You're the beginning of the shift where indie overtakes AAA. Power is being given back to the creatives and visionaries by guys like you that create powerful tools for free use. Pupose over popularity. This seems like a huge contribution.
that is high praise! thank you so much, I’m excited to see what everyone makes with the tools and animations, and have some exciting ideas for improvements to tatools as well!
I just started the video and have no idea of how well it's going to work for me, but I am so exited about what I was considering a lack of feature from the engine itself, that I have to post this comment :)).
@@BlueBeam10 I hope it works well! Let me know if you run into any issues or missing features, I'd love any feedback from your journey through tatools!
You went from "hey look I'm giving away some free animations till the end of the year" to "hey here's triple-A tooling source included" in a very short timespan. To outsiders, this feels like a carefully orchestrated plot to support the indie takeover of the gaming world lol. I don't know anyone who would have a tool like this on their hands and give the source away. Even if they'd make it free to use, they'd keep the source closed and pseudo-trademark it to some degree. This is God's work. I really wish to know what your thought process behind this was because I'm sure I'm idealizing this a little too much.
Ha, thanks I'm glad you like it! I'll probably make a pro version at some point with more advanced features, but I'd love to see a lot more people animating in Unreal and just wanted to help that where I can and let folks donate whatever they felt was appropriate (or use it for free, I'm good with that too). Hope you put all this stuff to good use!
You sir truly are Mr Incredible! Thank you SO SOOO MUCH! The align to first and align to last is a feature I've been deeply missing, the aaron Koressel script was a crucial part of my copy pasting curves workflow in Maya. You rock. The only small thing I'm missing is the selection highlight. It's super useful to have a visual representation of the currently selected ctrls in the Picker. Just being picky, as your typical princess animator haha. Thanks again bro, very much appreciated
Ha! Good luck on your projects and let me know if you have any issues or ideas for improvement... next release should add some pretty fun quality-of-life stuff to the mix
@@threepeatgames you're welcome and I'm happy to hear that. It means a lot coming from someone who has the ability to create something as awesome as this. keep up the great work.
good luck! If you're learning UE for gamedev, I highly recommend www.youtube.com/@Clydiie , www.youtube.com/@GorkaGames , and www.youtube.com/@UnrealSensei to get you started!
I'm trying to fix that... definitely not able to make videos as fast as I'd like though! Unreal is still a few key features away from being able to replace the market domination of maya there, but they're improving at an impressive pace... I haven't opened Maya in months at this point.
Wow, this is a great tool for animation! This will help many indie game devs. Can you try something like this for Unity too? By the way, awesome plugin!
thanks so much! umotion pro would be the closest thing for unity, as unity doesn’t have any of the needed authoring tools on its own… I’m all in on using unreal for animation (even for the unity stuff I do), which I highly recommend over trying to animate directly in unity
Would be insane if there would be way to attach skeleton bone to player hand for example. Idea: You have skeletal mesh gun attached to right hand in sequencer. Then you want to do reload animation so you could attach gun mag bone to left hand while gun root itself is still attached to right hand. Currently it is hard to do Mag/Left hand matching while gun moves according to right hand.
I love where your head's at! yes, that'll be coming soon! The mirror animation is a little weirder, because I have to step through each keyed frame to mirror it, but it'll still be pretty efficient and super useful
Amazing work, and so generous! 🙏 Together with Locodrome MH face picker this tool is a great addition to every UE animators workflow. If you don't mind me making a request, I'd love to see the buttons highlighted when the selection is active, just like in the Locodrome picker. On the look side: I feel we don't need to have the ctrl-rig visible in the character picker UI, it clutters the image don't you think?:) Again, thank you so much, we will slowly make UE what we want it to be! 👏
re: selection highlighting: that's coming in V2, stay tuned If you want to kill the ctrl rig background, you can just go into the widget, select the image and change the tint to black. I like it, though.
@@threepeatgames oh yes I agree, I like to see the orange puppet in BG. I was just referring to the actual ctrl-rig's controls, which are also visible, if you know what i mean? They are probably not needed? Just thinking:)
could you add a attach weapon option under the pick which actor tab that would be great to have with a saved socket for the attachment rule, for guns/swords ect. Other wise great plugin thanks for you hard work i am looking forward to playing with it and might try copy some of the features for my first person rig thats still on the old skeleton
@@naza0777 the filter is already in ue5.4, I just added a button to do it in one click without having to right click, select filters, select Euler, hit apply. I’m lazy and all about convenience!
