UE5.4: Game-Changing Rigging Update (You Won't Believe How Easy This Is)

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  • เผยแพร่เมื่อ 17 ธ.ค. 2024

ความคิดเห็น • 254

  • @GorkaGames
    @GorkaGames 9 หลายเดือนก่อน +101

    Man this is awesome news!! Now retargeting will be wayy easier and faster 🔥

    • @YoriPlayzz_Official
      @YoriPlayzz_Official 9 หลายเดือนก่อน +4

      Really It's the best update. Want to know the release date

    • @Braydon.W
      @Braydon.W 9 หลายเดือนก่อน +3

      I follow your channel and love seeing your comments on other videos I watch! All credit to OP but I gotta show love for Gorka!

    • @yujack5910
      @yujack5910 9 หลายเดือนก่อน +1

      Brother, your video has been moved everywhere in our country. As soon as I heard your voice, I knew it was you😇

  • @activemotionpictures
    @activemotionpictures 8 หลายเดือนก่อน +2

    7:05 - I just jumped out of the chair. Thank you!! Such amazing video explaining the features. Instant sub.

  • @outtoplay
    @outtoplay 9 หลายเดือนก่อน +26

    Oh man... this is so much better. Props and thanks for the thrill! 🍻

  • @nothing7ish
    @nothing7ish 9 หลายเดือนก่อน +13

    Oh, my goodness. They finally improved it!! Retargeting is pain in the ass. Thx for the develop team and Jobutsu.

  • @urkogaldona
    @urkogaldona 6 หลายเดือนก่อน +1

    Thanks!

  • @carljthatsme94
    @carljthatsme94 9 หลายเดือนก่อน +26

    The one thing that slows me down during dev. Incredible. UE5 is the best

  • @thegamedevcave
    @thegamedevcave 9 หลายเดือนก่อน +15

    that is actually insane, this will save so much tedious headache inducing time. I'm sure in real production you wouldn't just throw everything into the auto retargeted but surely you'd be able to get away with a significant amount of assets done this way!

  • @baziztsahy3927
    @baziztsahy3927 9 หลายเดือนก่อน +5

    That is game changer. Bye bye long hours of frustration

  • @IsaacCode95
    @IsaacCode95 9 หลายเดือนก่อน +4

    This is awesome!, i know how much i've struggled and wasted time to learn retargeting since 4.27 lol

  • @Emiralionline
    @Emiralionline 9 หลายเดือนก่อน +5

    This comment will be about all your tutorials and shares. So clear, easy to understand, useful and helpfull. Trying not to miss any. Thanks

  • @unrealdevop
    @unrealdevop 9 หลายเดือนก่อน +6

    This is great.
    NOTE: I think most people automatically default to adjusting the pose of the Target but I think that this may actually be a bad idea because it prevents you from using those animations on the target unless you set that target to use that pose or you setup the animations as being Additives with that post as the Base Pose. What I would suggest, is that you match the Source's Pose in the Retargeter to the Targets Pose. That way when you retarget those animations they will be based on that characters Base Pose, allowing you to use the animations you already have for it alongside the animations that were retargeted for it.

    • @Jobutsu
      @Jobutsu  9 หลายเดือนก่อน

      Great info !

    • @unrealdevop
      @unrealdevop 9 หลายเดือนก่อน +2

      @@Jobutsu Yeah I came to that realization at some point after doing the same thing only to realize I had to possibly swap out the base pose and if I did that, any native animations would naturally get screwed up because they were using a different base-pose. I haven't tried it but I'm pretty sure setting them up as an additive....or only playing them as a Dynamic Additive with that pose being the base...would fix it...but then your adding a bunch of extra runtime stuff that could be avoided.

  • @unknownuser3000
    @unknownuser3000 7 หลายเดือนก่อน +2

    Now that 5.4 is out im trying to follow this despite you saying its not a tutorial, its the best resource we have. Props again awesome video, make more!

  • @RomeoVarga
    @RomeoVarga 9 หลายเดือนก่อน +3

    JUST when I learned to do things the old way...! Great news, thank you for sharing this.

    • @Darkstar623
      @Darkstar623 9 หลายเดือนก่อน

      this is exactly how I feel 😭im glad that the modular control rig exists now but of course it's just as I finally got the hang of the original UE5 control rig setup lmao

  • @cgxlv
    @cgxlv 8 หลายเดือนก่อน +1

    This is a big help to me. When I decided to learn Unreal and other 3D stuff a few months ago I thought it would go better tbh. The reality for me has been like leaving a nice comfort zone and going directly to hell. 🤣

  • @TheDigiVault
    @TheDigiVault 9 หลายเดือนก่อน +2

    Great news!! Finally be able to get my head around retargeting.

