Thank you so much. This is exactly what I've been looking for for so long. It's my pleasure to subscribe to your channel in waiting for more tutorials!!! Wishing you a good weekend and great renders)
Hello. Can I use Craft Director Studio to land an airplane? because I can see AirplaneExt and AirplaneFree dont have gravity mesh to associate to the ground or plane. Thank you!
Is it possible to get a Rigged and skinned Skeletal mesh into unreal from this rather than a keyframes animation? (if i for example want to setup my animations and driving inside unreal itself)
There can be multiple issues that makes the animation not show up in Unreal Engine. 1. Do you have the rig meshes included in your export? These hold the animation and thus needs to be included. If you use 3ds max and datasmith the rig meshes will by default be hidden when imported in to unreal. 2. When exporting from 3ds max you need to make sure to set the "animated transforms" to "Active time segment" (th-cam.com/video/Ux4ZTmVMX2k/w-d-xo.html). 3. When importing in to Unreal Engine you need to make sure that you have the "Animations" checked (th-cam.com/video/Ux4ZTmVMX2k/w-d-xo.html) 4. The animation in located in it's own folder see (th-cam.com/video/Ux4ZTmVMX2k/w-d-xo.html). Hopefully this information will help you find the issue. Sorry for the late response.
Thanks for the tutorial! Looks so quick and easy with the Datasmith plugin! is it possible to do the same straight from maya+craft animation?, since Maya users we don't have Datasmith plugin. We have to do Maya+Craft -> 3ds Max (Datasmith) -> Unreal einge. thanks again!
With Maya you rig as usual and parent the meshes to the dummy meshes. Then export using FBX. A tip before you export is to make the dummy objects have the same material to make it easier to hide them with a masked material once in Unreal.
I am following each and every step, but my car suddenly falls off the road, though I linked the gravity with the road. Tried many times, but failing. Car drives fine if I unlink the road to the gravity arrow, but off coarse car doesnt adhere to road bumps and brakers.
Hi Akex, No the animation for the car is made using our Craft Director Studio animation plugin 4-Wheeler Extended. There is also a free version (non commercial use) of the 4-Wheeler tool that works great for this also. you can see the rigging process in this tutorial at 1:13 (th-cam.com/video/Ux4ZTmVMX2k/w-d-xo.html) and when the animation is made at 7:00 (th-cam.com/video/Ux4ZTmVMX2k/w-d-xo.html). Hope this clears it up a bit for you.
hi can you introduce me any tutorial about exporting animated vehicles from maya to unreal? cus somehow with normal imports it takes proxy mesh and the high res mesh all together , while its actuly not even in my selection
Hi, yes we should probably make a tutorial about this. But for more details on exporting from Maya you can check this forum post. forum.craftanimations.com/viewtopic.php?f=2&t=1991&start=20#p7678
@@craftanimations Many functions of this plug-in don’t understand, such as various driven weapons, missiles, human drive, tank chain use, etc. I hope that there can be a deep explanation. The documentation is not as clear as the actual operation. I use Thank you Maya haha.
If you are talking about drifting a car this is done during the recoding of the animation. You can either use the "Skidding" input or configure the 4-wheeler's value "Skidding Release Value" under "General Properties" when configuring the 4-Wheeler Extended.
@@willking6423 Well as it is quite fast to create anyways, so I would think you would afford to do multiple retakes. But we do understand the desire to for instance script the inputs instead of needing to manually do them. A possible workaround would be the following: One way to sort of simulate this is to change the config along the path of animation... 1. you record the animation without the drift. 2. Stop the recording 3. Change the offset of the Skid input so that it will initiate a drift during recording. 4. Drag the timeline to the desired start of the drift and start the recording. 5. Stop the recording when the car has drifted paste the desired point of drift. 6. Change the offset of the Skidding input to not enable by default. 7. Drag the timeline to the desired point of where the car should stop drifting and hit Record. Now you have created a drift between two desired points.
@@willking6423 Glad you think so. The issues however, is that if you later down the line would like to change the first drift and you have multiple drifts made after you need to remake everything after the point where the change is made. Another trick is of course to use multiple camera angles to make it look like it is done in one go but actually is multiple.
Please help me.. When I animated a car in 3ds max then I can't adjust the timeframe. I make a drive the car it takes 300 sec but I want to reduce this drive to 150 sec. so can you teach me how I can do that?
