Disagree. To what end does photorealistic high framerate depictions lend itself to the arts and high-quality videogame production? We already have eyes that view the real world in it's ultimate beauty around our physical bodies, at all times. This engine is more or less an intellectually disingenuous scheme, to bamboozle the oblivious capital class as well as the clown denizens of NPC-world, and all other people who tend to invest in companies like MSFT, APPL, Netflix et al...
yes 100 percent the mixamo fixes you added helped same fbx from there i was trying to import with nooo success on 5.4 this time it worked 2nd try thanks!
This is amazing. I can now set up modules for the junior artists at my company who are not as rigging savvy. Having a whole library of modules for junior artists to use is what I have been waiting for. Up until this point we have had to assign senior and dedicated tech artists to shows. This is gonna be great for reallocating senior personnel to more technical advances.
The presentation was great but I was really hoping this was about the Mutable plugin for, y'know, modular characters, not control rig for like the 12th time (although this is probably the best of those)
@@chasescooper Oh nice, thanks Chase - sorry my comment was kind of snotty, just excited to get more info on Mutable haha. I'll say that I liked this Control Rig presentation the most since you covered so many aspects of it with video clips, a lot of the other ones were live demos of rigging from scratch or playing with a rigged model to show how easy it is to use, but this was great at actually giving an overview of all of the new features (I'm sure in a year I'll be saying damn, *another* mutable video?, come on guys!)
kudos to this brilliant modular procedural rig creator! ...... wish there'll b a deep dive paid or nonPaid tutorials on how to apply all these workflows from a2z & i dont mind spending for some cool powerful skills
Some great features at display here, exciting times ahead! However, I wish there was an easy way to assign hotkeys to the various buttons to avoid excessive clicking and moving around.
Awesome presentation! My suggestions for future features would be to incorporate physics, particularly the center of mass, angular momentum, etc, as Cascadeur does. Btw, is there a way to use a "curve float" inside Control Rig? I want to be able to "draw" a float to float function and use that to drive parts of the rig. (Even better would be the capability to add lookup tables). btw, 1:38 a man of culture, I see (my favorite movie).
My favorite movie also, and also agree about the rigging it's always been such a pain I have to go into another app and try to get all the bones right it's always a mess so I'm excited to hear about the work you're doing 🎉💪🌞
If I am able to craate rig and then transfer weight on it from another rig and create control rig so easily. there is no need to do this in blender at all, previously i needed create everything in blender but exporting and setting it up for unreal is mad annoying, if this actually works without major bugs in 5.5 this is a huge time saver
You sound excited but I'm having a hard time understanding how I can implement this into my blender workflow, but it seems like you have an answer. Can I animated my blender characters in unreal and then export them back into blender without a major hassle? Is the workflow you're describing animating in unreal or animating in blender with a control rig from unreal?
@pyropixel The main reason they add all of the new features is so that you don't have to go back and forth from various softwares, if my end goal is to make something in unreal and they have the tools to help me do that, in terms of animations, I can use their framework to make it faster.
IS that Transfer Weigths a new, easy way to simplify rigging Armour parts (to use them later as attached to SKM equipment parts, rigged to fit moving skeletal mesh of actor=plaer actor)?
How about painting weights of modular clothing? I cant see clipping or other errors without base mesh animation which I can not add to weighting window.
If i add rig to anim sequencer via Add+, the IK's on hands are lost. If i manualy drop new rig from folder, IK for hands are there but the options for toes are gone.
I wish you guys could issue a fix for colliders on skeletal meshes. Half the time I import a skeletal mesh and generate/edit colliders they're oversized and have no effect. Has been impossible to do any sort of cloth simulation.
from the first time of the game . we playing game . now we play the system that make the game. that is side and main quest all at once .it look hard and addicted, i think and i feel and i hope that my pc not crash in mid game
Some of the marketplace assets didn't make it to Fab. I think those were one of them along with the free military weapons. Don't quote me on that though.
