Wow, no faffing around, you don't mince your words, every single sentence is informative and explains a concept clearly. This is one of those videos I'm gonna pause a lot and rewatch segments as I figure out my own control rig.
This video was amazing but so hard for me to follow as a beginner. Unreal Engine Control Rig and procedural animation tutorials are very hard to find right now.
Can you confirm this is now obsolete to more recent versions of unreal? It seems artv1 is only available prior to unreal 5 and on Maya side up to 2016?
Unreal Engine has tons of features and you should first see what you wanna build/make/achieve. just like Blender which is for modeling/CGI/movie/paint etc...
@@AlmazovS the thing is: i did this like you sayed but my rig is getting messed doing these steps of cube and normal IK,the leg get all contortioned... so what could be the best practices to rig and export all ''ready'' to control rig?
@@sunny99179 could be that you have a cyclic dependency where two bones are parented to eachother, so as one moves, the other does, so the other does, etc. That's what causes jitters. If it's just statically jacked up, it's probably because the bones got rotated too much. I can't say for sure but I think pole targets can fix that by regulating where the knee is aiming and can aim. There's also discrepancies in how the bones affect the mesh depending on whether you're in edit mode, object mode or pose mode so it's tricky. But I think i had that problem and fixed it by just rotating it 560 degrees. Personally I'd probably start over but that's because i can't commit to anything
Thank you! This and the beginner series you have on your channel helped me a lot on getting on my feet with control rig! You have a nice skill with these shorter tutorials and I hope you continue making more! 😊🙏
Can we have a tutorial about the procedural animation that you've shown in the end ? there is a severe lack of explanation about creating procedural walking animations
@@ljrnet9542 they answered that question in one of their live streams and they said it will be at late 2021 Idk who confirmed this quarter is the release..
This is soo good! Thank you for all your research and effort put into this demo. Super handy. I’m rigging a quadrupled for and animated production at the moment and there are many tips in this video that will help me!
Is the Project file available anywhere? This is an excellent video for building an understanding on how to set-up a control rig (esp for something mechanical). I'd love to see more on how you did the feet and other parts. Thank you!
Yep, pretty useless telling on a video "i did this" and "i did that". Things like control rig require every node to be visible, cuz one thing messed up - nothing is working.
Ok don't want to be the negative guy because this looks cool, but geez that is super complex compared to just rigging and animating in a 3D package like Blender.
@@MR3DDev Blender's constraints don't transfer into Unreal. You can make sweet fixed animations, but in Unreal you may wish to tweak them for multiple sized bodies or for the environment. That's where control rig shines.
Nice I need this, having large multilegged creatures with feet on mid air is rather immersion killing in VR. Rigging inside the engine seems the natural way to go moving forward.
Personally, coming into this as a programmer, Control Rig seems like a lot of work to setup an IK rig that can be done a little easier in Blender or in Maya HumanIK. I'd prefer an auto IK setup that can be tweaked.
i was questioning this aswell, at my work we have to deal with dcc tools to create our human animations, but when we have to create these animations in bulk it becomes tedious. i wish there was a way to use blended animations + and IK system that i could activate with a single switch.
Fantastic tutorial, thanks for sharing. More please :p. One minor gripe, you started simple and then suddenly cut to advanced, not really explaining what was going on!
This is a great tutorial. Personally, coming into this as a programmer, Control Rig seems like a lot of work to setup an IK rig that can be done a little easier in Blender or in Maya HumanIK. I'd prefer an auto IK setup that can be tweaked.
@@patrickcoan3139 Probably because they understand that this could be a much more automated system. A programmers job is to save time with tools, perfectly understandable request too. He didn't say "It can't do what I want" he clearly wants to do less work to set this up, so why would he want to dive into scripting in control rig?
@@Cusey A programmers job is to automate with the tools available, if not invent their own. Here, Unreal presents new tools, which don't really exist anywhere else, and this programmer is asking for the tools to be more automated... Automated systems are what programmers create for higher level users like technical directors and artists... not the other way around.