Most likely the solution to your problem is that you need to convert the keyframes to PRS controllers via Craft Director Studio preferences. The other option is to make the rig be able to go faster by adjusting the Maximum velocity. * 4-Wheeler Extended - Gas Pedal (forw/backw) maximum * 4-WheelerFree - Top Speed)
hello, you helped me already, but i have one qusetion now. i imported datasmith file from 3dsmax in ue5 and in this file sequencer created camera is not working. what can i do ? thank you
Hello. First of all, I am Korean. I can't speak English, so I'm sending it through a translator. I recently purchased a product and am using it. I watched the transition from "3DMAX" to "Unreal Engine" on TH-cam. I have a question about applying motion blur to the wheels of the car. No matter how fast you run, the speed of the wheel continues to be the same in the Unreal Engine. I want to get a quick feeling like the motion blur effect, how do I do it? Please give me a quick and detailed answer. I'm in a hurry.
hey, i'm with a inssue when i try to export my animation car with datasmith FROM 3DS MAX 2021 and when i import on unreal engine 5.1.2 it appears "failed to load some animation". How to fix it? FBX isn't working too. please help! :(
It is a bit hard to guess what might have been wrong here but keep in mind that you need to make sure that you include all the dummy meshes in the export as these hold the keyframes.
@@matheusmoldes7774 Yes, you need to have the dummy meshes included. They will automatically not show when you are in game mode in Unreal Engine as they have this setting automatically on import.
Yes, you can export as FBX as well. The rig will however be combined in one actor which makes it a bit harder to adjust the materials used but works totally fine.
Hi there! Any ideas why after exporting to UE, wheels are just scaling/stretching in all directions ? In 3ds max everything is fine, but in unreal wheels are crazy.
Usually the export will give you information on what might be the problem. Try running freeze transformations and/or reset pivot on high-poly model parts and make sure all parts be placed directly constrained to the craft part (not be a child of a constrained part).
@@niluram10 make sure all your scale and rotations are xformed, freeze rotation and transform, make dummy and snap it to your wheel, link wheel parts to dummy and then link contraint only the dummy to wheel rig part (top bar menu > Animation > Constraint > Link constraint), also keep in mind that speed of the car should be in real world speed ( i mean not like 500km/h or smth), and last thing better to use Select and link tool to link road to gravity rig than using hierarchy parenting. Hope you can solve it this way.
Here is a good tutorial series on how to create multiple shots in one level. Not sure how multiple levels are done. th-cam.com/video/uEnfMV-4afA/w-d-xo.html
Have you reset the transforms of the wheels? Unreal has an issue with non-uniform meshes and differently rotated pivots. Does the export give any errors?
@@craftanimations I tried aligning the axes of the original wheel and the sample wheel, and made sure the axes were in the center of the object. Can you be more specific about the solution?
@@craftanimations After 1 month of trying again with UE5.3, the error still appears. The wheel cannot rotate completely and is always misaligned for 1-2 frames. Can you clearly describe the steps to fix it in 3ds max?
If you are running an older version of CDS they are not hidden by default. However, with the newer version this is done automatically (in 3ds max) as they are set to not renderable. But you can also hide them once they are in Unreal Engine.
@@denymallik If you are using Datasmith I would say that the simplest way to solve this is to select the dummy objects in 3ds max then right-click and go to "Object Properties" and uncheck "Rendarable". If you do this and export to UE the dummies should be hidden in UE.
There can be multiple issues that makes the animation not show up in Unreal Engine. 1. Do you have the rig meshes included in your export? These hold the animation and thus needs to be included. If you use 3ds max and datasmith the rig meshes will by default be hidden when imported in to unreal. 2. When exporting from 3ds max you need to make sure to set the "animated transforms" to "Active time segment" (th-cam.com/video/Ux4ZTmVMX2k/w-d-xo.html). 3. When importing in to Unreal Engine you need to make sure that you have the "Animations" checked (th-cam.com/video/Ux4ZTmVMX2k/w-d-xo.html) 4. The animation in located in it's own folder see (th-cam.com/video/Ux4ZTmVMX2k/w-d-xo.html). Hopefully this information will help you find the issue.
Not sure what has happened for you. But if you are trying to import multiple of the same model you might get issues. The best here is to make a clone in 3ds max (via CDS as it keeps the rig), make the animation and then export to unreal so that the parts does not have the same name on import.
