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!
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 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.
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!
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
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. 🤣
@@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.
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
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.
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!
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.
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 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!!!!
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.
@@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.
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!
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...
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.
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.
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.
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.
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.
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
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
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
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 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?
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.
...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.😊
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!
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?
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.
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
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 :
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.
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.
@@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? :)
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?
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.
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 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
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 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.
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...
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 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
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?
Man this is awesome news!! Now retargeting will be wayy easier and faster 🔥
Really It's the best update. Want to know the release date
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!
Brother, your video has been moved everywhere in our country. As soon as I heard your voice, I knew it was you😇
7:05 - I just jumped out of the chair. Thank you!! Such amazing video explaining the features. Instant sub.
Oh man... this is so much better. Props and thanks for the thrill! 🍻
Oh, my goodness. They finally improved it!! Retargeting is pain in the ass. Thx for the develop team and Jobutsu.
Thanks!
The one thing that slows me down during dev. Incredible. UE5 is the best
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!
That is game changer. Bye bye long hours of frustration
This is awesome!, i know how much i've struggled and wasted time to learn retargeting since 4.27 lol
This comment will be about all your tutorials and shares. So clear, easy to understand, useful and helpfull. Trying not to miss any. Thanks
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.
Great info !
@@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.
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!
JUST when I learned to do things the old way...! Great news, thank you for sharing this.
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
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. 🤣
Great news!! Finally be able to get my head around retargeting.
It will speed things up and free up time for creativity for sure.
With Daz characters you have to snap it to the floor in daz before you export, & A Pose
Finally!! so much problems will be solved in this version!
Spent the last month building control rigs and now that work seems useless hahahaha. Amazing tutorial!
Maybe doing it your way, is better. I wish I had your knowledge !
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
Knowledge is power, and it provides you the tools to fix something when the latest gizmos have hiccups. Your knowledge will never be obsolete.
@@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.
@s.patterson5698 Not true, but it will likely remain useful here and there for awhile. Plenty of skills become useless over time.
really awesome without extra plugins or software ! i love it
🎉🎉🎉 this is so life changing. I have spent so much time and frustration with retargeting.
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
Thank the Gods I've been putting off retargeting and animations!
Thanks for blazing the trail, very happy about the future. Keep up the great videos.
This is amazing news! My jaw dropped when I saw the Modular Control Rig. This is approaching workflow heaven!
This is phenomenal! So much game dev time will be saved now... UE is the best!
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
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.
DAZ incredible... _it works!!!!_
Omg... I need this now. So freaking happy about this.
This will save a lot of my time and mental health
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!
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.
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!!!!
5.4 has not been released yet, you will have to compile it.
@@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!!!!
@@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
@@ErichToven where do you find that? I only see up to 5.32 on epics github
@@ErichToven can you link a tut on how to build/compile UE engine versions? What are the exact search terms?
Awesome update! 🤙🏿🤙🏿
Agreed they did an amazing job !
This is incredible! Can't wait for this
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.
I have that, havent used yet. Is it working for A to T pose conversions?
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
Ah, thanks man. Was about to dive into retargeting, but now I´m probably just gonna wait until this is out officially...:)
Still learn retargeting if you have the time to do so.
@@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.
holy fuck this is awesome, retargetting is a pain that needed this
This is awesome , thx 4 making this video , so great 👍
I’m glad you got your Mojo back
Awesome, thank you for the preview!
mid blown. such a ballache before. great vid!
Animation layers is a must for studios to seriously consider animating in unreal engine
I'm exited now for 5.4
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!
Niagara Metahuman goodies are next.
@loganPinney exactly what I am into! VAMPs and HDAs!! Mechdawn has an amazing plug in for vertex anim
@@Jobutsu can you do this with Synty Characters as well? I assume you can!
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...
@@davidedemurodominijanni9889 do you mean motion matching with Motorica?
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.
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.
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.
🎯
DAMN! 5.4 is gonna be amazing! I can't wait to see how good 5.20 is :)
Coffee will taste so Unreal...
This is great!
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.
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.
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
@@DavidSalamanca why do you think the mel and python script dialog exists? Its the only way to build sophisticated bug free rigs in maya
Great news 🎉
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
Delightful 🍿
Damn, this is huge!
Thanks for the vid. What distro are you running UE on?
I can't be that specific for reasons beyond my control. I hope you understand.
@@Jobutsu 😏
cool stuff, might be good to record your mouse cursor tho to follow 😀
It is a bug on my Linux box.
@@Jobutsu o.. Linux box. Interesting.
Wow this is such a game changer
be great if they implement a hand slider to open close hands, that would be amazing! time saver!
Awesome! Can you please make a tutorial for biped as well?
Oh damn. Literally two button clicks? I've been putting off making an IK rig for ages, this is huge.
Isnt this same as Unity Humanoid Retargeting. Did UE not have this basic function from the start?
Nobody cares.
Use what you use and get the job done.
DUDE... this saves so much time. Wonder how it works with quadrupeds
I am testing that today.
@@Jobutsu will that be a video? I'll be eagerly awaiting your results
Unreal Engine V is insane.
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
love it !!!!!
About F'n time! Never thought I'd say this but..."Thanks Fortnite!"
I spent last year tweaking the hands on the retargeter😢 and now they released this automatic one😂😂😂😂. Better late than never!!!!
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!
Reallusion have great engineers.
I am 100% certain they are busy doing something amazing.
100% ;)
@@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?
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
Is it possible to create facial rig too? Would you please try rigging both body and face with Character Creator’s Character. Many Thanks
WHAT?!?! so many hours has been saved OMG!!!
Unity had this years ago glad to see its in unreal finaly.
I have never used Unity.
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.
Finally!
Excellent. I hope they do a metahuman update soon to make a better and easier attaching head to body work flow.
I hope also and hopefully soon also mesh to metahuman compatible for mac os!
...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.😊
@@reasonsreasonably Thanks for the heads-up!!
I just got the goose pimples!!
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!
Does this still work ?
th-cam.com/video/h_C__LJx8dg/w-d-xo.html
@@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?
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?
I have not been any further than what you see here.
@@Jobutsu Thank you, I hope the foot modules have toe and heel pivots.
Unity still has a leg up as it just allows you to use the fbx animations no need to retarget them one by one
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.
@@Jobutsu oh multiple animations ok
Thank you bro
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
Very cool.
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 :
If I find anything interesting and have the time, before it is released, I will yes.
watching and liking for your hair!
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.
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.
@@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.
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? :)
It is on my list but my guess is 5.4 will be released before I can make a video.
When i put shoulders on i don't get an option for arms on modular control rig, any reason why?
Did you figure this out ?
That is nuts
I agree, it is great work from them.
Wow. Just wow
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?
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.
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!
I struggled with non Epic Skeleton in the limited tests I did.
@@Jobutsu thank you for the response!
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?
For now, but on X the Devs said that it may evolve beyond that in the future.
So after doing this how do you use the mixamo character as the third person character using the mixamo imported animations?
That is too complex to discuss in a comments section. It requires knowledge in a variety of areas.
@@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
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
I have not gone any further with this.
@@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.
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...
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?
I do not know the answer at the moment.
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?
Not everyone is proficient in the science of creating control rigs, this seems to help those that are not.
@@Jobutsu I'm talking about the part you add modules into an already working rig.
i see ik rig mentioned for retargetting a lot, but is FK rig ever retargetted? if not, why not? just learning
FK is retargeted.
@@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
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?
The devs behind this have confirmed on X.
Doesnt unity have a ik setup too? or is it just not as good?
I don't use Unity.