clamping the velocity that it adds on, to a reasonable value. Maybe when saving the velocity there's some mixup with world vs global space or something. Thanks for pointing it out + the fix
Hi, I was wondering how you were able to drag the spider model forward while the game was running? Do I need to set anything up here?
@@痕迹梁 hit f8 and you will kind of exit your player character and enter a free fly mode where you can manipulate the scene
you have to hit simulate then select the skeletal mesh on the viewport and from there you can move it@@痕迹梁
Thanks for the chalk and talk, really appreciated.
Really brilliant! Many thanks Lincoln
Please do tentacles that flow/move alone next!
Was quite an adventure making this thing to work. It was my first time using Control Rig. Now cool buggy jittery thing can follow my player)
Holy shit Thai video is amazing bro keep up the great work and I promise you your gonna grow big in absolutely no time 🔥
This is the only tutorial that I could find Thank you so much
Thank you so much for your generous sharing,This tutorial is the best I have ever seen.Please keep creating~~❣
Can we get a updated version for 5.4?
58:05 love that kind of humor, like
this is just amazing !!!!
thanks a bunch for making this mate. cheers !
This is such a good tutorial. Been meaning to get into procedural anim in Unreal. Keep it up!
Thankyou for this guide so far im really enjoying it, however at around the 31:00 min mark I'm getting an error a few others have in the comments and cant seem to solve., even after you fix your compile errors. "Array Index (0) out of bounds (count 0)." I think it has something to do with the "WorldTargetFootLocation" Array being out of range or inaccessible or something.. Any help would be really appreciated!
Ok restarting the editor fixed it... strange!
@@Ty0_art Since UE5, I had this kind of stuff. The simplest ">" would always return false somehow
I also had this issue. Restarting fixed it because prior to the restart, the Return node in the IncreaseFootTimings function was in the loop (Lincoln also fixes this at 35:12). Restarting the editor automagically connected it to the 'Completed' pin, fixing that issue!
@@AntiCheatBot was stuck at this for hours holy shit finnaly thanks for explaining so i know what not to do in the future
this is weird, was trying to find out what I did wrong, then saw this thread, and checked all return nodes, but nothing worked. then just restarted the project, and then the error was gone.
Incredibly amazing.
Let me get something to eat while watching this video
Thank you ive been looking for a video like this one
Exactly what I wanted! very good stuff
After I brought in my spider it looked fine. Once i put imported the hierarchy it was so broken like every bone was is crazy places
I’d love to try and make the legs also go to walls when the spider is close to the wall 😮
What you could do is to limit foot projection to calculated length of one leg IK + some fixed offset, that way it would not stretch that much. Also optionally clamp that distance so shorter legs have chance to catch up on movement of longer ones. Other than that, good stuff! Thank you.
for a beginner, how different is it to do this for a metahuman skeletal mesh?
10/10 stopped me from pulling my hair out
Bro all things aside i love your drawing skills like best easy han total mess free.
Hi, I have a problem at the minute 33:57 with the "Foot Timings and the Current Foot Index -> At -> Greater than 2 -> branch", the At give me problem "Array Index (0) out of bounds (count 0)". Someone can help pls??
Restart your editor, but I'm sure you've already done that by now.
I have the exact same issue, don't know what to do
Video is very helpful indeed. Thank you muchly
goat
Great stuff ! Just one question : Can it work with, let's say , a creature which has more than 3 joints in its legs ?
Sure, but you'd need to use something other than the Basic IK node. EG Fabrik, or FullBodyIK. FullBodyIK probably will give you the best results
got it, thanks,, I'll see what I can do !
I laughed way too hard at "And now we can see we've made a squid."
Hi there! I had the problem with "Array Index (0)" bug, so I reset the editor and indeed it fixed the errors, but after that the foot location got locked to the world position and they stopped moving forward (It looks like in the 20:16 moment). Does anyone had similar problem? (I'm on unreal engine 5.3.2).
I'll take a look into it, someone else had a similar issue recently. I wonder if there's something about the array updating method or logic that has issue on 5.3.
I might make a followup video to explain some tweaks that can be made to improve the process.
@@LincolnMargison Thank you for the respond! Your videos inspired me to work on Procedural Animations in general 🤓 I might not finish this tutorial now, but I am continuing with your course for human characters💪 Looking forward for any updates!🥰
That would be great! I'm also stuck with this bug.@@LincolnMargison Thank you anyway for thew great tutorial :)
Brilliant tutorial! Please make more like this😄
great tutorial but for some reason at 36:00 my set at foottimings array does not set the given index to 0 anyone know how to fix this cheers
nvm just had to reset unreal for some reason
I'm using 5.3.2 - the foot timings are increasing by delta time, but the "set at" after the branch in the CalculateNewFootTargets won't reset them back to 0 for whatever reason - it just keeps increasing infinitely. Does anyone know of a different way to accomplish this?
sup, check if my comment above might be related to your problem. I also had issues with this function.
set at doesnt work, so right after your set ats, just set the foot timings variable with the value from the set at.
@@MasterPiffy can u be more specific pls? i cant put the foot timer back to 0, it will always increase for me too.