I just tried this with CC4 Based characters and it works out of the box so no JUST for metahumans... THANK YOU SOOO MUCH...is there a way to have a button where you can click to have the character back to its default neutral pose? or even better to have a certain chain or limb back to its default neutral position?
so glad to hear it works for CC4 as well! @iva_creative coming in for the win... ctrl+G works like a champ for me, whatever controls you have selected will go back to A-pose for the mannequins I've tried. I need to check if it's the bind pose or A-pose explicitly
Okay this is game changer !!! Quick question ! Reallusion released a control rig for CC4 characters on UE similar to the metahuman one (for both body and face). As the control rig is 100% identical to the mannequin and metahuman one, do you think your plugin could work with the CC4 Control Rig ?
@@threepeatgames Heckin good… will be following more intently… I love CC4 and IC8 but I feel a little hands off sometimes and I want to have a bit more old school control. This is greatness. Thanks Bruv!
but if you’re new to git, you go to the green button in the top right and select download zip, then extract that zip into Plugins folder in your project
@@threepeatgames yes thank you that's the part I needed - thank you! lol yep learning basically from scratch - just now going to try animation but would rather learn with all your tools so im not learning animations twice - awesome work and thanks for making such great asset/plugin!
Absolutely, if you put it in the Engine install's Plugins folder, it will show up in the Edit -> Plugins window and you can activate it there for any project. thanks for asking!
@Santuus2023 if you change the modular rig controls to match the names of the controls in the ue5 or metahuman control rigs, it will work, but tatools only supports that naming scheme. I’m looking into adding mixamo support, but not sure I’ll get that in there
You are a good person. I hope the plug-in can add AI dubbing. You only need to click on the character and enter text to convert text to speech to generate character dialogue. The second function I think should be an attached action library, which can call third-party actions such as Mixamo, or store the actions you have made for use. In the future, you will not rule out using other people’s actions, and you can even purchase actions shared by others at a very cheap price. The last function I think is the special effects library, which contains various special effects and can be used with just one drag.
Thanks for the detailed comment! I don't know that I'll get AI dubbing in there, although I might be able to streamline the process of using the audio-to-face features of 5.5... re: action library, I am in fact working on an animation library for tatools, not sure if that makes it into the free version of tatools pro, but the free version will be getting animation copy/paste/mirror in the next release for sure. re: special FX: I wish! I have no experience with chaos and niagara, so I'm not sure I can do effects any justice... hopefully someone will come along and make tatools-for-FX!
@@manzorid ahh, you want a tutorial on that? I'm actually just using audio 2 facial animation that's built into UE5.5 for the intro of this video, but I am going to do some stuff using the metahuman animator on iphone (I have a rokoko facecam to hook up to the iphone), I don't have any android devices unfortunately!
@@threepeatgames It's a pity, it's just that creative but often poor people are interested in working with an Android device or even better with a webcam.
I am trying to follow your example directly but i don't have the option to "Edit In Sequencer" directly from the animation asset viewer. I am using 5.4. Is it only for 5.5?
make sure you've opened an animation sequence and not an animation montage... the sequences should start with M_ and the montages start with AM_... it's in 5.4 for sure, if you're still having issues, let me know on discord and I can help out
why unity is so much easier. click and do itr. thought this was it! select hit arrow and body part move and pull rest if needed but noh. need go screen use mouse all change sliders and result it mesh is warping not skeleton and there no retarget stuff lol. too many windows and tabs. nothing make sense... unity oh like thisa i wanmt do. works like you think
I spent 4 years in Unity, it just can't do so many of the things Unreal can do out of the box (especially creating and modifying animations)... No matter what though, animating is a journey, so there's no easy button unfortunately
@@matsuzaka2279 I’ll have to let someone else answer the hype part. unreal is an extremely powerful tool for animating, but is missing some quality-of-life features that make animating easier/faster…. Tatools is my attempt to add those features
This is insane! I still cant believe this is free!
Thanks! Let's goooooooooo!