Great tut. However there was one major point that was not addessed; how you created your Foot_main which controls the entire reversefoot_ctrl. The video at 12:46 passes it too quickly to pause to see how it was set. Updating the video description or adding a caption at the time stamp would be exponentially helpful in replicating your results.
Control rig constantly screws up the rig I've made for the entity by shuffling the bones back a position to it's parent's position. I've tried re-rigging and weighting it multiple times to get it to function properly, but it refuses. I have no idea what to do about it, and even when I decided to go ahead and work with that rig the gizmos wouldn't move the model so it was all pointless.
For the reverse foot in UE5 I had to make the Get Transform for the heel_Ctrl_L set to "initial" as I had some rotation already on that heel control so it span when the reverse foot rotated negatively because on each update it was adding the reverse foot rotation to it. I don't understand why it works for you without that as I think you had rotation on the heel control as well but all good now I think
horrible:( at 4:22 in your video I am at the part where I tell Basic IK the three different types of bones I want to work with. thigh_L goes into item A and shin_L goes into item B and Effector item is foot_L and everything on those three bones stretch way down below. When I turn Propagate to Children on nothing changes.
Super Epic !!. Also, would you consider a providing a playlist exclusively for VR projects. If you have one already please disregard this. Again, Epic work here!
Thankyou for the tutorial !... I initially was looking for a tutorial to help me with foot ik placement .... however @ 23:53, you show how to do this but you are too zoomed out and the script isn't visible. Perhaps if you upload a screenshot or show us step by step like in the beginning of the video , it would be more helpful....
Bro,you are a legend! This save my day, my time ,my everything! Jesus ! Guys, download this and you won't be regeret! And don't forget to hit the like button so other beginners can check this out.
The axis setup needs to be explained, not all skeletons are the same. On mine, I had to turn off Secondary Axis Weight completely, as it was causing havoc.
Please make a tutorial on how to pause behaviour tree and play function and after performing function the behaviour tree will start from where it is paused
could you clarify runtime IK a bit more? How does Speed variable get used in the control rig graph? what are the trailing bits under the leg IK section and Hip adjustment section?
Can't follow the procedural bit I came here for as the node "Add Mapped Skeletal Mesh" doesn't seem to exist any more. Not sure what the new alternative is.
I wished the reverse foot setup would have been better explained. Its glossed over way too fast and is the cause of many issues because its so dependant on the rig orientation.
Hi! A very, very, very big request, make a lesson on version 26, just for beginners, as you did for 25. You see, there are people who don't speak English and they need to do everything intuitively, step by step. Please make your scorpion step by step, you can do it without a long explanation, a quick video of you doing all the controllers and bones from scratch. Please do this for the entire non-English speaking audience!!!!
Hey Andreas, your clear way of teaching is really great. I recently found your channel, you're doing a great job! I'm having a problem to transition from the first part of this video to the advanced foot-ctrl with ball correction. I don't know what bone to connect to the heel_ctrl and ankle_ctrl and if I just position them by hand at the outer borders of the foot, the position is always getting reset.
Realtime control rigs are! otherwise from my understanding, it doesn't have to be heavier than your controllers in Blender/Maya/etc are on the final product You can have a control rig for wysiwyg animating. animate in ue4 -> bake into animsequence. I dont think animations made this way, have to be more costly in-game than similar, imported animations. But maybe I dont know enough. Also artist
I would love to know if anyone has a tutorial on how to set up an IK and PV system on the Mannequin that is in UE. Every time I try to set one up, the poor mannequin looks like it has been through a blender. I think it is the twisted bones in the mannequin, but for the life of me, I have no idea how to fix it!
The twisted bones occur when the primary and secondary axis are wrong, so try a few different values (-1, 0 or 1) for different axis in the Basic IK node.
@glyn hodges I kind of figured it out, but it isn't all that good. I have been meaning to get back to it, but a thousand and one tasks to do XD The one in the marketplace is okay, but it is a very basic barebones setup. I was trying to make a more complex custom rig. To help with procedural animation.
