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Gabriele Pellegrini
United Kingdom
เข้าร่วมเมื่อ 7 ต.ค. 2006
Bits and bobs of stuff I experience.
Control Rig - 45 - Poses, Correctives, Psd and Rbf mostly Observations
This is the first of what I hope many videos about correctives, pose deformation, psd, etcetera.
But as usual the first one is mostly theory :)
But as usual the first one is mostly theory :)
มุมมอง: 2 515
วีดีโอ
Control Rig - 44 - SpawnControl, Dynamic Hierarchy, Rubik's Cube
มุมมอง 3.7K2 ปีที่แล้ว
In this video we touch upon some of the latest stuff Unreal Engine added in Control Rig: - Spawn Controls - Dynamic Hierarchy We do that going through a classic problem solving rigging excercise: the Rubik's Cube
Control Rig - 43 - Unreal Engine 5 Preview 1 - Private and Public Functions.
มุมมอง 2.7K2 ปีที่แล้ว
I kept going with control rig and found what we were all looking for. Public functions :)
Control Rig - 42 - Unreal Engine 5 Preview 1 - The new Control Rig. Epic did it again.
มุมมอง 4.8K2 ปีที่แล้ว
I am blown away by the new control rig in Unreal Engine 5 preview1. In this video I go through what I found as main differences.
Control Rig - 41 - Morph Targets 03 - 2D Vector, 4P Reader, Interpolation and Observations
มุมมอง 1.6K3 ปีที่แล้ว
In this video I go through 2D Vectors Controls and some reasoning behind them. Some more history of rig and additional observation.
Control Rig - 40 - Morph Targets 02 - Wrinkles, Remap, Curves and Rick.
มุมมอง 3.6K3 ปีที่แล้ว
Hi! In this video we have a first look at how to interact with morph Targets in Unreal via ControlRig. Also Rick.
Control Rig - 39 - Morph Targets 01 - Basics, Transform, Deform, Linear Interpolation.
มุมมอง 1K3 ปีที่แล้ว
In this video I touch upon the concept of blendShapes. Making some introduction about the words I will be using. Transformation vs Deformation. Local Space vs Tangent Space
Control Rig - 38 - Backwards Solve 06 - Inverting Spine/Head, Problems, Solutions and What's next.
มุมมอง 5593 ปีที่แล้ว
In this video we finally touch upon Head and Spine inversion. Why it is complicated, what are the solutions available and What's next. :)
Control Rig - 37 - Backwards Solve 05 - Inverting the eye module, observations.
มุมมอง 4073 ปีที่แล้ว
In this video I go through the process of inverting the eye module. There's more than one layer that we can invert I explain why I picked the "middle" (ik) layer.
Control Rig - 36 - Backwards Solve 04 - Invert, Retarget and Blend the Arm and Leg modules
มุมมอง 1.5K3 ปีที่แล้ว
In this video I go through the process of inverting the arm module including the clavicles as well as the leg module including the foot. I also go through the process of animation retargeting and blending
Control Rig - 35 - Backwards Solve 03 - Backwards solve on Hands
มุมมอง 1.4K3 ปีที่แล้ว
In this video I add the backwardsolving for the solver hands. In order to do that a quick edit to a function we made in the past will be necessary. Not much work though :)
Control Rig - 34 - Backwards Solve 02 - Inverting Solver Ik/Fk
มุมมอง 2.8K3 ปีที่แล้ว
In this video I start adding the backwards solve functionality to our existing solver "ik/fk". I demonstrate how the function behaves when inverting an exsiting animation that is pure raw joint data.
Control Rig - 33 - Backwards Solve 01 - Let's go Backwards: Basics.
มุมมอง 2.3K3 ปีที่แล้ว
In this video I start talking about the third type of solving that the rigGraph provides: The backwards solve. Why is it so amazing?
Control Rig - 32 - What Happened? What's Next.
