How to - Rigging Hands with Unreal Engine's Control Rig
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- เผยแพร่เมื่อ 9 ก.พ. 2025
- Rigging up your character comes with so many small steps and things you need to figure out, today we're taking a look at a simple way to rig the fingers on a character's hand!
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Now I just wish I understood how to do a backwards solve of this so I can bake this into an animation.
Glad I found this video before making control for each finger bone, Thank You very much.
Dear lord the distribute rotation was a god send, here's your like good sr.
THANK YOU!
Nice tutorial about the hand IK, really learn a lot from the video! My question is how can I further learn to rig different parts of the human body? Is there a standard way that applies to most of the humanoid character? How do you figure out this way to rig the character's fingers or other parts? It would be great if you would like to share you opinion, overview and experience of learning the rigging stuffs. Great video!
Thanks for the tutorial!
When I move the shape to control a finger the shape starts wildly spinning on the Z axis, anyone know why that is and how to fix it?
What do you do if nothing bends? I've tried typing numbers in the euler but nothing happens.
awesome tutorial! thx for video :)
Simply and easy! But I don't get why it perfectly works for me in first case than manually select and get array of bones but don't work in for each case :)
Thank you !!!!!!
Hi Awesome video it worked for one hand but not the other hand can you go over how to copy it from one side to the other. I used the mirror thing when you right click and I copy and pasted and adjusted the things to match with the right name but its not working can you go over that. Thanks!!!
making sure things are named properly is very important for that mirroring function to work, if you can't get it to work, you may have to just copy over the nodes and manualyl change which bones they affect and make some new controls manually.
Terrific stuff. Really interested in CTRL Rig and technical animation in UE5. Sub'd and will join the Patreon later.
Always happy to help out! :)
awesome, thanks. Just what I was looking for. But I was wondering, how to set up a backward-solver with this. :) I mean, I know how to do, with simple Get-Control -> Set-Bone -Combinations, but what if it gets a bit more complex like here?!
i haven't set up a backward solve for this myself but I imagine it would work something like this:
You find the rotation value when it's most stretched out
you find the rotation value when it's most cureld up
with that information you can get the following:
you find the range in degrees that a finger can move
you find the current rotation- min rotation
Now you have all the info you need to reverse lerp this, which is effecticly just getting the percentage of how much the current rotation - min rotation is of your total range.
So, a little math involved and all but should be managable :)
God bless you good man=)))
And that's how you make a bow 🏹
super helpful really hard to find this content for fingers alot of people skip it I was able to rig my own character thank you th-cam.com/video/WZNv-VdW4kY/w-d-xo.html
looks good! glad i could help out!