UE5 - Control Rig - Full Body Rig

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  • เผยแพร่เมื่อ 25 ต.ค. 2024

ความคิดเห็น • 79

  • @pingu9656
    @pingu9656 2 ปีที่แล้ว +2

    This is much more approachable than official's "just go look at our samples" tutorial. Thank you.

  • @mcmarkmarkson7115
    @mcmarkmarkson7115 2 ปีที่แล้ว +2

    Much easier to understand than the ones with lots of clicks...Thanks for making them and please more!

  • @ismaelnavales5492
    @ismaelnavales5492 ปีที่แล้ว

    Congrats Kamila!! Great and very instructive Tutorial on Rigging in UE5. Clear explanations on a difficult subject!!

  • @SologhostTFT
    @SologhostTFT 2 ปีที่แล้ว +2

    NOTE:i just spent 8 hours trying to figure out why it wasnt working and i did the same thing as you . If you have fast spinning on your body part when you connect twobone with the parent thing note YOU HAVE TO DELETE THE CONTROL AND REMAKE IT. My forearm ctrl somehow attached to the shoulder and i did make them automatically with selecting all and so on.This was a living hell to figure out still glad for your tutorial you are amazing

  • @云井彰
    @云井彰 2 ปีที่แล้ว +1

    Thanks again!Now I can rig by myself and play with other functions.This is extremely friendly to those who are new to Unreal rigging.

  • @Rambho009
    @Rambho009 2 ปีที่แล้ว +3

    Thanks a ton!! also special thanks for keeping it all crisp and concise, well within a single video - greatly appreciated!

  • @nicolasgalipeau3632
    @nicolasgalipeau3632 ปีที่แล้ว

    You deserve way more subscribers!

  • @deepelements
    @deepelements 2 ปีที่แล้ว +1

    WOW thank you for sharing your knowledge with the community. Such a good tutorial.

  • @naza0777
    @naza0777 2 ปีที่แล้ว +1

    really impressed about how good you are explaning things in a simple way , i hope we can see more from you such a content, i hope you can show how you do control rig for a quaderpad if you have time.

    • @kamilabianchi
      @kamilabianchi  2 ปีที่แล้ว +1

      Thank you! I haven't tried quadrúpedes yet, but will definitely do at some point. There is a different IK node they created for that. I think it's called IK 3 points or something like that..

  • @nicolajesteban9211
    @nicolajesteban9211 2 ปีที่แล้ว

    legend, exactly what I was looking for!

  • @alexsandr047
    @alexsandr047 ปีที่แล้ว +1

    Thank you. Very helpful information.

  • @teacg7874
    @teacg7874 2 ปีที่แล้ว +1

    Such a great video 👏👏👏

  • @thomasveierd9696
    @thomasveierd9696 2 ปีที่แล้ว +1

    A great tutorial! I would love even more coverage of the control rig! Thank you very much for sharing! Constructive criticism for next time: Audio was a bit uneven and mostly a bit low, though. Stay lucky!

  • @Udaykumar-xq8gb
    @Udaykumar-xq8gb 2 ปีที่แล้ว +1

    very very helpful thanks

  • @xtruder3D
    @xtruder3D 2 ปีที่แล้ว

    Fantastic video! And thank you for the plug!

  • @larenkumar8592
    @larenkumar8592 2 ปีที่แล้ว +1

    Thanks for this,really help me a lot.

  • @3sgamestudio
    @3sgamestudio 2 ปีที่แล้ว +1

    GREAT material! thank you! Posted on my discord group :)

  • @borovikmotion
    @borovikmotion 2 ปีที่แล้ว +1

    amazing tutorial! ❤

  • @pohsianghsu9302
    @pohsianghsu9302 9 หลายเดือนก่อน

    Thank you!!
    You are awesome!!!
    Release More Tuts Plz!!

  • @unrealdevop
    @unrealdevop 2 ปีที่แล้ว +1

    Say, I believe there is something you're supposed to do at 9:00 like right clicking the ctrl and setting something from the menu that will bind it or something....It's been a while but I watched a video in French and that's what he did. I can't remember the exact process though. I could be miss-remembering however.