มุมมอง 3943 ปีที่แล้ว
Just a quick video to make a bit of recap and to talk about what's next. Here's the link I mentioned at the very end of the video: learn.unrealengine.com/course/3770284?r=False&ts=637691752693059449
Control Rig - 31 - Character 05 - eyeAim module, cleanup, visual cues.
มุมมอง 5013 ปีที่แล้ว
In this video I show a simple implementation of the main eye aim control. I talk about how I cleanup the modules and add some visual cues. This video rapresent a milestone and at the end you should have a very basic puppet that you can start animate in sequencer.
Control Rig - 30 - Character 04 - Arm module Connection, Clavicles.
มุมมอง 4713 ปีที่แล้ว
Control Rig - 30 - Character 04 - Arm module Connection, Clavicles.
Control Rig - 29 - Character 03 - Leg and Eye Module Connections and Spaces
มุมมอง 6893 ปีที่แล้ว
Control Rig - 29 - Character 03 - Leg and Eye Module Connections and Spaces
Control Rig - 28 - Character 02 - Input, Local, World Spaces, Head to Spine
มุมมอง 1.8K3 ปีที่แล้ว
Control Rig - 28 - Character 02 - Input, Local, World Spaces, Head to Spine
Control Rig - 27 - Character 01 - Hello SkeleTron, Axial and Appendicular.
มุมมอง 8953 ปีที่แล้ว
Control Rig - 27 - Character 01 - Hello SkeleTron, Axial and Appendicular.
Control Rig - 26 - Eye Module 01 - Observations, Aim and Convergence.
มุมมอง 7973 ปีที่แล้ว
Control Rig - 26 - Eye Module 01 - Observations, Aim and Convergence.
Control Rig - 25 - Head Module 02 - Demo and RigGraph.
มุมมอง 4003 ปีที่แล้ว
Control Rig - 25 - Head Module 02 - Demo and RigGraph.
Control Rig - 24 - Head Module 01 - Observations, Jaw Range.
มุมมอง 4563 ปีที่แล้ว
Control Rig - 24 - Head Module 01 - Observations, Jaw Range.
Control Rig - 23 - Spine Module 05 - Unit Test, Tips for Debugging.
มุมมอง 4793 ปีที่แล้ว
Control Rig - 23 - Spine Module 05 - Unit Test, Tips for Debugging.
Control Rig - 22 - Spine Module 04 - Twist Contribution, Higher Level, More joints.
มุมมอง 8063 ปีที่แล้ว
Control Rig - 22 - Spine Module 04 - Twist Contribution, Higher Level, More joints.
Control Rig - 21 - Spine Module 03 - Demo, Spline Ik.
มุมมอง 3.2K3 ปีที่แล้ว
Control Rig - 21 - Spine Module 03 - Demo, Spline Ik.
Control Rig - 20 - Spine Module 02 - Visual Explanation, Switching Kinematics.
มุมมอง 1.6K3 ปีที่แล้ว
Control Rig - 20 - Spine Module 02 - Visual Explanation, Switching Kinematics.
Control Rig - 19 - Spine Module 01 - Just observations.
มุมมอง 1.2K3 ปีที่แล้ว
Control Rig - 19 - Spine Module 01 - Just observations.
Control Rig - 18 - Cleanup and Adaptive Modules Test.
มุมมอง 7413 ปีที่แล้ว
Control Rig - 18 - Cleanup and Adaptive Modules Test.
Control Rig - 17 - Leg Module 04, Finishing with the foot, Auto Colors.
มุมมอง 7133 ปีที่แล้ว
Control Rig - 17 - Leg Module 04, Finishing with the foot, Auto Colors.
Control Rig - 16 - Leg Module 03, Improving the Ik/Fk Solver, Unit Test.
มุมมอง 7173 ปีที่แล้ว
Control Rig - 16 - Leg Module 03, Improving the Ik/Fk Solver, Unit Test.
