Getting calipers working in Unreal Engine 5 is a tough task, but today it is finally solved. This method should work for any rigged car, and especially easy to achieve if you are using UE Vehicle addon for Blender. Let me know what you think about this process
Thanks buddy I watched all 30 videos about Blender and Unreal in almost 1 month I don't know how to thank you You pushed me several levels forward. You are GOAT 🐐 🔥
You're great, made the video this week as promised, and "the trick" is really simple, almost obvious, many many thanks, I'll continue following your channel, you are a really good teacher!
Amazing! Thank you! One issue I am having animation the car using a camera Rig (has you showed in your previous video) is that sometimes the wheels are not touching the ground, because my ground is not perfectly flat, its a road on a mountain landscape. Even though I snapped the Camera Rig to the ground I noticed it is not always perfect and the separation of the wheels and the ground vary. DO you have any solution for this? It would be great if we can see a video on how to do that correctly to be able to animate a car on a non-horizontal road. 👍
@@postprocessed ruclips.net/video/baQ2xiAr4Io/видео.html Quick test. There is tons of bugs with the city sample in UE 5.2 such as no parked cars when rendering and etc so I was bit lazy to do more fixing and polishing after some time. You can see in some shots wheels not fitting with the road much for example :D Would be awesome if there was something that could control that with physics like with Blender rigs I used in past But for 1 day test I am happy with results. Thanks for showing me this technique. Wish I could do bit better control rig in future for better drifting as I wanna recreate initial D anime :D
@@postprocessed haha I wish. Your Unreal Engine vs Real Life commercial short was on another level. Definitely aiming at that quality of animations, but still so far😩 Also it was much more easier for me to do, since you made those amazing tutorials, once more thanks for that
Hey, thank you so much for the amazing tutorial series. We used to work with chaos before and really had our struggles with it. I'm usually a 3DsMax user. However, I couldn't achieve the same result with MAX as you did in Blender with the plugin. It always created 5 skeletal meshes instead of one, I'm not exactly sure what the issue was. Anyway, thanks to your guidance, it worked with Blender as well. Our car is now divided into several individual meshes (like doors, for example). Should I simply attach them to the main bone using VertexPaint as shown in the Calliper video, or should I create new bones for them? Thanks a lot, and please keep up your amazing work!
Sir thankuu spo much....actually i was trying to do this using chaos vehicle....sir actually i ahve my own car modelled....when i apply texture in unreal engine..i have to disable nanite for windows and glass.....so do i have to generate separate rig for my windows or is there any other strategy for solving this issue..plzz reply...shall be very thankful to u❤
Hey there! This approach is not for driving, but for animation and rigging. If you want driving setup with Chaos Vehicle, you can look for it on YT, I don't have one unfortunately yet. :(
Hello thank you very much for this tutorial, I followed the previous video on the rig, everything works well on steering and rotation. But for the calipers I can't do it. I followed the tutorial but once I got to UE5 after importing, when I checked the bones on the skeleton, the calipers didn't work perfectly. They are immobile on the rotation when I rotate the wheel (which is cool) but when I play on the direction of the wheel, the caliper is immobile. Knowing that the child bone is in outline and that the following sentence appears when I move the mouse over it: This bone is used by the current mesh but has no vertices weighed against it Thanks for your help EDIT : RESOLVE : I hadn't selected the UVs when I made the groups...
i have same problem, but selecting vertexes doesn't help to solve the problem, still in the unreal the bones look inactive. I full followed the tutorial, but dont have idea how to solve the problem
@@Vitaly-h7e hi ! Do you have exactly the same problem as I had? (The calipers remain fixed on the rotation but did not follow the steering). Make sure you select the right UV by pressing A on blender. Also, I didn't use the assign button shown in the tutorial, but went to the menu vertex - vertex group - assign to active group
Thank you sir! Amazing video again. I have a question. How should the motion blur settings for wheel rotations be adjusted? I use path tracer, but even though I set the blur value to the highest, I cannot get good results.
In your later videos, your skeleton has a "Body" bone. Could you break down the process for creating the body bone? Currently going to go with this method and subsequent videos on making the basic UE5 rig you've created (as opposed to your advanced rig) until I can sort out the body bone issue I'm having. Thank you.
I recently imported assets into Unreal and experimented with a method from the video "Unreal Engine 5.4 Skeletal Editor - NO CAR RIGGING in Blender or Maya anymore?" By integrating this method, creating the body bone.
