If you are having trouble at 31:49 with the non-planted legs still being grounded to their inital position, try recombining the location pins from the cast ray macro and connect it to the location pin of the "Set members in (structure name)" node. Had this problem and doing this managed to fix it Great tutorial btw, its helped me a lot.
What incredible content. Even though I'm Brazilian and don't understand English at all, I was able to understand it satisfactorily. Congratulations. Would it be possible to provide a tutorial on how to integrate the procedural with ready-made animations?
Thanks u so much for ur content, it helps me a lot ! (little advice if u need: Maybe the speed of the video is a little by to fast to anderstand it very well) But its a really good video ! Thanks you
@@lowlevelthings Hey, how can I open the file in Unreal? Because every time I try to, it tells me, that the module "Project 2" is either missing or was build with a different engine version, which engine version do I need to run this?
This is awesome! And the music helps me not-panic! I'm getting a bit confused around 29:19. Shouldnt prev location be initialized to the actors current location?
@@lowlevelthings I started my project in UE5.3.2 and did everything almost like you (I used full body ik instead of fabric ik), but my poor brain didn’t tell me how to connect controls with movement in CharacterBP (lack of information), and very next day TH-cam recommends me your video where you explained everything so clearly that even I understood :)))
This is so good bro. as a beginner in this "system" i have no idea how to make my own character that has IK controller so can i get the character you used in this tutorial?
Hi, at 21:19 where you did the structure stuff for some weird reason it completely crashed my unity when editing anything to do with the 3rd control. I could change the name or variable type and it could just completely crash it. any fixes that you may know about?
Hi, I use the model on your patreon, and the unreal output log said "Item 'Control(None)' is not valid" at 10:20 of your video, I'm very confused about that, do you have any solutions?
I'm pretty busy with my current employment right now, But sure, I will make time for another video But have you considered creating a tank track polygon, then add some bone around the track, Do multiple ray-casts on the ground to perfectly shape the track on the ground by transforming the joints to the ray endpoints, also for movement animation, How about shifting the material based on the movement velocity considering the friction and other forces?
@@lowlevelthings I have launced 5.1, 5.4 , when I double clicked on "MyProject2.uproject" it says "The following modules are missing or built with a different engine version: Would you like to rebuild them now?" and then I clicked "yes" it shows a message "MyProject2 could not be compiled. Try rebuilding from source manually." How can I solve it?
efficiency and time saving, with procedural animation you can customize many parameters and add personality to your character on the fly while with legacy techniques you have to change the baked animations to achieve the same result, my suggestion is to utilize both methods and parametrize your animations
my model gets zeroed at origin, it doesn't touch the surface at the initialize legs part and gets zeroed at origin. even if i move it, the control points stay there it doesn't move. the body moves but the points jitters at origin. basically, i can't ground the legs. can you please help?
have you checked the scale of your bones? make sure you import your skeleton correctly, and also before jumping into the animation section, make sure the rig is performing properly.
It's not a completely fair play. You announced one thing, but showed a crooked oblique version of it, hiding to the last that the case would not be brought to an end.
true, but sorry that was not on purpose, I am still trying to improve my video creation skills, I was trying to give some ideas about how it can be done in UE, I also provided the blueprint for the first demo on my GitHub
@@lowlevelthings - You could finish the job by showing the "students" a rough but complete sample. I'm not a prude, it's just that the announcement should somehow match the results.
It could be for many reasons, share your project on a public repo, maybe I could help you find the problem, my github ID is on the description, good luck!
make sure bone scales are 1 and their local transforms are persistent (watch the rigging process video) make sure you are setting the root bone before solving other IKs if still have this problem, visit the Github repository, you can find the working example
there is a version where you can implement all of the states internally inside the control rig and ABP, since the character is already replicable, there should be no problem doing that, will plan to make that tutorial, but it shouldn't be that hard, you can try it yourself
If you are having trouble at 31:49 with the non-planted legs still being grounded to their inital position, try recombining the location pins from the cast ray macro and connect it to the location pin of the "Set members in (structure name)" node. Had this problem and doing this managed to fix it Great tutorial btw, its helped me a lot.
took me 4 hours to find this tutorial, thank you so much for making one!
Hey, it's not top quality, but I'm glad it helped
@@lowlevelthings
How to make it attack ?
@@ashy49592 guess we can add additional animation montage or layering on Animation Blue print, CMIIW
What incredible content. Even though I'm Brazilian and don't understand English at all, I was able to understand it satisfactorily. Congratulations. Would it be possible to provide a tutorial on how to integrate the procedural with ready-made animations?
Bro, u are awesome. Thank u a lot.
Stay tuned, more are coming with better quality!
Thank you very much for this tutorial!
You're very welcome!
Wow this is so cool, can't wait to try and learn it!! Thank you!!
this was a great tutorial!!!!
Glad you think so!
Thanks u so much for ur content, it helps me a lot ! (little advice if u need: Maybe the speed of the video is a little by to fast to anderstand it very well) But its a really good video ! Thanks you
Thank you! not so great content for sure, but I thought maybe someone's time would be wasted otherwise
@@lowlevelthings Hey, how can I open the file in Unreal? Because every time I try to, it tells me, that the module "Project 2" is either missing or was build with a different engine version, which engine version do I need to run this?
@@daha9546 you need version 5.3, but alternatively you can copy and paste project files into your new project
This is awesome! And the music helps me not-panic!
I'm getting a bit confused around 29:19. Shouldnt prev location be initialized to the actors current location?
You are correct! I fixed the issue on my github repo, forgot to mention it, thanks for bringing it up!