Spero tu lo legga. A Questo punto mi chiedo se potresti riprendere alcuni argomenti e riportarli in UE dato che il CR è molto cambiato, anche se i concetti sono tranquillamente applicabili. Magari volendo sarebbe interessante una serie di video, dove rigghi tutto un modello, nel CR, (Solo CR, Quindi senza inserire Joints deformazione e pesature) Dall'inizio alla fine, con tutte le features che un animatore utilizerebbe, modello bipede, generico, Potrebbe essere da esempio. Sarebbe molto utile una serie di video in cui lo rigghi passo passo, e non già fatto per poi spiegare il suo funzionamento. Spero prenderai in considerazione la cosa. Domanda: Se il mio personaggio ha 3 ossa per una schiena, escluso il bacino, quindi Schiena_0, Schiena_1, Schiena_2_Petto, Spline IK ne varrebbe la pena?
Hi! How to make tank caterpillar in Control Rig?
Hi gabriele! Amazing setup ❤, I did rubik rig recently in maya using custom node and I can't stress enough how complicated it is. just one question since I'm not familiar with UE Rig, is this rig undoable when animating? For example the rubik know which previous parent. Thanks!
i added some Fk controls to a tail to refine control from Fabrik but when i try switching to fk controls they don't rotate as if they are locked into place.any tips?
7.26 To get purely skinning only deformation, you have to export the fbx mesh to another scene. In this scene, even after disabling the RBF solvers, the CorrectiveRoot and Twist joints are still being controlled (by something), and this effect is reproduced in UE through the PPAnimBP's Ctrl Rig node. In that node, you can change eg twist blend (controls where the limb twists) But in Maya, i dont know where those settings are.. any advice?
great explanation of how this all works. Saved me a lot of time. Thanks!
HI Gabriel thnks for the Video.jsut wondering if there is a way to extract Deltas of those pose Correction.i mean that deltas can be use in Shape Editor as Corrective pose?
Thanks for creating these videos!
Fantastic stuff!
Such a great overview!!
thanks, great video. what is that software you use to smooth out your brush strokes?
Anyone trying this tutorial, a few things have changed with the Fit Chain on Spline Curve Node. Main thing is you have to create your own spline now. Easy. You need to add a function called Get Transforms, then plug all your controls into the input using a Rig Element Key. Then Create a node called Spline From Points. Take your positions output from your Get Transforms and plug it into the points input on the Spline From Points. Then Take the out put of Spline and plug it into the Spline input on the Fit Chain on Spline!
thanks
I dont know if you were making your own function, but same concept hooking an Item Array of the controls to the built in Get Transforms Function>Spline From Points>Fit Chain On Spline Curve. Thanks for the guidance!
Fantastic tutorial! Looks like the Fit Chain on Curve node is gone in >5.3. Would love an update!
Hey! Check out the comment I just posted. Its updated.
Hi Gabriel, I'm a newbie to Unreal, what use does a backwards solve have? You clearly have the animation done so why do you need to do all this extra work?
Thank you very much for this very useful and interesting tutorial Gabriele. I have a little problem: I can't find the "split chain on curve" node for creating the bezier curve
Hi, I was wondering if there is a way to bake animation on to the reverse foot controls? I think right now we are only baking the animation on to the ik foot and ball controls only right?
thank you for the video! you explained it very well. Maybe a good addition would be to somehow check if the face control's rotation are divisible by 90 or are 0, so that the user has to do a full 90 degree rotation on the face control before moving another face control. You wouldn't want the control to be halfway through (only 45 degrees for ex.), and then the user starts moving other controls. But I guess that's outside the scope of the video, the main part was the dynamic hierarchies and I can see it's very powerful.
Awasome tutorials!!! Thanks a lot for this. But I don't know why some of the solver doesn't do the same like you in my case. I use Blender and for example the Slide Chain deforms the mesh in a not good way. I try with a maya rig and the slide works fine but with the swing the mesh don't do the correct behaivor. And the skeleton is doing the correct deformation but the mesh don't do the correct way. I revised the skin weight in both sofwares, try new meshes and new rig form 0 and still happends... I continue trought your videos because are amazing and I can use it to implement in my Blender Rigs. Thanks a lot!!!!