@@defiant4eva How did this go? I'm currently doing the exact same thing except I can't seem to get my model to work right with basic IK (which is like the first step to procedurally animating it).
@@ChopieTheCat I ended up stripping the ik project made by epic and learning to rig it myself. There are a few basic videos out there, maybe you can find more. Oh and I broke the model a dozen times learning. So duplicate the rig in the project a few times, so you don't have to reinstall the files everytime lol
@@ChopieTheCat A lot of reading around the internet on forums, asking questions on the forums and such. You need to understand local and global space and relationships with IK. An understanding of how the nodes interact and what does what. It is going to be a journey of reading a lot of material, watching youtube videos on rigging, to understand the concept, which does transfer over, but the nodes will be slightly different, names, meanings. Then it is generally about practice, trial and error, smashing a keyboard or two
OK getting some success, have movement. Only problem is the end of the foot extends awaaaaaay below the mesh, as long as I use -Y primary axis and have no secondary axis. 100% success is surely only days away lol
I bring my control rig into the scene but sequence doesn't populate now. It worked before, I removed some old linked animations so could it be that? - Sovled : I also had to remove the old take generated by the initial drag / drop into the scene of the ControlRig Asset. Hope this helps anyone.
Hello everyone ! Is control rigs only a rigging system designed for characters ? As that is say in the intro. Maybe I may Control rig complex doors and stuff like that ? worth or not ?
Is it possible to partially retarget a character with the mannequin animations and additionally use the control rig for additional bones like tail/extra limbs?
hi , thanks for showing this. could you show again how to rig the antenna? the video went too quickly and actually hides some of the graph unfortunately. thanks again :)
As a beginner, understood the first part but then from the reverse foot setup part it is so fast and you skip so many things and now I am lost. Guess this tutorial is only for advanced users.
Hello,how do i make it autokey? i have to do it all by hand,each bone and that is very weird.... This is so amazing,i could make an fluid animation on 1st time. I want to know if its possible to open on sequencer an retargeted animation? because i tried it but the character doesn't move inside sequencer,the bones moving appear in pink but the body doesn't move along. Thank you for all,im loving to animate inside unreal,it will boost so much and make me avoid import/export issues.
Anyone having issues when setting reverse_foot transform from the foot bone? when I set it up like that it always seems to revert the rotation of the reverse_foot and move the control on where the bone was. It's like the rotations try to move the controls but the set transform reverts them. UPDATE: Must use set translation node , for some reason if I put set transform and only use the translation it won't work.
Can you tell me how I can select "Start Bone" and "Effector Bone" within the Basic FABRIK node? There had been a change from your build I guess. I only get those 2 options within the MultiEffectorFABRIK node. :(
I am still very new to UE so I did not understand a lot of what was said, but am working on it. Could you theoretically rig non-character items. Like say I wanted to show a character taking off a piece of armor/clothing, could I rig the clothing to interact with the hands and arms taking it off?
How did you set up the eye expressions for the robot? Some of the material nodes at time Index 16:16 are too blurry. Is there a UE project with the material set up in the Marketplace or a high rez video? And where do the wire to the left side of the graph go to?
Wow, no faffing around, you don't mince your words, every single sentence is informative and explains a concept clearly. This is one of those videos I'm gonna pause a lot and rewatch segments as I figure out my own control rig.
This video was amazing but so hard for me to follow as a beginner. Unreal Engine Control Rig and procedural animation tutorials are very hard to find right now.
Throw in UE5 bugs if you’re on that. It’s a rough learning curve.
Can you confirm this is now obsolete to more recent versions of unreal? It seems artv1 is only available prior to unreal 5 and on Maya side up to 2016?
Unreal Engine has tons of features and you should first see what you wanna build/make/achieve. just like Blender which is for modeling/CGI/movie/paint etc...
@@AlmazovS the thing is: i did this like you sayed but my rig is getting messed doing these steps of cube and normal IK,the leg get all contortioned... so what could be the best practices to rig and export all ''ready'' to control rig?
