Make Faster Control Rigs in Unreal

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  • เผยแพร่เมื่อ 2 ต.ค. 2024
  • Here's how I make control rigs in unreal quickly without writing a lot of nodes.
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ความคิดเห็น • 84

  • @JPMcBoyfriendFace
    @JPMcBoyfriendFace ปีที่แล้ว +41

    If anyone is wondering which array is which at 3:00, the idea of a forwards solve is that you want the bones to follow the controls. So what he's doing here is he's binding the transform of the bones to the transform of the controls. The array on the far left is the BONE array and the array on the right is the CONTROLS array. It reads: Foreach bone, get the Control at the same index and set the transform of the bone to the control's transform. Absolutely ruthless video editing for a person trying to follow along, minimizing the arrays so they don't show which name and hard cutting the video is like punching someone in the throat while they're doing the cinnamon challenge. Devious

    • @ydvisual5530
      @ydvisual5530 ปีที่แล้ว +2

      J P - Cool thanks for explaining that. I was going through the tutorial and I thought to myself, "I bet someone left a comment about which array was which". First comment seen was yours, haha. Thanks again.
      Thanks Woody Devs -
      This is a good start for beginners like me who have never made a control rig ever in UE5.1.
      Make some more intermediate ones too please !!
      Thanks everyone!

    • @xewi60
      @xewi60 ปีที่แล้ว

      thank you you saved my sanity

    • @shingAMarie
      @shingAMarie 9 หลายเดือนก่อน +1

      So how do you move a control with blueprint code?

    • @JohnLeBoeufLittle
      @JohnLeBoeufLittle 3 หลายเดือนก่อน

      This was legit a help, thank you, was going crazy trying to figure that out.

  • @buystander
    @buystander 2 ปีที่แล้ว +1

    YEY!!!! A decent Backward Solve Tutorial!!! This is gonna help a lot. Thanks

  • @Madmonkeman
    @Madmonkeman ปีที่แล้ว +3

    I'll comment this to save you all a massive headache that I went through when trying to edit animations. With the FORWARDS solve the one on the left is the BONES array and the one on the right is the CONTROLS array. Then for the BACKWARDS solve the one on the left is the CONTROLS array and the one on the right is the BONES array.

  • @ljfproduction
    @ljfproduction ปีที่แล้ว +1

    Doesnt work.. i did everything like you did but no bodypart actually moves.. only the circle around it

  • @lukisio13
    @lukisio13 2 ปีที่แล้ว +4

    3:00 which array is which?

  • @liuzzivfx9413
    @liuzzivfx9413 ปีที่แล้ว +7

    You don't have to go through and make that selection twice, you can just drag it out first and make the array, THEN create the controls for selected joints

    • @jackandrory6839
      @jackandrory6839 8 หลายเดือนก่อน

      Where do you find THEN create the controls for selected joints please?

  • @JumboTTV
    @JumboTTV ปีที่แล้ว +6

    Hey Woody! I've just been following a course on the Unreal Learning hub and I noticed something that could help you. If you hold ctrl and press (.) You can manipulate the shape scale and rotation etc without affecting the offset and the child controls..
    Thanks for this video it really sped up adding the controls :)

    • @WoodyDevs
      @WoodyDevs  ปีที่แล้ว +1

      that’s awesome! I’ll look into that!

  • @orenders
    @orenders ปีที่แล้ว +1

    you did a cut too much on montage, some nodes appear from cuts, cant follow this guide !

  • @shingAMarie
    @shingAMarie 9 หลายเดือนก่อน +2

    I’m watching all these tutorials and I’m trying to learn it in a simple way but things get over complicated when you spend so much time on the aesthetics. So how do you move each control part with blueprint code? That’s exactly what I’m looking for but no tutorial is being straightforward about telling me how

    • @WoodyDevs
      @WoodyDevs  9 หลายเดือนก่อน

      You don't have to use the control shapes. Transform nodes will change where the bones end up. You just need to input data to them.

