▸ Free Download Plugin: rebrand.ly/zlmneso ▸ Free Download Character Sample Project: www.reallusion.com/character-creator/cc-ue-contorl-rig/default.html#samples ▸There may be issues when using the previous method to import FBX files into Unreal Engine. Please use this workaround instead. 👉th-cam.com/video/aWza-Xk7a7I/w-d-xo.html
This is really cool. I expect this will really allow character Animators like me to be able to really dive into Character (keyframe) Animation, in Unreal Engine. Thanks for this! Love it.
i am so glad you guys have come along... I have been using cc4 and iclone 8 for almost a year now. the integration with the other platforms is top notch... i studied game design since 2015 and the leaps and bounds of technology have come so far its just incredible... now with this addition I am assured that the future of virtual production, animation and game design will skyrocket exponetially... cheers
Just to clarify to anyone watching, you need to enable the plugin in Plugins for it to show up, as it doesn't from just installing it in the Marketplace as shown in the video.
Feels like he was doing this for people who already know all this, inside and out, but have been away from it for a while, so he's giving a very quick refresher course to them. This is not how to 'teach' people.
the picker widget is only for body, it does not show face controls. Its cumbersome to work with the face utility which appears next to the characters head.
The editor utility picker widget is "is in the rigs folder" but not the same directory as your CC Control Rig when you create it from your SKM. I found it after some searching...I should have paid better attention to the video, which shows where it came from.
this is awesome thank you! the control picker is not working for me when I click on the various body parts though? also is there a slider to open/close hands in one move please? i.e open to closed fist, rather than having to animate each finger separate?
Hi @ukmonk, We will check this issue in UE control rig. In CC4, you can curl all the fingers at once by dragging on the palm control, or drag the finger root to curl individual fingers. Please refer to the online manual below for more details: manual.reallusion.com/Character-Creator-4/Content/ENU/4.0/08_Animation/Motion_Layer/Animating-Hand-Gestures.htm?Highlight=finger
@@reallusion ahh thank you so much! Will check this later. Thanks for replying. You can close/open hands easy in iClone so was hoping this would be the same.
@@reallusion Sorry I should have been clearer. I know how to do this in iClone, but there is no similar option in UE5. I was hoping we would get a slider like in iClone where you can easily open/close the hand, this is a massive time saver!
Can get the rig in fine. But unfortuntatly I'm not seeing the CC_Face_Rig or CC_Body_Rig. When it comes time to add them back in after deleting the from the sequancer they not avaliable to add back in.
hi! thanks, but sorry when I'm using an already made animated sequence such as the latest example I'm getting errors trying to activate the IK switch. it constanstly unticks in the following frame and not preserves with it activated during the whole sequence. how can i switch to the ik control for the additive animation tweaks in the whole sequence?
Hi @x600s, It's recommended to submit your questions with clear screenshots and/or screen recordings to our support team. We'll try to solve your issues as soon as possible: www.reallusion.com/CustomerSupport/User/FAQList.html
Hi @lilylikesherpotato3461, Yes, the CC UE Control Rig works with the MetaHuman animator. They share the same facial control rig, making them compatible. However, achieving optimal animation may still require some fine-tuning. For best results, we recommend using iClone AccuFace or iPhone Live Face facial capture.
Hi @adamfulop2250, It is recommended to submit your issue with clear screenshots and/or screen recordings to our support team, and we'll resolve it as soon as possible: www.reallusion.com/CustomerSupport/User/FAQList.html
Hi @nemesilickitunghiana5618, This might be the result of a program error or bug. Take a look at this video for a possible fix: th-cam.com/video/gq4QavHFRXs/w-d-xo.html If the problem persists, please send a recording of your steps and relevant project files to our feedback tracker.
I tried Standart, low quality and high quality shaders during import but they all produce some weird jittering/noise kind of effect on the hair which is especially visible during motion. I thought it was an issue with the light setup in my project or maybe graphis, but it's the same in Meta Human Sample project and in the Nia sample project. Is there any way to fix it?
Thank you, quick question on the rig: this mimics the MH face control rig, I wanted to ask if it was compatible with Metahuman Animator depth-based facial capture recordings?