You're the beginning of the shift where indie overtakes AAA. Power is being given back to the creatives and visionaries by guys like you that create powerful tools for free use. Pupose over popularity. This seems like a huge contribution.
that is high praise! thank you so much, I’m excited to see what everyone makes with the tools and animations, and have some exciting ideas for improvements to tatools as well!
For 5.5?@@threepeatgames
I just started the video and have no idea of how well it's going to work for me, but I am so exited about what I was considering a lack of feature from the engine itself, that I have to post this comment :)).
@@BlueBeam10 I hope it works well! Let me know if you run into any issues or missing features, I'd love any feedback from your journey through tatools!
Question, but then do you make stuff that you sell? Or potentially will? Because then there is an interesting dynamic there.
You went from "hey look I'm giving away some free animations till the end of the year" to "hey here's triple-A tooling source included" in a very short timespan. To outsiders, this feels like a carefully orchestrated plot to support the indie takeover of the gaming world lol. I don't know anyone who would have a tool like this on their hands and give the source away. Even if they'd make it free to use, they'd keep the source closed and pseudo-trademark it to some degree. This is God's work. I really wish to know what your thought process behind this was because I'm sure I'm idealizing this a little too much.
Ha, thanks I'm glad you like it! I'll probably make a pro version at some point with more advanced features, but I'd love to see a lot more people animating in Unreal and just wanted to help that where I can and let folks donate whatever they felt was appropriate (or use it for free, I'm good with that too). Hope you put all this stuff to good use!
This is incredible and absolutely amazing of you to share it with us! 🔥
@@deygus thanks so much! Hope it helps!
This is absolutely amazing! Thank you for your hard work and thank you for giving it away for free. The least I can do is buy you a cup of coffee!
Thank you so much! I'll be pushing an update in the next month or so, let me know if there are any other features you'd like to see!
Yo I just started animating in unreal and was looking for how to copy and mirror poses. Thanks 4 doing this 🎉
you got it!
OMGGGGGGGGG Thats Insane i will post this in unreal engine groups thanks broo...
I’d appreciate that, thanks so much!
You sir truly are Mr Incredible! Thank you SO SOOO MUCH! The align to first and align to last is a feature I've been deeply missing, the aaron Koressel script was a crucial part of my copy pasting curves workflow in Maya. You rock.
The only small thing I'm missing is the selection highlight. It's super useful to have a visual representation of the currently selected ctrls in the Picker. Just being picky, as your typical princess animator haha. Thanks again bro, very much appreciated
Thanks for the kind words, and I'm glad someone appreciates the filters! Selection highlight is coming in the next update!
selection highlight is in the tatools-v2 branch on the github, fwiw :)
woah this is awesome. I have an extremely hard time with animation and I think this will help a lot
I hope so!
Thank you for sharing this amazing tool. I am new to animation, it will help a lot to correct anims for the metahumans.
You're very welcome! good luck and let me know if there are any pain points that would be fixed with more features in tatools
this is gold mate , thank you so much for sharing this amazing tool
you’re so welcome!
TQ for making this plug in and sharing! Keep up the great work!
Thanks, I'll try!
Love what you are doing!
thanks! can't wait to see what you do with all of it in show-off on the discord!
Best time for Indie Devs , where Heroes like you Help us in our journey😍😍🔥🔥
Let's gooooooooo!
Now I have no excuses to not get good at animating. Thanks man
let's goooooo
Dude, this is brilliant! Thank you!
you're very welcome, good luck with your animating!
Epic, Give this man a job.
Ha! Good luck on your projects and let me know if you have any issues or ideas for improvement... next release should add some pretty fun quality-of-life stuff to the mix
Great job and huge support to
indie gamedev 🤩🎉🥳
Thank you a lot
you got it! good luck on your projects!
Thank you for the work. Will experiment now. Looks fun!
Hope you enjoy it!
@@threepeatgames ue 5.5?
Look forward to this being compatible with 5.50! Looks sick!
@@thecommentermaker it’s inbound!
Wow, thank you for sharing. Your work is great!
thanks so much and you're very welcome!
works great thank you for this plugin
you're very welcome, thanks for using it!
Amazing, thank you 🙏.
You're very welcome!
@@threepeatgames Will you make a tutorial for this plugin? I would love to see how to use it in an actual example.
amazing work on this, tysm
The legend! Thanks so much, I'm a HUGE fan of your tutorials and channel! Let me know if there are any improvements you'd like to see.
