Making a Vehicle Animation In Unreal Engine With Rush Hour

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  • เผยแพร่เมื่อ 11 ต.ค. 2024

ความคิดเห็น • 65

  • @Jsfilmz
    @Jsfilmz ปีที่แล้ว +3

    Fire!!!

  • @postprocessed
    @postprocessed ปีที่แล้ว +3

    Hm, nice addon, still needs a lot of tweaking, but oh my! This works good. It just packed in one package what youtube has in tutorials, like "AI follow spline" car and made it very comfortable to use!

    • @GDCorner
      @GDCorner  ปีที่แล้ว +3

      Hey thanks for the feedback! I'd love to hear any thoughts on the tweaks you'd like to see. Feedback helps me improve and prioritize patches, so please share. You can share them on the discord discord.gg/9nQUySPe9M or at support@gdcorner.com
      If you are using custom vehicles don't forget to run the automated training on your vehicle, and checkout the vehicle importer for an easier workflow.

  • @nicholasenglish982
    @nicholasenglish982 ปีที่แล้ว

    This plugin looks amazing. The sequencer + rendering tutorial is amazing on its own as well!

  • @lawrence_lek
    @lawrence_lek ปีที่แล้ว +1

    Thank you for this plugin and tutorial!

  • @navidumardaraz7163
    @navidumardaraz7163 ปีที่แล้ว

    How did I miss this! Thanks for sharing

  • @OverJumpRally
    @OverJumpRally ปีที่แล้ว +2

    Great video, thanks! It's about time for me to record some animations that aren't just gameplay!

  • @ltvddvtl
    @ltvddvtl ปีที่แล้ว +1

    This is a very interesting plug-in. I was about to invest in another car animation plug in, when I found out about this. So I will have a look at this tutorial and others in you channel before deciding. I skipped to the 27:17 mark here to see the end result first. It looks great! But I must say, having a more realistic environment/render would go a long way in showing the realism possible with your plug-in. As a VFX shot this looks fantastic! But you can't really see the car's movements and physics that well among all it's going on. I saw a shot with a Ford Bronco using your plug-in which looked impressive and a much better example of your plug-in IMO. That shot was what brought me here. :) Now I'm looking forward to watching the tutorial as it looks like it will be great. I will be back after I watch it to add to this post. Cheers!

    • @GDCorner
      @GDCorner  ปีที่แล้ว

      Thanks for the feedback! You are absolutely right. And metatrox has done some amazing work!
      Truth is I'm much more of a programmer than artist or cinematographer. Rest assured if I can do this, imagine what is possible for people with sharper skills in those departments!

  • @Mahibul
    @Mahibul ปีที่แล้ว

    Love this! Please keep posting more tutorials about UE5.

  • @rosuckmedia
    @rosuckmedia 11 หลายเดือนก่อน

    Very cool, I bought the plugin, maybe you can show how to add an animated character as a driver.👍👍👍👍👍👍

    • @GDCorner
      @GDCorner  11 หลายเดือนก่อน

      Thank you! Noted on the driver. I'm not much of a character animator, but will see for the future.

  • @vgtales7
    @vgtales7 ปีที่แล้ว

    still there are two cars when you render out the sequence. can you explain why? everything double up..

    • @GDCorner
      @GDCorner  ปีที่แล้ว

      2 thoughts come to mind:
      1) the vehicle paths are still set to autostart, so you are seeing your recorded sequence, and the live simulating vehicles. Disable autostart on your vehicle animation path and try rendering again.
      2) sometimes when sequencer is left open it's objects stay in the world, so you might be seeing those. Close sequencer before rendering.
      Hope those help

    • @vgtales7
      @vgtales7 ปีที่แล้ว

      @@GDCorner sorry, it was the the autoplay that was causing the issue. Thanks for replying.

    • @GDCorner
      @GDCorner  ปีที่แล้ว

      No problem. Glad it's solved 👍

  • @navidumardaraz7163
    @navidumardaraz7163 ปีที่แล้ว

    Awesome!

  • @tbowren
    @tbowren ปีที่แล้ว

    Great video. I'm going to start playing with your plugin. Always looking for great solutions to car animations.

    • @GDCorner
      @GDCorner  ปีที่แล้ว

      Awesome! Please share what you create and feel free to reach out with any questions or feedback!

  • @postprocessed
    @postprocessed ปีที่แล้ว

    BTW, does it use Chaos Vehicle setup? So the process of rigging and applying custom models will be same as for "wheeled vehicle"?

    • @GDCorner
      @GDCorner  ปีที่แล้ว +1

      Yep. It just uses chaos wheeled vehicles. It also has a vehicle importer too, which actually creates the wheeled vehicle for you reducing the effort involved in setting up the vehicle. This is optional, you are free to setup your own chaos vehicles.
      Video on the vehicle importer here:
      th-cam.com/video/kkanLZX6apU/w-d-xo.html

    • @postprocessed
      @postprocessed ปีที่แล้ว

      @@GDCorner Thanks! Also checked it out. It is really nice addon for car animation, yet new car import via Blender was a bit complicated from my point. Also would it be possible to add drift functionality?