This is so amazing! Exactly what I was looking for. The final piece for me would be a simple drift angle control like the one found in the Launch Control addon for Blender. Any tips on how to make that in Unreal?
I just want you to know that your tutorials are so clear and concise that I was actually able to figure out how to create the drift control that I wanted on my own and it took around 30 minutes. Also, I'm EXTREMELY new to Unreal so I was surprised at how quickly I was able to figure out the solution. Let me know if you want me to show you what I did!
@@bentheremedia3011 Wow that would be amazing if you can share it! I usually just rotate the car on Z axis in sequencer, not making additional rig control for it, but I am curious to find it out! I am surprised that you just figured it out in one hour, great job!
Hello sir, I had a question, with this tutorial and making changes, we can also rig the tank chain. I have a big problem in my animation and I don't want to use chaos vehicle.
tank chain most of the time done with material... I didn't ever do that. Probably that would be easier to look for UE marketplace assets and see how it was done...
That's great. I've been looking for this solution for a long time. Thank you very much I have a cuestion for u, how I can change the name of the bones in UE5? when exporting them flom blender to UE, the name change, I can't keep the same name as yours example body changes to body9, FL changes to FL5, CFL to CFL6, ETC.
hm... check in blender if you have "ADD LEAF BONES" disabled. Sometimes this causes this weird bug. Also in UE settings->plugins look for "Skeletal Mesh Editor" this plugin allows to rename bones or edit skeleton. Hope that helps.
Do i have to use bones ?all tutorials i watch they used bones, can i use locators/empty to rig like we usually rig in maya/blener or only bones will work ?
I think I pretty much done with Unrecord. It was just a breakdown to proof that it is possible to do. A have developed also vignette and camera shakes and share project file. So I believe no more stuff about Unrecord
Hey man,I follow your tutorial on making a car rig but now I have an issue where the vehicle is invisible when rendering with path tracing, check everything and everything regarding ray tracing is enabled. its perfectly visable in the editor window and renders with lumen just fine. been trying things for several days and nothing works. If I turn on "Render as Static" it showns up but then my animations from the control rig doesnt work.
Hey there, I was thinking about possible options, but I did already multiple animations. and all worked fine. Please check if you have your car transform position key framed at 0 0 0 if it is attached to rail. If it is not - it may be somewhere far far away during render. If that doesn't work check these threads for possible solutions: forums.unrealengine.com/t/control-rig-animation-not-working-with-movie-render-que/776426 forums.unrealengine.com/t/skeletal-mesh-not-showing-in-animation-sequence-created-from-control-rig/483912
@@postprocessed I will try again soon, but the weird thing is that you can almost see it, when the image is denoised the place where the car is suppsed to be at isnt denoised as good so you almost see like a shimmering outline. almost like a ghost
@@postprocessed yeah it was a CAD model with roughly 6m polygons, converted in blender and then exported as fbx to UE And yeah I’m trying to render it in path tracing. Works fine in lumen
@@anthonyknight170 haha! Welcome to my thread on epic games forum! 😂 It got solved there forums.unrealengine.com/t/skeletal-mesh-is-not-rendering-in-path-tracing-ue-5-0-2-why/667556
Hi. I ran into the following problem: I'm making a racing simulator, I tried to animate the calipers according to your guide, but while I'm in Control Rig - the calipers remain in place, do not rotate with the wheel, but as soon as I try to drive a car - the calipers continue to rotate with the wheel. Can you tell me where to look for an error? I will also say that Control Rig is associated with Anim Blueprint, if that makes any difference.
Hey if you are using Chaos Vehicle here is a perfect tutorial for it: ruclips.net/video/Gs4hpd4R8NA/видео.html It is done via animation blueprint and I use this approach for calipers in drivable chaos vehicle. Cheers!
@@postprocessed That is, the option via Control Rig is not suitable for a controlled car, and this method is only suitable for cinematic animation? It's sad( Through Control Rig, the machine animates so beautifully.
@@kein_engel_zlat control rig works separately from Chaos Vehicle blueprint. It is just different approach. The video I shared WILL work for car simulation gameplay. And is probably what you are looking for. My control rig is approach that I am showing in the video is only suitable for cinematics
Hey @post processed.. i have a question, it worket perfectly, i did it the same way.. the thing is. i also want to apply it to my Animation blueprint.. it doesnt work because in the tutorials for that one, the bones of the calipers where parentet to the body and not the wheels.. im confused.. tried 1000 different variations..