@italianjack there is no elaboration thats all there is to it. Set you variables after the set at nodes.
did u solve this? :)
I don't know what to say. I'm newbie in all of this and this "control rig" makes me crazy as shit. Video lost me somewhere near 33:30 where i'm trying to attach CurrentFootIndexLocal to GetFootTimings in the node At. System writes an error "Array Index (7) out of bounds (count 0)" and not compiling at all. I reviewed video several times and can't find the difference. This broken shit exhausted me completely. What can i add if when you're compiling the blueprint it suddenly can't go through and after you're "shaking" your monitor, the code succesfully compiled...
P.S. Using Unreal 5.3.2, looks like in every new subversions this plugin gets new view...
Damn bro. Keep up the good work.
Can you do i photorealistic spider drawing tutorial tutorial 😊
This is such a good tutorial that I'm using it just for Manny. The Basic IK Axis for Manny are as follows: Primary(x-1).. Secondary(Y+1).. And then just set the pole vetors Y+100 Z+100 just to start. Its not perfect but its close!
The Primary and secondary axis invert for the Right leg.. Is this a problem with Manny or have a missed a step? I know i can just use a seperate Basic IK for my right side, but the For Each loop is really cool, and I'd love to still be able to use it. If anyone has any idea on what i can do to still use the for each loop, then let me know please!
the thighs dont move in my case, any idea what could be wrong?
this youtube recommendation..i dont know why im watchin this, but dayum, this is interesting xD
Thanks you very mutch !
Good Job
How to make it crawl on the wall or upside down??
Get it? Step by step? Because it's walking animation?
On a serious note, very good video
Hey there! I see you published this a while ago but i have areally quick question that coud help clear up my understanding of global vs world space. At about 22:35 you set a variable after converting it to world space, but then directly compare it against the value before its conversion. Therefore, you are comparing values that live in two different spaces. Can you touch on that? Would you not want to compare the values all in world space?
Look as if they are just playing catch up with the body as opposed to the legs carrying the body.
Awesome, thanks a lot for making this! Lost it at the squid lol
Not sure if anyone else has had this issue but when I move my spider all the legs shoot way off in the direction of movement and don't actually land with nice steps, it sorta stays in the squid shape. If the footTimings Greater Than operation in CalculateNewFootTargets is set to greater than 1, the legs kinda shoot off in the other direction after movement stops (kinda like a boomerang, going one direction then back again).
My setup is (nearly) identical to yours (eg all world/rig space conversions are in place, everything in loops are getting the correct index) but I'm using unreal 5.3 with full body Ik and I've got my spider oriented facing +X instead of +Y (but I don't think that's where the issue lies). It also happens regardless of scale. I don't think that adjusting numbers on timing or interpolation is likely to resolve it, I think the problem lies somewhere in the velocity and foot targets array maybe getting given some infinite value.
I've just bought your udemy course and I'm gonna go through that and then return to this, but man it's been a real head scratcher.
Amazing tutorial otherwise, insane this resource is available for free on youtube.
Спасибо. Ты замечательный человек.
At around 20:00 , you could have just used the 'count' from the for loop, no need for the whole new variable
You're right, good catch
Zeekers 100% watched that video
Sorry for the lag, you get what you paid for lol. thx for the tutorial mate.
Thanks for the tutorial.
What to do if the limbs of the skeleton have only 2 bones, and not 3? Should I use something else instead of BasicIK?
the giant enemy spider
do do dododoododooo
did they get rid of the setup event? im not finding it.
Update: they replaced it with construction event, and if the editor crash when you hook anything up to it, go verify your build of unreal engine.
thank you, was just encountering this!
Yeah construction event replaces setup. I think searching 'setup' still finds it. I hadn't encountered the crashing issue but good to know for future reference.
Thanks!
Really, thanks for that tutorial! Though, I still have some issues with the "CalculateVelocity" function : when I move on X axis, the vectors goes on -Y, and when I move on Y, it goes on +Y and it seems to be good on Z.
Thank you again, it so hard to find anything on procedural animations, you're really make some people save a lot of time!
I'm not certain what the issue is you're describing, but Y is 'forward' within the global-space. I'm not sure if that depends on how the character is created or not, but I don't think so. Maybe some confusion being caused with control rigs 'global space' as opposed to world-space?
I think i know what you mean, I've spent hours trying to find the cause of weird body movement, in your CalculateVelocity function just switch setting calculated Velocity first and then set the PreviousWorldLocation.
Edit: i regulated the body movement but now the legs are not rising at all, i hope i'll find a solution for both..
@@LincolnMargison I have the same issue, I am using the UE4 mannequin. At the 26min part of the video you are making the calculate velocity function. With the UE4 mannequin, the feet move in the X direction when I move in the global Y direction, and they also move in the Y direction when I move in the global X direction. The mannequin movement componen has the forward direction as the X - axis. Do you have any idea how to fix it?
@@dcad6934 Hmm it's not an issue I've come across, and I've also been using the UE4 mannequin. If I'm understanding correctly, and the mannequin is facing down the X axis, you could set an import transform of 90 degrees in yaw and that may possibly correct for it.
@@LincolnMargison an u show that for unity c#
The command a.AnimNode.ControlRig.Debug 1 does not appear to be working in UE 5.3. The debug line does not draw.
Yeah saw that. Not sure about a work around either.
When I do the Basic IK thing (min 9:30) my mesh ruin it self, but I cant fix it... Can somebody help me? I want to cry