    • @GDCorner
      @GDCorner  ปีที่แล้ว

      Interesting. Anything in particular in the process that stood out as complicated? A particular part, the whole process, or the documentation/video?
      As for drifting, that's a tricky one. I'm currently adding a "tap handbrake" hint which will allow you to induce power slides, but full on drifting is tricky as it also depends on the car setup. It will be something I explore, but no exact plans yet. I'm exploring adding an advanced control rig which should help for shots where you need a more drift-like behavior.

    • @postprocessed
      @postprocessed ปีที่แล้ว +1

      @@GDCorner about complication I understand that it was created with purpose of simplier UE import, as it rigs it automatically, but preparation in blender for novice user is a bit tricky to my taste. Anyway that's a cool addon. But damn drifting never is easy to make and simulate physics at the same time in UE

    • @GDCorner
      @GDCorner  ปีที่แล้ว +1

      @@postprocessed Awesome! Thank you for the feedback, I'll look at ways to clarify the process in future updates.

  • @filipsetmanuk3671
    @filipsetmanuk3671 ปีที่แล้ว

    Hey! This plugin looks amazing. I was wondering if it is possible to be used also as way to animate cut scenes in games. Is it possible to posses the vehicle after the animation is finished?

    • @GDCorner
      @GDCorner  ปีที่แล้ว

      Thanks! Yes it can be used in animation in games for sure. The only limit I say with games is that it isn't really designed for "interactive uses" like as a Race AI since it misses some features like object avoidance and rubberbanding that make for good game AI. But for cutscenes absolutely.
      I'm not sure about actually possessing the vehicle after you've recorded to sequencer. But you don't have to record to a sequence, so if you just let it drive the path, yes, you could destroy the PathFollowingVehicleAIController and then possess the car since it's a Pawn. I've never actually tested this, but I don't see any reason it wouldn't work.

  • @3darchstuffs
    @3darchstuffs 9 หลายเดือนก่อน

    Hi. How can i make the car run in loop on a closed spline. Please help.

    • @GDCorner
      @GDCorner  8 หลายเดือนก่อน +1

      Hi, you can make a closed loop by selecting the Rush Hour Path in your scene outliner, then in the details panel search for "Closed Loop" under "Spline" and enable that.

    • @3darchstuffs
      @3darchstuffs 8 หลายเดือนก่อน

      @@GDCorner Yes did that but the car stops at the last point created in the spline even the spline is a closed spline.

    • @GDCorner
      @GDCorner  8 หลายเดือนก่อน +1

      Hmmm. Did you also change the last waypoint action to "continue"?

  • @Greenrobotvp
    @Greenrobotvp ปีที่แล้ว

    Is it posible to still make additive aditional animation the vehicles? natural vibrations, bounces, body movement going fast into corners.? Like a control rig would?

    • @GDCorner
      @GDCorner  ปีที่แล้ว +1

      You can record the vehicles to sequencer which will give you key frames you can adjust, but it won't be as easy as control rig. I have a control rig method under development that I'll be releasing at a future date. Stay tuned!

    • @Greenrobotvp
      @Greenrobotvp ปีที่แล้ว

      @@GDCorner Thats great to hear thank you,. If I want to use a diffrent drivable bleuprint vehicle, does it need to trained first or can it just be replaced?

    • @GDCorner
      @GDCorner  ปีที่แล้ว +1

      Yeah vehicles need to go through the training process so the AI gets tuned for the particular handling of that vehicle. Training will also need to be re-run if you significantly alter the vehicles physical properties.

    • @Greenrobotvp
      @Greenrobotvp ปีที่แล้ว

      🙏🙏 Thanks @@GDCorner

  • @BSunsetB
    @BSunsetB ปีที่แล้ว

    Hi - thanks for a great plug in! I have some Niagra particle effects for dust coming off the wheels but they don't seem to come across when I render out the sequence. Any ideas why not? Thanks

    • @GDCorner
      @GDCorner  ปีที่แล้ว +1

      Heya! That's odd. Unfortunately no. All particle systems i've used have worked. A couple of questions to check:
      1) Are you using MRQ?
      2) Are you using path tracing in MRQ? Perhaps in an issue with PT, can you try disabling pt?
      3) Does it play the particle system when you are scrubbing through or playing the timeline in sequencer?
      4) Have you attached the particle systems through sequencer, or were they part of the car that you have recorded? I've always attached particle systems after in sequencer.
      5) Does it play if you start the sequence in game via the level blueprint and just hit play?

  • @CaliHomie
    @CaliHomie 10 หลายเดือนก่อน

    How did you spread this all fire? I have same project and looking for fast easy way to make that huge fire forest like you.

    • @GDCorner
      @GDCorner  10 หลายเดือนก่อน

      I just placed it all by hand. Didn't take too long. Just placed larger fires in the background and smaller fire systems closer to the road to create a layered effect. Alt+left click and then dragging the move gizmo should duplicate it which makes it really quick to work through.

    • @CaliHomie
      @CaliHomie 10 หลายเดือนก่อน

      @@GDCorner wow man, I’m shocked. For me it was so time consuming due to high differences in terrain and snap to flor tool do not work for particles.