@@postprocessed i want to be able to use it as chaos vehicle, but also as controlrig.. i managed it with another car but whitout calipers.. on this car now.. the calipers are taking my soul when i try to apply them on the animation blueprint.. the only difference i see between the tutorials are that my wheels are parented to the calipers, and in the tutorials they parented the calipers to the body of the car.
@@TheFLYHiGHx probably you are doing it other way in animation blueprint. I use same bone structure for my other project and it works. I will show you node tree, let me get up from bed and run PC, I will upload image somewhere
@@TheFLYHiGHx here you go, lad ibb.co/cJkWXD9 FL, FR, RR, RL - are Front Left wheel one and etc. CRR, CRL, CRL - caliper bone name. Caliper bones are connected to wheel bones
Not all of it, partly. I have previously worked as video editor, so I have experience in video edits) I used combination of porsche commercials, my renders/overlays and sound design. So I can say “edited by me” 😁
@@ninjagraphics1 Nope still don't have Discord, as I have 9 to 5 job and mostly doing my videos on weekends/evenings after work I am afraid I will not be able to contribute more time for Discord. Maybe if one day RUclips brings me enough money to pay my Bills, I will dedicate more time to subscribers and Discord server
@@postprocessed Thank you very much. After reading your car tutorial, I would like to know how to operate when fixing the camera inside the car to capture the view outside as if someone is holding a camera.
@@postprocessed I need the same - I would like to know how to operate when fixing the camera inside the car to capture the view outside as if someone is holding a camera.
@@ravishankarpandey6963 yea I have camera tutorial on the channel: 5 Camera Tips in Unreal Engine 5 for Beginners ruclips.net/video/TpdO_HdtiCE/видео.html
Gotcha, but it is quite simple. Just attach skeletal mesh to rail, open sequencer, add rail and skeletal mesh to the sequencer. Add track for Control Rig for car and add track for Camera Rig Rail. Pretty much that's it
@@postprocessed Yes, but I want to see your path tracing/lumen lighting and your export settings as well as what you do to make it so cinemtatic. Also the colour grading you do.
Getting calipers working in Unreal Engine 5 is a tough task, but today it is finally solved. This method should work for any rigged car, and especially easy to achieve if you are using UE Vehicle addon for Blender. Let me know what you think about this process
Bro your process was nice but I actually use Maya advanced skeleton rig if you know about that please can you share
Thanks buddy I watched all 30 videos about Blender and Unreal in almost 1 month I don't know how to thank you You pushed me several levels forward. You are GOAT 🐐 🔥
Great to hear!
Bro you are so underrated!
You saved my day man, keep up this sick stuff!
You're great, made the video this week as promised, and "the trick" is really simple, almost obvious, many many thanks, I'll continue following your channel, you are a really good teacher!
thanks! Appreciate it!
Amazing tutorial.
So realistic results. It’s really impressive!
Thanks a lot!
Lucky me because I found both videos at the same time 😄 thank you bro
You are welcome!
Thanks for sharing the knowledge. This is what I was looking for.
That's great. I've been looking for this solution for a long time. Thank you very much
you are welcome, man!
Intro was soooo awesome!
yeah, trying to excite people there:)
The result is amazing
Finally you made it😍
Thankyou soo much
Very useful and super well explained once again thank you
Thank you brate! best explanations !
Amazing! Thank you! One issue I am having animation the car using a camera Rig (has you showed in your previous video) is that sometimes the wheels are not touching the ground, because my ground is not perfectly flat, its a road on a mountain landscape. Even though I snapped the Camera Rig to the ground I noticed it is not always perfect and the separation of the wheels and the ground vary. DO you have any solution for this? It would be great if we can see a video on how to do that correctly to be able to animate a car on a non-horizontal road. 👍
Your my hero! Thank you so much for making this tutorial
The man! thanks for sharing your secrets!
Amazing tutorial. Thank you for the hard work you putting in those. Motivated me to try it myself.
Thanks! Happy to inspire people!
@@postprocessed ruclips.net/video/baQ2xiAr4Io/видео.html
Quick test. There is tons of bugs with the city sample in UE 5.2 such as no parked cars when rendering and etc so I was bit lazy to do more fixing and polishing after some time. You can see in some shots wheels not fitting with the road much for example :D Would be awesome if there was something that could control that with physics like with Blender rigs I used in past
But for 1 day test I am happy with results.