    • @shingAMarie
      @shingAMarie 9 หลายเดือนก่อน

      @@WoodyDevs and how do you do that?

    • @WoodyDevs
      @WoodyDevs  9 หลายเดือนก่อน

      @@shingAMarie The variables section is where you can keep that data

  • @Uchidan
    @Uchidan ปีที่แล้ว +2

    Followed exactly and my skeleton got all messed up...Deleted it and did it again exactly. Same result...

  • @bigpaps7696
    @bigpaps7696 13 วันที่ผ่านมา

    I followed this and character ends up becoming all distored......

  • @LSDeIicious
    @LSDeIicious ปีที่แล้ว +1

    I tried following your instructions but came across a problem! The Get Transform - Bone into Set Transform - Bone, it displays an orange warning under the Get Transform node. It says: "Item ' ' is not valid."
    The rig ends up falling flat on it's face! I tried deviating from your lesson but wasn't able to get any sort of work-around! Any feedback might be helpful.

  • @JorgePerez-ek5gs
    @JorgePerez-ek5gs 5 หลายเดือนก่อน

    Hi! I keep getting a Compile Error that says that my Control Array Index are Out Of Bounds... Anyone knows how to solve that? I'm using Unreal Engine 5.2

  • @yearight1205
    @yearight1205 6 หลายเดือนก่อน

    Any chance you could revisit this but add IK Rig to it? This is just an easier to grab FK rig =(

  • @gregaze
    @gregaze 3 หลายเดือนก่อน

    yeah so all this did was stretch my character out and break all of his bones so i think i have no choice but to give up on control rigs

  • @PikBo100
    @PikBo100 ปีที่แล้ว +1

    ik is not attached to bones, when move these circles nothing happens

  • @MaxStudioCG2023
    @MaxStudioCG2023 ปีที่แล้ว +1

    wow ...this is amazing ...i done control rig in hafe hour (with seting colors and shit) after i been 2 days watching videos and trying around things from youtube :))))))))))))

  • @JamesTodd1996
    @JamesTodd1996 หลายเดือนก่อน

    How wwould you use this with some interps like spring?

  • @HeyItsRidi
    @HeyItsRidi ปีที่แล้ว +2

    thank christ. Been seeing some big rig no nos in some of these UE5 videos and glad to see yours is pretty good!

  • @semmert
    @semmert 2 ปีที่แล้ว +1

    sigh... literally the first step doesn't work for me.

  • @bighitdigitalmedia
    @bighitdigitalmedia 8 หลายเดือนก่อน

    in the place of rig element array,i am getting only item array.

  • @thomashalpin2251
    @thomashalpin2251 2 ปีที่แล้ว +3

    Dude, This is the best control rig video I've seen! You made it so simple. Any chance on getting a continuation of this by building IK into it with an IK/FK switcher?

    • @WoodyDevs
      @WoodyDevs  2 ปีที่แล้ว +3

      Probably at some point. I use the IK's to run my realtime motion capture from the animation blueprint, so I figured I'd rollup IK in a video about how to do that.

    • @hotsauce7124
      @hotsauce7124 ปีที่แล้ว

      @@WoodyDevs Looking forward to this

    • @grittylittlefilms
      @grittylittlefilms 6 หลายเดือนก่อน

      I would love to have IK implemented in that simple solution as well!! love it

  • @SathishKoththolla
    @SathishKoththolla ปีที่แล้ว +1

    bones are not moving with control . what must be the issue ?

  • @sunny99179
    @sunny99179 ปีที่แล้ว

    You model, you rigged on blender??

  • @WacMilk
    @WacMilk ปีที่แล้ว +1

    Works like a charm, this bypasses fiddling around with the twistbones setup in default skeletons

  • @RolyPolyGames
    @RolyPolyGames 2 ปีที่แล้ว

    Well, gonna have to give this a go!
    Still find myself struggling with getting arms to turn and rotate properly.
    There is something going on with lowerarm and upperarm twists but I really can't find much on them. If you have any idea on rigging up arms and getting them to twist proper I'd appreciate a video. Or a link to anything you know that can help explain it!
    I was hoping the FPS arms that came with the FPS tutorial would have rigging models with them but it seems they didn't control rig these for some bizarre reason.