@@sunny99179 could be that you have a cyclic dependency where two bones are parented to eachother, so as one moves, the other does, so the other does, etc. That's what causes jitters. If it's just statically jacked up, it's probably because the bones got rotated too much. I can't say for sure but I think pole targets can fix that by regulating where the knee is aiming and can aim. There's also discrepancies in how the bones affect the mesh depending on whether you're in edit mode, object mode or pose mode so it's tricky. But I think i had that problem and fixed it by just rotating it 560 degrees. Personally I'd probably start over but that's because i can't commit to anything
Seing Andreas in the spotlight warms my heart 😍
Thank you! This and the beginner series you have on your channel helped me a lot on getting on my feet with control rig! You have a nice skill with these shorter tutorials and I hope you continue making more! 😊🙏
Thank you. I am constantly amazed by the things Unreal can do. Almost don’t need Blender anymore.
I had to play around with the Primary and secondary axis as my model was little bit weird. Overall EXTREMELY helpful guide! Thank you.
This is the best video to get started with control rig.
Till minute 10 it was a perfect class, after that "Now that you "know everything", let me speed it up like 100 times" :)
One of the best Turorials out there. Very Helpfull, Thank you so much!
Can we have a tutorial about the procedural animation that you've shown in the end ? there is a severe lack of explanation about creating procedural walking animations
Very helpful. It would be nice if we could get a link to the project or the control rig blueprint.
I feel like UE5 is getting very close. I can not wait!
learn on the current version first, and wait till probably October 2021 for UE5
@@nazake69 I am learning UE4 right now and they say UE5 beta will come in this quarter.
@@ljrnet9542 they answered that question in one of their live streams and they said it will be at late 2021
Idk who confirmed this quarter is the release..
@@nazake69 Is that the beta or full release?
@@ljrnet9542 beta this month!!
This is soo good! Thank you for all your research and effort put into this demo. Super handy. I’m rigging a quadrupled for and animated production at the moment and there are many tips in this video that will help me!
Teaching a little bit rushed and some key parts were gracefully omitted :)
Excellent! Thanks a lot Andi for sharing the knowledge! :D
Is the Project file available anywhere? This is an excellent video for building an understanding on how to set-up a control rig (esp for something mechanical). I'd love to see more on how you did the feet and other parts. Thank you!
Yeah I don’t know why they don’t do that. Maybe they should only showcase projects they can share. This is really interesting, but of limited use.
Yeah most of the tutorial is useless now, a lot of it is too zoomed out too to even make out what's happening...
Yep, pretty useless telling on a video "i did this" and "i did that". Things like control rig require every node to be visible, cuz one thing messed up - nothing is working.
th-cam.com/play/PLwNmoyWCxgGxNnIutI75kyI4mbA_Ku6xb.html
@@Arthur-oy6kd legend
Ok don't want to be the negative guy because this looks cool, but geez that is super complex compared to just rigging and animating in a 3D package like Blender.
In Blender, you still need to use constraints and drivers to get a nice rig. I think the Control Rig is trying to replicate that.
Well yea, it is more “complicated” or advanced per say but this kind of rig has more capability then the one in Blender.
@@m1sterv1sual Blender can do the same but you need to use drivers and that can be a bit of a pain.
@@ljrnet9542 maybe is because I am not a blueprint person but I can do constrains pretty easy in blender.
@@MR3DDev Blender's constraints don't transfer into Unreal. You can make sweet fixed animations, but in Unreal you may wish to tweak them for multiple sized bodies or for the environment. That's where control rig shines.
Nice I need this, having large multilegged creatures with feet on mid air is rather immersion killing in VR. Rigging inside the engine seems the natural way to go moving forward.
nice pun
Figured it out. THANKYOU SO MUCH FOR MAKING THIS VIDEO!!!!!!!!!!!!!!!!!!!!
Personally, coming into this as a programmer, Control Rig seems like a lot of work to setup an IK rig that can be done a little easier in Blender or in Maya HumanIK.
