You were not kidding about there not being much information about this! This tutorial was invaluable in finally getting the self collision working, thank you so much!
Thanks a lot for this, 3 years later and there's still barely any content for intermediate/advanced users, only beginner stuff then youre on your own, with personal research and forums. I've been tinkering with this stuff, been driving me nuts till I came across your video.
6:10 thanks but what is the final setting answer for the Char mesh physics? And 2) If my char mesh already has hair mesh, but no hair bones, would it be better workflow to add bones to the hair, and thus have to redo all the character animations since bones changed? 2) Or easier to cut the hair mesh from my char. Copy the char skel to a new file or layer for the hair, and add the hair bones to the skel as a separate addon? (im hoping I wouldnt have to redo character animations.) 3) Can you direct me to a tut on how to make the real looking hair texture/Material? (I have a hair texture, but youre using a high detail version. Seems like it has shine etc in the Material code. I hacked the hair off the Paragon woman and have her high detail textures and Material code. But idk how to UV it to match my existing low poly hair mesh.) Ty
Absolutely aweseom tutorial! Epic Games needs to make room for you on their payroll to explain the physics in the game. I learned more in 7 minutes from your video than hours upon hours of whatever explanation Epic Games puts out.
Fantastic! I have my characters collision set to the individual bones on my rig, rather than using the capsule collision, so that individual limbs can detect damage from weapons. So, I will let ya know how it goes with more bone collisions than just the capsule. But I am super excited to try this when I get home. I have been house sitting, and while I have been here I've been making a bunch of hair styles for my game. Was worried about them looking extra stiff. Thank you so much for the tutorial!
are there settings for the floppetiness of it? Like can you change the 'weight' so it's not so flowwy? I'm using this for a tail and it works okay for the most part.
I feel your pain when you said it took you a year to learn this. It took me a year to realize that ragdolls will solve my character's hair problem which leads me to this tutorial. :D
5 year old daughter next to me: "A ponytail with a robot looks a bit strange. I think you should put it on a girl. I guess putting it on a robot is easier." I agree, although ponytails on guys can look great too - anyway - really looking forward to studying this. Thanks for putting it together!
it still works! Unfortunately, I'm using a pawn with a ton of custom collision (Third Person Shooter Kit's pawn, with a ton of weapons and other stuff on the character), then the Dutch braid is spinning because it's colliding with something there. Aw, I'd like to use this technique because it's the best for simulation.
This helped me so much for adding pigtails to my character, although when I added the second one, only one would work, the other would get stuck in the middle of her head.. any solution for this? 😅
Godo video. I was trying to figure out why the ponytail I setup on my own was going all wonky and I totally forgot about it colliding with the capsule. lol. You shouldn't set the capsule to Ignore only Pawn, otherwise your character will be able to walk through NPCs. Better to create a custom collision Object Channel named Hair with the default collision set to Ignore then set the Object type of your hair mesh to Hair and set your character mesh to also block the Hair channel. Then the ponytail will only collide with your character mesh's physics bodies but will ignore everything else.
I've been trying to use a metahuman in a VR game and it doesn't work as groom is not compatible with VR. I'll use this instead, thank you so much! I'll try having multiple strands to affect hair that's not tied up. Let's see how it goes :)
@@inkribbontutorials Thx for the answer, after some research I found a solution to my problem! (KawaiiPhysics plugin was the solution) I advice you to take a look ;)
Hello, nice to meet you! this is the tutorial I wanted to see !! But brother a question, how can I do this for a character that already has the hair integrated to the skeleton with their respective bones, that is, for a character that does not need to put a socket. My biggest problem is that the hair goes through the player's body
Hmm if the hair is already attached, you should be able to just follow the process from 1:34 You can do it for any bones, even the arms and legs. As for why it's going through the players body, I'm not sure, but I'd say set the physics to overlap like I did at 5:50
Very nice and quick tutorial :)) Nned help tho, the bodies i create are insanely huge for some bones, not for all of them. I dont know why and how to scale them down. Any solutions?
whenever i set it to ignoreonlypawn unreal crashes. every single time i hit simulate after changing that setting. its crashed about 7 times in a row now.
Be careful on how you set up your collision channels. These can have a huge impact on performance. Best create a custom collision/object channel in you project settings just for hair.
tried adding boob physics to a character and every time I add her to a blueprint or a level unreal engine keeps crashing until I take the characters files out of the game lol.