    • @Jobutsu
      @Jobutsu  9 หลายเดือนก่อน +1

      It will speed things up and free up time for creativity for sure.

  • @holdthetruthhostage
    @holdthetruthhostage 9 หลายเดือนก่อน +3

    With Daz characters you have to snap it to the floor in daz before you export, & A Pose

  • @mind0242
    @mind0242 9 หลายเดือนก่อน +1

    Finally!! so much problems will be solved in this version!

  • @nourhassoun7099
    @nourhassoun7099 9 หลายเดือนก่อน +8

    Spent the last month building control rigs and now that work seems useless hahahaha. Amazing tutorial!

    • @Jobutsu
      @Jobutsu  9 หลายเดือนก่อน +2

      Maybe doing it your way, is better. I wish I had your knowledge !

    • @leandroalmendras
      @leandroalmendras 9 หลายเดือนก่อน

      yesterday was the 3rd time I gave up. bought "auto rig pro" today and now not sure if i should still try or just wait for this version. lol

    • @s.patterson5698
      @s.patterson5698 9 หลายเดือนก่อน

      Knowledge is power, and it provides you the tools to fix something when the latest gizmos have hiccups. Your knowledge will never be obsolete.

    • @kenalpha3
      @kenalpha3 9 หลายเดือนก่อน

      @@leandroalmendras Ive used "auto rig pro" for 2 years. It's helpful but also annoying because of bugs/changes. Ive had to redo my Blend file too many times, just to fix things that the new version gives. (Then I had to re-import all my meshs, anims in to UE. Lost too much time.)
      But I think it's the only way for me to [use it] to make my model UE compliant (root) and rename to UE bone names (which I hope allow me to use paid UE anims).
      Another problem with ARP is the proportions dont seem to work with retargeting. (Ive downloaded 20 Mixamo character differences (different proportions), then down an anim using that character (to get that skel proportion). But still, there is an auto scale button [in ARP] that never works for me, and makes my anims worst. So after retargeting anims in ARP (Blender), I have to manually fix keyframes > angles of arms or legs.
      Hopefully the UE5.4 tech will finally fix/allow proportional retargeting.

    • @reasonsreasonably
      @reasonsreasonably 8 หลายเดือนก่อน

      @s.patterson5698 Not true, but it will likely remain useful here and there for awhile. Plenty of skills become useless over time.

  • @v1duk4
    @v1duk4 9 หลายเดือนก่อน +2

    really awesome without extra plugins or software ! i love it

  • @GoodguyGastly
    @GoodguyGastly 9 หลายเดือนก่อน +3

    🎉🎉🎉 this is so life changing. I have spent so much time and frustration with retargeting.

  • @Hello-cq6re
    @Hello-cq6re 9 หลายเดือนก่อน +3

    OMG, I swear to god that today I suffered from this retargeting sh**, and now thank god they will release an update to solve this painful sh**
    Thanks a lot

  • @dreadtrain2846
    @dreadtrain2846 9 หลายเดือนก่อน +1

    Thank the Gods I've been putting off retargeting and animations!

  • @3djimmy
    @3djimmy 9 หลายเดือนก่อน +5

    Thanks for blazing the trail, very happy about the future. Keep up the great videos.

  • @zablade
    @zablade 9 หลายเดือนก่อน +1

    This is amazing news! My jaw dropped when I saw the Modular Control Rig. This is approaching workflow heaven!

  • @shotakhakhishvili8640
    @shotakhakhishvili8640 9 หลายเดือนก่อน +1

    This is phenomenal! So much game dev time will be saved now... UE is the best!

  • @DigitalStaff
    @DigitalStaff 9 หลายเดือนก่อน +1

    This is so much better than the Mixamo to UE Retargeter plugin I bought on the marketplace! Looking forward to doing more animations in UE5.4

    • @smokingheadstudiogerman5299
      @smokingheadstudiogerman5299 9 หลายเดือนก่อน +1

      to be truth: what you really need in Unreal, are 3 Things:
      1. - some generic Avatars, like Unitys Humanoid. It do not matter, if you now can "auto generate" Bones searching for. The problem is, to double every animation in the project, for every other called bone.
      What do you want with 1000x sit Animation ? it s pointless.
      2. - the point, that Unreal raytargeting, can understand Blender rotatet bones. (This includes Part 3)
      and:
      3. - the point, unreal understand Blender rotatet bones of reworked Daz 3d Charakters.
      so long this not work, this is stoneage.
      also the behavior to work with "Animation Puzzle Parts" in "Montages" is just a time & work amount, what is so much far away from every "good usage"
      ... shortly: The Unreal animation system, was stoneage, is stoneage, and so long it can not handle the easyest basic things, it will stay stoneage.
      Do not matter if it can find "some bones"
      stoneage, is stoneage.

