I watched for 30 minutes and realized I needed to go back and learn some more control rig basics, or I would have to follow along, click by click. I will likely re-watch your video in the entirety again, when I have a few more basic UE5 animation skills under my belt. I want to create a 6 wheeled robot character, with spinning wheels and articulating suspension. Thank you very much for this great tutorial.
Okay this was certainly useful, I'm used to rig and animate in Maya, so I have some suggestions about how you can improve drastically upon this. The issue with the spine not rotating as you'd expect is because the first neck joint's rotation is completely different and doesn't follow the chain from spine to the head, you'd have to fix it in your DCC, but essentially the joint orientation is causing the issue, it should match the rest of the joint chain. Other thing you can improve upon is the leg setup, instead of using 2 IK solvers from the thigh to the foot, and then from the foot to the toe, create a controller at the toe joint, call it "reverse foot" or something like that, parent it under the toe controller, then parent the foot controller (the one that's controlling the IK effector) underneath the reverse foot controller, then Get the Toe control, use Set Transform for the Toe joint to the Toe control. This will make posing the character much easier.
Thank you for the great effort and time, a small note: you can directly assign the bones to the IK nodes by selecting them from the hierarchy and clicking the "left pointed" arrow button next to the bone input box. and you don't also need to select the type first (bone, control.. etc) because it will auto-select depending on what you assigned. And for the weird bending rotation issue on the spine control 1:13:00 I guess it might be because of bad bones orientation on the Spine and Neck, like the axis is not correctly aligned to the bones. Check that back on the Skeleton or the 3D modeling app.
There is a "weird" rotation on the tail also. It might be by design because you can use one control to make his head swing to the side and upwards like they normally do during a roar.
6:50 To fix the 'No smoothing group info was found ... 'warning , you have to change the smoothing settings when exporting the .fbx from Blender. Under Geometry->Smoothing change from 'Normals Only' to 'Face'.
IMPORTANT TIP: If your bones are going crazy after adding a pole vector, always make sure that all the bones in the chain have the same orientation. You can check that in your 3d moddeling software or on the skeleton editor. After that just find the right Primary/secondary axis numbers on the IK node.
Exciting! I dream of making, from Unreal Engine 5, a science and history video game where we can, among other things, visit the Jurassic! So this video is useful to me, keep going! I love it too much! I watched for 38:30 minutes.
Thanks for this great video Smart Poly! I really like that you showed the whole process of creating this control rig. One thing I'm curious about is if it's possible to solve that weird head rotation in the spine control. If you're looking for ideas for future videos (e.g. part 3, after the sequencer in part 2), I'd suggest showing the backwards solver so the control rig can be used to manipulate existing animations. Cheers!
Omg! this is amazing! I really want to learn how to rig my characters in Unreal! I have this crazy scorpion I made in Zbrush and It would be amazing to animate in Unreal!
I'm trying to create an IK for the legs of my dragon in ue 5.3 in control rig. now the problem is that the left foot doesn't match the right foot at all. I tried to copy the axes rotation coordinates from the right foot to the left foot in the skeletall editor and change the values so that the axes are mirrored but that doesn't work at all. i also try to rotate the axe manually but strange things occur like for example that when i rotate the axe upwards and save then the foot itself moves downwards?? and the whole model floats upwards....
Thanks this is great the skeleton has wrong orrientation at spine and neck joint and has values on joint transformations that is why it is behave differently at spin twist. Any How This is great tutorial.😀👍
Brother, do you think it's worth doing all of this and doing animation in Unreal Engine? Or is it just better to do the animation in Blender and import it in after? I'm trying to put together a short film, and your video is the most extensive one I've seen on properly setting up a control rig on a character. Which tells me that most people just don't want to bother. But once the Control Rig is in place, it looks pretty much the same as animating in Blender. So I was hoping to find some info.
At 1:11:13 the T-Rex did sue for neck injuries it sustained during unsafe control rigging but that case was thrown out as virtual animal rights do not exist...
35:55 I do control rig for a mouse model (bought on Epic Store) and at this point I’ve got deformed legs as well. I’ve tried all the primary and secondary axis combinations (1, 0, -1), but the problem’s still there. Could anyone shed some light on how I might solve this?
I am having a problem with main IK in left leg. Everything works in the right leg; but the left leg deforms badly the actual mesh flattening the lower part; I tried primary & secondary axis, but to no effect. Can anybody help?