This is an exported animation seq from 3ds Max using Datasmith. I want to render out some nice motion blur. The wheels does this weird rotation but i got nice motion blur. If i uncheck the LOCK TO DISPLAY RATE AT RUNTIME I i got no weird rotation but the motion blur will look crap ( ghosting ). Does anyone experienced the same? any idea how to get around this? this makes me crazy. Thanks th-cam.com/video/z_zcYRZj6uI/w-d-xo.html
Thank you so much. This is exactly what I've been looking for for so long. It's my pleasure to subscribe to your channel in waiting for more tutorials!!! Wishing you a good weekend and great renders)
Thanks for the nice words 👍
Nice, now PLEASE make new crawler tutorial for 3ds max, please ;_:
Thanks , very informative ...
Woooow. Thank youuuu sooo much!!!
thank you so much buddy
Hello. Can I use Craft Director Studio to land an airplane? because I can see AirplaneExt and AirplaneFree dont have gravity mesh to associate to the ground or plane. Thank you!
Thank you so much. Can you make a tutorial video that shows how to make animation inside UE itself in some landscape? :)
Can be used in 4D cinema too
Is it possible to get a Rigged and skinned Skeletal mesh into unreal from this rather than a keyframes animation? (if i for example want to setup my animations and driving inside unreal itself)
thank you
Hi, How to convert the datasmith scene file to BluePrint,Create animations in BluePrint?
Really great tut! But when I import the DataSmith file in UE the animation disappears. I Export in "Active time Segment"
There can be multiple issues that makes the animation not show up in Unreal Engine.
1. Do you have the rig meshes included in your export? These hold the animation and thus needs to be included. If you use 3ds max and datasmith the rig meshes will by default be hidden when imported in to unreal.
2. When exporting from 3ds max you need to make sure to set the "animated transforms" to "Active time segment" (th-cam.com/video/Ux4ZTmVMX2k/w-d-xo.html).
3. When importing in to Unreal Engine you need to make sure that you have the "Animations" checked (th-cam.com/video/Ux4ZTmVMX2k/w-d-xo.html)
4. The animation in located in it's own folder see (th-cam.com/video/Ux4ZTmVMX2k/w-d-xo.html).
Hopefully this information will help you find the issue. Sorry for the late response.
When i link my road to the gravity, my car always go down. any ideia?
Try making the ground it a mesh instead.
getting nonuniform scaling error and also the tires move very awkwardly like turning upside down and all which looks very weird
Ddi you use the link constraint instead of placing as a child?
Thanks alot
Thanks for the tutorial! Looks so quick and easy with the Datasmith plugin! is it possible to do the same straight from maya+craft animation?, since Maya users we don't have Datasmith plugin. We have to do Maya+Craft -> 3ds Max (Datasmith) -> Unreal einge. thanks again!
With Maya you rig as usual and parent the meshes to the dummy meshes. Then export using FBX. A tip before you export is to make the dummy objects have the same material to make it easier to hide them with a masked material once in Unreal.
how to export Maya texture to unreal engine?
I am following each and every step, but my car suddenly falls off the road, though I linked the gravity with the road.
Tried many times, but failing.
Car drives fine if I unlink the road to the gravity arrow, but off coarse car doesnt adhere to road bumps and brakers.
Sorry for the late reply. You might have made the road in a type that is not supported. Does it work if you convert to a mesh or polygon?
Please help. When I open the animation (sequencer) it disappears
Hey super Great Video. Just a short question. How did you do the animation in 3Ds did you move the car Via Wsd? Thanks allot. Great content
Hi Akex, No the animation for the car is made using our Craft Director Studio animation plugin 4-Wheeler Extended. There is also a free version (non commercial use) of the 4-Wheeler tool that works great for this also. you can see the rigging process in this tutorial at 1:13 (th-cam.com/video/Ux4ZTmVMX2k/w-d-xo.html) and when the animation is made at 7:00 (th-cam.com/video/Ux4ZTmVMX2k/w-d-xo.html). Hope this clears it up a bit for you.
Thank you so so much for this reply, help out super much !!!
hi can you introduce me any tutorial about exporting animated vehicles from maya to unreal? cus somehow with normal imports it takes proxy mesh and the high res mesh all together , while its actuly not even in my selection
Hi, yes we should probably make a tutorial about this. But for more details on exporting from Maya you can check this forum post. forum.craftanimations.com/viewtopic.php?f=2&t=1991&start=20#p7678
@@craftanimations tnx alot the baking aproach works fine so far
I hope there are more ways to use Maya max, the previous tutorials are too old.
Please elaborate. More ways? Anything you are specifically looking for? Or just renew the old tutorials?