Thanks for showing me this technique. Wish I could do bit better control rig in future for better drifting as I wanna recreate initial D anime :D
@@ezSonix damn, this one looks better than mine 🙄
I am creating rivals 😁
@@postprocessed haha I wish. Your Unreal Engine vs Real Life commercial short was on another level. Definitely aiming at that quality of animations, but still so far😩
Also it was much more easier for me to do, since you made those amazing tutorials, once more thanks for that
Hey, thank you so much for the amazing tutorial series. We used to work with chaos before and really had our struggles with it. I'm usually a 3DsMax user. However, I couldn't achieve the same result with MAX as you did in Blender with the plugin. It always created 5 skeletal meshes instead of one, I'm not exactly sure what the issue was. Anyway, thanks to your guidance, it worked with Blender as well.
Our car is now divided into several individual meshes (like doors, for example). Should I simply attach them to the main bone using VertexPaint as shown in the Calliper video, or should I create new bones for them?
Thanks a lot, and please keep up your amazing work!
Thanks for feedback!
Yeah, you should create new bones and assign it as vertex paint. Should work same way 👌
Thanks ... I ll try it in the next hour ^^@@postprocessed
Nice work! Love the tuts. What is the intro from? A commercial or film?
it is from advertisement of Porsche Curacao and one is my render of Ford Mustang animation
This is insane, thank you!
Sir thankuu spo much....actually i was trying to do this using chaos vehicle....sir actually i ahve my own car modelled....when i apply texture in unreal engine..i have to disable nanite for windows and glass.....so do i have to generate separate rig for my windows or is there any other strategy for solving this issue..plzz reply...shall be very thankful to u❤
Dope as always. Thanks.
Great tutorial , thanks mate , really appreciated on my learning curve, waiting to see more , btw how you put the charactor in the car and drive?
Hey there! This approach is not for driving, but for animation and rigging. If you want driving setup with Chaos Vehicle, you can look for it on YT, I don't have one unfortunately yet. :(
@@postprocessed Thanks Make ,no problems ,cheers
Question - Where do you go to get sports car sounds to use for your cars? Are they free wav files are do we have to pay?
Hello thank you very much for this tutorial, I followed the previous video on the rig, everything works well on steering and rotation. But for the calipers I can't do it. I followed the tutorial but once I got to UE5 after importing, when I checked the bones on the skeleton, the calipers didn't work perfectly.
They are immobile on the rotation when I rotate the wheel (which is cool) but when I play on the direction of the wheel, the caliper is immobile.
Knowing that the child bone is in outline and that the following sentence appears when I move the mouse over it: This bone is used by the current mesh but has no vertices weighed against it
Thanks for your help
EDIT : RESOLVE : I hadn't selected the UVs when I made the groups...
So it all works, right?)
It’s all good ! Thank you again for your work !
i have same problem, but selecting vertexes doesn't help to solve the problem, still in the unreal the bones look inactive.
I full followed the tutorial, but dont have idea how to solve the problem
@@Vitaly-h7e hi !
Do you have exactly the same problem as I had? (The calipers remain fixed on the rotation but did not follow the steering).
Make sure you select the right UV by pressing A on blender.
Also, I didn't use the assign button shown in the tutorial, but went to the menu
vertex - vertex group - assign to active group
@@lucag1812 Thank you for you answer, i just redoo all rig setup and put correct vertex name like names bone, and all work properly, ty ty ty
Thank you sir! Amazing video again. I have a question. How should the motion blur settings for wheel rotations be adjusted? I use path tracer, but even though I set the blur value to the highest, I cannot get good results.
Try on render queue in path tracing set checkbox “reference motion blur” maybe it will give better results
In your later videos, your skeleton has a "Body" bone. Could you break down the process for creating the body bone? Currently going to go with this method and subsequent videos on making the basic UE5 rig you've created (as opposed to your advanced rig) until I can sort out the body bone issue I'm having. Thank you.
I recently imported assets into Unreal and experimented with a method from the video "Unreal Engine 5.4 Skeletal Editor - NO CAR RIGGING in Blender or Maya anymore?" By integrating this method, creating the body bone.
Thanks for this information 👍👍
Thank you kind sir 🙌🙌
it's a pity you didn't record on the screen what buttons are being pressed. most useful feature for recording video tutorials
Well, now I have something to improve!
This is so amazing! Exactly what I was looking for. The final piece for me would be a simple drift angle control like the one found in the Launch Control addon for Blender. Any tips on how to make that in Unreal?