That is what i wanted😮😮😮😮 is it available already?😮 I wish there was an humanoid rig ready to use on many humanoid models, so i simple put and it does auto skinweight inside unreal and we could use the same animations like mannequinn has or simple retarget all but the "humanoid rig" had same name of bones so we wouldnt have trouble on retargeting.. that would be a very very helpful tool so i would worry only with monsters and animals and could make 1 character animation and work for all others... Maybe i need to practice more the rigging inside unreal and i need to test out this new tool, for now im getting very stressed with programming, its cool and easy but maybe its my brain that doesnt support much information and i get under pressure of myself.. its an mind problem of mine 😂
This looks more difficult than the default control rig nodes. Seems like reinventing a wheel for no reason, Just give us those modules in a node form and drop it into graph editor!
help me out someone😢 i don't know why but my gpu is not getting used for rendering and scenes. gpu is working fine in viewport and i can't find the solution any were please help i'm using latest version of unreal engine 5.4.4
Darn, they’re going to free us from all other DCC programs, and they’re all FREE! Normally, this demo features come in Blender or Maya with some expensive extensions or add-ons, or maybe even worse, only with some coding. But this is eliminated, and you only need to know Unreal. This is going to be the future gold standard for making anything animated in 3D.
since you make the scenario easier for 3 people and 1 person. It could be the most used facility in the world, an easy option with 1 click, open door, sliding window, sliding door. I guarantee that if this is made easier for architects, 99% will adopt unreal easy. Confusing to make a simple opening door or a sliding window. It costs nothing for some options already programmed to open doors, windows and sliding doors.
The human mind will structure what isn't explicitly fleshed out and you'll consciously feel more immersion, instantaneously, as opposed to the very same photorealistic depiction of a concept via Unreal 5.X, which will be too busy-- tiring to the human mind(!)-- and will literally make you sick and tired of looking at it. I believe that there must be smart people at Epic who must understand this, and aren't smoking their own dope or eating their own dogfood in their personal lives with their own artistic endeavors, 100%-guaranteed. Pixel games and retro titles from Nintendo 64's era are literally another dimension above the likes of any photorealistic Unreal simulation. [For the same reason that reading a book or playing an action figure are far more immersive than watching a video of the same depicted by some game director and graphics team.]
I just want to click retrarget one button and everything works smoothly out of the box when I get new character models, if it’s not this easy anymore, that’s kind of a step backwards
This is the wrong way to do car rigging... If you want to seperate Basic from Advanced rigging. You should make Basic rigging one-click (select all wheels, select body, create rigging).... and for Advanced rigging, show everything (not a screen full of lists), show all rigging points, show the roll center you're creating by the attached the suspension points... Poor rigging, poor vehicle control is why everyone who wants to create quality cars has to go to Unity and write everything from scratch...
0:00 - intro
2:07 - summary of new 5.5 features
2:26 - Modular Control Rig - use cases, concepts
3:45 - prototype design
4:10 - first use example
4:45 - new modules
5:23 - vehicle example
9:19 - Module Hierarchy improvements
9:45 - Solve Order
10:07 - Deformers
13:19 - Deformers - Vertex Masks
13:45 - Deformers - Animator Kit plugin
15:15 - Quadruped rigging -animals
17:38 - Centaur sample
18:09 - 2 legged Mech example
18:56 - metadata intro
20:11 - metadata - mixamo example
21:08 - metadata template - blueprint example
22:26 - dragon example - function and module swapping
23:12 - Skeletal editor
24:17 - new tools to avoid round-trips to other apps
24:33 - transfer weights
25:27 - weight isolation
26:03 - weight hammer tool, copy/paste
26:43 - PIE - play in editor
28:18 - Bots from megalights demo
29:55 - Bots - add bones and constraint to animate row of vents
33:00 - infographics showing all the tools added in UE 5.5
33:29 - future plans
34:51 - credits and outro
🙏
Unreal keep getting better and better
Disagree. To what end does photorealistic high framerate depictions lend itself to the arts and high-quality videogame production? We already have eyes that view the real world in it's ultimate beauty around our physical bodies, at all times. This engine is more or less an intellectually disingenuous scheme, to bamboozle the oblivious capital class as well as the clown denizens of NPC-world, and all other people who tend to invest in companies like MSFT, APPL, Netflix et al...
at stuttering right?
better and better at stuttering and bad performance right?
@@maikepax9360 Nah i mean the rigging and twinmotion
UE5 has been dank af
yes 100 percent the mixamo fixes you added helped same fbx from there i was trying to import with nooo success on 5.4 this time it worked 2nd try thanks!
Yesss, need this!
Love this, thank you!
Good stuff!
Looking forward to seeing control rig physics!
Thank you! 😂
Sooo amazing.. it's gonna make rigging less hectic. ❤❤❤
Amazing!!!
17:16 - How to setup the dynamic wiggle with the control rig?
This is amazing. I can now set up modules for the junior artists at my company who are not as rigging savvy. Having a whole library of modules for junior artists to use is what I have been waiting for. Up until this point we have had to assign senior and dedicated tech artists to shows. This is gonna be great for reallocating senior personnel to more technical advances.