Hi Gabriele, I was wondering if the complete rig is something you would be willing to provide. I'd be happy to purchase it on something like Gumroad but I find it really helpful to have a working rig that I can study from to see where I went wrong. Struggling to get the spine working correctly and it would be great to see a working example within Unreal, just so I can check even simple things such as if I hooked things up properly.
How does it drive the material and wrinkle normal parameters? I didn't find a curve with the same name.Their prefixes are different:CTRL and head
excellent tutorial, one question The blendshapes in which part would be activated?
thank you
Great video! I have a question though, do we need to set up multiple pose animations for different joint drivers? Or can we combine multiple joint animations in one fbx, and use that as the pose assets? I feel if we are creating multiple correctives, we would ended up needing to create many pose animation files :'D
Great and in depth video. Thank you. How would you use this same method to drive and blend a corresponding normal map per pose that gets normalized in the same way as the shape's pose weights. I see that materials can be part of a pose asset. Can the pose driver values be tied to that?
thanks for your videos. I'm currently watching one by one. By now (UE5.3) the 'transform constraint' doesn't exist anymore. Are there any alternatives for it?
thx for your sharing.
Well I managed to finish the tutorial successfully. Thank you so much ! Now I have some problems. When I turn the control (step rotation 10) the first 10 degrees are lost and the turn to make the cubes rotate 90 degrees ends up being 100 degrees. On the other hand, when I make several turns on different faces, the cube ends up falling apart little by little (2 or 4 of the 9 minicubes spin before the rest, and from there the cube begins to fall apart). I can't understand why. I also tried without success to automate the turns or connect them to an external control (playstation or xbox type) but I can't find a way to interact with the rig control correctly. (I did the virtualpuppeteer toad tutorial but this rig acts in a different way ) Any help or suggestion is welcome. Thanks
is there an update for the script? seems to be great
can you share the project files ?
These tutorials are so great!! thank you so much for taking the time to make these! super clear, in depth and accessible. 👏👏👏
this is dope!!! what's the curves look like when you try to animate this in sequencer?
Watched quite a bit of your old ones but they're difficult to follow along now due to Unreal's changes, so I hope you continue with the series!
This is exactly what I was looking for, thanks. It's so hard to find anything detailed about the rig system in control rig. One thing I have found though, is that it seems that it's better to parent constraint a bone to a control and then to use another control to manipulate the parent. Any thoughts on this or will I find out later in the series?
Keep watching:)
@@xtruder3D This is what I like to hear :P
Is there a way to do a spline offset? So if the spine is not completely straight to start, you can use a vertical spline, but maintain the orientation / offset of the bones to the spine? I feel like the solution involves setting nulls along the spline and placing the bones in the nulls, but I haven't quite figured it out.
Hi, thank for the breif expaination to structure fkik in unreal. I have one question. Generally, it is suggested to check the initial box in set transform during setup event. Have you tried turning it on? Will it effect it differently? Thank you once again :)
Hello, Thank you very much for puting this much effort and explaining everything detail not only builiding something. This is one of those rigging gold mines :D
Alternative version of Gabriele's solver: FK Solver: th-cam.com/video/KVsPwXte9HA/w-d-xo.html Component Snap: studio.th-cam.com/users/videowZ__xGOuS_E/edit The main difference is that it works off of selecting the bones, nulls, and controls right on the front of the node where you can use the little button to add the component to it instead of using naming conventions. It is just an alternative method of doing what Gabriele is doing. Full credit to him for coming up with this. This is just an alternative method is all.