  • @davidedemurodominijanni9889
    @davidedemurodominijanni9889 8 หลายเดือนก่อน +2

    DAZ incredible... _it works!!!!_

  • @ErichToven
    @ErichToven 9 หลายเดือนก่อน +1

    Omg... I need this now. So freaking happy about this.

  • @curioussoul5151
    @curioussoul5151 9 หลายเดือนก่อน +1

    This will save a lot of my time and mental health

  • @ukmonk
    @ukmonk 9 หลายเดือนก่อน +1

    excited about the IK rigs!! thank you for this! UE5 is getting better and better, looks like they want to compete with other DCC now as well as game engines!

  • @frgmnt7313
    @frgmnt7313 8 หลายเดือนก่อน +2

    Would love to see how this is done with animals/monsters similar to the long Chinese dragon that you can see at the beginning of this video's intro. I've been playing around with 5.4 trying to make it work with a snakelike creature and I'm clueless if I set up my skeletal mesh correctly and which control rig modules I should be setting it up with it.

  • @FinalMotion
    @FinalMotion 9 หลายเดือนก่อน +17

    HOLY CRAP!!!! THEY FINALLY DID IT!!!! THEY FINALLY FIXED RETARGETING!!!
    I am actually so excited for this, i am going to go install 5.4 as soon as i get back to my work station!!!! I am so excited about this!!!!

    • @Jobutsu
      @Jobutsu  9 หลายเดือนก่อน +3

      5.4 has not been released yet, you will have to compile it.

    • @FinalMotion
      @FinalMotion 9 หลายเดือนก่อน +1

      ​@@Jobutsu NOOOO dang... that sucks... but this is actually so amazing... Could you do a video more in depth about the control rig, and animation retargeting?
      My process in blender is Retarget to a control rig, then using layered animations, cleaning up/tweaking/blending animations... And I'm 1000% sure this same workflow can be done in Unreal, especially thanks to this video... But I'm not sure how to get the control rig to work as a controller on top of the retargeted animation...
      I hope this makes sense...
      But thank you so much for sharing this... i am so excited!!!!

    • @ErichToven
      @ErichToven 9 หลายเดือนก่อน +3

      @@Jobutsu Im building my copy right as we speak. Hit build and don't make big plans involving your pc for at least 4 hours. lol

    • @hansolpurr
      @hansolpurr 9 หลายเดือนก่อน

      @@ErichToven where do you find that? I only see up to 5.32 on epics github

    • @kenalpha3
      @kenalpha3 9 หลายเดือนก่อน

      @@ErichToven can you link a tut on how to build/compile UE engine versions? What are the exact search terms?

  • @JonathanWinbush
    @JonathanWinbush 9 หลายเดือนก่อน +2

    Awesome update! 🤙🏿🤙🏿

    • @Jobutsu
      @Jobutsu  9 หลายเดือนก่อน

      Agreed they did an amazing job !

  • @HakaiKaien
    @HakaiKaien 9 หลายเดือนก่อน +1

    This is incredible! Can't wait for this

  • @outtoplay
    @outtoplay 9 หลายเดือนก่อน +4

    I recently purchased 'Easy Pose' which does pose matching in the retargeter. The dev mentioned that often certain bone need to be left 'unmatched' like spine bones as they are unique to each rigged character. I guess you'd have to go back into the the match and not align certain bones if the default match made the target move oddly. Still damn cool.

    • @kenalpha3
      @kenalpha3 9 หลายเดือนก่อน

      I have that, havent used yet. Is it working for A to T pose conversions?

  • @unknownuser3000
    @unknownuser3000 9 หลายเดือนก่อน +1

    Counting the days until ue 5.4 now after watching this and you mention daz and i almost fainted cant wait to see genesis 9 usjng any animations

  • @samuelenslin1850
    @samuelenslin1850 9 หลายเดือนก่อน +1

    Ah, thanks man. Was about to dive into retargeting, but now I´m probably just gonna wait until this is out officially...:)

    • @Jobutsu
      @Jobutsu  9 หลายเดือนก่อน

      Still learn retargeting if you have the time to do so.