My models knee is still screwed up even after adding the pole vector and playing around with it. Is there a way to also connect the rotation and scale to the pole vector to try to fix it. As the knee becomes contorted around itself.
I am stuck at the Primary and Secondary axis part. I am using Maya and I cant honestly tell what works. I have modified the values in the engine and x0 y0 z-1 gets it close, but there is warping happening in other areas (like the original twisted version) on yours. If I move the x value and the y value a bit to like -.1 it fixes it in certain positions but then jacks it up in others. My major difference is that when I export my models from Maya, I make all of them using X (forward for UE5) and Z up.... many of the models I have seen do not do this and so I am wondering if by me trying to match the engines natural values I am messing something up here.
I cannot speak for Maya, but I had the same problem with blender. Then i noticed that the roll property of the bones were all over the place in the amateure. Once I aligned them all to have the same roll attribute on the bone chain, I was able to deduce the correct primary axis and secondary axis quite easily. Maybe it helps you too.
Great vid! Does anyone know how to mirror the control rig when posing? Like pose the right arm and then mirroring that pose on the left arm with the click of a button or something.
Hey thanks for the super informative video! From this point, how would you rig certain parts of the model to controller inputs? I.e, control the mouth opening, hands moving etc?
Still planning on doing the follow up vid for this? Or is the 1st person anims with control rig what you want ppl to use? (we can apply the stuff in that vid on the rex I believe)
Hello, when connecting to the Basic IK node my human thigh, calf and foot become completely deformed. Does anyone know why this could be happening? Thanks in advance.
I can't get Simple IK to work. It keeps rotating the middle bone in place. So there's now an offset at each end (each joint). CCDIK does look correct, but there's no way to control the elbow (trying this on an arm). edit: And now the rest of the hand physically detaches from the arm.
Great tutorial, but the rotation of my Distribute Rotation control bone doesn't line up with the desired rotation. Rotating Z makes my character lean forwards instead of side to side. The bones themselves are all moving a uniform direction, it's not like 1:11:30, just that rotating the controller isn't rotating them the desired way.
thanks for the tutorial! if i understand the process from start to finish correctly. you typically dont create characters, create the skeleton nor skin the character in UE. you import the skeleton and mesh with skinning from maya, blender etc - and then you finish the rig in Unreal. is that correct?
Been trying to find a tutorial that covers rigging human arms. There seems to be quite a few issues with twisting of upper forearm and lower forearms. I know the UE5 models have their arms rigged but the first person hands alone don't' seem to have a control rig set up for them strangely...
Hey I really like your videos I just started learning Unreal engine and please if you can answer my question in your video called "blueprints for beginners" where you explain about how to equip a hat and I have a question it's in that comments of the video. Please answer thanks. Hope for more great content I'm learning a lot from you!
Hi Smart! Thanks for your video. Just a question for you: I noticed that, after having your control hierarchy established, all of their channel have some inner rotation/translation values, other than 0. Is there a way to zero out all my control after setting them up, withouth changing their position/orientation, so that I can have a default position I can easily reset to?
Hi #Smart Poly, excellent video, but one thing made me curious. Is it possible to call these controllers in a t-rex character blueprint and control it from there?
I tried to replicate this on a creature using BasicIK and for some reason the legs are all twisting funny, and I keep trying different orientations but none of them seem to work. I'm selecting the first two bones in the chain and then the next one down and settings the Control for the IK on that bone. I'm doing the Pole vector off the one right above it in the 3-bone chain. Any idea what I could be doing wrong?
I should add that this works fine when I use FullBodyIK Also, I can't get the twisting out on neither of the two 3-bone chains. I've tried these one two different models with a similar leg structure to the one you have with the T-Rex. I'll try doing this with the T-Rex tomorrow to see if it works but expect it will unless something has changed drastically in UE5.1
maybe this is a very dumb, n00b question... but is this better than making a rig with AutoRigPro, or Rigify, or something else in blender? Does it not tranfer ok? sorry for asking... I just never see people explaining why is better to rig in engine rather than bringing it in (since everyone makes their animation inside blender or maya, retarget, then bring them into UE5), so I'm genuinely curious.
with control rig you can animate in engine, and you can also create movies, cinematics etc. with control rig. Rather than creating an animation in blender, importing it into unreal engine, then either needing to adjust that animation, and having to go back to blender to make adjustments etc. and have to reimport it back into the engine. Control rig will be industry standard soon
trying to follow. this with any other type of rig is a nightmare, I'm trying to make a control rig for my arms mesh and this is like the opposite of what you want
I know this is an old comment, but I've been dipping in to rigging and this was a great video! However, I experienced this same issue in 5.4, on the tail and on the spine when I try to individually control a bone in an existing chain. It's like they are "rubberized" to the main control. Adjusting them results is a weird back-to-initial position.