Hi @ninomancuso7021, Yes, the CC UE Control Rig works with the MetaHuman animator. They share the same facial control rig, making them compatible. However, achieving optimal animation results may still require some fine-tuning. For the best visuals, we recommend using iClone AccuFace or iPhone Live Face facial capture. th-cam.com/video/jHj8m5p1UQ0/w-d-xo.html th-cam.com/video/Zli3jbCcSm4/w-d-xo.html
Oh that’s cool, but it’s a little bit of a workaround to copy and paste the keys over from another metahuman. In this case it shouldn’t matter whether I use the Metahuman Animator or ARKit options for the LiveLink face app recording workflow? The Cc face rig is just a copy paste of the metahumans facial keys?
Unfortunately, the plugin doesn't work for source builds of UE5. Hopefully someone from the tech faq team can see this as my post in the forums has been awaiting moderation approval for 3 days now.
Hi @HeavyLightAnimations, Please have a look at CC AccuRIG: www.reallusion.com/character-creator/auto-rig.html And a tutorial to learn how to import and rig your FBX character. This will enable you to apply the CC UE Control Rig in Unreal Engine: th-cam.com/video/e9AMHU_Dgf0/w-d-xo.html
I'm sorry. I must be missing something. I cannot get this to work AT ALL. Some controls on the face rig don't have any effect, others do. In the body control rig, when I click on a control, I just get the transform gizmo, which moves the control itself, not the corresponding body part. I'm frustrated beyond belief because I know I'm doing something wrong. I just can't figure out what!
HI @Mountainport, It is recommended to submit your issue with clear screenshots and/or screen recordings to our support team, and we'll resolve it as soon as possible: www.reallusion.com/CustomerSupport/User/FAQList.html
Does it supposed to work with CC Character Bases that you released recently? I've tried to import it just like you shown in this video but my control appears to be broken
Hi @user-zn1zi8hf2b, You can't directly import free CC character bases to UE for use with control rigs. Please export from Character Creator to Unreal (2:15 mark in the video).
Hi @jovanmaric8932, Yes, as long as you export your CC3+ character using Unreal Auto Setup and import it into UE5, the expression wrinkles will work properly. courses.reallusion.com/home/iclone/pipelines/unreal?v=iclone-8-and-cc4-tutorial-auto-character-setup-for-unreal-engine-5
Hi @marcus_ohreallyus, Yes, the skeletons for the exported CC characters abide by the same naming conventions in Unreal. Ultimately, the animations between Character Creator and Unreal are mutually compatible.
If I export my CC character to Unreal and that I animate the body in Unreal, can I make an acculip animation in Iclone and export just this animation to the exported character in Unreal to combine both body and face?
Hi @petit-pedestre2334, Yes, you can export an AccuLips animation to Unreal by following these steps: 1. Export the model and animation in FBX file, or use iClone to Unreal LiveLink to directly send the animation to sequencer. 2. Bake the AccuLIP animation onto the Face Rig control track. Please refer to this tutorial: courses.reallusion.com/home/iclone/pipelines/unreal-live-link?v=unreal-live-link-plug-in-tutorial-creating-talking-animations"
Hi @RairAffair, Please view the following tutorial: courses.reallusion.com/home/character-creator/pipelines-and-render/unreal?v=iclone-8-and-cc4-tutorial-auto-setup-cloth-physics-for-unreal-engine-5
Hi @michaelb1099, When you use Live Link to transfer characters and record animations, you will get a recorded animation sequence in UE. You can then edit it using the Control Rig.
It’s not necessary to have the playback speed at 2x or whatever it is, I can’t see what you’re clicking on, and at certain points literally have to play at half speed. While I appreciate the videos, I think it’s a better trade off to make the vid a little longer and easier to follow.
Hi @binyaminbass, Yes, the CC UE Control Rig works with the MetaHuman animator. They share the same facial control rig, making them compatible. However, achieving optimal animation may still require some fine-tuning. For best results, we recommend using iClone AccuFace or iPhone Live Face facial capture.
Hi @ScientificGentlemen, You can watch the following video, where a demonstration on using Unreal Engine animations with CC characters begins at the 4:08 mark: th-cam.com/video/xEQ2ZFtNX7s/w-d-xo.htmlsi=aZdBXmEe7QOyS7Os&t=246
It has never made sense ,from a production perspective, to have to go back to iClone to make manual adjustments to an animation. So now ALL of the exporters from Reallusion have support for the control rigs of the external softwares except those who do not have control rigs (such as C4D and unity.)