    • @smokingheadstudiogerman5299
      @smokingheadstudiogerman5299 9 หลายเดือนก่อน

      @@Jobutsu to be truth: what you really need in Unreal, are 3 Things:
      1. - some generic Avatars, like Unitys Humanoid. It do not matter, if you now can "auto generate" Bones searching for. The problem is, to double every animation in the project, for every other called bone.
      What do you want with 1000x sit Animation ? it s pointless.
      2. - the point, that Unreal raytargeting, can understand Blender rotatet bones. (This includes Part 3)
      and:
      3. - the point, unreal understand Blender rotatet bones of reworked Daz 3d Charakters.
      so long this not work, this is stoneage.
      also the behavior to work with "Animation Puzzle Parts" in "Montages" is just a time & work amount, what is so much far away from every "good usage"
      ... shortly: The Unreal animation system, was stoneage, is stoneage, and so long it can not handle the easyest basic things, it will stay stoneage.
      Do not matter if it can find "some bones"
      stoneage, is stoneage.
      in short: Time Amount and workfow Quality: Unity vs. unreal.
      unity win, Fatality.

  • @fernandodesa952
    @fernandodesa952 9 หลายเดือนก่อน +2

    holy fuck this is awesome, retargetting is a pain that needed this

  • @StyleMarshall
    @StyleMarshall 9 หลายเดือนก่อน +2

    This is awesome , thx 4 making this video , so great 👍

  • @digiart-cgi-ai-9152
    @digiart-cgi-ai-9152 9 หลายเดือนก่อน +1

    I’m glad you got your Mojo back

  • @TheAF01
    @TheAF01 9 หลายเดือนก่อน +1

    Awesome, thank you for the preview!

  • @ClemKlootShoops
    @ClemKlootShoops 9 หลายเดือนก่อน +1

    mid blown. such a ballache before. great vid!

  • @flmly-shortstoriesbyfamili2262
    @flmly-shortstoriesbyfamili2262 3 หลายเดือนก่อน +1

    Animation layers is a must for studios to seriously consider animating in unreal engine

  • @crazyAlexander23
    @crazyAlexander23 9 หลายเดือนก่อน +1

    I'm exited now for 5.4

  • @LoganPinney
    @LoganPinney 9 หลายเดือนก่อน +5

    Automatically COOOOOOL ! Auto IK rig, Auto Re target, Auto Pose 😎 AUTOBOTS ASSEMBLE!
    Ive been here since the start - only those who were retargetting in 5.0 EA know the pain LOL --- I learnt a lot of my initial re-target from you buddy, thanks for putting out quality EDUCATIONAL tuts. next up HDAs from Houdini + MH vertex animations>?! hehe Cheers Jobutsu!

    • @Jobutsu
      @Jobutsu  9 หลายเดือนก่อน +1

      Niagara Metahuman goodies are next.

    • @busesart
      @busesart 9 หลายเดือนก่อน +1

      @loganPinney exactly what I am into! VAMPs and HDAs!! Mechdawn has an amazing plug in for vertex anim

    • @synastershred2269
      @synastershred2269 9 หลายเดือนก่อน

      @@Jobutsu can you do this with Synty Characters as well? I assume you can!

    • @davidedemurodominijanni9889
      @davidedemurodominijanni9889 8 หลายเดือนก่อน +1

      Next step needs to be the IK Foot adaption to slopes and irregular surfaces active *by default* ... that's what I'm looking forward to! I've been using UE5 since EA myself and I know the pain... I've been looking for the way to make it work since day 1!!!!
      I honestly do not understand why is not by default as already part of the Control Rig setup. Real life is not only steps...

    • @busesart
      @busesart 8 หลายเดือนก่อน

      @@davidedemurodominijanni9889 do you mean motion matching with Motorica?

  • @achimschnick4890
    @achimschnick4890 5 หลายเดือนก่อน

    I am so happy havimg found that. It is that similar as in Maya. Will check that next Nights. What a Mess, this is awesome. Never did that much un UE5.4. Wow, need to change that.

  • @unknownuser3000
    @unknownuser3000 9 หลายเดือนก่อน +2

    Animation, retargetting, rigging was one ofmthe biggest pain points for me in game development trying to use daz and unity assets together, this seems if it works with genesis 8 and 9 is the solution for daz not working without having to spend hours fixing the rigs. Ill definitely give unreal 5.4 a try now to see this in action. Wish youd make a tutorial video as you said this isnt a tutorial but many myseld included are followinf your steps as if it were one.