@@threepeatgames you're welcome and I'm happy to hear that. It means a lot coming from someone who has the ability to create something as awesome as this. keep up the great work.
Ok first-time here this will be useful since I'm learning UE.
good luck! If you're learning UE for gamedev, I highly recommend www.youtube.com/@Clydiie , www.youtube.com/@GorkaGames , and www.youtube.com/@UnrealSensei to get you started!
Thank you RUclips for recommending me your video/channel. Idk why but there seem to be fewwww videos on animating in unreal
I'm trying to fix that... definitely not able to make videos as fast as I'd like though! Unreal is still a few key features away from being able to replace the market domination of maya there, but they're improving at an impressive pace... I haven't opened Maya in months at this point.
Really cool! Thank You
Glad you liked it!
@@threepeatgames do you got an ETA on the 5.5 version?
@ it’s already up on the GitHub (ue55 branch), hoping to release the video and push packages for fan this week
WOW! just WOW.. maaan that's f.... AWESOME!
thanks! I hope it helps!
Thank you!!! May God bless you for your hard work and kindness!
Thank you! You too!
Very awesome stuff man!
thanks! Good luck with your projects and let me know if you have any ideas for improvement!
whaaaaaaaaaat this is a gamechanger :O !!! Thanks a lot!!
Glad you like it!
Incredible!
Thanks so much! V2 just dropped, hope you like it!
ruclips.net/video/ug_SPLi3_l4/видео.html
Truly a blessing 🎉
Thankyou so much for your work, May God always bless your life bro.
thank you, Same to you!
This is great, thank you!
Glad you liked it!
That’s crazy you mentioned Ask A Dev, cuz when I saw the thumbnail image I thought this was an Ask A Dev video!
Ha! I'm a huge fan of credit where it's due!
My biggest difficulty is animations. Thank you for all this content.
let's work on that together! Let me know if you run into any roadblocks and that'll guide my "what to do next for features and tutorials" path :)
Impressive. 👍
Thanks!
Wow ❤ thank you 🙏🏻
You are so welcome
best animation tutorial in youtube
thanks so much!
Wow, this is a great tool for animation! This will help many indie game devs. Can you try something like this for Unity too? By the way, awesome plugin!
thanks so much! umotion pro would be the closest thing for unity, as unity doesn’t have any of the needed authoring tools on its own… I’m all in on using unreal for animation (even for the unity stuff I do), which I highly recommend over trying to animate directly in unity
Ok, thanks for the reply
So good!
glad you like it!
Would be insane if there would be way to attach skeleton bone to player hand for example. Idea: You have skeletal mesh gun attached to right hand in sequencer. Then you want to do reload animation so you could attach gun mag bone to left hand while gun root itself is still attached to right hand. Currently it is hard to do Mag/Left hand matching while gun moves according to right hand.
check out my week 2 video, I should how to do exactly that (parent weapon to the dominant hand and then parent the left hand to the weapon)
@@threepeatgames okay thanks I go check that out
goated!
thanks for you great tool. Are you planning to Add copy paste animartion(mirrored) option like the one for poses?
I love where your head's at! yes, that'll be coming soon! The mirror animation is a little weirder, because I have to step through each keyed frame to mirror it, but it'll still be pretty efficient and super useful
Amazing work, and so generous! 🙏
Together with Locodrome MH face picker this tool is a great addition to every UE animators workflow.
If you don't mind me making a request, I'd love to see the buttons highlighted when the selection is active, just like in the Locodrome picker.
On the look side: I feel we don't need to have the ctrl-rig visible in the character picker UI, it clutters the image don't you think?:)
Again, thank you so much, we will slowly make UE what we want it to be! 👏
re: selection highlighting: that's coming in V2, stay tuned
If you want to kill the ctrl rig background, you can just go into the widget, select the image and change the tint to black. I like it, though.
@@threepeatgames oh yes I agree, I like to see the orange puppet in BG. I was just referring to the actual ctrl-rig's controls, which are also visible, if you know what i mean? They are probably not needed? Just thinking:)
@@threepeatgames 👏
Oh just subscribed
Thanks!
thank you!!! very much dude you are the best!
sure thing! good luck with your projects!
could you add a attach weapon option under the pick which actor tab that would be great to have with a saved socket for the attachment rule, for guns/swords ect. Other wise great plugin thanks for you hard work i am looking forward to playing with it and might try copy some of the features for my first person rig thats still on the old skeleton
I'll look into it... there's a lot of details to that which might make it hard to build a generalized tool... I'm on it!