  • @SuperdeluxeDaveyJ
    @SuperdeluxeDaveyJ ปีที่แล้ว

    Amazing results thus far. I am having an issue where I set a vehicle up to drive a straight path, but i get a hitch (bump) in the animation a few frames in as if it ran over a bump that doesn't exist. Thoughts?

    • @GDCorner
      @GDCorner  ปีที่แล้ว

      I've seen this on the Automotive Bridge scene map. It was the decals for scrapes and scars on the road having collision. I'd recommend going into the "Lit" menu in the top left of the viewport, and turning on "Player Collision" and looking to see if you can see any obvious extra bits of collision. Also check any objects on the path for collision settings that shouldn't be there.
      Hope that helps!

    • @SuperdeluxeDaveyJ
      @SuperdeluxeDaveyJ ปีที่แล้ว

      @@GDCorner Thank you so much for the quick reply. I will take a look today at your thoughts and see if that helps the issue. Cheers!

    • @SuperdeluxeDaveyJ
      @SuperdeluxeDaveyJ ปีที่แล้ว

      @@GDCorner Not so much. I did a complete blank scene with a single line spline (no curves) and same results. could it be due to a custom front wheel drive vehicle. testing witn your included sedans now.

    • @SuperdeluxeDaveyJ
      @SuperdeluxeDaveyJ ปีที่แล้ว

      Is there a good location that I can send you some screen captures to take a look?

    • @SuperdeluxeDaveyJ
      @SuperdeluxeDaveyJ ปีที่แล้ว

      I think i may have found something in the "stabilize control" aspect of the blueprint
      @@GDCorner

  • @JieDu-yj2vd
    @JieDu-yj2vd ปีที่แล้ว

    What's the difference between using the sequencer directly and not using plug-ins?

    • @GDCorner
      @GDCorner  ปีที่แล้ว

      Rush Hour makes it much easier to refine your animation path and make tweaks over time, rather than having to do a perfect drive for every take.
      Rush Hour also includes an easy workflow for importing cars if you have custom vehicles.

  • @briandalmeida1722
    @briandalmeida1722 ปีที่แล้ว

    Running into an issue on movie render where it spawns another vehicle and doesn't use the one I recorded in my take recorder and placed in my movie sequence.
    I tried the below but it didn't resolve the issue.
    "2 thoughts come to mind:
    1) the vehicle paths are still set to autostart, so you are seeing your recorded sequence, and the live simulating vehicles. Disable autostart on your vehicle animation path and try rendering again.
    2) sometimes when sequencer is left open it's objects stay in the world, so you might be seeing those. Close sequencer before rendering."
    Do you have any pointer on what could be causing this? Thank you.

    • @GDCorner
      @GDCorner  ปีที่แล้ว

      Hmmm. I've sometimes seen a second vehicle appear if sequencer is open when you run MRQ. You seem to be able to interact with the MRQ world while the render is happening. I recommend closing Sequencer, and making sure there are no cars in the world before hitting render with MRQ.
      Let me know how you go

    • @briandalmeida1722
      @briandalmeida1722 ปีที่แล้ว

      It was "Disable Simulate Physics on Recorded Actor Skeletal Mesh" (Facepalm) I got it now! Thank you@@GDCorner

  • @KellzKelechi
    @KellzKelechi 4 หลายเดือนก่อน

    when I open the burned dead forest file on unreal its hard to navigate to the road can you help me please

    • @GDCorner
      @GDCorner  4 หลายเดือนก่อน

      Heya, thanks for reaching out. So what's happening? Is the vehicle going off the path? Which vehicle are you using and what driving profile are you using?

    • @KellzKelechi
      @KellzKelechi 4 หลายเดือนก่อน

      @@GDCorner all I see is a Forrest. There is no road on the project file

    • @GDCorner
      @GDCorner  4 หลายเดือนก่อน

      Hmm. It was definitely in the version I downloaded in June 2023 from the Marketplace. You might have to reach out to MAWI to see if it's been updated since.

  • @hmiderajawi608
    @hmiderajawi608 หลายเดือนก่อน

    How to add many cars in one paht

  • @soothingtrip8476
    @soothingtrip8476 10 หลายเดือนก่อน

    How to change vehicle size?

    • @GDCorner
      @GDCorner  10 หลายเดือนก่อน

      Hi,
      Unfortunately scaling chaos vehicles isn't the easiest thing to do. The easiest approach is probably just to rescale in blender and re-import.
      If this is a vehicle that wasn't imported with the importer, I think you'll need to resize the Skeletal Mesh asset, and then each individual static mesh if you have them. You probably can't just do this within the Blueprint.

  • @jamesbarnette4350
    @jamesbarnette4350 10 หลายเดือนก่อน

    was the align to path function removed? I don't see it in latest version.

    • @GDCorner
      @GDCorner  10 หลายเดือนก่อน

      Nope. Align to ground should be there. Are you using the beta or the one on the store? I believe it may have moved up or down a bit in the beta. Please reach out on support@gdcorner.com if you are still having issues. It's a bit easier for sharing screenshots