I'd prefer an auto IK setup that can be tweaked.
i was questioning this aswell, at my work we have to deal with dcc tools to create our human animations, but when we have to create these animations in bulk it becomes tedious. i wish there was a way to use blended animations + and IK system that i could activate with a single switch.
Fantastic tutorial, thanks for sharing. More please :p. One minor gripe, you started simple and then suddenly cut to advanced, not really explaining what was going on!
Videos like this with the project would make a great edition to Unreal Learning.
really awesome to watch and love how well you documented everything
Ayy it's AndiDev! I recognize your voice and in-game model! Just about to dive into the rest of the video, I'm sure it'll be good :D
This is a great tutorial.
Personally, coming into this as a programmer, Control Rig seems like a lot of work to setup an IK rig that can be done a little easier in Blender or in Maya HumanIK.
I'd prefer an auto IK setup that can be tweaked.
Coming in as a programmer and you are asking for an automated setup? Why not script Control Rig to your liking in that case?
@@patrickcoan3139 Probably because they understand that this could be a much more automated system. A programmers job is to save time with tools, perfectly understandable request too. He didn't say "It can't do what I want" he clearly wants to do less work to set this up, so why would he want to dive into scripting in control rig?
@@Cusey A programmers job is to automate with the tools available, if not invent their own. Here, Unreal presents new tools, which don't really exist anywhere else, and this programmer is asking for the tools to be more automated... Automated systems are what programmers create for higher level users like technical directors and artists... not the other way around.
@@Cusey A much more automated system... script it then, the tools are all there. What programmer asks for automation to be handed to them? Get real.
Excellent video! Thanks so much and please keep up the great work!
Great tut. However there was one major point that was not addessed; how you created your Foot_main which controls the entire reversefoot_ctrl. The video at 12:46 passes it too quickly to pause to see how it was set. Updating the video description or adding a caption at the time stamp would be exponentially helpful in replicating your results.
This is a serious tool! Thx epic. All in real time. Amazing!
could you please publish the content from the 2 legged one? would be so helpful.
This is amazing. Thank you for the tutorial!
So how do I get the project file?
Thank you for a very good and straightforward tutorial!!
Super straight forward and to the point, thx :)
Great explanation, really easy to understand, Thanks !!
Control rig constantly screws up the rig I've made for the entity by shuffling the bones back a position to it's parent's position. I've tried re-rigging and weighting it multiple times to get it to function properly, but it refuses. I have no idea what to do about it, and even when I decided to go ahead and work with that rig the gizmos wouldn't move the model so it was all pointless.
So useful and concise! Thank you
Congrats Andi!!!
For the reverse foot in UE5 I had to make the Get Transform for the heel_Ctrl_L set to "initial" as I had some rotation already on that heel control so it span when the reverse foot rotated negatively because on each update it was adding the reverse foot rotation to it. I don't understand why it works for you without that as I think you had rotation on the heel control as well but all good now I think
Thanks! Nice tutor~It's better that if the project is downloadable. I'm making a robot model in Blender.
Great tutorial that gave me a starting point. thanx :)
horrible:( at 4:22 in your video I am at the part where I tell Basic IK the three different types of bones I want to work with. thigh_L goes into item A and shin_L goes into item B and Effector item is foot_L and everything on those three bones stretch way down below. When I turn Propagate to Children on nothing changes.
I think my model inside Unreal engine 4 is too large.
Thank you very much for this. Very helpful.
thank you...very much needed
This video is damn beautiful!
This is amazing! Thank you
Really helps , thank you
Super Epic !!. Also, would you consider a providing a playlist exclusively for VR projects. If you have one already please disregard this. Again, Epic work here!
Thankyou for the tutorial !... I initially was looking for a tutorial to help me with foot ik placement .... however @ 23:53, you show how to do this but you are too zoomed out and the script isn't visible. Perhaps if you upload a screenshot or show us step by step like in the beginning of the video , it would be more helpful....