What UE version? And did you fix it? I have mine working. But so annoying. My rigger changed something in the root bone (over the month that my first version worked). So if I dont disable physics for everything but the breast bones, then the player spins around.
so for real, you can't simply attach a part to an Fbx model using the hiearchy to then use the existing bone linked to that component to simulate physics on it (im speaking of an antenna right here.) im facepalm xD no wonder why i can't find a way to place constraints on certain parts. thx to you i might be able to create an solid rear car differential and axles linked to a pivot point that will restrain the rear wheel from going into independant simulation :D jacked muscles car here i come ! thx bud ! Edit : ho well i have desactivate the enable gravity. now everythign is fine until i press the gas and my antenna feels like a 80 years old granpa :/ how i can restraint it from falling on the ground ? i might try an rig animation it's just well not in time movements. so might look akward that the antenna don't bind much when emergency brakes. best results so far now are different meshes connected to each others by constraint components. but here again same trouble can't make the antenna follow the car while emitting physics :/ at this point i might just retry the clothing system but with more faces and lower and lower constraints on it.
and no, cloth physics doesn't work well for that since the car move in many random direction the meshes loves to stretche akwardly. and a antenna is not a large plane so it got horrifying to watch the cloth physic works xD what i need is a pivot on a pivot but attached to each other. il'l stay with the clothing set-up for now ( it more than nothing) but if someone find a way to do a real upsidedown spring flex mesh set-up il'l be happy to know it.
This seems like it is a good tutorial, but I can’t get it to work in UE5.1… This is my last way I can think of to animate my hair because cloth physics won’t do it due to degenerate triangles. If anyone knows of a way to get this work please let me know…
Hi, i'm getting an issue in ue5 where the attached skeletal mesh keeps getting stuck in the world and stretches from the stuck point to the pawn, i think this issue is only in ue5 as i don't remember seeing it in ue4, have you encountered this issue or do you know how to fix?
Why did you stop making Unreal Engine tutorials man ? Videos like these are invaluable and nobody makes them, everybody assumes that all beginners already know this stuff. Please Start making Unreal Engine tutorials like these again, not just for RPG maker.
I'm planning on a few courses for beginners. Just remember I'm still a bit of a beginner myself so I don't know how qualified I am to be teaching unreal 😅
This man is the actual goat. This was the only tutorial I could find on this topic
You were not kidding about there not being much information about this!
This tutorial was invaluable in finally getting the self collision working, thank you so much!
Thanks a lot for this, 3 years later and there's still barely any content for intermediate/advanced users, only beginner stuff then youre on your own, with personal research and forums. I've been tinkering with this stuff, been driving me nuts till I came across your video.
Coming back here a year later to thank you AGAIN as I needed to know how tf to make this happen AGAIN, lol. Happy 2024!
This is the best ragdoll tutorial I've ever seen. It was extremely helpful. thank you for making this!
I cannot believe it took me half a day to find this video. Thank you! All other videos were like use grooms. Like I have time to comb!
I am happy that I found your video. It helped me solve an issue I had been stumbling about for some time. Thank you very much.
You have no idea how helpful this was !
Awesome tutorial, short and to the point
all the other tuts couldnt fix it but yours did, thanks a lot!!!!
6:10 thanks but what is the final setting answer for the Char mesh physics? And 2) If my char mesh already has hair mesh, but no hair bones, would it be better workflow to add bones to the hair, and thus have to redo all the character animations since bones changed?
2) Or easier to cut the hair mesh from my char. Copy the char skel to a new file or layer for the hair, and add the hair bones to the skel as a separate addon? (im hoping I wouldnt have to redo character animations.)
3) Can you direct me to a tut on how to make the real looking hair texture/Material? (I have a hair texture, but youre using a high detail version. Seems like it has shine etc in the Material code. I hacked the hair off the Paragon woman and have her high detail textures and Material code. But idk how to UV it to match my existing low poly hair mesh.) Ty
This is!!! SUPER HELP!!!! WOW !!!~RealyYou Saved US A LOT OF TIME!!!!
thank you so much you save me , also love that claire redfield hair model
i know I'm pretty randomly asking but do anyone know a good place to stream new tv shows online ?
Thank you so much! You helped me a lot!
Thank you! works in Unreal Engine 5 as well
Thanks for commenting I was wondering if it worked in UE5! :)
Absolutely aweseom tutorial! Epic Games needs to make room for you on their payroll to explain the physics in the game. I learned more in 7 minutes from your video than hours upon hours of whatever explanation Epic Games puts out.