    • @Jobutsu
      @Jobutsu  9 หลายเดือนก่อน +1

      Yesterday, I ran some quick tests with G8/G9 and with less hassle than before, they seemed to work.
      Any tutorials will come after release because they always lock down features before release and some don't make it through.

    • @theone8625
      @theone8625 9 หลายเดือนก่อน

      🎯

  • @TorQueMoD
    @TorQueMoD 9 หลายเดือนก่อน +1

    DAMN! 5.4 is gonna be amazing! I can't wait to see how good 5.20 is :)

  • @_azterisk
    @_azterisk 9 หลายเดือนก่อน +1

    This is great!

  • @LionUnchained
    @LionUnchained 9 หลายเดือนก่อน +1

    6:50 they told us they had to make it easier for the UE users. They just started giving us documentation this year XD
    Very glad i get to jump in and learn it like this though, truly. Seemed super tedious before.

  • @tactical-bucket
    @tactical-bucket 9 หลายเดือนก่อน +21

    Wow, imagine spending a decade or more learning and developing maya python rigging scripts and then unreal turns all your expertise into an auto button.

    • @DavidSalamanca
      @DavidSalamanca 9 หลายเดือนก่อน +4

      Bro if you can create rigging scripts in python you are an absulte god programmer, I am pretty sure those skills are transferable to another fields in game development, AI and animation

    • @tactical-bucket
      @tactical-bucket 9 หลายเดือนก่อน

      @@DavidSalamanca why do you think the mel and python script dialog exists? Its the only way to build sophisticated bug free rigs in maya

  • @baturalplarutab
    @baturalplarutab 9 หลายเดือนก่อน +1

    Great news 🎉

  • @holdthetruthhostage
    @holdthetruthhostage 9 หลายเดือนก่อน +3

    Been Praying for this as a Unity User where its just drag & drop. Unreal Approach was just to frustrating to the point I had to buy an asset & even then its just a labor intense for nothing

  • @DLVRYDRYVR
    @DLVRYDRYVR 3 หลายเดือนก่อน +1

    Delightful 🍿

  • @M-gf9gu
    @M-gf9gu 9 หลายเดือนก่อน +1

    Damn, this is huge!

  • @KikoBarahona
    @KikoBarahona 9 หลายเดือนก่อน +1

    Thanks for the vid. What distro are you running UE on?

    • @Jobutsu
      @Jobutsu  9 หลายเดือนก่อน +1

      I can't be that specific for reasons beyond my control. I hope you understand.

    • @davidedemurodominijanni9889
      @davidedemurodominijanni9889 8 หลายเดือนก่อน

      @@Jobutsu 😏

  • @Broockle
    @Broockle 9 หลายเดือนก่อน +2

    cool stuff, might be good to record your mouse cursor tho to follow 😀

    • @Jobutsu
      @Jobutsu  9 หลายเดือนก่อน +1

      It is a bug on my Linux box.

    • @Broockle
      @Broockle 9 หลายเดือนก่อน

      @@Jobutsu o.. Linux box. Interesting.

  • @RictorScale
    @RictorScale 8 หลายเดือนก่อน +1

    Wow this is such a game changer

  • @ukmonk
    @ukmonk 9 หลายเดือนก่อน +1

    be great if they implement a hand slider to open close hands, that would be amazing! time saver!

  • @erfanrostami1814
    @erfanrostami1814 9 หลายเดือนก่อน +1

    Awesome! Can you please make a tutorial for biped as well?

  • @IAmBael
    @IAmBael 8 หลายเดือนก่อน +6

    Oh damn. Literally two button clicks? I've been putting off making an IK rig for ages, this is huge.

  • @nareshbisht1
    @nareshbisht1 8 หลายเดือนก่อน +2

    Isnt this same as Unity Humanoid Retargeting. Did UE not have this basic function from the start?

    • @Jobutsu
      @Jobutsu  8 หลายเดือนก่อน

      Nobody cares.
      Use what you use and get the job done.

  • @Ninjagato465
    @Ninjagato465 9 หลายเดือนก่อน +3

    DUDE... this saves so much time. Wonder how it works with quadrupeds

    • @Jobutsu
      @Jobutsu  9 หลายเดือนก่อน +2

      I am testing that today.

    • @Ninjagato465
      @Ninjagato465 9 หลายเดือนก่อน +2

      @@Jobutsu will that be a video? I'll be eagerly awaiting your results

  • @FatalMatter-sz6gs
    @FatalMatter-sz6gs 9 หลายเดือนก่อน +1

    Unreal Engine V is insane.