@@craftanimations Many functions of this plug-in don’t understand, such as various driven weapons, missiles, human drive, tank chain use, etc. I hope that there can be a deep explanation. The documentation is not as clear as the actual operation. I use Thank you Maya haha.
I solved how to import animation in unreal. Do you know how to set drift?
If you are talking about drifting a car this is done during the recoding of the animation. You can either use the "Skidding" input or configure the 4-wheeler's value "Skidding Release Value" under "General Properties" when configuring the 4-Wheeler Extended.
@@craftanimations Ok, thank you. I also think drift is better implemented in path mode as keyboard controls take a lot of time to simulate.
@@willking6423 Well as it is quite fast to create anyways, so I would think you would afford to do multiple retakes. But we do understand the desire to for instance script the inputs instead of needing to manually do them. A possible workaround would be the following:
One way to sort of simulate this is to change the config along the path of animation...
1. you record the animation without the drift.
2. Stop the recording
3. Change the offset of the Skid input so that it will initiate a drift during recording.
4. Drag the timeline to the desired start of the drift and start the recording.
5. Stop the recording when the car has drifted paste the desired point of drift.
6. Change the offset of the Skidding input to not enable by default.
7. Drag the timeline to the desired point of where the car should stop drifting and hit Record.
Now you have created a drift between two desired points.
@@craftanimations I didn't know that was possible. Thanks for the guidance
@@willking6423 Glad you think so. The issues however, is that if you later down the line would like to change the first drift and you have multiple drifts made after you need to remake everything after the point where the change is made. Another trick is of course to use multiple camera angles to make it look like it is done in one go but actually is multiple.
Please help me..
When I animated a car in 3ds max then I can't adjust the timeframe. I make a drive the car it takes 300 sec but I want to reduce this drive to 150 sec. so can you teach me how I can do that?
Most likely the solution to your problem is that you need to convert the keyframes to PRS controllers via Craft Director Studio preferences. The other option is to make the rig be able to go faster by adjusting the Maximum velocity.
* 4-Wheeler Extended - Gas Pedal (forw/backw) maximum
* 4-WheelerFree - Top Speed)
Any tips to use the animation in another maps inside unreal and import with new animation?
Without losing shading inside unreal
Thanks alot
You can use any animation imported in to unreal on any map. Just drag in the Data Smith file from the Content browser in to the map you like to use.
hello, you helped me already, but i have one qusetion now. i imported datasmith file from 3dsmax in ue5 and in this file sequencer created camera is not working. what can i do ? thank you
You need to be more specific. A CDS camera you created an animation with in 3ds max? One of the cameras connected to the 4-wheeler? Or other?
Hello. First of all, I am Korean. I can't speak English, so I'm sending it through a translator.
I recently purchased a product and am using it.
I watched the transition from "3DMAX" to "Unreal Engine" on TH-cam.
I have a question about applying motion blur to the wheels of the car.
No matter how fast you run, the speed of the wheel continues to be the same in the Unreal Engine. I want to get a quick feeling like the motion blur effect, how do I do it?
Please give me a quick and detailed answer. I'm in a hurry.
hey, i'm with a inssue when i try to export my animation car with datasmith FROM 3DS MAX 2021 and when i import on unreal engine 5.1.2 it appears "failed to load some animation". How to fix it?
FBX isn't working too. please help! :(
It is a bit hard to guess what might have been wrong here but keep in mind that you need to make sure that you include all the dummy meshes in the export as these hold the keyframes.
@@craftanimations It just work with dummy animated together?
@@matheusmoldes7774 Yes, you need to have the dummy meshes included. They will automatically not show when you are in game mode in Unreal Engine as they have this setting automatically on import.
Why car can fall down throug the surface ?
How to animate 2 cars one by one..
How to unfreeze or make the keys active so that I can work with them and move? now they are inactive at all.
In the main preferences of CDS there is a button to convert the keyframes to PRS controllers which makes the key accessible.
@@craftanimations happened! thank you
Does it work same by importing "FBX format"?
Yes, you can export as FBX as well. The rig will however be combined in one actor which makes it a bit harder to adjust the materials used but works totally fine.
Hi there! Any ideas why after exporting to UE, wheels are just scaling/stretching in all directions ? In 3ds max everything is fine, but in unreal wheels are crazy.
Usually the export will give you information on what might be the problem. Try running freeze transformations and/or reset pivot on high-poly model parts and make sure all parts be placed directly constrained to the craft part (not be a child of a constrained part).
