EDIT (I had to hit "T" to show it) Is there an option to "show" the rotation gizmos? When I add the skeleton for the modular rig it doesnt show the yellow control parts
Hello, if we want to hand keyframe our animation in sequencer, how can we use the IK/FK switch for the arms? When I use the IK/FK switch, I can see the arm popping or rotating during the IK/FK blend. In Maya, there is a 'Match to Pose' button that aligned the FK skeleton to the IK skeleton and removes the popping during the IK/FK blend. Does UE5 has a similar "Match to Pose" button?
I am not familiar with the functionality in Maya, but it sounds like you are trying to do something similar to what I show here: th-cam.com/video/LG78lqUwshg/w-d-xo.html It is a bit older but hopefully it should all work the same.
What if your model has bones from Maya but sockets will not recognize? There is a hip socket which i assume is where spine goes (as there is no hip control), but when i bring it in it doesn't give me leg or neck sockets. What is the problem, I can't find this issue anywhere else.
Like I say in the video, it is working from templates of standardized skeletons setup by Epic. So certain skeleton configurations are handled out of the box. If you are not using that, you can look at the link in the description how to setup your control rigs.
Could be a bug. It is a preview version, so it is less stable than a normal release. The normal release should come in april, so you could wait a bit if you are running into issues.
The auto rigging makes use of templates. Like said in the video, certain skeletons like Mixamo and others are possible to easily retarget with the new system.
@@LeafBranchGames sadly I can't get this to work with a skeleton imported into 5.4 from ffxi. Used Noesis to convert to fbx. The global_ctrl , root_ctrl and body_offset_control The control shapes are HUGE, however the skeleton scale is fine. Any thoughts? Or is this more for skeletons from the marketplace, mixamo etc?
@@bryanwiitala8854 Like I say in the video, it tries to map against skeleton structures that EPIC have made templates for. You can still setup normal retargets yourself using the tutorial in the description.
@@LeafBranchGames I did find a workaround that works perfectly, it's a longer process. But you can import a non-standard skeleton to blender, remove the skeleton, export to mixamo, grab your animations etc, back to blender, create your root bone and then retarget in Unreal. It's flawless then
You think this puts UE5 ahead of Blender now for rigging and animations? Or is the old workflow of rig it and animate it in blender then import it still more reliable?
No. It does not excel beyond Blender. Blender still has much more features and functionality as a specialized modelling tool. But these kind of changes allow for people that don't need the whole feature set to do more things inside of Unreal engine.
Bonjour (désoler j'écris en français parce que moi et l'anglais ça fait 2 😚) je ne sais pas si c'est normal mais les controler que j'ajoute a mon perso son IMMENSES par rapport au personnage en lui même, cela ressemble a un bug mais a mon avis c'est de ma faute que puis je faire ?
@@LeafBranchGames Ok, j'invoque Google Trad : the model is the right size but the controllers added to this one have a disproportionate size compared to the character. I think like you that it comes from the character himself, but the problem remains unknown...
I wish all UE5 creators were as to the point as you!!!
EDIT (I had to hit "T" to show it) Is there an option to "show" the rotation gizmos? When I add the skeleton for the modular rig it doesnt show the yellow control parts
Thank you! I am sure that there are some hotkeys for things like that, but I am not aware of them right now.
Thank you for this, loving all of your videos! really great stuff!
Thank you, really appreciate that. :)
thx for the tutorial, its help me a lot
You are very welcome!
Thank you! 👍
My pleasure!
Can i make the spine socket myself? My characters isnt given any sockets to put sockets in
Hello, if we want to hand keyframe our animation in sequencer, how can we use the IK/FK switch for the arms? When I use the IK/FK switch, I can see the arm popping or rotating during the IK/FK blend. In Maya, there is a 'Match to Pose' button that aligned the FK skeleton to the IK skeleton and removes the popping during the IK/FK blend. Does UE5 has a similar "Match to Pose" button?
I am not familiar with the functionality in Maya, but it sounds like you are trying to do something similar to what I show here: th-cam.com/video/LG78lqUwshg/w-d-xo.html
It is a bit older but hopefully it should all work the same.
What if your model has bones from Maya but sockets will not recognize? There is a hip socket which i assume is where spine goes (as there is no hip control), but when i bring it in it doesn't give me leg or neck sockets. What is the problem, I can't find this issue anywhere else.
Like I say in the video, it is working from templates of standardized skeletons setup by Epic. So certain skeleton configurations are handled out of the box. If you are not using that, you can look at the link in the description how to setup your control rigs.
Hey, when ever i try to add a rig module to the socket, my controllers got very very huge and i cant resize them.
Could be a bug. It is a preview version, so it is less stable than a normal release. The normal release should come in april, so you could wait a bit if you are running into issues.
Is there any way to simply enable or add hand ik control gizmos to the default control rig, like the existing foot ik gizmos I mean
I have a problem. When I import my ‘own’ charecter fbx. The spine rig doesn’t set up the other points. Not sure whats happening ?
The auto rigging makes use of templates. Like said in the video, certain skeletons like Mixamo and others are possible to easily retarget with the new system.
@@LeafBranchGames sadly I can't get this to work with a skeleton imported into 5.4 from ffxi. Used Noesis to convert to fbx. The global_ctrl , root_ctrl and body_offset_control The control shapes are HUGE, however the skeleton scale is fine. Any thoughts? Or is this more for skeletons from the marketplace, mixamo etc?
@@bryanwiitala8854 Like I say in the video, it tries to map against skeleton structures that EPIC have made templates for. You can still setup normal retargets yourself using the tutorial in the description.
@@LeafBranchGames I did find a workaround that works perfectly, it's a longer process. But you can import a non-standard skeleton to blender, remove the skeleton, export to mixamo, grab your animations etc, back to blender, create your root bone and then retarget in Unreal. It's flawless then
@@bryanwiitala8854 I guess that makes sense, yes - since then you will get the mixamo skeleton which there is a template for.
You think this puts UE5 ahead of Blender now for rigging and animations? Or is the old workflow of rig it and animate it in blender then import it still more reliable?
No. It does not excel beyond Blender. Blender still has much more features and functionality as a specialized modelling tool. But these kind of changes allow for people that don't need the whole feature set to do more things inside of Unreal engine.
Im not seeing any actual controls like you are to rotate bones and stuff
Bonjour (désoler j'écris en français parce que moi et l'anglais ça fait 2 😚) je ne sais pas si c'est normal mais les controler que j'ajoute a mon perso son IMMENSES par rapport au personnage en lui même, cela ressemble a un bug mais a mon avis c'est de ma faute que puis je faire ?
It is probably the character causing it.
@@LeafBranchGames Pourtant il a une taille normale (la même que le mannequin de base)
@@SolarCookie300 Then I am afraid something is being lost in translation, since I am not quite understanding what the issue is.
@@LeafBranchGames Ok, j'invoque Google Trad : the model is the right size but the controllers added to this one have a disproportionate size compared to the character. I think like you that it comes from the character himself, but the problem remains unknown...
@@SolarCookie300 You can adjust the scale of controllers to the size you want.