  • @brocscogmyre5592
    @brocscogmyre5592 8 หลายเดือนก่อน +1

    This is all fine and dandy but no one's making tutorials on animation blending, at least none that work. I just hope that UE5.4 lives up to what they say it will do regarding animation

  • @amigoface
    @amigoface 9 หลายเดือนก่อน +1

    love it !!!!!

  • @robertdouble559
    @robertdouble559 9 หลายเดือนก่อน +2

    About F'n time! Never thought I'd say this but..."Thanks Fortnite!"

  • @piyushpandey6576
    @piyushpandey6576 9 หลายเดือนก่อน +1

    I spent last year tweaking the hands on the retargeter😢 and now they released this automatic one😂😂😂😂. Better late than never!!!!

  • @nu-beings
    @nu-beings 7 หลายเดือนก่อน +1

    Are you waiting for Reallusion to update their Auto Material setup plugin before retargeting their characters? I did it while following you...the textures look like blah...but the retarget and the control rig work!

    • @Jobutsu
      @Jobutsu  7 หลายเดือนก่อน +1

      Reallusion have great engineers.
      I am 100% certain they are busy doing something amazing.
      100% ;)

    • @nu-beings
      @nu-beings 7 หลายเดือนก่อน

      @@Jobutsu Love your tutorials.
      How would you control the facial animations after connecting a non-metahuman character (eg. CC4) to Modular Control RIg? Is there a tool for facial rigging in UE 5.4? Or is this just for body animations?

  • @itscoldcoldwinter
    @itscoldcoldwinter 9 หลายเดือนก่อน +1

    i have seen in uefn one creator using costum animation for character we play in game but him said it’s glitched a lot right now

  • @vivektyagi6848
    @vivektyagi6848 9 หลายเดือนก่อน +1

    Is it possible to create facial rig too? Would you please try rigging both body and face with Character Creator’s Character. Many Thanks

  • @ryolinkinpark
    @ryolinkinpark 9 หลายเดือนก่อน +1

    WHAT?!?! so many hours has been saved OMG!!!

  • @omega1543
    @omega1543 9 หลายเดือนก่อน +1

    Unity had this years ago glad to see its in unreal finaly.

    • @Jobutsu
      @Jobutsu  9 หลายเดือนก่อน

      I have never used Unity.

    • @ErichToven
      @ErichToven 9 หลายเดือนก่อน

      I would summarize the difference like this. Unity while extremely powerful is a no free lunch ide. Its a developer environment that makes games its light and easy to jump into a project just be prepared for a never ending amount of tedium compared to ue. While on the flip while unity is a ide that makes games unreal is a game engine that has a ide the trade-off being there's to much handed on a Golden platter adding often unneeded completely and a feeling often like this is way more than I need or want for those in and out projects that you don't need to have compile for a entire day it can be less than ideal.

  • @kakarotsan3030
    @kakarotsan3030 9 หลายเดือนก่อน +1

    Finally!

  • @jonos138
    @jonos138 9 หลายเดือนก่อน +5

    Excellent. I hope they do a metahuman update soon to make a better and easier attaching head to body work flow.

    • @Bakahira
      @Bakahira 9 หลายเดือนก่อน +2

      I hope also and hopefully soon also mesh to metahuman compatible for mac os!

    • @s.patterson5698
      @s.patterson5698 9 หลายเดือนก่อน +1

      ...and maybe they will actually add soom good-looking MetaHumans while they are at it😂😂😂. We do need some prime boys and gals.....and some clothing variety with mix and match options.😊

    • @s.patterson5698
      @s.patterson5698 8 หลายเดือนก่อน

      @@reasonsreasonably Thanks for the heads-up!!

  • @ErichToven
    @ErichToven 9 หลายเดือนก่อน +1

    I just got the goose pimples!!

  • @Hobnockers
    @Hobnockers 8 หลายเดือนก่อน +1

    cool. But do you know how to change the default ThirdPerson Mannequin Character with your custom character? Like a Mixamo Character, Methuman or DAZ Character? So you can use your character as the ThirdPerson Player Character? Looks like this changed in 5.4 Preview. Thx a bunch and keep rocking!

    • @Jobutsu
      @Jobutsu  8 หลายเดือนก่อน

      Does this still work ?
      th-cam.com/video/h_C__LJx8dg/w-d-xo.html

    • @Hobnockers
      @Hobnockers 8 หลายเดือนก่อน

      @@Jobutsu I couldn’t make it work. Wouldn’t there be a new easier way with 5.4 because of the change of their retargeting system?