I just want you to know that your tutorials are so clear and concise that I was actually able to figure out how to create the drift control that I wanted on my own and it took around 30 minutes. Also, I'm EXTREMELY new to Unreal so I was surprised at how quickly I was able to figure out the solution. Let me know if you want me to show you what I did!
@@bentheremedia3011 Wow that would be amazing if you can share it! I usually just rotate the car on Z axis in sequencer, not making additional rig control for it, but I am curious to find it out! I am surprised that you just figured it out in one hour, great job!
Awesome 😮.......
THANK YOU
Hello sir, I had a question, with this tutorial and making changes, we can also rig the tank chain. I have a big problem in my animation and I don't want to use chaos vehicle.
tank chain most of the time done with material... I didn't ever do that. Probably that would be easier to look for UE marketplace assets and see how it was done...
That's great. I've been looking for this solution for a long time. Thank you very much
I have a cuestion for u, how I can change the name of the bones in UE5? when exporting them flom blender to UE, the name change, I can't keep the same name as yours
example body changes to body9, FL changes to FL5, CFL to CFL6, ETC.
hm... check in blender if you have "ADD LEAF BONES" disabled. Sometimes this causes this weird bug. Also in UE settings->plugins look for "Skeletal Mesh Editor" this plugin allows to rename bones or edit skeleton. Hope that helps.
@@postprocessed Thanks😱
You look good bro! 👌🏻
Do i have to use bones ?all tutorials i watch they used bones, can i use locators/empty to rig like we usually rig in maya/blener or only bones will work ?
you can do it with "pivots" and locators. but in blueprint. Control Rig works only on bones
after doing everything and exporting, additional armatures appeared with suffix _end but after export not while rigging, can I delete those?
@@madunba5654 untick checkbox “add leaf bones” in blender on export
Спасибо!
Hi , can you make a tutorial of this setup with 3dsmax.
Hey! Sorry I don’t use 3dsmax :( And never worked in it
@@postprocessed No Problem..Thanks for replying.:)
you saved my ass
are you going to do more unrecord vids?
I think I pretty much done with Unrecord. It was just a breakdown to proof that it is possible to do. A have developed also vignette and camera shakes and share project file. So I believe no more stuff about Unrecord
Hey man,I follow your tutorial on making a car rig but now I have an issue where the vehicle is invisible when rendering with path tracing, check everything and everything regarding ray tracing is enabled. its perfectly visable in the editor window and renders with lumen just fine. been trying things for several days and nothing works. If I turn on "Render as Static" it showns up but then my animations from the control rig doesnt work.
Hey there, I was thinking about possible options, but I did already multiple animations. and all worked fine. Please check if you have your car transform position key framed at 0 0 0 if it is attached to rail. If it is not - it may be somewhere far far away during render. If that doesn't work check these threads for possible solutions:
forums.unrealengine.com/t/control-rig-animation-not-working-with-movie-render-que/776426
forums.unrealengine.com/t/skeletal-mesh-not-showing-in-animation-sequence-created-from-control-rig/483912
@@postprocessed I will try again soon, but the weird thing is that you can almost see it, when the image is denoised the place where the car is suppsed to be at isnt denoised as good so you almost see like a shimmering outline. almost like a ghost
@@anthonyknight170 do you use CAD model? With very high poly? is it Path Tracing you are using?
@@postprocessed yeah it was a CAD model with roughly 6m polygons, converted in blender and then exported as fbx to UE
And yeah I’m trying to render it in path tracing. Works fine in lumen
@@anthonyknight170 haha! Welcome to my thread on epic games forum! 😂
It got solved there
forums.unrealengine.com/t/skeletal-mesh-is-not-rendering-in-path-tracing-ue-5-0-2-why/667556
Hi. I ran into the following problem: I'm making a racing simulator, I tried to animate the calipers according to your guide, but while I'm in Control Rig - the calipers remain in place, do not rotate with the wheel, but as soon as I try to drive a car - the calipers continue to rotate with the wheel. Can you tell me where to look for an error? I will also say that Control Rig is associated with Anim Blueprint, if that makes any difference.
Hey if you are using Chaos Vehicle here is a perfect tutorial for it:
ruclips.net/video/Gs4hpd4R8NA/видео.html
It is done via animation blueprint and I use this approach for calipers in drivable chaos vehicle.
Cheers!
@@postprocessed That is, the option via Control Rig is not suitable for a controlled car, and this method is only suitable for cinematic animation? It's sad( Through Control Rig, the machine animates so beautifully.
