The reason I wasn't extending this was that I was working on a official one for 4.26, which got released today: th-cam.com/video/y2WzNvJZk0E/w-d-xo.html
one thing I have learned from studying Control Rig is you HAVE TO create your controls as children of the bone you want to control (it will create a space)and THEN move them to their own hierarchy(both control and space). This is especially crucial for IK solvers, had ALL SORTS of axis problems before I took this approach.
The fact you take the time to outline the workflow from external programs into ue4 for this specific use case is invaluable and you never see that explained anywhere.. Thanks!
(Just hit this problem myself so posting a workaround in case someone else hits it as this still seems to be one of the best Control Rig intros) I couldn't find this either but came up with a workaround which seemed to work. Select the bone that you're going to want the space to apply to, such as the hand bone in this example, and right-click on it to select 'Paste'. Now click back on the control space you've just created and right-click to choose 'Paste Global Transform'. This should move the space so that it exactly lines up with the bone, you can see this when you create a control inside of it as that'll appear at the exact position of the bone.
What about IK constraint modifiers based on a delta of acceptable range of motion ? Its a really good way to solve IK for the weird elbow issue without having to put a node there. Ubisoft did a GDC about constraint modifiers last year and it is a fantastic IK system.
my whole rigged character in unreal engine 4.26 falls apart around the time I use the HandSpace1. right-clicking I still can't see the space and then I attach basic IK and then my arm stretches super far out into the distance.
I really liked both this and the last video on the Control Rig, your mini tutorials are so much easier to consume than the Inside Unreal video. Please tell me you're going to do more - there were a lot of solvers there, I'd be really interested in seeing what they're used for.
I'm getting a strange issue where when I replicate whats at around 5:28 in the video, the middle bone shoots way down in the ground. I notice some of the bones on the rig that I bought are at scale 100 in the control rig default window for initial transform and for global transform. The blender fbx doesn't have any scale issue though. Any idea what could be causing it?
Nice. Hi dev do you think you can make a simple rig for a claw or robotic arm that can grab objects, this arm attach to a sort of pawn using control rig? Thank you
Part 3 soon pls? I'm wondering about best practices for a spine. I'm using bespoke controllers per spine bone right now and I'm not sure it's the best approach. I love the way CAT does it in Max and I think CCDIK is what I want but I can't configure it to rotate the same way that CAT does. I'd also love to see what we can do with human fingers for curl, spread, flay and other controllers.
Is there a way to get Pole Position from Control forward vector x distance like line trace blueprint? I can't find the forward vector or left vector in the rig editor.
Awesome videos, I didn't even know this was possible in Unreal ! If possible, could you talk a bit about how to pass values from blueprints into this system for use in game ?
I must be missing something fundamental, because my rig looks and behaves fine in the editor but when I place it in the world all the bones distort?? Thanks for the tutorial by the way Andi this is great
thank you for sharing this, that is great, but I am wondering could I make a control rig for the morph target on the face? I am trying to do that with editor utilities widget, but can't see a way to do that! Any tips would be so great!! Thanks again!
Great tutorial Andi! When I watched it I got super excited to try it out. Can't wait for the next part. Quick question: Can the rig also be applied to animations in order to edit them? I think I read somewhere that you can edit animations with the control rig but haven't found any material about it.
then for making these helpful videos but can i plz know that can i use a control rig in anim BP or how? like where to use it? and how to make animations out of it?
There is a Control Rig node in AnimBP and when you add parameters to your control rig you can expose them to manipulate them in AnimBP. I will come to that soon. There are also some improvements going on for upcoming versions.
Thanks for the tutorial, it's really spot on that you decided to cover one topic per session. I saw a video utilising your fully rigged spider with an interesting functionality of the tail: there was an FK for the first bone (with physics for the tip) and IK for the tip itself. That one really blew my mind! Is it straight forward to do or are there any challenges with that setup?
The reason I wasn't extending this was that I was working on a official one for 4.26, which got released today:
th-cam.com/video/y2WzNvJZk0E/w-d-xo.html
one thing I have learned from studying Control Rig is you HAVE TO create your controls as children of the bone you want to control (it will create a space)and THEN move them to their own hierarchy(both control and space). This is especially crucial for IK solvers, had ALL SORTS of axis problems before I took this approach.
There's a deficit of good or advanced or practical unreal engine tutorials. You're filling that gap. Keep up the good work.
Awww. Thanks.
very useful tutorial. I wasted two hours and couldn't attach even a control rig correctly until met the tutorial. Thanks !
The fact you take the time to outline the workflow from external programs into ue4 for this specific use case is invaluable and you never see that explained anywhere.. Thanks!
2:01 I cant find Control Space Transform please help
any answers?
(Just hit this problem myself so posting a workaround in case someone else hits it as this still seems to be one of the best Control Rig intros)
I couldn't find this either but came up with a workaround which seemed to work. Select the bone that you're going to want the space to apply to, such as the hand bone in this example, and right-click on it to select 'Paste'. Now click back on the control space you've just created and right-click to choose 'Paste Global Transform'.
This should move the space so that it exactly lines up with the bone, you can see this when you create a control inside of it as that'll appear at the exact position of the bone.
Bah, Select "Copy" on the bone not "Paste". Brain melted.
