Rigging in Unreal Engine with Control Rig and the Skeletal Editor | Unreal Fest 2023
ฝัง
- เผยแพร่เมื่อ 10 ต.ค. 2023
- This session will explore the latest additions to Unreal Engine’s rigging toolset. Using Control Rig and the brand new Skeletal Editor, we’ll show you how to utilize techniques such as creating skeletons directly in the engine and adding dynamic motion rigs to bring your animations to life.
We’re excited to bring you sessions from Unreal Fest 2023, available to watch on demand: • Unreal Fest '23 Playlist - เกม
Unreal is truly the Swiss knife of game design!
As a Maya rigger, Control Rig is how I always dreamed rigging would be. Maya has always felt like jamming a square peg in a round hole. You can make it do the thing, but my goodness. The effort is excessive.
Control rig is Awesome, one of the best features of UE5, really pleasant to work with
There is a few things left for unreal to be almost feature complete, and one of these things is to be able to sculpt, modelize and material paint in the engine itself.
@@Tigerhearty you can sculpt in the landscape mode. You can model in the modeling tool kit and paint with mesh paint tool with vertex color.
Just what I needed. At the right time.
5:55 - mind blowing part! selling point!
ctrl+g - is for grouping (default in maya)
ctrl+u - ungrouping
29:30 - omg i want that tool in maya.. ive struggled to create it right in outliner... but no luck
While working a crazy control rig, we just ran into the scenario where if you exceed a stack instruction count of > 65535, the control rig will show as compiled with a green check but not be in a fully compiled/usable state. Looking into ways to optimize that now but it's a big bummer that we can't dynamically allocate the stack limit in this case.
This is really cool :0
Keep UNREAL SUBSCRIPTION FREE 😊
Excelente contenido como siempre aprovecho cada tip para mejorar en mis manejos de UE5 MIL GRACIAS!! saludos desde Uruguay!
Big thanks to everyone at Epic games making this fantastic tool, you're the very definition of awesome!
🔥🔥🔥🔥
Adding a Quick start auto rigger that Rigs to the default mannequin skeleton would be a cool addition to this plugin ; ). But even the ability to rename bones and add\ remove them It giving me less reason to need to even open a DCC. But Can we Adjust weights while previewing an animation too ?
I tried control-rig right when it came up but at the time it was too buggy and crashed the UI. I’ll have to check it out again as it looks like it's progressed quite a bit.
My workflow in Maya for skinning was to model clean proxy geometry that is in most cases lower than the final mesh. I do all the skinning on that mesh by starting out with binary weighting each joint (no smoothing). Then go through each joint and smooth its values to the adjacent joints while keeping all the other joints locked. This way you never end up with stray weights to clean up. The proxy geometry ensures that when weight smoothing it happens uniformly regardless of how geometry is modeled. After that you just transfer the weights from the proxy to the production mesh.
It’s been a couple years since I’ve done any rigging in maya but it probably still applies as this part of maya basically never changed over the 15 or so years rigging with it.
I would love to see a tutorial on how you make that rig, not just showcase xD still awesome to see
Are you going to show the Lunar Horizon in video? Project looks really cool.
Unreal just need Sculpt with mask and extract. Unreal is amazing!
As a Maya rigger, the job is more tedious than hard, but still rewarding.
Any chance we can get our hands on the rubik's cube rig ?
So mirroring weight is only possible with verts and not when in brush mode?
Anyone know if the sequencer video he mentioned on TH-cam?
UI REQUEST: Change border color of the rig hierarchy panel (Or allow users to change color) - I can see its gray in this video and it breaks with the overall theme of UE.
16:40 sequence of bone masses with decay 17:45
How to rig a mech. We need vertex groups.
What Resource would I look at to produce Rigs like this?
Hi there,
Any hints how to connect Metahuman head only, to a custom rig? Meaning what would be the best approach?
By connect I mean to connect just to one bone, because weights need to stay that way. Like Blender's "Transformation" constraint.
That should be very easy, and it's not... 🤐🤔
There's a talk a few years ago that talks about modular characters and inheriting poses/animations look for an unreal video called Building Modular Characters in Unreal Engine | Unreal Fest 2022
maya feels ancient after seeing this
is there are any planes to add stuff like euphoria do in character reactions to ue5?
Been looking into a lot of UE5's features lately, seems like it's becoming more of a 3d content creation suite, no? What's next, character sculpting?
@@JoshuaAbraham-ix2vo It's all of the things!
28:25
"-you have to adjust these yourself to some point"
and then he don't show how
[Edit]
just found out myself, uncheck *Update Children*
BTW UE5 is wonderful and this new editor is a life saver
What is Lunar Horizon and how to find it? Google knows nothing about it.
It is an "experience" inside Fortnite (UEFN).
@@kimsnarf oh, so you can open it up there and possibly export everything to vanilla Unreal?
@@alexanderalikin1210I guess, if the project has been made public.
@@kimsnarf thank you, I’ll check it out
I just dont get why you still have to retarget animations with all this tech why can't it be seemless like Iclone ? you drag any animation onto the character and it works
Lmao
Plz keep unreal engine free
Technically it's never been free.
It's still kind of free if you use it for games, only pay if you make over 1 million dollars. Non game projects will have a revenue limit as well.
cascadeur is still x10 much better and no one want to waste time on brushing weights, make it AI auto
It is one thing to skin weights, another very different thing to preserve volumes.
I'm one of the programmers at Epic working on the skinning tool. The manual weight editing will always be required even if we had an automatic solution. So we decided to do that first. It also allowed us to lay the foundation down be able to edit weights at all.
But we are absolutely interested in automating it to the degree that it is possible. The manual editing features are just the first step.
@@kiaranrthanks for your working
@@kiaranr I just dont get why you dont make the simple 1 click solution at the same time -also like why are we still having to retarget animations - iclone has had auto retargeting on any animation for quite awhile
Awesome talk and love it!❤👍💪👏😄
😂controle rig is to complex to understand for normal people... you need to make change on it ! Cause after make animations... we dont understand nothing
Well, all this will go to waste after they start requesting a monthly subscription next year and no longer free.
Only if you use it for non game projects. Plenty of games can use control rigs.
unreal is used primarily for games, was created to that purpose after all, anything related to games will not change. The change about non games related is too small to have any impact.
@@Neiv74 I wish thank you tho. That make me feel better