  • @hotsauce7124
    @hotsauce7124 9 หลายเดือนก่อน +1

    May I ask, does the modular foot have a reverse foot IK system where the user can use toe pivots and heel pivots? And does the arm have forearm twists? Do the legs and feet have IK/FK switches?

    • @Jobutsu
      @Jobutsu  9 หลายเดือนก่อน

      I have not been any further than what you see here.

    • @hotsauce7124
      @hotsauce7124 9 หลายเดือนก่อน

      @@Jobutsu Thank you, I hope the foot modules have toe and heel pivots.

  • @holdthetruthhostage
    @holdthetruthhostage 9 หลายเดือนก่อน +2

    Unity still has a leg up as it just allows you to use the fbx animations no need to retarget them one by one

    • @Jobutsu
      @Jobutsu  9 หลายเดือนก่อน

      I never tried Unity.
      You can batch auto retarget all animations and related assets with this.
      It is as simple as selecting and right clicking the assets.

    • @holdthetruthhostage
      @holdthetruthhostage 9 หลายเดือนก่อน +1

      @@Jobutsu oh multiple animations ok

  • @อีลอนคาร์ก
    @อีลอนคาร์ก 9 หลายเดือนก่อน +1

    Thank you bro

  • @razorbl21
    @razorbl21 2 หลายเดือนก่อน +1

    its weird cause when i put the damn shoulders the arm slot just dissapear and there are no fingers, but when i put the arm where the shoulders its supposed to be then i have fingers but no arms xD

  • @PatrickTheDM
    @PatrickTheDM 9 หลายเดือนก่อน +1

    Very cool.

  • @AKThem06
    @AKThem06 9 หลายเดือนก่อน +2

    that modular rigging system is making me feel things
    jokes aside, can you also cover the other features coming in 5.4?
    I'd test them out myself but the build takes too long and I get errors most of the time :

    • @Jobutsu
      @Jobutsu  9 หลายเดือนก่อน +2

      If I find anything interesting and have the time, before it is released, I will yes.

  • @pstwr
    @pstwr 9 หลายเดือนก่อน +1

    watching and liking for your hair!

  • @wywarren
    @wywarren 9 หลายเดือนก่อน +1

    When changing the rig sockets in the modular control rig, does it pile more stuff into the RigVM execution stack? The problem I have with my modular procedural rig in 5.3 before was that it would be too complex to find the 65535 instructions cap in the 16bit address of the execution stack. I ended up turning it all into C++ to get it under 10,000 instructions now but it's still a cap as this evolves.

    • @Jobutsu
      @Jobutsu  9 หลายเดือนก่อน

      You need someone way smarter than me to answer that.
      Even trying to simply view the execution stack tab from within the Modular rig window, causes a crash for me.

    • @wywarren
      @wywarren 9 หลายเดือนก่อน

      @@Jobutsu yikes good to know. I'll try to pull down the main branch this weekend to see if there's a way to contribute.

  •  9 หลายเดือนก่อน +1

    Thank you very much for the impeccable content as always!!! Could you analyze 5.4 about Mass AI? If it left the experimental version in the version it has? :)

    • @Jobutsu
      @Jobutsu  9 หลายเดือนก่อน

      It is on my list but my guess is 5.4 will be released before I can make a video.

  • @sinfever2645
    @sinfever2645 4 หลายเดือนก่อน +1

    When i put shoulders on i don't get an option for arms on modular control rig, any reason why?

    • @Jobutsu
      @Jobutsu  4 หลายเดือนก่อน

      Did you figure this out ?

  • @roja
    @roja 9 หลายเดือนก่อน +1

    That is nuts

    • @Jobutsu
      @Jobutsu  9 หลายเดือนก่อน

      I agree, it is great work from them.

  • @TronikXR
    @TronikXR 9 หลายเดือนก่อน +1

    Wow. Just wow

  • @jbach
    @jbach 9 หลายเดือนก่อน +1

    Thanks for sharing! Can I ask, why Linux? Is the feature support of Unreal at parity with the equivalent 5.4 Windows build?
    And does the auto Retarget Animations feature work with Metahumans?

    • @Jobutsu
      @Jobutsu  9 หลายเดือนก่อน

      1. Linux is for a personal Houdini/UE R&D.
      2. I have not spent enough time with the linux build to answer that.
      3. Opening bridge crashes UE on my linux setup, so had no chance to test Metahumans.
      However, retargeting should work for Metahumans as they are compatible with mannequins.

  • @Kuuribro
    @Kuuribro 9 หลายเดือนก่อน +1

    Does the modular rigging work with anything besides an epic skeleton?
    And does it come with full backwards solve support??
    These look really powerful, but I'm more interested in the limitations after seeing showcases like this!