The presentation was great but I was really hoping this was about the Mutable plugin for, y'know, modular characters, not control rig for like the 12th time (although this is probably the best of those)
We have lots of content coming around Mutable very soon. Keep an eye out.
@@chasescooper Oh nice, thanks Chase - sorry my comment was kind of snotty, just excited to get more info on Mutable haha. I'll say that I liked this Control Rig presentation the most since you covered so many aspects of it with video clips, a lot of the other ones were live demos of rigging from scratch or playing with a rigged model to show how easy it is to use, but this was great at actually giving an overview of all of the new features
(I'm sure in a year I'll be saying damn, *another* mutable video?, come on guys!)
kudos to this brilliant modular procedural rig creator! ...... wish there'll b a deep dive paid or nonPaid tutorials on how to apply all these workflows from a2z & i dont mind spending for some cool powerful skills
I really liked how quickly the centaur was rigged.
Skeleton "templating" shown at 21:10 is nice. For full flexibility, I feel these should become some sort of asset that the root can read.
Some great features at display here, exciting times ahead!
However, I wish there was an easy way to assign hotkeys to the various buttons to avoid excessive clicking and moving around.
Awesome presentation! My suggestions for future features would be to incorporate physics, particularly the center of mass, angular momentum, etc, as Cascadeur does. Btw, is there a way to use a "curve float" inside Control Rig? I want to be able to "draw" a float to float function and use that to drive parts of the rig. (Even better would be the capability to add lookup tables). btw, 1:38 a man of culture, I see (my favorite movie).
It’s so wild that this is a free engine
My favorite movie also, and also agree about the rigging it's always been such a pain I have to go into another app and try to get all the bones right it's always a mess so I'm excited to hear about the work you're doing 🎉💪🌞
Would love a video like this for the muting system.
real time weight paint is tight, good work
Looking forward to more people being able to leverage what Spore did years ago.
Why we can't do this with all variables of the editor ! 27:39 ! It such a game changer in game development.
If I am able to craate rig and then transfer weight on it from another rig and create control rig so easily. there is no need to do this in blender at all, previously i needed create everything in blender but exporting and setting it up for unreal is mad annoying, if this actually works without major bugs in 5.5 this is a huge time saver
You sound excited but I'm having a hard time understanding how I can implement this into my blender workflow, but it seems like you have an answer. Can I animated my blender characters in unreal and then export them back into blender without a major hassle? Is the workflow you're describing animating in unreal or animating in blender with a control rig from unreal?
@pyropixel The main reason they add all of the new features is so that you don't have to go back and forth from various softwares, if my end goal is to make something in unreal and they have the tools to help me do that, in terms of animations, I can use their framework to make it faster.
This 100% makes folks wanna use everything on unreal, I like that they're trying to minimize the workflow for 3D creators which is great!
11:38 is possible to add the declaration every time we select something in event graph like we see in video?
Hey Unreal, release the Megalights demo for us to play with already... I want to see how things were done by checking the code and assets..
Dogs have basically the same hind leg skeletons as humans. They just walk on digits where we walk on feet. No “3 bone leg” 😂 simply different lengths.
sorry if im not understanding... but it this creating the weights automatically, or does the weight need to be created outside UE?
Any info about how can I use control rig components for VR interactions? For eg. how do I get access to hinge module location/rotation in blueprints ?
So UHMAZING...Maybe next time lead with the Octopus... (:
IS that Transfer Weigths a new, easy way to simplify rigging Armour parts (to use them later as attached to SKM equipment parts, rigged to fit moving skeletal mesh of actor=plaer actor)?
How about painting weights of modular clothing? I cant see clipping or other errors without base mesh animation which I can not add to weighting window.
1:38 A man of culture, I see.
If i add rig to anim sequencer via Add+, the IK's on hands are lost.
If i manualy drop new rig from folder, IK for hands are there but the options for toes are gone.
@21:44 👏
I wish you guys could issue a fix for colliders on skeletal meshes. Half the time I import a skeletal mesh and generate/edit colliders they're oversized and have no effect. Has been impossible to do any sort of cloth simulation.
from the first time of the game . we playing game . now we play the system that make the game.
that is side and main quest all at once .it look hard and addicted,
i think and i feel and i hope that my pc not crash in mid game
Does anyone know if they've talked about the mutable plug-in?
Really hoping they do something exactly like this for the mutable plugin.
They did in the 5.5 features live, just yesterday
"the chaos vehicles system.. super awesome by the way"
oh yeah that thing that has zero support available and hardly works
16:25 - I can't find the forever free African Animals Pack. Anyone have a link on fab marketplace?