@@craftanimations Thanks! Now wheels works perfectly ;)
@@JBovski3D What you did exactly to solve this problem?
@@niluram10 make sure all your scale and rotations are xformed, freeze rotation and transform, make dummy and snap it to your wheel, link wheel parts to dummy and then link contraint only the dummy to wheel rig part (top bar menu > Animation > Constraint > Link constraint), also keep in mind that speed of the car should be in real world speed ( i mean not like 500km/h or smth), and last thing better to use Select and link tool to link road to gravity rig than using hierarchy parenting. Hope you can solve it this way.
@@JBovski3D Thanks a lot. After xform and freeze transform, everything is going the way I want. Thanks again!
I wanted to create multiple shots and multiple sequences in new levels. Indicating a lack of objects.
Here is a good tutorial series on how to create multiple shots in one level. Not sure how multiple levels are done. th-cam.com/video/uEnfMV-4afA/w-d-xo.html
my wheel is always shaking when starting to move fast, is there any workaround?
pls help, i try everything i can
Have you reset the transforms of the wheels? Unreal has an issue with non-uniform meshes and differently rotated pivots. Does the export give any errors?
@@craftanimations I tried aligning the axes of the original wheel and the sample wheel, and made sure the axes were in the center of the object. Can you be more specific about the solution?
@@toofastrender2000 Did you reset the scaling as well? Does it give you an error when exporting to datasmith file?
@@craftanimations After 1 month of trying again with UE5.3, the error still appears. The wheel cannot rotate completely and is always misaligned for 1-2 frames. Can you clearly describe the steps to fix it in 3ds max?
when i try export everythink,,,bone from car not unhide like yours,,, i still can see lowrest 3D model car in unreal... any idea
Same here, I just turn their visibility off
If you are running an older version of CDS they are not hidden by default. However, with the newer version this is done automatically (in 3ds max) as they are set to not renderable. But you can also hide them once they are in Unreal Engine.
@@craftanimations do you have tutorial for this, maybe i will try buy new version if its worked
@@denymallik If you are using Datasmith I would say that the simplest way to solve this is to select the dummy objects in 3ds max then right-click and go to "Object Properties" and uncheck "Rendarable". If you do this and export to UE the dummies should be hidden in UE.
@@craftanimations thanks i will try it
I encountered the same problem, but I did get this error in the path animation.UE5 does not support path animation.How to solve this problem?
What if I want to make a drift animation
@@willking6423 See the response to you other comment.
hep me : Failed to load some animation sequences Unreal Engine
There can be multiple issues that makes the animation not show up in Unreal Engine.
1. Do you have the rig meshes included in your export? These hold the animation and thus needs to be included. If you use 3ds max and datasmith the rig meshes will by default be hidden when imported in to unreal.
2. When exporting from 3ds max you need to make sure to set the "animated transforms" to "Active time segment" (th-cam.com/video/Ux4ZTmVMX2k/w-d-xo.html).
3. When importing in to Unreal Engine you need to make sure that you have the "Animations" checked (th-cam.com/video/Ux4ZTmVMX2k/w-d-xo.html)
4. The animation in located in it's own folder see (th-cam.com/video/Ux4ZTmVMX2k/w-d-xo.html).
Hopefully this information will help you find the issue.
Why you doing animation in 3d max not inside unreal engine ?
Hi, Our tool is not currently available directly in Unreal Engine. However, it is something we wish to have.
But you can rig the model in unreal engine
Yes, but not with our tool and with the animation resolution our 4-Wheeler can give.
The first time I did it worked. Then that happened... I already uninstalled unreal and installed it again and nothing worked...
Not sure what has happened for you. But if you are trying to import multiple of the same model you might get issues. The best here is to make a clone in 3ds max (via CDS as it keeps the rig), make the animation and then export to unreal so that the parts does not have the same name on import.
This is an exported animation seq from 3ds Max using Datasmith.
I want to render out some nice motion blur.
The wheels does this weird rotation but i got nice motion blur.
If i uncheck the LOCK TO DISPLAY RATE AT RUNTIME I i got no weird rotation but the motion blur will look crap ( ghosting ).
Does anyone experienced the same? any idea how to get around this?
this makes me crazy.
Thanks th-cam.com/video/z_zcYRZj6uI/w-d-xo.html
Please help. When I open the animation (sequencer) it disappears
Have you made sure to select the "Active Time Segment" when exporting with datasmith from 3ds max?