This is such a great video!! Thank you so much
glad it helped, wish u best
Impressive, awesome tut :)
You're very welcome!
Honestly this tutorial is great! One question how could one make the controls also rotate leg from hip as well?
different IK solver and bone configuration might help!
Thank you very much, MAN! That's exactly what I was looking for for my spider demo.
you're welcome, check out the github repo, I have an enhanced version
@@lowlevelthings
I started my project in UE5.3.2 and did everything almost like you (I used full body ik instead of fabric ik), but my poor brain didn’t tell me how to connect controls with movement in CharacterBP (lack of information), and very next day TH-cam recommends me your video where you explained everything so clearly that even I understood :)))
@@olliverkatana4168 awesome, glad it helped!
This is so good bro.
as a beginner in this "system" i have no idea how to make my own character that has IK controller
so can i get the character you used in this tutorial?
Sure, It's all yours, you can find it's link in the description
@@lowlevelthings thx bro you helped me so much!
Hi, at 21:19 where you did the structure stuff for some weird reason it completely crashed my unity when editing anything to do with the 3rd control. I could change the name or variable type and it could just completely crash it. any fixes that you may know about?
I think this is a known issue with Unreal 5, no workaround, mine just crashed a couple of times
Thank you. That is impressive
Glad it helped!
nice one, keep it up!
Thanks!
Hi, I use the model on your patreon, and the unreal output log said "Item 'Control(None)' is not valid" at 10:20 of your video, I'm very confused about that, do you have any solutions?
I'm reading control name from an array, did you check the bone names within the array? they must match with the provided model
Plz make a tut how to made tank caterpillar in control rig🙏Or say where to begin.
I'm pretty busy with my current employment right now, But sure, I will make time for another video
But have you considered creating a tank track polygon, then add some bone around the track,
Do multiple ray-casts on the ground to perfectly shape the track on the ground by transforming the joints to the ray endpoints, also for movement animation, How about shifting the material based on the movement velocity considering the friction and other forces?
Thank you for your excellent tutorial! Which version of UE is compatible with your project?
Thank you! mine is 5.4, but should also work with 5.3, 5.2 etc..
@@lowlevelthings I have launced 5.1, 5.4 , when I double clicked on "MyProject2.uproject" it says "The following modules are missing or built with a different engine version: Would you like to rebuild them now?" and then I clicked "yes" it shows a message "MyProject2 could not be compiled. Try rebuilding from source manually." How can I solve it?
Try copying the content folder into your newly created project, may it works..
Would the animation and terrain part of the video work on a character with more legs? e.g 8 legs like an actual spider?
there should be more legs grounded as default, as a result you will be cylcling between different leg pairs
so how much more do you get from using procedural animation compared to having walk/jump animations with a footik setup?
efficiency and time saving, with procedural animation you can customize many parameters and add personality to your character on the fly while with legacy techniques you have to change the baked animations to achieve the same result, my suggestion is to utilize both methods and parametrize your animations
Nice
Thanks
Greate! Thank you so much!
Glad it was helpful!
my model gets zeroed at origin, it doesn't touch the surface at the initialize legs part and gets zeroed at origin. even if i move it, the control points stay there it doesn't move. the body moves but the points jitters at origin. basically, i can't ground the legs. can you please help?
if you are correctly converting between transform spaces, check the Ray-casts origin and target points, they may not be hitting the ground
Hey,god video,but for soem reason my robot Ik control's wont folow the non grounded spheres
Could you help?
can you elaborate?
@@lowlevelthings my hole rigg is shaking when moving,and the legs are have no constrains,there is a lot to explain and show.
And the movment is really bad to,it looks kinda good forward,but left/right and back is shaking like hell.
have you checked the scale of your bones? make sure you import your skeleton correctly, and also before jumping into the animation section, make sure the rig is performing properly.
my file keeps crashing on 21:24 , during the add variable
in my file legs are not moving, any idea
It's not a completely fair play. You announced one thing, but showed a crooked oblique version of it, hiding to the last that the case would not be brought to an end.
true, but sorry that was not on purpose, I am still trying to improve my video creation skills, I was trying to give some ideas about how it can be done in UE, I also provided the blueprint for the first demo on my GitHub
@@lowlevelthings - You could finish the job by showing the "students" a rough but complete sample.
I'm not a prude, it's just that the announcement should somehow match the results.
this doenst work at all on lanscape, it just flies around. Any thoughts why?
It could be for many reasons, share your project on a public repo, maybe I could help you find the problem, my github ID is on the description, good luck!
10:20
Why does "Control(None) Is not valid" write here
check the variable type, must be as type of Name, Im reading control names from an pre-defined array
setting the root bone transform broke my whole mesh.
make sure bone scales are 1 and their local transforms are persistent (watch the rigging process video)
make sure you are setting the root bone before solving other IKs
if still have this problem, visit the Github repository, you can find the working example
can you make it so it can climb on walls
Sure, could be a great topic for an upcoming tutorial!
does it replicate?
can you elaborate?
@@lowlevelthings so we can see our buddies actually moving their legs or hover over the ground on an online or multiplayer scene😂
@@lowlevelthings the movement component is auto replicated but since this system is controlled by the rig idk if its auto or not
there is a version where you can implement all of the states internally inside the control rig and ABP, since the character is already replicable, there should be no problem doing that, will plan to make that tutorial, but it shouldn't be that hard, you can try it yourself
@@lowlevelthings thanks? but this version you have done in this video is not replicated right?
Do you have discord? I need help
discord.gg/g4f2yepR