It worked!! You are a god. Thank you!
This Tutorial was Really Helpful, Thanks a lot!
For my very specific use case this was perfect haha thanks
thankyou, yes i was, bit confused about it in long time ago,
Fantastic! I have my characters collision set to the individual bones on my rig, rather than using the capsule collision, so that individual limbs can detect damage from weapons. So, I will let ya know how it goes with more bone collisions than just the capsule. But I am super excited to try this when I get home.
I have been house sitting, and while I have been here I've been making a bunch of hair styles for my game. Was worried about them looking extra stiff.
Thank you so much for the tutorial!
on my part i can't manage the physics parts when it's already linked to the model. seems wierd cause it suposed to be easier that way. right ?
FINALLY! This is exactly what I need!!!! Thank you so much!!!
A year to learn? Dayam. Subbed for your sacrifice.
are there settings for the floppetiness of it? Like can you change the 'weight' so it's not so flowwy? I'm using this for a tail and it works okay for the most part.
I'm also trying to create a tail and i have the problem where when i spin my tail gets longer and stretches.
Did you figure out yet? I want to achieve the same
Hello you said there are 2 ways for simulation. What is the 2nd one?
its so helpful, this is avturally my research topic. thanks for sovling all of the problems for me
This helped a ton thank you
I feel your pain when you said it took you a year to learn this. It took me a year to realize that ragdolls will solve my character's hair problem which leads me to this tutorial. :D
You my friend are a life saviour!
5 year old daughter next to me: "A ponytail with a robot looks a bit strange. I think you should put it on a girl. I guess putting it on a robot is easier." I agree, although ponytails on guys can look great too - anyway - really looking forward to studying this. Thanks for putting it together!
The ponytail robots look hilarious
This helps! Just wondering if you have one in UE5.1? Would the steps be different?
very helpful, thank you!
Yakuza fans already know who had the best pony take
it still works!
Unfortunately, I'm using a pawn with a ton of custom collision (Third Person Shooter Kit's pawn, with a ton of weapons and other stuff on the character), then the Dutch braid is spinning because it's colliding with something there. Aw, I'd like to use this technique because it's the best for simulation.
This helped me so much for adding pigtails to my character, although when I added the second one, only one would work, the other would get stuck in the middle of her head.. any solution for this? 😅
Yeah, i had this problem too. stuck
Amazing tutorial, super useful. Thank you for sharing this video with us 🙂
How to make heavier ponytail or something? Because on this video ponytail is flying xd
dunno if you still searching but i found out there some mass to bones nodes. :P might be something to look at. ( im a beginner so i can't help much)
Godo video. I was trying to figure out why the ponytail I setup on my own was going all wonky and I totally forgot about it colliding with the capsule. lol. You shouldn't set the capsule to Ignore only Pawn, otherwise your character will be able to walk through NPCs. Better to create a custom collision Object Channel named Hair with the default collision set to Ignore then set the Object type of your hair mesh to Hair and set your character mesh to also block the Hair channel. Then the ponytail will only collide with your character mesh's physics bodies but will ignore everything else.
how would i apply this to something like say... a pair of floppy adorable rabbit ears?
love it man, thanks so much
How would you do this with a character that has the actually hair connected to the rest of the skeleton.
I've been trying to use a metahuman in a VR game and it doesn't work as groom is not compatible with VR.
I'll use this instead, thank you so much!
I'll try having multiple strands to affect hair that's not tied up. Let's see how it goes :)
Nice tuto! Is this method is compatible with wind physics?
unfortunately no, I couldn't get it to work with wind.
For that you'd want to probably use cloth physics for hair if possible
@@inkribbontutorials Thx for the answer, after some research I found a solution to my problem! (KawaiiPhysics plugin was the solution) I advice you to take a look ;)
How to make heavier ponytail or something? Because on this video ponytail is flying xd
Tell me, is it possible to make fabric with bones?
nice work!
Dude im working on some dreads and clip through the body is my main issue. Hope this is the answer i need
Ace tut, thank you, one thing I will say to anyone with freaking out 'thin' physics assets is to increase the bones' physics capsule size :)
I thought I would never find a tutorial for this thank you soo much!! Can you do a tutorial on doors and keys like resident evil 2 remake
Please tell me which version Unreal Engine (4.19 or other?)you used in this tutorial?❤
Hello, nice to meet you! this is the tutorial I wanted to see !!