Thank you 🥲😍🤩❤
Sure thing! Let me know if there's anything you'd like to see or if you run into any issues!
@@threepeatgames ok, thank you again.
Bro thank you
you got it!
add motion tracking with camera if it is possible ,pleasssse (i dont know if it is doable in unreal engine already or not im new with it)
I'll see what I can do!
i looked for that euler filter for a long time before, thank you for adding it, is a custom code you used to achieve it or its exist already in ue5?
@@naza0777 the filter is already in ue5.4, I just added a button to do it in one click without having to right click, select filters, select Euler, hit apply. I’m lazy and all about convenience!
Goat
I just tried this with CC4 Based characters and it works out of the box so no JUST for metahumans... THANK YOU SOOO MUCH...is there a way to have a button where you can click to have the character back to its default neutral pose? or even better to have a certain chain or limb back to its default neutral position?
ctrl+G?
legend! I didn't know about ctrl+G until your post... thank you!
so glad to hear it works for CC4 as well! @iva_creative coming in for the win... ctrl+G works like a champ for me, whatever controls you have selected will go back to A-pose for the mannequins I've tried. I need to check if it's the bind pose or A-pose explicitly
@@threepeatgames hehe I didnt know about ctrl+g either... thanks @iva_creative
That's my answer here hahahaha !!!! Thanks ! What a work you made dude !
Thank you so Big Bro
for sure! good luck with your projects!
Okay this is game changer !!!
Quick question ! Reallusion released a control rig for CC4 characters on UE similar to the metahuman one (for both body and face). As the control rig is 100% identical to the mannequin and metahuman one, do you think your plugin could work with the CC4 Control Rig ?
yes! another commenter confirmed tatools works with the cc4 rig as well!
I have a ue5.4, I do according to your instructions the plugin appears, but the threepeat anim tools content folder does not open(
reach out on discord and let's get you up and runnning!
I use character creator 4 and I clone 8 for a lot of my anim work currently. Do you know if this would work with the CC4 pipeline
can confirm! it works great. I don’t know why I didn’t say that in the video, I also use CC4
@@threepeatgames Heckin good… will be following more intently… I love CC4 and IC8 but I feel a little hands off sometimes and I want to have a bit more old school control. This is greatness. Thanks Bruv!
Do you have a 5.5 updated version?
yes, it's on fab and the github
Sorry I am new to all this what files do you need from github to do9wnload this plugin
instructions are in the video!
but if you’re new to git, you go to the green button in the top right and select download zip, then extract that zip into Plugins folder in your project
@@threepeatgames yes thank you that's the part I needed - thank you! lol yep learning basically from scratch - just now going to try animation but would rather learn with all your tools so im not learning animations twice - awesome work and thanks for making such great asset/plugin!
@@threepeatgames sorry was not clear about what part i needed assistance with
Can the plugin be installed per Engine other than per project?
Absolutely, if you put it in the Engine install's Plugins folder, it will show up in the Edit -> Plugins window and you can activate it there for any project. thanks for asking!
can this be used with iclone reallusion character sequences?
yes, it's actually more about how the control rig controls are named, but the CC4 control rig will work great with tatools!
I feel like this is a dumb question, but can this be used to create anims/montages? I see you're using it for the sequencer, I never used it tbh.
yes, this tool is used with the sequencer for the purpose of creating animation sequences (or just cinematics in the sequencer)
@threepeatgames nice, anims were holding my progress back, this will probably keep me going, thanks!
You are a god
how did you make the selection panel, did you use cpp?
@minextlost it’s a combination of blueprints and some custom blueprint nodes written in c++
While downloading from github it is showing Virus threat, How Can I download it?
I haven’t seen that before, is it just a warning because you’re downloading a zip file? you could do the git clone instead
WOW
Didn't work! The plugin turned on, but didn't connect to the rig.
It should work with ue5 manny, metahuman, or cc4 rigs, what rig are you using?