Now i can make my own animations nice
I watched and listened. But im still confused. I have to go step by step following along to really understand it
I created a sample project which includes the steps shown in the tutorial. Click on my account and find the link in the banner / in the info tab.
U r awesome , i donno why this comment is under rated.. thank you so much.. perfect
Bro,you are a legend! This save my day, my time ,my everything! Jesus ! Guys, download this and you won't be regeret! And don't forget to hit the like button so other beginners can check this out.
awesome video thanks alot!
The axis setup needs to be explained, not all skeletons are the same. On mine, I had to turn off Secondary Axis Weight completely, as it was causing havoc.
got me buggered. once I set the control to the foot and start moving it the whole leg goes crazy. Wasted too much time on this....
Got the same thing working in Unity in about 3 hours....
Please make a tutorial on how to pause behaviour tree and play function and after performing function the behaviour tree will start from where it is paused
Great tutorial thanks:)
could you clarify runtime IK a bit more? How does Speed variable get used in the control rig graph? what are the trailing bits under the leg IK section and Hip adjustment section?
I think, it's more comfortable to animate directly in UE4, then in Blender!
I cannot even replicate the tutorial with the same bone structure...
Any chance we can get an update to this? It's changed a lot.
Where can I download the files for the project?
This is the first thing i try do find...strange a tutorial without provide this assets....
@@bertani6134 It's presentation, not an actual tutorial, for what it's worth :P
Thank you!
Can't follow the procedural bit I came here for as the node "Add Mapped Skeletal Mesh" doesn't seem to exist any more. Not sure what the new alternative is.
Scorpion has the rig of a Dream
I wished the reverse foot setup would have been better explained. Its glossed over way too fast and is the cause of many issues because its so dependant on the rig orientation.
Awesome !!
Correct me If I am wrong, "Suika" means "Watermelon" in Japanese.. Thanks for your tutorials.
Hi! A very, very, very big request, make a lesson on version 26, just for beginners, as you did for 25. You see, there are people who don't speak English and they need to do everything intuitively, step by step. Please make your scorpion step by step, you can do it without a long explanation, a quick video of you doing all the controllers and bones from scratch. Please do this for the entire non-English speaking audience!!!!
shortcut: Reverse Foot setup at 12:05
Hey Andreas, your clear way of teaching is really great. I recently found your channel, you're doing a great job!
I'm having a problem to transition from the first part of this video to the advanced foot-ctrl with ball correction. I don't know what bone to connect to the heel_ctrl and ankle_ctrl and if I just position them by hand at the outer borders of the foot, the position is always getting reset.
UE5 is coming boisss
when
Amazing
Please a Step by Step tutorial for the 2D Eye expressions with Control Rig?
The point of this tutorial is to scary people out of learning Unreal
Very nice tutorial. Thank you very much.
Is there a way to mirror a pose?
Maybe a simple artist question but is this heavier on the computer rather than just importing animations?
i'd say so
Realtime control rigs are! otherwise from my understanding, it doesn't have to be heavier than your controllers in Blender/Maya/etc are on the final product
You can have a control rig for wysiwyg animating. animate in ue4 -> bake into animsequence.
I dont think animations made this way, have to be more costly in-game than similar, imported animations. But maybe I dont know enough. Also artist
Thank you!
Yes LoserHands is right. Basically real-time adjustment is the thing that would cost you more. But to what degree I can't tell.
Good stuff
I would love to know if anyone has a tutorial on how to set up an IK and PV system on the Mannequin that is in UE. Every time I try to set one up, the poor mannequin looks like it has been through a blender. I think it is the twisted bones in the mannequin, but for the life of me, I have no idea how to fix it!
The twisted bones occur when the primary and secondary axis are wrong, so try a few different values (-1, 0 or 1) for different axis in the Basic IK node.
@glyn hodges I kind of figured it out, but it isn't all that good. I have been meaning to get back to it, but a thousand and one tasks to do XD
The one in the marketplace is okay, but it is a very basic barebones setup. I was trying to make a more complex custom rig.
