This is awesome! Thank you for providing the template! Just switching from Blender to C4D and this really helps me closing the CharacterArt Loop for UE!
Just a small question … cause I‘m completely new to cinema. How does this autorigging manage the local achsis directions? I kinda get some different achsis behavior. Are you only allowed to use translate and not the pivot change mode? Thanks in advance!
@@hiromukonno Hello thanks again for your help on this - I'm trying now with a different character and I have a problem: after the "BIND" step, I cannot move any of the control handles any more. They become greyed out. I can't seem to figure out what's wrong. Any advice appreciated :) imgur.com/a/qkZ7uJG
Maybe protection tags are locking them. You can change them by switching the display mode of the character object to full hierarchy, but be careful as it may lead to unexpected results.
Well well well... this looks very helpful. I just wonder if it's compatible with the new rig skeleton in UE5. Dealing with Full Body IK setup is such a pain, at least for me... any possible hint you can give, if you did test this plugin of yours in UE5? I'll definitely test it out. Thanks man.
I haven't used this tool for UE5 Skeleton yet. In UE5, the functionality for characters has changed significantly from UE4, so I'll take the time to consider what workflow to use.
@@hiromukonno It did change a lot indeed... it was tough in UE4, it is even more, in UE5, despite the undeniable improvement, even if the worse part is the way the blueprint part has become in terms of complexity. Your tool, in any case, looks very promising for characters creations, besides, the fact you give it for free is really a nice and cool thing to do, especially for those at the beginning of this creative journey into game development!
Hm, it seems that for my model skins are not weighted automatically? Can it be like this because I was already using model with other rig? How to fix it? Also, model is composed from several meshes i.e. helmet, gloves etc.
You should remove existing rig and weight tag from your model berofe adding character object. Multiple meshes are OK, simply drop all meshes into bind box.
ウェイト設定がどうにも上手くいかず途方にくれていたら、こんな神動画に巡り合えた。本当に感謝です。こういうチュートリアルで日本語、高解像度の動画がまだまだ少ないのがc4dのもどかしい所です。。。とにかくありがとうございます!!
お役に立ちましたら幸いです。C4Dキャラクター勢がもっと盛り上がるといいですね!
really thx for providing the plugin and this tutorial!
Enjoy :-)
This is awesome! Thank you for providing the template! Just switching from Blender to C4D and this really helps me closing the CharacterArt Loop for UE!
Just a small question … cause I‘m completely new to cinema. How does this autorigging manage the local achsis directions? I kinda get some different achsis behavior. Are you only allowed to use translate and not the pivot change mode? Thanks in advance!
seriously good job dude. learned alot - one of the best tutorial ive ever watched.
thank you so much!
大変助かりました、ありがとうございます!
お役に立てば幸いです
This is just awsome man! Thank you so much for providing your template.
Perfect tutorial, thank you!!
thank you very very much
Thank you so much for this - it's exactly what I needed!
I'm happy to hear that.
@@hiromukonno Hello thanks again for your help on this - I'm trying now with a different character and I have a problem: after the "BIND" step, I cannot move any of the control handles any more. They become greyed out. I can't seem to figure out what's wrong. Any advice appreciated :) imgur.com/a/qkZ7uJG
really thanks for your work,teaching me this and even provide your template,超级超级感谢
Thank You! Great tut!!!
Thank you so much dear コンノヒロム!
Do you know the reason why some of the joints can only rotate, but can't be moved ?
Maybe protection tags are locking them. You can change them by switching the display mode of the character object to full hierarchy, but be careful as it may lead to unexpected results.
Well well well... this looks very helpful. I just wonder if it's compatible with the new rig skeleton in UE5. Dealing with Full Body IK setup is such a pain, at least for me... any possible hint you can give, if you did test this plugin of yours in UE5?
I'll definitely test it out. Thanks man.
I haven't used this tool for UE5 Skeleton yet. In UE5, the functionality for characters has changed significantly from UE4, so I'll take the time to consider what workflow to use.
@@hiromukonno It did change a lot indeed... it was tough in UE4, it is even more, in UE5, despite the undeniable improvement, even if the worse part is the way the blueprint part has become in terms of complexity. Your tool, in any case, looks very promising for characters creations, besides, the fact you give it for free is really a nice and cool thing to do, especially for those at the beginning of this creative journey into game development!
hey will you have to retarget everything in unreal or are the naming convection set up right?
Это супер полезное видео! спасибо
Hm, it seems that for my model skins are not weighted automatically? Can it be like this because I was already using model with other rig? How to fix it? Also, model is composed from several meshes i.e. helmet, gloves etc.
You should remove existing rig and weight tag from your model berofe adding character object. Multiple meshes are OK, simply drop all meshes into bind box.