Hi @MR3DDev, The CC UE Control Rig is a plugin primarily designed for animating CC4 characters in Unreal Engine. It also supports AccuRIG characters and Actorcore crowd characters.
Hi @HighlightRiel, Yes, the CC UE Control Rig works with the MetaHuman animator. They share the same facial control rig, making them compatible. However, achieving optimal animation may still require some fine-tuning. For best results, we recommend using iClone AccuFace or iPhone Live Face facial capture.
Please make a tutorial on how to refine the animation which already made in iClone as I always preferred to make my animation in iClone ( my favourite animation application which easiest and fastest among all). I use Blender as CC Blender addon by Soupday made a wonderful job retargeting iClone animation into Rigify with Rigify armature. I easily refine my animation there . But in Unreal no such advantage was there until now. Let's see how it works but I still prefer Blender as there I could make custom shapekey , custom sculpting and refinement of animation through animation layer addon (though paid addon). It took some time to render (generally 1.5-2 sec/frame vs. 0.5 sec /frame in Lumen) in newly developed Eevee Next which gives comparable (if not better as it is Ray traced) output to Lumen in Unreal. Please encourage Victor Soupday to make a picker for controlrig (even for CC Rig ) in Blender.
Hi @IndianCitizen04, We agree that a tutorial of this sort will be valuable, so we will aim to incorporate this topic into our educational roadmap. Thank you for your suggestion!
Hi @Guy-rv2vl, We use the same MetaHuman Face Rig UI to control CC characters, which means the facial animation can be shared between MetaHuman and CC characters. courses.reallusion.com/home/iclone/pipelines/unreal/cc-ue-control-rig
Hi @AleRender, To solve your issue, enable ""Is Editor Only Actor"" in the ""Details"" panel of the character's Blueprint (see the following video): th-cam.com/video/j4la-mF6aX8/w-d-xo.html
HI @DemoAkuroVR, It is recommended to submit your issue with clear screenshots and/or screen recordings to our support team, and we'll resolve it as soon as possible: www.reallusion.com/CustomerSupport/User/FAQList.html
▸ Free Download Plugin: rebrand.ly/zlmneso
▸ Free Download Character Sample Project: www.reallusion.com/character-creator/cc-ue-contorl-rig/default.html#samples
▸There may be issues when using the previous method to import FBX files into Unreal Engine. Please use this workaround instead.
👉th-cam.com/video/aWza-Xk7a7I/w-d-xo.html
This is really a groundbreaking approach in Animation Production. Thanks for this Reallusion Team!
charcters just look amazing with this light preset!
This is really cool. I expect this will really allow character Animators like me to be able to really dive into Character (keyframe) Animation, in Unreal Engine. Thanks for this! Love it.
i am so glad you guys have come along... I have been using cc4 and iclone 8 for almost a year now. the integration with the other platforms is top notch... i studied game design since 2015 and the leaps and bounds of technology have come so far its just incredible... now with this addition I am assured that the future of virtual production, animation and game design will skyrocket exponetially...
cheers
This is priceless! Weldone everyone working here.
The future is here! Thanks very much for this.
Just to clarify to anyone watching, you need to enable the plugin in Plugins for it to show up, as it doesn't from just installing it in the Marketplace as shown in the video.
hello mate, how do you allow them pls ?
I wish this guy doing this tutorial slows down.
Feels like he was doing this for people who already know all this, inside and out, but have been away from it for a while, so he's giving a very quick refresher course to them. This is not how to 'teach' people.
This is Mostly a Feature showcase video, you can search on the channel for more user-friendly tutorial videos.
He is pathetically fast not knowing how to describe the things for beginners. I'm watching him for a while but no change in his attitude. Sad.
Finally Great tutorial and info on this Thank you
the picker widget is only for body, it does not show face controls. Its cumbersome to work with the face utility which appears next to the characters head.
This is exactly what I need!
Hey it would be really helpful if you say how to add facial mocaps to cc control rig
Does it mean the CC4 characters will share the same rig as the UE5 Mannequin ? (Manny) ?
This is what we all need!!!
This is awesome and a great addition to my unreal toolkit. 10/10
Game changing!!
