This didn't directly help me with my specific issue but it got me there. I've been puzzling how to exit control rig logic without snapping and I saw you had some float plugged into the aim node weights then it clicked that you can simply feed an alpha into the rig and multiply it by whatever weight you want and lerp back to your bone transform. Anyway, you have an excellent way of explaining so keep on keeping on :)
I would love to see a tutorial using this on a VR fullbody character. The VR community is hurting for a GOOD Unreal solution. I'm guessing you could put a sphere in each hand of a third person character to work out the blueprints then later replace the spheres with the VR controller locations ?
It sounds like it's just a typical IK setup. Just create a Vector3 variable for each hand and set it each frame from the controllers, then use that to do IK.
This is pretty good. You understand the aim and aim math nodes. I have some working in my control rig for hand placement during climbing. Took me forever just playing with numbers. It works near perfectly, but I have a bug now when a world y Axis plane opposite me at waist high goes down in z axis, my whole hand rotates fingers pointed at my body. If I understood aim math better I feel I could solve the problem.
This is a very common problem! You can usually fix it by changing which axes are the primary and secondary ones. Remember that an axis strength can be -1! Otherwise you'll need to create a little math to rotate things around.
@CraigPerko haha yes I'm aware because it only added 30 minutes of experiment time. Hoping to hook it up to a print node tonight and figure out what changes. Thanks for getting back to me. Definitely got a sub and like. Seriously thanks man
great videos thank you! for some reason my character is stuck in t-pose when i connect the control rig node to my anim blueprint. i know the control rig is working because ive been using it for animations but i cant get it to work in the anim blueprint. Any ideas?
There are too many things that could be wrong, and not enough description to know. It could be something as simple as forgetting to wire the output of the control rig node to the anim blueprint's main flow.
Are you using blender? If you are I can give you the big list of settings that make it almost Identical to unreal. That way your models, animations and rigs will be scaled properly, plus animations will import at the right sample rate.
You used C# pretty heavily when you used Unity. Are you using strictly blueprints? I've done both and find C++ to be clunky(we're spoiled with C# syntax) and lean towards using only blueprints for now.
This didn't directly help me with my specific issue but it got me there. I've been puzzling how to exit control rig logic without snapping and I saw you had some float plugged into the aim node weights then it clicked that you can simply feed an alpha into the rig and multiply it by whatever weight you want and lerp back to your bone transform. Anyway, you have an excellent way of explaining so keep on keeping on :)
This is so underrated it took me forever to find this, theres such little info on this. Thanks bro
I would love to see a tutorial using this on a VR fullbody character. The VR community is hurting for a GOOD Unreal solution. I'm guessing you could put a sphere in each hand of a third person character to work out the blueprints then later replace the spheres with the VR controller locations ?
It sounds like it's just a typical IK setup. Just create a Vector3 variable for each hand and set it each frame from the controllers, then use that to do IK.
This is pretty good. You understand the aim and aim math nodes. I have some working in my control rig for hand placement during climbing. Took me forever just playing with numbers. It works near perfectly, but I have a bug now when a world y Axis plane opposite me at waist high goes down in z axis, my whole hand rotates fingers pointed at my body. If I understood aim math better I feel I could solve the problem.
This is a very common problem! You can usually fix it by changing which axes are the primary and secondary ones. Remember that an axis strength can be -1!
Otherwise you'll need to create a little math to rotate things around.
@CraigPerko haha yes I'm aware because it only added 30 minutes of experiment time. Hoping to hook it up to a print node tonight and figure out what changes. Thanks for getting back to me. Definitely got a sub and like. Seriously thanks man
good tips.
great videos thank you!
for some reason my character is stuck in t-pose when i connect the control rig node to my anim blueprint. i know the control rig is working because ive been using it for animations but i cant get it to work in the anim blueprint. Any ideas?
There are too many things that could be wrong, and not enough description to know. It could be something as simple as forgetting to wire the output of the control rig node to the anim blueprint's main flow.
Are you using blender? If you are I can give you the big list of settings that make it almost Identical to unreal. That way your models, animations and rigs will be scaled properly, plus animations will import at the right sample rate.
I've never had a problem with that. My only problem is that Blender rigs can't be exported to Unreal, and you have to recreate them from scratch.
@@CraigPerko I could've sworn there was an add on that exported ik rigs from blender to unreal. I can't remember what it was called though.
@@alex-qn5xp Might be by now!
You used C# pretty heavily when you used Unity. Are you using strictly blueprints? I've done both and find C++ to be clunky(we're spoiled with C# syntax) and lean towards using only blueprints for now.
Yeah, I'm nearly 100% blueprints. It suits my obsession with prototyping.
can you get this working in unreal engine for fortnite ?
I've never fortnited.
Thank you
Yeah it took me couple days to find out that "global" isn't "world"
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"fin terp" F Interp....Float Interpilation.
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