@@seyfaro7679 I see the other guy never responded but did you ever end up coming up with a solution? Im also in 5.4 and about to lose my mind. Seems like I can either have the distributed rotation setup or the individual tail bone control trying to have both just seems to break for me.
Had the same issue in 5.4, I moved all individual bone controls under tail control and moved the tail control under to root control. Don't know if it is the right way to do it but it worked.
I use Blender's muscle and soft body tools to simulate muscle and skin, but principle animation is done in an AI tool called Cascadeur which is all sent to Unreal to render
Skimmed through the video a bit (seen WAY too many control rig videos). You should consider learning to use functions so you dont have to keep writing the same bit of code(blueprint) over and over. Not only will it save you time, but it will keep the blueprint small, clean, and easy to understand.
Animating and rigging is 1000% faster to setup and animate in blender and probably other DCCs. I would give unreal control rig another few years to mature.
@@SmartPoly You can render prebaked animations from blender in unreal just fine. The main hurdle is to build a python export pipeline from blender to unreal that takes the inconvenience of exporting out of blender. Once that hurdle is gone, I dont really see the need to animate within unreal. Procedural animations seriously benefit from control rig within unreal tho so I do think your video is important.
@@heidenburg5445 I agree, and the blender addon Send to unreal takes the import/export hurdle away. Procedural animation is precisely why im watching this video as im not really interested in making traditional animations inside unreal, those are still easier to do in blender imo.
I watched for 30 minutes and realized I needed to go back and learn some more control rig basics, or I would have to follow along, click by click. I will likely re-watch your video in the entirety again, when I have a few more basic UE5 animation skills under my belt. I want to create a 6 wheeled robot character, with spinning wheels and articulating suspension. Thank you very much for this great tutorial.
It be like that. But every rewatch it gets easier and easier!
Okay this was certainly useful, I'm used to rig and animate in Maya, so I have some suggestions about how you can improve drastically upon this. The issue with the spine not rotating as you'd expect is because the first neck joint's rotation is completely different and doesn't follow the chain from spine to the head, you'd have to fix it in your DCC, but essentially the joint orientation is causing the issue, it should match the rest of the joint chain. Other thing you can improve upon is the leg setup, instead of using 2 IK solvers from the thigh to the foot, and then from the foot to the toe, create a controller at the toe joint, call it "reverse foot" or something like that, parent it under the toe controller, then parent the foot controller (the one that's controlling the IK effector) underneath the reverse foot controller, then Get the Toe control, use Set Transform for the Toe joint to the Toe control. This will make posing the character much easier.
Ahh man I wish you made a tutorial on this!! (the alternative to two IK setups on leg)
I didnt understand anything including where did the "toe controller" come from if it wasnt in the guide? Please explain it step by step
This might be one of the best videos on your channel. Hope to continue soon 🥰
This was very frustrating at first. took me the whole day to get through it but it was so worth it!!!
Thank you for the great effort and time, a small note: you can directly assign the bones to the IK nodes by selecting them from the hierarchy and clicking the "left pointed" arrow button next to the bone input box. and you don't also need to select the type first (bone, control.. etc) because it will auto-select depending on what you assigned. And for the weird bending rotation issue on the spine control 1:13:00 I guess it might be because of bad bones orientation on the Spine and Neck, like the axis is not correctly aligned to the bones. Check that back on the Skeleton or the 3D modeling app.
There is a "weird" rotation on the tail also. It might be by design because you can use one control to make his head swing to the side and upwards like they normally do during a roar.
i was waiting for this this whole year. god bless you
Great Tutorial, After Playing With Unity For A While, I'm Ready To Jump To Unreal, And Looking For Useful Tutorials Like This. Thank You For Sharing
0:15-0:17, Nice little happy T-rex having fun xD
6:50 To fix the 'No smoothing group info was found ... 'warning , you have to change the smoothing settings when exporting the .fbx from Blender. Under Geometry->Smoothing change from 'Normals Only' to 'Face'.