@@threepeatgames I did the skinning in AccuRIG and then set up a modular rig in the engine.
@Santuus2023 if you change the modular rig controls to match the names of the controls in the ue5 or metahuman control rigs, it will work, but tatools only supports that naming scheme. I’m looking into adding mixamo support, but not sure I’ll get that in there
@@threepeatgames Got it. Thanks for the answer. I wish the plugin would work with any rig!
@Santuus2023 it can, you just need to rename the controls
that siiiiiiiiiick
thanks!
This is wonderfull! Can we get 5.5 compatibility?!
yes it’s coming along with tatools v2!
@threepeatgames wow already?! Niiice! U are a ninja!!
Can this work with animal skeletons or just humans?
just humans, if you know of any animal control rigs let me know and I'll look into adding that support!
Hi, thanks a lot, it's great! Are you going to update it for 5.5 ?
Sure am! tatools v2 video will hopefully be out today or tomorrow!
@@threepeatgamesNice thank you ! 👌
@@threepeatgames I'm learning ue5 but I can't afford to pay asset so what you're doing helps me a lot thank you
You are a good person. I hope the plug-in can add AI dubbing. You only need to click on the character and enter text to convert text to speech to generate character dialogue. The second function I think should be an attached action library, which can call third-party actions such as Mixamo, or store the actions you have made for use. In the future, you will not rule out using other people’s actions, and you can even purchase actions shared by others at a very cheap price. The last function I think is the special effects library, which contains various special effects and can be used with just one drag.
Thanks for the detailed comment! I don't know that I'll get AI dubbing in there, although I might be able to streamline the process of using the audio-to-face features of 5.5... re: action library, I am in fact working on an animation library for tatools, not sure if that makes it into the free version of tatools pro, but the free version will be getting animation copy/paste/mirror in the next release for sure. re: special FX: I wish! I have no experience with chaos and niagara, so I'm not sure I can do effects any justice... hopefully someone will come along and make tatools-for-FX!
Can you add Mixamo rig?
I’ll look into it! to confirm, I assume you’re talking about one-click control rig?
@threepeatgames yes! Indeed.
Anybody else having issues getting into the disc?
Did you get in? If not, I can make another invite to see if that changes things, let me know
please do anime like fight scene animations with animation for 2 or 3 character action and reaction
if you post some video reference in animation-requests discord channel, I'll look into it!
niice
No way!!
yes way!
please make a normal mockup capture for one android smartphone
not sure what your asking for?
@@threepeatgames ai mocap faces using android camera ,
@@manzorid ahh, you want a tutorial on that? I'm actually just using audio 2 facial animation that's built into UE5.5 for the intro of this video, but I am going to do some stuff using the metahuman animator on iphone (I have a rokoko facecam to hook up to the iphone), I don't have any android devices unfortunately!
@@threepeatgames It's a pity, it's just that creative but often poor people are interested in working with an Android device or even better with a webcam.
5.5 support pls
Tatools V2 with 5.5 support is on the github! just posted the video: ruclips.net/video/ug_SPLi3_l4/видео.html
I am trying to follow your example directly but i don't have the option to "Edit In Sequencer" directly from the animation asset viewer. I am using 5.4. Is it only for 5.5?
make sure you've opened an animation sequence and not an animation montage... the sequences should start with M_ and the montages start with AM_... it's in 5.4 for sure, if you're still having issues, let me know on discord and I can help out
LET'S Make a Game
You go first! :)
why unity is so much easier. click and do itr. thought this was it! select hit arrow and body part move and pull rest if needed but noh. need go screen use mouse all change sliders and result it mesh is warping not skeleton and there no retarget stuff lol. too many windows and tabs. nothing make sense... unity oh like thisa i wanmt do. works like you think
I spent 4 years in Unity, it just can't do so many of the things Unreal can do out of the box (especially creating and modifying animations)... No matter what though, animating is a journey, so there's no easy button unfortunately
I barely know anything about animation. Can someone tell me why people are so hyped for this tool?
@@matsuzaka2279 I’ll have to let someone else answer the hype part. unreal is an extremely powerful tool for animating, but is missing some quality-of-life features that make animating easier/faster…. Tatools is my attempt to add those features
I love you, insta subbed, have my babies and you’re invited to the cookout this summer
As long as we can do karate in the garage, I'm there.