@@kein_engel_zlat control rig works separately from Chaos Vehicle blueprint. It is just different approach. The video I shared WILL work for car simulation gameplay. And is probably what you are looking for. My control rig is approach that I am showing in the video is only suitable for cinematics
@@postprocessed Thank you very much, I will study that video now.
我太喜欢你的视频了,视频帮助我了很多,之后会出付费教程嘛,我愿意去支付这一笔钱
Hey @post processed.. i have a question, it worket perfectly, i did it the same way.. the thing is. i also want to apply it to my Animation blueprint.. it doesnt work because in the tutorials for that one, the bones of the calipers where parentet to the body and not the wheels.. im confused.. tried 1000 different variations..
You want to use that for chaos vehicle?
@@postprocessed i want to be able to use it as chaos vehicle, but also as controlrig.. i managed it with another car but whitout calipers.. on this car now.. the calipers are taking my soul when i try to apply them on the animation blueprint.. the only difference i see between the tutorials are that my wheels are parented to the calipers, and in the tutorials they parented the calipers to the body of the car.
@@TheFLYHiGHx probably you are doing it other way in animation blueprint. I use same bone structure for my other project and it works. I will show you node tree, let me get up from bed and run PC, I will upload image somewhere
@@postprocessed I really didn't mean to disturb, I'm sorry.
If you would do that it would be a huge help to me, I really appreciate it
@@TheFLYHiGHx here you go, lad ibb.co/cJkWXD9
FL, FR, RR, RL - are Front Left wheel one and etc. CRR, CRL, CRL - caliper bone name. Caliper bones are connected to wheel bones
Can you do a tutorial for drift smoke pls
I think I can
Is the intro video done by you?!
Not all of it, partly. I have previously worked as video editor, so I have experience in video edits)
I used combination of porsche commercials, my renders/overlays and sound design. So I can say “edited by me” 😁
@@postprocessed Nice, that clip is top notch. Did you have time to create your Discord yet? :)
@@ninjagraphics1 Nope still don't have Discord, as I have 9 to 5 job and mostly doing my videos on weekends/evenings after work I am afraid I will not be able to contribute more time for Discord. Maybe if one day RUclips brings me enough money to pay my Bills, I will dedicate more time to subscribers and Discord server
Hello, wheel shaking when moving, how to deal with。please
Make sure that your model doesn’t have camber on wheel. Most of models have it, fix it in blender, so it doesn’t lean on side
Thank you very much, brother.@@postprocessed But the window is broken.
hey bro, my tire is moving but my wheels are not rotating
hey! that means in blender was selected not proper geometry, you need to merge tire with wheel
@@postprocessed yes i checked, i merged the tile also my normal were all wrong. But it worked out.
Could you please tell me the model of your microphone?
It’s Shure MV7 K
@@postprocessed Thank you very much. After reading your car tutorial, I would like to know how to operate when fixing the camera inside the car to capture the view outside as if someone is holding a camera.
@@postprocessed I need the same - I would like to know how to operate when fixing the camera inside the car to capture the view outside as if someone is holding a camera.
@@ravishankarpandey6963 yea I have camera tutorial on the channel: 5 Camera Tips in Unreal Engine 5 for Beginners
ruclips.net/video/TpdO_HdtiCE/видео.html
@@postprocessed Thanks bro!!!
Please make motorbikes animation of ktm duke and kawasaki....
oh dude, that is kind of the same logic. But more hardcore is you need Character Sitting on the bike... Do you have any bike model to share?
@@postprocessed yes please make Duke 200 CC bike animation video please...
doing this in maya.. is it just a matter of parenting?
Well I dont know maya, but it is the matter of bone attached to geometry and parenting which is not the key aspect I believe
And how to make it work unreal engine 5
Hey I really look for a car animation tutorial going through the steps on making the sequence, animating and then exporting
Gotcha, but it is quite simple. Just attach skeletal mesh to rail, open sequencer, add rail and skeletal mesh to the sequencer. Add track for Control Rig for car and add track for Camera Rig Rail. Pretty much that's it
@@postprocessed Yes, but I want to see your path tracing/lumen lighting and your export settings as well as what you do to make it so cinemtatic. Also the colour grading you do.
@@princerooni ok, will be a video then)
Hi.Please.Create.Video.Lesson.Car.Opening doors.Turning the steering wheel.
Hey man! Yeah thinking about it!