Reallusion is amazing!!!!
Will these rigs be updated to be compatible with UE 5.5? Also, will they be updated from UE 4 skeleton to UE 5? Thanks.
Hi @musashidanmcgrath ,
We are actively working on being compatible with UE5.5! Please stay tuned and follow our website for the latest updates.
@reallusion Thanks for the reply. Good to know. 👍
I have a problem with the right hand on UE 5.5 on characters imported from iclone to UE via live link and after CC rigging? UE 5.4 is ok.
The editor utility picker widget is "is in the rigs folder" but not the same directory as your CC Control Rig when you create it from your SKM. I found it after some searching...I should have paid better attention to the video, which shows where it came from.
Ok ok ok....you guys just made my face hurt from smiling so hard!
Amazing!!! thanks for this
Can we use MetaHuman Animator for facial animation with this plugin?
Awesome!
i want this character with custom hair ! can you do a tutorial on how to change the hair please ?
Hi @MahavaniMusic,
Please refer to this tutorial:
courses.reallusion.com/library?product=Character%2520Creator&keyword=hair
this is awesome thank you! the control picker is not working for me when I click on the various body parts though? also is there a slider to open/close hands in one move please? i.e open to closed fist, rather than having to animate each finger separate?
Hi @ukmonk,
We will check this issue in UE control rig. In CC4, you can curl all the fingers at once by dragging on the palm control, or drag the finger root to curl individual fingers.
Please refer to the online manual below for more details:
manual.reallusion.com/Character-Creator-4/Content/ENU/4.0/08_Animation/Motion_Layer/Animating-Hand-Gestures.htm?Highlight=finger
@@reallusion ahh thank you so much! Will check this later. Thanks for replying. You can close/open hands easy in iClone so was hoping this would be the same.
@@reallusion Sorry I should have been clearer. I know how to do this in iClone, but there is no similar option in UE5. I was hoping we would get a slider like in iClone where you can easily open/close the hand, this is a massive time saver!
Can get the rig in fine. But unfortuntatly I'm not seeing the CC_Face_Rig or CC_Body_Rig. When it comes time to add them back in after deleting the from the sequancer they not avaliable to add back in.
Hi @watsnick,
Please see the 02:40 mark on adding CC_body_rig:
th-cam.com/video/xEQ2ZFtNX7s/w-d-xo.html
hi! thanks, but sorry when I'm using an already made animated sequence such as the latest example I'm getting errors trying to activate the IK switch. it constanstly unticks in the following frame and not preserves with it activated during the whole sequence. how can i switch to the ik control for the additive animation tweaks in the whole sequence?
Hi @x600s,
It's recommended to submit your questions with clear screenshots and/or screen recordings to our support team. We'll try to solve your issues as soon as possible:
www.reallusion.com/CustomerSupport/User/FAQList.html
When I use my metahuman facial animation, the nose is always wrinkled on the iclone character? How do I fix this?
WIll it support UE v5.5 soon?
No
@@Shutkax lol it does now. I just checked.
Can I apply my existing metahuman facial animation on the cc character, or use the Unreal Live Link Face on my cc character?
Hi @lilylikesherpotato3461,
Yes, the CC UE Control Rig works with the MetaHuman animator. They share the same facial control rig, making them compatible. However, achieving optimal animation may still require some fine-tuning. For best results, we recommend using iClone AccuFace or iPhone Live Face facial capture.
@@reallusion I have the iclone tools, but the metahuman facial animator seems to control lip movement much better.
The arm twist bones are broken in the sample project, is there any way to fix them? (produces heavy "candy wrap" issue)
Hi @adamfulop2250,
It is recommended to submit your issue with clear screenshots and/or screen recordings to our support team, and we'll resolve it as soon as possible:
www.reallusion.com/CustomerSupport/User/FAQList.html
what we can do with the "the world contains invalid actor files"? if i save my project and then reopen it, its empty
Hi @nemesilickitunghiana5618,
This might be the result of a program error or bug. Take a look at this video for a possible fix:
th-cam.com/video/gq4QavHFRXs/w-d-xo.html
If the problem persists, please send a recording of your steps and relevant project files to our feedback tracker.
I tried Standart, low quality and high quality shaders during import but they all produce some weird jittering/noise kind of effect on the hair which is especially visible during motion.