    • @sinqzedits2383
      @sinqzedits2383 ปีที่แล้ว

      dont use the twist one sorry its kinda late ig but just use all the other one but the twist i had that issue and then when i twist the wrist and everything was distorted just use upper arm and lower arm and it will work fine and everything else ofcourse just not twist ones worked for me

  • @jackthewhite12
    @jackthewhite12 2 ปีที่แล้ว +1

    why does everyone skip the fingers, I got most of the basic control done but like everyone skips the fingers so I have no idea how to setup them up

    • @WoodyDevs
      @WoodyDevs  2 ปีที่แล้ว

      It works pretty much the same way as everything else. You'll probably want to generate the lists separately though. It just gets harder to manage that many parts. The tutorial here should consistently cover them.

  • @Malachism
    @Malachism 6 หลายเดือนก่อน

    This was great. Big thanks for the help. Maybe you can think of some cons about this technique? What are some future limitations I'll have doing it this way?

  • @fasecero
    @fasecero ปีที่แล้ว

    Works great for rotation, but what about moving the controls? They just detach from the body.

    • @WoodyDevs
      @WoodyDevs  ปีที่แล้ว

      This is how FK's are designed to work. An IK rig is what you want for that!

  • @AntrygJones
    @AntrygJones 2 ปีที่แล้ว +1

    That's the quick and dirty way, but you lose a lot of functionality doing it like that. I personally recommend breaking up the body parts into their own functions for ik&fk or splines, then assembling those functions on the main graph and inputting the correct names or items through arrays. Comes out a lot cleaner that way.

    • @WoodyDevs
      @WoodyDevs  2 ปีที่แล้ว

      For sure! This was absolutely intended as quick and dirty. Right now I see people either A: using one-to-one control to bone code or B: writing for loops with brute force name searches. this was intended as "The fastest way to create an FK rig" without building something too "out there"

    • @ShalowRecord
      @ShalowRecord 2 ปีที่แล้ว

      do you know any that's reliable on youtube but that isn't too detailed

  • @dwho1029
    @dwho1029 ปีที่แล้ว

    Your tutorial is amzing! But even I didn't press play level button, the live link is working and my avatar is moving. any Idea why?

  • @andresca1985
    @andresca1985 ปีที่แล้ว

    i can see the control rigg out of sencuencer? or is only inside secuencer?

  • @KayoWR
    @KayoWR 2 ปีที่แล้ว +1

    i followed everything at 4:00 but when i try rotating the rig ctrl bones is doesnt work it says its rotating but i dont see anything moving

    • @littlealdie8798
      @littlealdie8798 ปีที่แล้ว

      I've got the same problem, did you find out ?

    • @KayoWR
      @KayoWR ปีที่แล้ว

      @@littlealdie8798 nah sorry he still hasn’t answered

    • @unrealdevop
      @unrealdevop ปีที่แล้ว

      Same problem here

    • @littlealdie8798
      @littlealdie8798 ปีที่แล้ว +2

      Hello! Since the time I found the solution! To rotate controlers and put the mesh in normal : rotate then right click on the concerned controlers and "set shape from current"

    • @palissebenoit9469
      @palissebenoit9469 ปีที่แล้ว

      Hey @RedCryptic, did you find the solution for this ? Nothing move when I try to move rig ctrl...

  • @justanothergamedev8643
    @justanothergamedev8643 ปีที่แล้ว

    Im having a bit of a problem, I set up IK for the arms (first person template) and the shoulder will rotate in unnatural ways, like full 180:s on the z axis, making the part that connects to the body (if there was a full body) on the wrong side

  • @YUXE_
    @YUXE_ ปีที่แล้ว

    very usefull ! thx

  • @resproject1731
    @resproject1731 ปีที่แล้ว

    Thank You verrrryyy much!!!