    • @kamilabianchi
      @kamilabianchi  2 ปีที่แล้ว

      Oh.. let me know if you find this out

  • @lorryburger8165
    @lorryburger8165 2 ปีที่แล้ว +1

    Thank you for this

  • @mrhmakes
    @mrhmakes 2 ปีที่แล้ว +1

    wow super informative and very clear... have been looking for a video covering this topic and you've done it and more! Couple of questions tho:
    1) will this work for any 3rd party skeleton (I use CC3/4)
    2) is there an easy way to copy the rig to another CC3/4 character?
    Keep up the good work - looking forward to the next video!

    • @kamilabianchi
      @kamilabianchi  2 ปีที่แล้ว +1

      Thanks!!
      1. Yes, the only thing it will change is the name of the joints and possibly the orientation/axis on the IK chain
      2. There are some clever ways of creating functions using this. Then you would just copy the functions. Check Gabrielle's videos I linked to see that.

    • @mrhmakes
      @mrhmakes 2 ปีที่แล้ว +1

      @@kamilabianchi ok thanks!

  • @mch43856
    @mch43856 2 ปีที่แล้ว +1

    Amazing!! Thank you!

  • @YuuJer
    @YuuJer 2 ปีที่แล้ว +1

    awesome vid! now I get how those IK FK switches work, they both solve essentially. do you know if there's new pose driver(RBF) stuff in control rig? or would that still go to animBP?

    • @kamilabianchi
      @kamilabianchi  2 ปีที่แล้ว

      Yeah, in maya the IK FK switch always felt so complicated to me. I am not sure if the way I've done is too heavy to run, to be honest, but it works..😅
      I haven't seem anything new about the pose driver, at least not in the oficial release list of UE5.

    • @YuuJer
      @YuuJer 2 ปีที่แล้ว +1

      @@kamilabianchi well I would still bake out the animation at the end, so as long as it works when animating, it should be good! i just want better knowledge of what's been made, and what's coming down the pipe for unreal rigging

  • @prashanthc.m7147
    @prashanthc.m7147 ปีที่แล้ว +1

    i cant find setup event node in rig graph can anyone help me how to get setup event , instead i am getting construction event can i use that node instead of setup event. i am using 5.2

    • @kamilabianchi
      @kamilabianchi  ปีที่แล้ว +3

      Hey, yes, that's called Construction Event now. They changed the name but functionality is the same as 'Setup Event'

  • @jeremydulary1261
    @jeremydulary1261 2 ปีที่แล้ว +1

    Thanks a lot

  • @lucasvalente6619
    @lucasvalente6619 2 ปีที่แล้ว +1

    Total UE newbie here. Question: could you make something like death stranding animations using this full body ik principle? Like procedural animations and such. Thank you for this class!

    • @kamilabianchi
      @kamilabianchi  2 ปีที่แล้ว

      Hey,
      First of all, what I show here is different from "full body ik". What I am doing is a rig to create animations, that has the options to switch between IK and FK.
      And yes, you can blend an animation before hitting the 100% ragdoll mode. But I think you are mixing different topics in here

  • @Ecceptor
    @Ecceptor 2 ปีที่แล้ว +1

    Thanks. really help me a lot. How do you create the other side? Is it copy paste the node?

    • @kamilabianchi
      @kamilabianchi  2 ปีที่แล้ว

      Yes. And replace all the joints / control names for the left side.
      There are "smarter" ways of using mirror node, or replace node (to replace L_ and R_) for example. But just copy and paste would work as well

  • @AntrygJones
    @AntrygJones 2 ปีที่แล้ว +1

    Instead of having 4 hide control nodes, just use two with the active bool connected to your switch and put a NOT node on one of them.

    • @kamilabianchi
      @kamilabianchi  2 ปีที่แล้ว

      Yeah, I realised that after I finished this video 😅

  • @mists_of_time
    @mists_of_time ปีที่แล้ว

    Hey there! Total UE5 noob here. In C4D I can draw a spline and make a character do his walkcycle along it. There's an IK system for the foot that automatically detect the ground. I can't replicate something like this in UE5's sequencer. When I use the 3rd person view pre-set's character in the sequencer the IK foot system stop working. It's hours I'm looking for tutorials. Do you have any advice for me?