@@normal_vector ur a legend my man
"Uploaded 2 hours ago."
_Perfect_ timing, thank you!!
Oh men you make this look so easy, thanks for this !! I was a bit stuck with the Control Rig issue
i really like the way you explain things in depth. subbed
Best tutorial format ever
Great stuff!
Great content! Finally I got to understand how ControlRig works.
I liked the videos serie format you proposed.
Thanks!
What about IK constraint modifiers based on a delta of acceptable range of motion ? Its a really good way to solve IK for the weird elbow issue without having to put a node there. Ubisoft did a GDC about constraint modifiers last year and it is a fantastic IK system.
my whole rigged character in unreal engine 4.26 falls apart around the time I use the HandSpace1. right-clicking I still can't see the space and then I attach basic IK and then my arm stretches super far out into the distance.
Any luck?
yo thx for the series this will help me a lot
Your tutorials are awesome. Thank you so much!
Thank you, you really demystified this process to me!
2:00 - There is no Control Space Transform in 4.27 & 5.0........
What happen to these version!!! T_T
It is called Null now.
I really liked both this and the last video on the Control Rig, your mini tutorials are so much easier to consume than the Inside Unreal video. Please tell me you're going to do more - there were a lot of solvers there, I'd be really interested in seeing what they're used for.
I'm getting a strange issue where when I replicate whats at around 5:28 in the video, the middle bone shoots way down in the ground.
I notice some of the bones on the rig that I bought are at scale 100 in the control rig default window for initial transform and for global transform. The blender fbx doesn't have any scale issue though. Any idea what could be causing it?
Thx. Good job.
There is lack of simplified and focused content about control rig on youtube
Thank you so much! I'm using ue4.24 and didn't know it was part of the engine.
IN 4.26 here, can't seem to find how to transform the space
Excellent video, simple and straight to the point!
you are a life saver and a legend
Thank you. Your video is easy to understand and learn a lot.
Thanks! I really like your videos. Great stuff 😊👍
Nice. Hi dev do you think you can make a simple rig for a claw or robotic arm that can grab objects, this arm attach to a sort of pawn using control rig? Thank you
Thank you SO much! Keep up the great work
That’s super straightforward!!
There is no Control Space Transform
Part 3 soon pls? I'm wondering about best practices for a spine. I'm using bespoke controllers per spine bone right now and I'm not sure it's the best approach. I love the way CAT does it in Max and I think CCDIK is what I want but I can't configure it to rotate the same way that CAT does.
I'd also love to see what we can do with human fingers for curl, spread, flay and other controllers.
Where cam i download the skelton mesh, There is little information about control rig.
Is there a way to get Pole Position from Control forward vector x distance like line trace blueprint? I can't find the forward vector or left vector in the rig editor.
Hey @AndiDev can you help me with a double joint leg? None of the IK Nodes can bend it properly in UE4, it works perfectly in Blender
Thank you!
Please continue !!
More tutorials please
Awesome videos, I didn't even know this was possible in Unreal ! If possible, could you talk a bit about how to pass values from blueprints into this system for use in game ?
It’s on my list for one of the next parts.
For some reason I can't move the HandSpace. It's locked at the feet of my character and I activated Control Space Transform.
where did u find control space transform?
I must be missing something fundamental, because my rig looks and behaves fine in the editor but when I place it in the world all the bones distort?? Thanks for the tutorial by the way Andi this is great
thank you for sharing this, that is great, but I am wondering could I make a control rig for the morph target on the face? I am trying to do that with editor utilities widget, but can't see a way to do that! Any tips would be so great!! Thanks again!
Hello! Very good tutorials! Any ETA when you continue the series? That Multi Effector FABRIK(I guess it was that?) seemed awesome!
Great tutorial Andi! When I watched it I got super excited to try it out. Can't wait for the next part.
Quick question: Can the rig also be applied to animations in order to edit them? I think I read somewhere that you can edit animations with the control rig but haven't found any material about it.
then for making these helpful videos
but can i plz know that can i use a control rig in anim BP or how?
like where to use it?
and how to make animations out of it?
There is a Control Rig node in AnimBP and when you add parameters to your control rig you can expose them to manipulate them in AnimBP. I will come to that soon. There are also some improvements going on for upcoming versions.
@@AndiDev thanks very much
Can you show how to export the sequencer animation to an actual animation file?
Right click in the sequencer on your control rig than export animation as fbx
Or as animation sequence asset in UE. There you can trim it or handle it as any animation you brought in from external DCCs
hooking up the effector does nothing for me.
hi i really love this tutorial but can you do it with human body this time ? XD
did you create the model in blender?
Thanks for the tutorial, it's really spot on that you decided to cover one topic per session.
I saw a video utilising your fully rigged spider with an interesting functionality of the tail: there was an FK for the first bone (with physics for the tip) and IK for the tip itself. That one really blew my mind! Is it straight forward to do or are there any challenges with that setup?
The answer toy question is answered in the video 4, which you uploaded recently: th-cam.com/video/0A5fbL2sMYY/w-d-xo.html.
Thanks for that @AndiDev
Looks awesome! Is the scorpion asset freely available?
Hey. Thanks. Not yet but I am considering it.
I am not sure if this is too much to ask but would you consider sharing the project files in the future? Your work is amazing!
Thanks. I will consider it.
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