I thought it was an issue with the light setup in my project or maybe graphis, but it's the same in Meta Human Sample project and in the Nia sample project. Is there any way to fix it?
Thank you, quick question on the rig: this mimics the MH face control rig, I wanted to ask if it was compatible with Metahuman Animator depth-based facial capture recordings?
Hi @ninomancuso7021,
Yes, the CC UE Control Rig works with the MetaHuman animator. They share the same facial control rig, making them compatible. However, achieving optimal animation results may still require some fine-tuning. For the best visuals, we recommend using iClone AccuFace or iPhone Live Face facial capture.
th-cam.com/video/jHj8m5p1UQ0/w-d-xo.html
th-cam.com/video/Zli3jbCcSm4/w-d-xo.html
Oh that’s cool, but it’s a little bit of a workaround to copy and paste the keys over from another metahuman.
In this case it shouldn’t matter whether I use the Metahuman Animator or ARKit options for the LiveLink face app recording workflow? The Cc face rig is just a copy paste of the metahumans facial keys?
Unfortunately, the plugin doesn't work for source builds of UE5. Hopefully someone from the tech faq team can see this as my post in the forums has been awaiting moderation approval for 3 days now.
Can you import any fbx character file and set up the control rig in unreal? Or would it be only specific caharcter files it works with? Thanks😊
Hi @HeavyLightAnimations,
Please have a look at CC AccuRIG:
www.reallusion.com/character-creator/auto-rig.html
And a tutorial to learn how to import and rig your FBX character. This will enable you to apply the CC UE Control Rig in Unreal Engine:
th-cam.com/video/e9AMHU_Dgf0/w-d-xo.html
I'm sorry. I must be missing something. I cannot get this to work AT ALL. Some controls on the face rig don't have any effect, others do. In the body control rig, when I click on a control, I just get the transform gizmo, which moves the control itself, not the corresponding body part. I'm frustrated beyond belief because I know I'm doing something wrong. I just can't figure out what!
HI @Mountainport,
It is recommended to submit your issue with clear screenshots and/or screen recordings to our support team, and we'll resolve it as soon as possible:
www.reallusion.com/CustomerSupport/User/FAQList.html
Does it supposed to work with CC Character Bases that you released recently? I've tried to import it just like you shown in this video but my control appears to be broken
Hi @user-zn1zi8hf2b,
You can't directly import free CC character bases to UE for use with control rigs. Please export from Character Creator to Unreal (2:15 mark in the video).
Do the expression wrinkles show up in UE5?
Hi @jovanmaric8932,
Yes, as long as you export your CC3+ character using Unreal Auto Setup and import it into UE5, the expression wrinkles will work properly.
courses.reallusion.com/home/iclone/pipelines/unreal?v=iclone-8-and-cc4-tutorial-auto-character-setup-for-unreal-engine-5
For God sake SLOW DOWN you are teaching new people as well Drink less Coffee.
Thanks for giving us Nia and Kevin at the marketplace for free ........ I hope that we get Camila too
Can I even use the control rig plugin when I import an animated character to unreal engine from cascadeur?
It should comply with CC's naming conventions; otherwise, there needs to be a retargeting process.
would this setup be mocap ready...like Rokoko for example?
Hi @marcus_ohreallyus,
Yes, the skeletons for the exported CC characters abide by the same naming conventions in Unreal. Ultimately, the animations between Character Creator and Unreal are mutually compatible.
If I export my CC character to Unreal and that I animate the body in Unreal, can I make an acculip animation in Iclone and export just this animation to the exported character in Unreal to combine both body and face?
Hi @petit-pedestre2334,
Yes, you can export an AccuLips animation to Unreal by following these steps:
1. Export the model and animation in FBX file, or use iClone to Unreal LiveLink to directly send the animation to sequencer.
2. Bake the AccuLIP animation onto the Face Rig control track.
Please refer to this tutorial:
courses.reallusion.com/home/iclone/pipelines/unreal-live-link?v=unreal-live-link-plug-in-tutorial-creating-talking-animations"
And how to have hair and cloth physics after converting?