  • @unrealdevop
    @unrealdevop ปีที่แล้ว

    This is great, I recently discovered the first part and then the actual setup worked great.

    • @WoodyDevs
      @WoodyDevs  ปีที่แล้ว +3

      That’s great to hear.

  • @blackivy011
    @blackivy011 ปีที่แล้ว

    This doesn't work in Unreal 4 because you can't select and create many controls at once and keep them in a hierarchy. Unless I'm doing it wrong. Anyone have success with this in UE4?

    • @WoodyDevs
      @WoodyDevs  ปีที่แล้ว

      It probably doesn't. Control rig gets a lot of updates between versions.

    • @blackivy011
      @blackivy011 ปีที่แล้ว

      @@WoodyDevs so would you say the best way for ue4 is to just go bone by bone as of now?

    • @WoodyDevs
      @WoodyDevs  ปีที่แล้ว

      @@blackivy011 That's how I was doing it in ue4. Part of why I made this is for people to stop doing that in 5.

  • @shadowtjnl
    @shadowtjnl 2 ปีที่แล้ว

    Well it can be a good tutorial.. but now your avatar is placed on top of all the actions you do.... makes it not good at all :(

    • @shadowtjnl
      @shadowtjnl 2 ปีที่แล้ว

      please next time check where you place you screen avatar on the video... that helps a lot :)

    • @WoodyDevs
      @WoodyDevs  2 ปีที่แล้ว +1

      That’s definitely a consideration. Thanks for the feedback

  • @hotsauce7124
    @hotsauce7124 ปีที่แล้ว

    Thank you!!!

  • @kirillivanov9638
    @kirillivanov9638 ปีที่แล้ว

    is there a way to make all the bones visible in the viewport without selecting them?

    • @WoodyDevs
      @WoodyDevs  ปีที่แล้ว

      I haven't come across one yet that's very convenient at runtime. But you can turn on bone visualizations in control rig.

    • @PsychedelicPenne
      @PsychedelicPenne 2 หลายเดือนก่อน

      In the viewport of the Control Rig asset, go Character > Bones > All Hierarchy

  • @justanothergamedev8643
    @justanothergamedev8643 ปีที่แล้ว

    Im having a problem where the rig becomes gigantic whenever I drag it out into the viewport, got any fix for that?

    • @WoodyDevs
      @WoodyDevs  ปีที่แล้ว

      Yep. Check your scaling. For blender folks you’re going to need to adjust the world scalp to .01 and the model to 100x to get proper unreal rig scale.

    • @justanothergamedev8643
      @justanothergamedev8643 ปีที่แล้ว

      @@WoodyDevs I was using the default arms and followed a tutorial on rigging it and then it's big when i drag it out and animate and then when i turn off the animator it returns to normal scale and if I bake the animation and use it the mesh becomes big again, I think I might have given a bit to little info on the original post

    • @justanothergamedev8643
      @justanothergamedev8643 ปีที่แล้ว

      I might just try to redo it again to see if that fixes it

    • @justanothergamedev8643
      @justanothergamedev8643 ปีที่แล้ว

      Quick followup, I redid everything and it works perfectly this time!

  • @pinaboytoons
    @pinaboytoons ปีที่แล้ว

    Super helpful! Thank you!

  • @khallkhall7237
    @khallkhall7237 2 ปีที่แล้ว

    MBIC: A ray.

  • @ecpeter
    @ecpeter ปีที่แล้ว

    Quick easy and to the point! This is a great tutorial and I made my first rig with it on a Robot model I had. Thanks for posting and if there is sequel to this please let me know. My mistake and I was getting some errors when saving my 1st attempt was mixing up the "Rig Element Key Arrays", once I swapped them they worked and saved well (the model wasn't moving at all at the joints until I fixed that).