IMPORTANT TIP: If your bones are going crazy after adding a pole vector, always make sure that all the bones in the chain have the same orientation. You can check that in your 3d moddeling software or on the skeleton editor. After that just find the right Primary/secondary axis numbers on the IK node.
Exciting! I dream of making, from Unreal Engine 5, a science and history video game where we can, among other things, visit the Jurassic! So this video is useful to me, keep going! I love it too much! I watched for 38:30 minutes.
Thank you for the great tutorial on control rig, there aren't much tutorials on it so it is really appreciated!
this is really helpful to me. thank u so much for posting this important video. your tutorial is so clear to answer all my question about unreal rig.
Thanks for this great video Smart Poly! I really like that you showed the whole process of creating this control rig. One thing I'm curious about is if it's possible to solve that weird head rotation in the spine control. If you're looking for ideas for future videos (e.g. part 3, after the sequencer in part 2), I'd suggest showing the backwards solver so the control rig can be used to manipulate existing animations. Cheers!
Awesome Tutorial!!! I really needed something like this thank you!
Sick of waiting for the isle game to update. Will now make my own thanks! 🤣
Incredible video, thank you!
Amazing work man!! Appreciate your hard work!! hope you will explain all of the control rig nodes one day :)
This is SO helpful!!! At last a tutorial that makes it understandable! Cheers!!
Your explanation is amazing.
Omg! this is amazing! I really want to learn how to rig my characters in Unreal! I have this crazy scorpion I made in Zbrush and It would be amazing to animate in Unreal!
Great video!
Null groups (aka handles or spaces) are found in Maya and other DCCs, so I believe they're sticking with that naming convention.
I'm trying to create an IK for the legs of my dragon in ue 5.3 in control rig. now the problem is that the left foot doesn't match the right foot at all.
I tried to copy the axes rotation coordinates from the right foot to the left foot in the skeletall editor and change the values so that the axes are mirrored but that doesn't work at all. i also try to rotate the axe manually but strange things occur like for example that when i rotate the axe upwards and save then the foot itself moves downwards?? and the whole model floats upwards....
@14:00 or so, you mention bug, as to why it's named New Null. Null replaced the naming of a Space to avoid confusion.
Thank you for the great tutorial on control rig,
Thanks. Really informative and clear video. I'm really looking forward to the animation part...
Thanks this is great the skeleton has wrong orrientation at spine and neck joint and has values on joint transformations that is why it is behave differently at spin twist. Any How This is great tutorial.😀👍
Great video. Thanks for sharing :)
I really liked this video, I hope you make a follow up video.
Great tutorial! Can you control rig more creatures? Bat, bird, horse etc?
Yes, check the UE5 Video on cars and VFX for Matrix
I dont really understand this request, this character basically covers everything you would need to do any of those characters
@@swinny_ I'm after tutorial rigging wings in control rig
hello, the spine issue is because the roll of the bones are different so that generate that weird angle.
Great teaching, thanks for providing.
Brother, do you think it's worth doing all of this and doing animation in Unreal Engine? Or is it just better to do the animation in Blender and import it in after? I'm trying to put together a short film, and your video is the most extensive one I've seen on properly setting up a control rig on a character. Which tells me that most people just don't want to bother. But once the Control Rig is in place, it looks pretty much the same as animating in Blender. So I was hoping to find some info.
At 1:11:13 the T-Rex did sue for neck injuries it sustained during unsafe control rigging but that case was thrown out as virtual animal rights do not exist...
Thank you for this video!!)))
Are you planing on upload next steps to learn how to animate in sequencer? Thank you
Thanks for the tutorial, was the follow up video created and uploaded?
35:55 I do control rig for a mouse model (bought on Epic Store) and at this point I’ve got deformed legs as well. I’ve tried all the primary and secondary axis combinations (1, 0, -1), but the problem’s still there. Could anyone shed some light on how I might solve this?
Thats very nice I am waiting for the follow Up tutorial, thank you for that!
Waiting to see more control rig tuts!
keep it up
Real great tutorial! Thank you!
I am having a problem with main IK in left leg. Everything works in the right leg; but the left leg deforms badly the actual mesh flattening the lower part; I tried primary & secondary axis, but to no effect. Can anybody help?
This is very cool! Have you come across a solution for a single IK solver...where the middle joint does not bend?