Hi @RairAffair,
Please view the following tutorial:
courses.reallusion.com/home/character-creator/pipelines-and-render/unreal?v=iclone-8-and-cc4-tutorial-auto-setup-cloth-physics-for-unreal-engine-5
will this work if i do transfer thru live link and record the animation and then do what you have here in tutorial
Hi @michaelb1099,
When you use Live Link to transfer characters and record animations, you will get a recorded animation sequence in UE. You can then edit it using the Control Rig.
It’s not necessary to have the playback speed at 2x or whatever it is, I can’t see what you’re clicking on, and at certain points literally have to play at half speed. While I appreciate the videos, I think it’s a better trade off to make the vid a little longer and easier to follow.
Does this allow the face rigs to be animated with Metahuman Animator?
Hi @binyaminbass,
Yes, the CC UE Control Rig works with the MetaHuman animator. They share the same facial control rig, making them compatible. However, achieving optimal animation may still require some fine-tuning. For best results, we recommend using iClone AccuFace or iPhone Live Face facial capture.
Can you use Unreal marketplace animations on these characters? Do they have a UE5 mannequin?
Hi @ScientificGentlemen,
You can watch the following video, where a demonstration on using Unreal Engine animations with CC characters begins at the 4:08 mark:
th-cam.com/video/xEQ2ZFtNX7s/w-d-xo.htmlsi=aZdBXmEe7QOyS7Os&t=246
It has never made sense ,from a production perspective, to have to go back to iClone to make manual adjustments to an animation.
So now ALL of the exporters from Reallusion have support for the control rigs of the external softwares except those who do not have control rigs (such as C4D and unity.)
Does this work with CC4?
Hi @MR3DDev,
The CC UE Control Rig is a plugin primarily designed for animating CC4 characters in Unreal Engine. It also supports AccuRIG characters and Actorcore crowd characters.
Can live link face app animate the face like it does for metahuman?
Hi @HighlightRiel,
Yes, the CC UE Control Rig works with the MetaHuman animator. They share the same facial control rig, making them compatible. However, achieving optimal animation may still require some fine-tuning. For best results, we recommend using iClone AccuFace or iPhone Live Face facial capture.
@@reallusion awesome awesome.. thank you so much my friend. Keep up the great job 👏🏻
Please make a tutorial on how to refine the animation which already made in iClone as I always preferred to make my animation in iClone ( my favourite animation application which easiest and fastest among all). I use Blender as CC Blender addon by Soupday made a wonderful job retargeting iClone animation into Rigify with Rigify armature. I easily refine my animation there . But in Unreal no such advantage was there until now. Let's see how it works but I still prefer Blender as there I could make custom shapekey , custom sculpting and refinement of animation through animation layer addon (though paid addon). It took some time to render (generally 1.5-2 sec/frame vs. 0.5 sec /frame in Lumen) in newly developed Eevee Next which gives comparable (if not better as it is Ray traced) output to Lumen in Unreal. Please encourage Victor Soupday to make a picker for controlrig (even for CC Rig ) in Blender.
Hi @IndianCitizen04,
We agree that a tutorial of this sort will be valuable, so we will aim to incorporate this topic into our educational roadmap.
Thank you for your suggestion!
Does those plugins support u5.4
yes they do
isn't this the MH face rig ?
Hi @Guy-rv2vl,
We use the same MetaHuman Face Rig UI to control CC characters, which means the facial animation can be shared between MetaHuman and CC characters.
courses.reallusion.com/home/iclone/pipelines/unreal/cc-ue-control-rig
1:20
Does anyone have this problem when moving the bluprint in the sequencer? th-cam.com/video/3-suJgcFsa4/w-d-xo.html
Hi @AleRender,
To solve your issue, enable ""Is Editor Only Actor"" in the ""Details"" panel of the character's Blueprint (see the following video):
th-cam.com/video/j4la-mF6aX8/w-d-xo.html
@@reallusion thanks for the reply . I tried it... but I have the same bugs. I will continue investigating
all this information is already old
How free iclone?)))pls free do it
i'd be nice if this control rig exist for maya too as maya is mostly preferred for animation
Only thing I can’t do is bake my skeletal mesh to CC4 CR. The rig works but it won’t appear as a rig option in sequencer to bake. Any help?
HI @DemoAkuroVR,
It is recommended to submit your issue with clear screenshots and/or screen recordings to our support team, and we'll resolve it as soon as possible:
www.reallusion.com/CustomerSupport/User/FAQList.html