    • @Jobutsu
      @Jobutsu  9 หลายเดือนก่อน +1

      I struggled with non Epic Skeleton in the limited tests I did.

    • @Kuuribro
      @Kuuribro 9 หลายเดือนก่อน

      @@Jobutsu thank you for the response!

  • @unw3ee
    @unw3ee 9 หลายเดือนก่อน +1

    I've been waiting for this since UE5.0 appeared. Dreams come true.
    This new features only works for models with a human skeleton, right?

    • @Jobutsu
      @Jobutsu  9 หลายเดือนก่อน +1

      For now, but on X the Devs said that it may evolve beyond that in the future.

  • @pitchdark2024
    @pitchdark2024 6 หลายเดือนก่อน +1

    So after doing this how do you use the mixamo character as the third person character using the mixamo imported animations?

    • @Jobutsu
      @Jobutsu  6 หลายเดือนก่อน

      That is too complex to discuss in a comments section. It requires knowledge in a variety of areas.

    • @pitchdark2024
      @pitchdark2024 6 หลายเดือนก่อน

      @@Jobutsu I know how to do it the old way, setting up the blendspace and animation blueprint. I just cant find the new skeleton with mixamo character rigged to manny skeleton after following this tutorial. All it gives is an IK rig

  • @codyray6993
    @codyray6993 8 หลายเดือนก่อน +1

    im new to Unreal so this is probably user error but i cannot get the 'Auto Align' to pop up it just has reset, create, delete, and rename up there the animation im tryin to use works on the UE$ many just fine but trying to go to the UE5 the fingers are all mangled

    • @Jobutsu
      @Jobutsu  8 หลายเดือนก่อน

      I have not gone any further with this.

    • @codyray6993
      @codyray6993 8 หลายเดือนก่อน +1

      @@Jobutsu Turns out. I'm just a moron. This is my first week with UE and I'm still learning a lot. I had to go back and download 5.4 preview to get this stuff. This is a great vid, thank you.

  • @Ryanowning
    @Ryanowning 9 หลายเดือนก่อน +1

    I promised I wouldn't update Unreal Engine ANOTHER time for my project because it's always a massive hassle to migrate stuff over. IK Retargeting improvements though? That I can't really do without...

  • @TheHosieman
    @TheHosieman 2 หลายเดือนก่อน +1

    This has fixed my CC4 character's hands, which is great. Thanks! However, I can't seem to fix the shoulders. They are raised slightly for some reason after import, and I am trying to figure out how to set them correctly. Any ideas, please?

    • @Jobutsu
      @Jobutsu  2 หลายเดือนก่อน

      I do not know the answer at the moment.

  • @shirakuyanai4095
    @shirakuyanai4095 9 หลายเดือนก่อน +1

    The rest of the features I get but I still don't get the point of modular rig. Like you can switch the joints of different bones or something?

    • @Jobutsu
      @Jobutsu  9 หลายเดือนก่อน

      Not everyone is proficient in the science of creating control rigs, this seems to help those that are not.

    • @shirakuyanai4095
      @shirakuyanai4095 9 หลายเดือนก่อน +1

      @@Jobutsu I'm talking about the part you add modules into an already working rig.

  • @Adventurerer
    @Adventurerer 7 หลายเดือนก่อน +1

    i see ik rig mentioned for retargetting a lot, but is FK rig ever retargetted? if not, why not? just learning

    • @Jobutsu
      @Jobutsu  7 หลายเดือนก่อน +1

      FK is retargeted.

    • @Adventurerer
      @Adventurerer 7 หลายเดือนก่อน

      @@Jobutsu thank you, saw a pretty good video that did a break down on the difference of IK and FK basically saying one is for motion when the world affects the player and the other is when the player affects the world

  • @kenalpha3
    @kenalpha3 9 หลายเดือนก่อน +1

    Wow. The most annoying thing for me was converting A pose to T pose (because I want precise counter angles, yet didnt know them, and in 3 years I havent seen the official published angles of Epic's A pose).
    And setting up chains manually in 5.3 was tedious.
    So this will be in UE5.4, confirmed?

    • @Jobutsu
      @Jobutsu  9 หลายเดือนก่อน

      The devs behind this have confirmed on X.

  • @Omnivoid22
    @Omnivoid22 9 หลายเดือนก่อน +1

    Doesnt unity have a ik setup too? or is it just not as good?

    • @Jobutsu
      @Jobutsu  9 หลายเดือนก่อน

      I don't use Unity.