Some of the marketplace assets didn't make it to Fab. I think those were one of them along with the free military weapons. Don't quote me on that though.
It would be nice if your rigging or bone editing worked with character creator characters
Give me back my hip control (modular CR)
*how do i move it to the FK spine instead of the IK?
That is what i wanted😮😮😮😮 is it available already?😮
I wish there was an humanoid rig ready to use on many humanoid models, so i simple put and it does auto skinweight inside unreal and we could use the same animations like mannequinn has or simple retarget all but the "humanoid rig" had same name of bones so we wouldnt have trouble on retargeting.. that would be a very very helpful tool so i would worry only with monsters and animals and could make 1 character animation and work for all others...
Maybe i need to practice more the rigging inside unreal and i need to test out this new tool, for now im getting very stressed with programming, its cool and easy but maybe its my brain that doesnt support much information and i get under pressure of myself.. its an mind problem of mine 😂
This looks more difficult than the default control rig nodes. Seems like reinventing a wheel for no reason, Just give us those modules in a node form and drop it into graph editor!
help me out someone😢 i don't know why but my gpu is not getting used for rendering and scenes.
gpu is working fine in viewport and i can't find the solution any were please help
i'm using latest version of unreal engine 5.4.4
Darn, they’re going to free us from all other DCC programs, and they’re all FREE! Normally, this demo features come in Blender or Maya with some expensive extensions or add-ons, or maybe even worse, only with some coding. But this is eliminated, and you only need to know Unreal. This is going to be the future gold standard for making anything animated in 3D.
I wish you people would place links when you mention tool sets, specially now with FAB's useless search
Bring Epic Citadel back for IPhone and Samsung.
blender is the most straight forward software for rigging, but this looks interesting anyways, need to check it!
Im not a rigger but i have a lot of fun with control rig
but unreal look insane he just made a rig in 5 minutes
since you make the scenario easier for 3 people and 1 person. It could be the most used facility in the world, an easy option with 1 click, open door, sliding window, sliding door. I guarantee that if this is made easier for architects, 99% will adopt unreal easy. Confusing to make a simple opening door or a sliding window. It costs nothing for some options already programmed to open doors, windows and sliding doors.
Pls add RVT to uefn it's a shame it doenst have this, ocean making is not really cool
The human mind will structure what isn't explicitly fleshed out and you'll consciously feel more immersion, instantaneously, as opposed to the very same photorealistic depiction of a concept via Unreal 5.X, which will be too busy-- tiring to the human mind(!)-- and will literally make you sick and tired of looking at it.
I believe that there must be smart people at Epic who must understand this, and aren't smoking their own dope or eating their own dogfood in their personal lives with their own artistic endeavors, 100%-guaranteed.
Pixel games and retro titles from Nintendo 64's era are literally another dimension above the likes of any photorealistic Unreal simulation. [For the same reason that reading a book or playing an action figure are far more immersive than watching a video of the same depicted by some game director and graphics team.]
I just want to click retrarget one button and everything works smoothly out of the box when I get new character models, if it’s not this easy anymore, that’s kind of a step backwards
Um … Godot who😮
Principle, the word is Principle!
Yes, I am that guy.
😂
So technically could use the deformer stuff to do soft body stuff
cool stuff but the maya comparaison taking hours is ridiculous 😂
Maya: 😢😭
unoptimized engine
substance designer and painter unreal alternative when?
They already started with texture graph and pbr material editor
They abandoned Quixel Mixer.
This is the wrong way to do car rigging... If you want to seperate Basic from Advanced rigging. You should make Basic rigging one-click (select all wheels, select body, create rigging).... and for Advanced rigging, show everything (not a screen full of lists), show all rigging points, show the roll center you're creating by the attached the suspension points... Poor rigging, poor vehicle control is why everyone who wants to create quality cars has to go to Unity and write everything from scratch...
5.5 already. UE6 might be out in early 2026 ig?
The last UE4 version was 4.28?
UE1 to UE2: 4 years.
UE2 to UE3: 4 years.
UE3 to UE4: 8 years
UE4 to UE5: 8 years.
UE6 might be out in 2030
Wussup everyone
(Edit):first conment
Epic games ruining the videogames industry once again xD, 2025 preapare for a bloated market with crap asset store games and blueprints
The interface looks too much like Maya
UE is the curse of gaming industry fix your damn lazy gimick engine
You could write down what exactly you don’t like so there would be at least something useful