For those just getting started you may want to look into using the variable data type "Rig Element Key" over using "String" as Gabriele does in the tutorials. There are some advantages / disadvantages to both methods, but I think "Rig Element Key" really reaches Gabriele's goal of modularity more so than the "String" data type. I made a quick video explaining why this is the case here: [UE5 Using Rig Element Key over String: th-cam.com/video/u_jd1y2Evls/w-d-xo.html ]
For those just getting started you may want to look into using the variable data type "Rig Element Key" over using "String" as Gabriele does in the tutorials. There are some advantages / disadvantages to both methods, but I think "Rig Element Key" really reaches Gabriele's goal of modularity more so than the "String" data type. I made a quick video explaining why this is the case here: [UE5 Using Rig Element Key over String: th-cam.com/video/u_jd1y2Evls/w-d-xo.html ]
For those just getting started you may want to look into using the variable data type "Rig Element Key" over using "String" as Gabriele does in the tutorials. There are some advantages / disadvantages to both methods, but I think "Rig Element Key" really reaches Gabriele's goal of modularity more so than the "String" data type. I made a quick video explaining why this is the case here: [UE5 Using Rig Element Key over String: th-cam.com/video/u_jd1y2Evls/w-d-xo.html ]
For those just getting started you may want to look into using the variable data type "Rig Element Key" over using "String" as Gabriele does in the tutorials. There are some advantages / disadvantages to both methods, but I think "Rig Element Key" really reaches Gabriele's goal of modularity more so than the "String" data type. I made a quick video explaining why this is the case here: [UE5 Using Rig Element Key over String: th-cam.com/video/u_jd1y2Evls/w-d-xo.html ]
For those just getting started you may want to look into using the variable data type "Rig Element Key" over using "String" as Gabriele does in the tutorials. There are some advantages / disadvantages to both methods, but I think "Rig Element Key" really reaches Gabriele's goal of modularity more so than the "String" data type. I made a quick video explaining why this is the case here: [UE5 Using Rig Element Key over String: th-cam.com/video/u_jd1y2Evls/w-d-xo.html ]
For those just getting started you may want to look into using the variable data type "Rig Element Key" over using "String" as Gabriele does in the tutorials. There are some advantages / disadvantages to both methods, but I think "Rig Element Key" really reaches Gabriele's goal of modularity more so than the "String" data type. I made a quick video explaining why this is the case here: [UE5 Using Rig Element Key over String: th-cam.com/video/u_jd1y2Evls/w-d-xo.html ]
For those just getting started you may want to look into using the variable data type "Rig Element Key" over using "String" as Gabriele does in the tutorials. There are some advantages / disadvantages to both methods, but I think "Rig Element Key" really reaches Gabriele's goal of modularity more so than the "String" data type. I made a quick video explaining why this is the case here: [UE5 Using Rig Element Key over String: th-cam.com/video/u_jd1y2Evls/w-d-xo.html ]
For those just getting started you may want to look into using the variable data type "Rig Element Key" over using "String" as Gabriele does in the tutorials. There are some advantages / disadvantages to both methods, but I think "Rig Element Key" really reaches Gabriele's goal of modularity more so than the "String" data type. I made a quick video explaining why this is the case here: [UE5 Using Rig Element Key over String: th-cam.com/video/u_jd1y2Evls/w-d-xo.html ]
For the setup event, is this essentially to replace the need to copy each bone and paste its global transform + then setting initial transform from current? For each control?
so the input space is a virtual space (a transform or a bone name) to fetch the local transform for a module, the local space and world space are the nodes that really exists on the rig graph?
Gabriele I'm surprised you're not working for the Epic metahuman team by now. Your previous video on the metahuman rig breakdown ,RBF,PSD was a masterclass already, and now this is part two of that masterclass. This can all be wrapped up in a course you know. Please consider creating a tutorial page on the Epic Developer Community portal. Cheers and deep bow to your skills, b
Hi, thanks a lot for the video! can you give some advice? i changed the blendshape on some emotions inside maya, i had problems with cheeks and corners of the mouth, i smoothed the transition. But after import to uel, and add dna, changes i made with blendshape in maya don't work. i need to rewrite dna, and make import to unreal copy? can you tell me how to do it better? thanks !
This is really great Gabriele. amazing