    • @kamilabianchi
      @kamilabianchi  ปีที่แล้ว +1

      Ok, so, these are two different things. The IK system works for a playable character. Think that the sequencer is like an animation done in maya, pure keyframe based.
      You can have a look at constraints, and see if you can add them to the character in sequencer, to fake that detection with the ground. docs.unrealengine.com/5.1/en-US/animation-constraint-tools-in-unreal-engine/
      And also have a look at 'take recorder', where you can record the animation of a character while playing, and then use that in the sequencer.

    • @mists_of_time
      @mists_of_time ปีที่แล้ว

      @@kamilabianchi thank you for your answer!

  • @lurtz7966
    @lurtz7966 2 ปีที่แล้ว +1

    Great tutorial, I have a little problem with the fk controls following ik, when I connect the parent constraints and set the switch to true the polevector control starts rotating around the leg uncontrollably, any idea of what is causing that ? thank you :)

    • @kamilabianchi
      @kamilabianchi  2 ปีที่แล้ว

      Hey, it's hard to tell, but here are some suggestions:
      1. make sure the parent constraints parenting the joint to the control, not the opposite.
      2. how is the pole vector position being calculated? the pole vector has no parent constraint to it, it's calculated in the setup event.
      3. if you remove the pole vector from the IK solver, and turn the switch on and off, does it work? so you can isolate the problem is coming from the pole vector control itself and not something else.

    • @lurtz7966
      @lurtz7966 2 ปีที่แล้ว +1

      @@kamilabianchi Thank you for replying, I already figured out, was because I didn't move the polevector control out of the foot control

    • @madghost999
      @madghost999 หลายเดือนก่อน

      @@kamilabianchi first of all amazing tutorial, sadly I found it last week though, I am facing same problem, When I switch to FK, I parented Pole Vector to Left Leg( calf), pole vector snaps to Bone's location, even "Maintain Offset" is checked on, Pole vector position is being calculated at "Setup Event", I guess it should have worked since its solving stage

    • @kamilabianchi
      @kamilabianchi  หลายเดือนก่อน

      @@madghost999 Unfortunately I haven't found a process that works 100% of the time for this yet.

  • @peter486
    @peter486 2 ปีที่แล้ว +1

    hey Kamilla is that a 100% working rig? .) im gona try it.. realy need a control rig to twek all my animations. i think its very strong to steak it all sinside the engine itself instead of doing it in maya for example. and importing it, because if you need to change anything you can just do it inside the project.

    • @kamilabianchi
      @kamilabianchi  2 ปีที่แล้ว

      Yes, that's the idea. Is fully functional yes. I show the basic rig with IK /FK switch. You can do more complex things in Unreal as well, but the basic should give you a good starting point.

  • @johnnyz7365
    @johnnyz7365 7 หลายเดือนก่อน

    You know how to add Morph Target(blendshapes) to create controls for facial expressions ?

    • @kamilabianchi
      @kamilabianchi  6 หลายเดือนก่อน

      Hey! Yes, it's pretty simple actually. I can make a video about that. But this is how the facial control for Metahuman is made, if you want to have a look.

  • @RDD87z
    @RDD87z 2 ปีที่แล้ว

    nice guide. ty for sharing.
    do you animate your characters inside ue5? if yes... is it possible to move a controller of the rig, while recording? so it records the movement at once without keyframing it?

    • @kamilabianchi
      @kamilabianchi  2 ปีที่แล้ว +1

      Hey! I haven't tried that, but you might be interested on looking at the Take Recorder: docs.unrealengine.com/4.26/en-US/AnimatingObjects/Sequencer/Workflow/TakeRecorder/UsingTR/
      I am not sure if it would work with the 'live' movement of the controller, but it's worth trying.

  • @JuanJC3D
    @JuanJC3D 2 ปีที่แล้ว

    This is very good and detailed, thanks! And sorry for the noob question: do we have to do this entire process every time we want to use control rig on a new character, or can it be automated in any way? :)

    • @kamilabianchi
      @kamilabianchi  2 ปีที่แล้ว +1

      You can encapsulate some of these, so you just need to pass the name of the joints, for example and it should work (check Gabrielle's videos I put in the description)
      There is also an option to writing it in python now, but I haven't tried that yet myself. docs.unrealengine.com/5.0/en-US/control-rig-python-scripting-in-unreal-engine/

    • @JuanJC3D
      @JuanJC3D 2 ปีที่แล้ว

      @@kamilabianchi awesome, thanks!!