But brother a question, how can I do this for a character that already has the hair integrated to the skeleton with their respective bones, that is, for a character that does not need to put a socket. My biggest problem is that the hair goes through the player's body
Hmm if the hair is already attached, you should be able to just follow the process from 1:34
You can do it for any bones, even the arms and legs. As for why it's going through the players body, I'm not sure, but I'd say set the physics to overlap like I did at 5:50
Somehow the hair just falls completely down in the character bp. What did i do wrong? =(
Very nice and quick tutorial :)) Nned help tho, the bodies i create are insanely huge for some bones, not for all of them. I dont know why and how to scale them down. Any solutions?
What if the hair is built into the model
whenever i set it to ignoreonlypawn unreal crashes. every single time i hit simulate after changing that setting. its crashed about 7 times in a row now.
Hi. How can I make this hair physics work in level sequencer?
They should work automatically once set up. Just remember physics don't usually play until you start the game up
Is amd’s hair physics also works like this?
Be careful on how you set up your collision channels. These can have a huge impact on performance. Best create a custom collision/object channel in you project settings just for hair.
Tutorial?
@@kenalpha3 th-cam.com/video/QQvHZLB4CTU/w-d-xo.html
It's hilarious that it took you a year to figure this out, mostly bc I know exactly that feel, seriously... Unreal, wtf.
tres useful and helpful, thank you :)
You can setup a tank?
Good one!
Thanks alot man. ♥
Awesome Toot
very nice !
kind of a bummer that u have to set pawn capsule to "ignore pawn only". Now my character just walks through NPC's and Enemies.
tried adding boob physics to a character and every time I add her to a blueprint or a level unreal engine keeps crashing until I take the characters files out of the game lol.
What UE version? And did you fix it? I have mine working. But so annoying. My rigger changed something in the root bone (over the month that my first version worked). So if I dont disable physics for everything but the breast bones, then the player spins around.
@@kenalpha3 I just gave up as i'm not too worried about adding it at the moment.
those mannequins are pretty scary tbh
so for real, you can't simply attach a part to an Fbx model using the hiearchy to then use the existing bone linked to that component to simulate physics on it (im speaking of an antenna right here.) im facepalm xD no wonder why i can't find a way to place constraints on certain parts. thx to you i might be able to create an solid rear car differential and axles linked to a pivot point that will restrain the rear wheel from going into independant simulation :D jacked muscles car here i come ! thx bud !
Edit : ho well i have desactivate the enable gravity. now everythign is fine until i press the gas and my antenna feels like a 80 years old granpa :/ how i can restraint it from falling on the ground ?
i might try an rig animation it's just well not in time movements. so might look akward that the antenna don't bind much when emergency brakes.
best results so far now are different meshes connected to each others by constraint components. but here again same trouble can't make the antenna follow the car while emitting physics :/
at this point i might just retry the clothing system but with more faces and lower and lower constraints on it.
and no, cloth physics doesn't work well for that since the car move in many random direction the meshes loves to stretche akwardly. and a antenna is not a large plane so it got horrifying to watch the cloth physic works xD what i need is a pivot on a pivot but attached to each other.
il'l stay with the clothing set-up for now ( it more than nothing) but if someone find a way to do a real upsidedown spring flex mesh set-up il'l be happy to know it.
This seems like it is a good tutorial, but I can’t get it to work in UE5.1… This is my last way I can think of to animate my hair because cloth physics won’t do it due to degenerate triangles. If anyone knows of a way to get this work please let me know…
Huh, thought they were star wars storm troopers in the thumbnail of this video. XD
tytytyty!!!
Hi, i'm getting an issue in ue5 where the attached skeletal mesh keeps getting stuck in the world and stretches from the stuck point to the pawn, i think this issue is only in ue5 as i don't remember seeing it in ue4, have you encountered this issue or do you know how to fix?
Had the same problem. UE5 uses physx materials, creating a material for all simulated physx and telling never to sleep fixes this problem.
Why did you stop making Unreal Engine tutorials man ?
Videos like these are invaluable and nobody makes them, everybody assumes that all beginners already know this stuff.
Please Start making Unreal Engine tutorials like these again, not just for RPG maker.
I'm planning on a few courses for beginners. Just remember I'm still a bit of a beginner myself so I don't know how qualified I am to be teaching unreal 😅
Claire Redfield hair
my hair fell down, help
You forgot handbags for men