Hey SmartPoly! Did a part 2 to this video ever get released? Looking to master creating animations :)
I am using a four legged character - when I plug in the basic IK the leg becomes completely stretched and broken - any advice?
My models knee is still screwed up even after adding the pole vector and playing around with it. Is there a way to also connect the rotation and scale to the pole vector to try to fix it. As the knee becomes contorted around itself.
Thanks bro, can u do the control rig system for tank or vehicle, I would love to see the technic for animation tank with sequencer for films
Question, why would my Control Rig control become immovable after I connect the controller to the Forward Solve?
How to do this but with c++ instead of those blueprints?
I am stuck at the Primary and Secondary axis part. I am using Maya and I cant honestly tell what works. I have modified the values in the engine and x0 y0 z-1 gets it close, but there is warping happening in other areas (like the original twisted version) on yours. If I move the x value and the y value a bit to like -.1 it fixes it in certain positions but then jacks it up in others. My major difference is that when I export my models from Maya, I make all of them using X (forward for UE5) and Z up.... many of the models I have seen do not do this and so I am wondering if by me trying to match the engines natural values I am messing something up here.
I cannot speak for Maya, but I had the same problem with blender. Then i noticed that the roll property of the bones were all over the place in the amateure. Once I aligned them all to have the same roll attribute on the bone chain, I was able to deduce the correct primary axis and secondary axis quite easily. Maybe it helps you too.
@@zhujik How are you aligned them?
@@zhujik Same question as @Dedmolt , I used AutoRigPro but i thinks my bones are made stretchable? Don't know how to fix this :(
Great vid! Does anyone know how to mirror the control rig when posing? Like pose the right arm and then mirroring that pose on the left arm with the click of a button or something.
good one, thanks
Hey thanks for the super informative video! From this point, how would you rig certain parts of the model to controller inputs? I.e, control the mouth opening, hands moving etc?
Thank you
Can you make video tutorial with dinosaurus taming like in ark?
@3:38 you've imported the Trex, however my bones are all over the place. How do you insure that they look like yours?
i downloaded the trex however the bones are all screwed up is this a bug?
Brother you are really awesome 👍
how about the toes? how to add to the basic ik? thanks
Still planning on doing the follow up vid for this? Or is the 1st person anims with control rig what you want ppl to use? (we can apply the stuff in that vid on the rex I believe)
Hello, when connecting to the Basic IK node my human thigh, calf and foot become completely deformed. Does anyone know why this could be happening? Thanks in advance.
🙏🏿Many Thanks, you're a Legend!!
I can't get Simple IK to work. It keeps rotating the middle bone in place. So there's now an offset at each end (each joint). CCDIK does look correct, but there's no way to control the elbow (trying this on an arm).
edit: And now the rest of the hand physically detaches from the arm.
Огромное спасибо, мне очень понравилось я все сделал как у вас и это круто.
Why did you create a root space, and then build under that? Why not just start with Root_control?
Great tutorial, but the rotation of my Distribute Rotation control bone doesn't line up with the desired rotation. Rotating Z makes my character lean forwards instead of side to side. The bones themselves are all moving a uniform direction, it's not like 1:11:30, just that rotating the controller isn't rotating them the desired way.
thanks for the tutorial!
if i understand the process from start to finish correctly.
you typically dont create characters, create the skeleton nor skin the character in UE.
you import the skeleton and mesh with skinning from maya, blender etc - and then you finish the rig in Unreal.
is that correct?
Been trying to find a tutorial that covers rigging human arms. There seems to be quite a few issues with twisting of upper forearm and lower forearms. I know the UE5 models have their arms rigged but the first person hands alone don't' seem to have a control rig set up for them strangely...
Hey I really like your videos I just started learning Unreal engine and please if you can answer my question in your video called "blueprints for beginners" where you explain about how to equip a hat and I have a question it's in that comments of the video. Please answer thanks. Hope for more great content I'm learning a lot from you!
Great one.
What should I do to prevent bots from being autoReSpawn in Lyra starter game? thank you.
Hi Smart! Thanks for your video. Just a question for you: I noticed that, after having your control hierarchy established, all of their channel have some inner rotation/translation values, other than 0. Is there a way to zero out all my control after setting them up, withouth changing their position/orientation, so that I can have a default position I can easily reset to?
is there any way that we can play like Trex
Hi #Smart Poly, excellent video, but one thing made me curious. Is it possible to call these controllers in a t-rex character blueprint and control it from there?