  • @watchandproduce
    @watchandproduce ปีที่แล้ว

    I'm still missing a tutorial that puts this all in context. A good introduction video to rigging in UE5 is really hard to find.

    • @kamilabianchi
      @kamilabianchi  ปีที่แล้ว

      Hello, I have a course at flippednormals that is currently free. Check it out, it might help

  • @GerardoAguirre80
    @GerardoAguirre80 ปีที่แล้ว

    Hi, I'm testing your ik/fl swich in 5.2 but somehow it doesn't work in secuencer, if I set a keyframe in sequencer it shows proper controls but pose is reseted, it even happens with metahuman rig so maybe is a bug.

    • @kamilabianchi
      @kamilabianchi  ปีที่แล้ว

      Hey! If it is happening even with the metahuman rig it's probably a bug. Have you tried restarting the project? Does it give the same error? Sometimes the viewport looks like it's not working, but when you render it comes out correctly as well...

  • @iv_kjs
    @iv_kjs ปีที่แล้ว

    i still dont understand the spine part ,when i move the body downward it just move through the surface

    • @kamilabianchi
      @kamilabianchi  ปีที่แล้ว

      Sorry, I don't really get your question / what the problem is

  • @derekchan4403
    @derekchan4403 2 ปีที่แล้ว +1

    for the life of me i can't get the pole vector for the left elbow to move :/ any tips beyond mashing buttons and hoping that it'll stick haha

    • @kamilabianchi
      @kamilabianchi  2 ปีที่แล้ว

      haha sorry about that. Honestly, just delete your left control and mirror the control from the right side to the left (I mean, right click on the control and mirror to the other side). That will give your correct position to start from. And hopefully it will work from then.
      Someone else commented this once, not sure how helpful it is:
      "I believe there is something you're supposed to do at 9:00 like right clicking the ctrl and setting something from the menu that will bind it or something...."

    • @derekchan4403
      @derekchan4403 2 ปีที่แล้ว

      @@kamilabianchi hey thank you so much! idk if i'm just doing something wrong or control rig is buggy...haha! I noticed that if i manually typed in the offset it tends to kinda work! I'm also getting a weird thing that when I add a parent constraint to the IKtwobone it starts swinging around the leg crazily have you seen that happen before?

    • @kamilabianchi
      @kamilabianchi  2 ปีที่แล้ว

      @@derekchan4403 Hey, you mean in the IKFK Switch part of the video? If so, make sure the parent constrain is happening after the IK is calculated.
      If not, I recommend using Branch to 'split' the tasks, so you can easily turn them on and off and track what is the issue. Also inverting the order as they happen might fix it as well, and Branch can help with that.

  • @CHITUS
    @CHITUS 2 ปีที่แล้ว +2

    😀👍

  • @timboslice5351
    @timboslice5351 ปีที่แล้ว

    Help? There is no Setup Event for me?

    • @kamilabianchi
      @kamilabianchi  ปีที่แล้ว +1

      Setup Event changed to Construction Event after 5.1

    • @timboslice5351
      @timboslice5351 ปีที่แล้ว +1

      @@kamilabianchi thank you for the quick answer! Continuing with your tutorial now ;-)

  • @mathajar9563
    @mathajar9563 2 ปีที่แล้ว

    what is full body control rig use for?

    • @kamilabianchi
      @kamilabianchi  2 ปีที่แล้ว

      To rig a full body? 🤣

    • @mathajar9563
      @mathajar9563 2 ปีที่แล้ว

      hhe can you make animation workflow like short video hhw

    • @kamilabianchi
      @kamilabianchi  2 ปีที่แล้ว

      @@mathajar9563 yes. There are official tutorials and pages from Epic showing how to use it to create and edit animations.

  • @bombomb_001
    @bombomb_001 2 ปีที่แล้ว +1

    !