To help with procedural animation.
@@defiant4eva How did this go? I'm currently doing the exact same thing except I can't seem to get my model to work right with basic IK (which is like the first step to procedurally animating it).
@@ChopieTheCat I ended up stripping the ik project made by epic and learning to rig it myself. There are a few basic videos out there, maybe you can find more. Oh and I broke the model a dozen times learning. So duplicate the rig in the project a few times, so you don't have to reinstall the files everytime lol
@@ChopieTheCat A lot of reading around the internet on forums, asking questions on the forums and such. You need to understand local and global space and relationships with IK. An understanding of how the nodes interact and what does what. It is going to be a journey of reading a lot of material, watching youtube videos on rigging, to understand the concept, which does transfer over, but the nodes will be slightly different, names, meanings. Then it is generally about practice, trial and error, smashing a keyboard or two
When I try to package my project using control rig, the package gets failed. How to fix it?
OK getting some success, have movement. Only problem is the end of the foot extends awaaaaaay below the mesh, as long as I use -Y primary axis and have no secondary axis. 100% success is surely only days away lol
Please share this robot project or make it into a learning course. Thanks a lot!
I bring my control rig into the scene but sequence doesn't populate now. It worked before, I removed some old linked animations so could it be that?
- Sovled : I also had to remove the old take generated by the initial drag / drop into the scene of the ControlRig Asset. Hope this helps anyone.
hi, what to do if your character has like mutiple leg parts, thigh, calf, horselink, then foot, etc.? thanks
Awesome. I wish you walked through creating all instead of overviewing precreated work.
Hello everyone ! Is control rigs only a rigging system designed for characters ? As that is say in the intro. Maybe I may Control rig complex doors and stuff like that ? worth or not ?
Is it possible to partially retarget a character with the mannequin animations and additionally use the control rig for additional bones like tail/extra limbs?
hi ,
thanks for showing this.
could you show again how to rig the antenna?
the video went too quickly and actually hides some of the graph unfortunately.
thanks again :)
but I think , I just figured out something on my own by playing around with verlet vector :)
As a beginner, understood the first part but then from the reverse foot setup part it is so fast and you skip so many things and now I am lost. Guess this tutorial is only for advanced users.
His Antenne 😅 bist du deutsch?
My rig looks and behaves fine in the editor, but when I put it in the world all the bones are distorted, what am I missing???
👍👍👍
*ojala algun dia puedas poner el audio en español, como lo ase mr beast en su canal principal*
can you animate it using VR? i mean. can you record and play, and record at the same time its playing on loop? like TVORI does?
Hello,how do i make it autokey? i have to do it all by hand,each bone and that is very weird....
This is so amazing,i could make an fluid animation on 1st time. I want to know if its possible to open on sequencer an retargeted animation? because i tried it but the character doesn't move inside sequencer,the bones moving appear in pink but the body doesn't move along.
Thank you for all,im loving to animate inside unreal,it will boost so much and make me avoid import/export issues.
Where is the project?
Anyone having issues when setting reverse_foot transform from the foot bone? when I set it up like that it always seems to revert the rotation of the reverse_foot and move the control on where the bone was. It's like the rotations try to move the controls but the set transform reverts them.
UPDATE: Must use set translation node , for some reason if I put set transform and only use the translation it won't work.
❤️❤️❤️
Can you tell me how I can select "Start Bone" and "Effector Bone" within the Basic FABRIK node? There had been a change from your build I guess. I only get those 2 options within the MultiEffectorFABRIK node. :(
I am still very new to UE so I did not understand a lot of what was said, but am working on it. Could you theoretically rig non-character items. Like say I wanted to show a character taking off a piece of armor/clothing, could I rig the clothing to interact with the hands and arms taking it off?
How did you set up the eye expressions for the robot? Some of the material nodes at time Index 16:16 are too blurry. Is there a UE project with the material set up in the Marketplace or a high rez video? And where do the wire to the left side of the graph go to?