I tried to replicate this on a creature using BasicIK and for some reason the legs are all twisting funny, and I keep trying different orientations but none of them seem to work. I'm selecting the first two bones in the chain and then the next one down and settings the Control for the IK on that bone. I'm doing the Pole vector off the one right above it in the 3-bone chain. Any idea what I could be doing wrong?
I should add that this works fine when I use FullBodyIK
Also, I can't get the twisting out on neither of the two 3-bone chains. I've tried these one two different models with a similar leg structure to the one you have with the T-Rex. I'll try doing this with the T-Rex tomorrow to see if it works but expect it will unless something has changed drastically in UE5.1
Tutorial starts at 8:33
I just accidentally deleted this bot how do I restore it tell me
I seen another video where once the guy created all of the rigs for the leg he just mirrored it over to the other leg.
Thanks its helpful~😀
Hello, did Advanced skeleton get the IK / FK blending to work in UE5 Control Rig?😀
I wish I had watched this before rigging and weight painting my character, my everything is wrong and I think I have to start over :')
maybe this is a very dumb, n00b question... but is this better than making a rig with AutoRigPro, or Rigify, or something else in blender? Does it not tranfer ok?
sorry for asking... I just never see people explaining why is better to rig in engine rather than bringing it in (since everyone makes their animation inside blender or maya, retarget, then bring them into UE5), so I'm genuinely curious.
with control rig you can animate in engine, and you can also create movies, cinematics etc. with control rig. Rather than creating an animation in blender, importing it into unreal engine, then either needing to adjust that animation, and having to go back to blender to make adjustments etc. and have to reimport it back into the engine. Control rig will be industry standard soon
trying to follow. this with any other type of rig is a nightmare, I'm trying to make a control rig for my arms mesh and this is like the opposite of what you want
can you help me on a project ?
When I attach the tail controls to the bone for some reason the controls stop effecting the bones. Any idea what can I be missing?
I know this is an old comment, but I've been dipping in to rigging and this was a great video! However, I experienced this same issue in 5.4, on the tail and on the spine when I try to individually control a bone in an existing chain. It's like they are "rubberized" to the main control. Adjusting them results is a weird back-to-initial position.
@@providsYT Did you ever figure this one out? Also having this issue in 5.4
@@seyfaro7679 I see the other guy never responded but did you ever end up coming up with a solution? Im also in 5.4 and about to lose my mind. Seems like I can either have the distributed rotation setup or the individual tail bone control trying to have both just seems to break for me.
Had the same issue in 5.4, I moved all individual bone controls under tail control and moved the tail control under to root control. Don't know if it is the right way to do it but it worked.
Control rig unreal engine vs rigging in Blender?
I think a blender is better, but doing everything in the Unreal Engine is a big deal
I use Blender's muscle and soft body tools to simulate muscle and skin, but principle animation is done in an AI tool called Cascadeur which is all sent to Unreal to render
very good
tks
It calls "Null", because Houdini does it? maybe
80min tute with no bookmarks :(
Skimmed through the video a bit (seen WAY too many control rig videos). You should consider learning to use functions so you dont have to keep writing the same bit of code(blueprint) over and over. Not only will it save you time, but it will keep the blueprint small, clean, and easy to understand.
Any chance you could elaborate on this? Sounds really useful!
Give her views
Got 45Min in and the foot itself I couldn't figure out how to straighten. Im so irritated.
why did my comment get deleted?
56:00
37:48
Useful but u have to pay for the rig
Animating and rigging is 1000% faster to setup and animate in blender and probably other DCCs. I would give unreal control rig another few years to mature.
yep until you take into account the rendering time
@@SmartPoly You can render prebaked animations from blender in unreal just fine. The main hurdle is to build a python export pipeline from blender to unreal that takes the inconvenience of exporting out of blender. Once that hurdle is gone, I dont really see the need to animate within unreal. Procedural animations seriously benefit from control rig within unreal tho so I do think your video is important.
@@heidenburg5445 I agree, and the blender addon Send to unreal takes the import/export hurdle away. Procedural animation is precisely why im watching this video as im not really interested in making traditional animations inside unreal, those are still easier to do in blender imo.
Plss start lyer series plss
Your PC Specification Please
Your PC Specification Please 🥺🥺