Great video, I'm learning Daz Expressions in Unreal recently so this content is perfect for my studies, thanks! One small workflow suggestion, is @2:48 when you enabled VALUE MIN/MAX you can see Max is set to 100, if you change to 1.0 you won't need the Divide later. Same with MIN for some expressions that goes from -1.0 to 1.0, you for example can change Min to -1.0 and Max to 1.0.
Oh fantastic, that's a great idea! I had a feeling there had to be a better solution to that additional node 😊Thanks for sharing, and thanks for watching!
cool video Jay, may want to import the daz to unreal control rig to check out how they did their jcms. For facial morphs you should use the get initial value in combination so that you can mix and match facial expressions just like in face puppeteer.
I like to see you making tutorials too, i subscribed to your channel some time ago and will love learn with you and Jay some Rig Techniques, Thank you.
I was following along until you got to "Set Curve Value" but then there was nothing in the dropdown for the curve. Am I missing a step? Should I have followed a different video before this one? I can see all the curves for the morphs I exported from DAZ when I open the skeleton, was there a step where I was supposed to do to associate those curves with the skeletal mesh?
When you open the skeletal mesh, take a look at the Morph Target preview tab (open it under Window if you don't see it). Do you see you expressions there and do they drive them? I had to select them on export in Daz Studio.
@@WPguru Yes They are there. I think the problem was reimporting the skeleton broke the CR's association with the morphs. Solution: go to the Control Rig: Curve Container -> Right Click -> Import ->select the Skeletal Mesh. Recompile, and the dropdowns for the curves are populated!😅
Yet Another Great Video, Jay! Of course, it leads me to a request. In Unreal, how can we combine 'Eyes Up-Down' with 'Eyes Side-Side' to move the eyes in any direction using one control?
Good question! I'd say add controls to the eye bones, then drive them like regular bones. Use one control to drive both eyes. Another more complex option would be a look-at target, it's usually a little box type thing in front of the character's face. As you move that, both eyes would look at that box. I have no idea how to make that happen, but I've seen it implemented.
Hello, thanks so much for this video! I have a question about this setup, I have a few eye blendshapes that are being controlled by the eyelid controls. The blendshapes work fine on the rig itself, but when I drop the control rig into a blueprint and have it controlling the other skeletal meshes attached to the character the blendshapes stop working. I was wondering if you knew of any extra steps I'd have to apply to get the blendshapes working in the blueprint, having a hard time figuring it it out. Hope you see this, thanks again for the video!
I don't know, I don't use the corrective blend shapes in UE. I bake expressions into a single morph in Daz Studio so that each can be triggered as a curve. For everything else I use the ML Deformer. How do you trigger the blend shapes on the rig? If this happens via another control rig, you may have to write that logic to your controlling control rig (if that makes sense LOL)
@@WPguru The blendshapes are for my character's tearline and eye occlusion meshes. Currently I'm running the X value of the eyelid controls through a lerp and ease node to automatically set the curve values to follow the eyelid controls. Like I said, it works fine on the rig but when I drop it into a blueprint it stops working. I set this up on my own, don't have another rig to base it off of unfortunately haha...
We badly need a way to make an array/ iterate these curve values. With a character with 60 morph targets, it's ridiculous to have to string together 120 nodes manually. Also, it only works when it finds the exact same morph targets. We should be able to just read out all the morph targets from a skeletal mesh & use it in construction scripts to build the controls we need, then use an array to hook them up in the forward solve. Then it would be flexible & we could re-use it for different characters. None of this is your fault of course ! It's a good tutorial. What I'm after is something like: - 'Get All Curves' to return a list of all the morph targets on the skeletal mesh - 'For each' node in construction script - spawn a control - In the forward solve, 'Set Curve Array' or something like that.
You are a Guru! Some questions: What is the solution for using this driver for facial, and also be able to use the control rig, for instance: the IK one and the FK one?
Good question! In UE 5.4 you can use the Layered Control Rig feature. That way you can isolate changes to your figure with multiple control rigs and control rig tracks, so one would do the body animation, another the facial animation. You can also add layered rigs to make adjustments to animations that need corrections (like hands digging into the hips, or shoulders that are too hunched, or expressions on top of other expressions). Have fun and good luck!
@@WPguru Does that mean i would have to bake to control rig any time i want to use another rig, including the custom facial one? and by baking the previous layered rig i would not be able to make any adjustment from them again?
@@notrealquanluong Thankfully there's no need for baking (unless you want to). Layered control rigs work as independent tracks, you can add one and make adjustments, add another and make more adjustments with the previous one still active (as in "it's layered on top of an existing one"). That's the beauty of this system. Up until 5.3 we could only use a single control rig for a character, with 5.4 we can use multiple. This comes in handy for much smaller specialised control rigs too.
Yes absolutely, just like all the other control rig stuff. You can mix them in to body motions and bake multiple control rigs out into a new animation sequence.
sir, when i try to make a genesis 8 male to lycan morph in daz3d , everything works perfectly in unreal engine including face ,body and legs, except finger morphs, all fingers goes long and messup,,,any solution pls, i export from daz3d using ( daz to unreal plugin). also i try with several creature morph , the same finger problem issue only show.. Thanks in advance
Cool video! Thanks for spreading this new control rig and sequencer based workflow to developers. In the old workflow, animBP and sequencer exposed params are used. By the way, if you want to go one step further and drive those Control Rig controls from a UI based faceboard check this video th-cam.com/video/FYzSB5iDy6w/w-d-xo.html (Disclaimer: the video on this given link presents an unreal marketplace *paid* product)
The problem at 9:48 is SNAPPING to grid.
D'oh! Thanks for letting me know :-)
Thank you really much. I was searching for days for an easy way to control morph targets in the sequencer. This is perfect and easy.
5:47, HELL YEAH
😄
At 9:10 when I right click and go in Control rig I dont't have the option of Control rig Classes
Great video, I'm learning Daz Expressions in Unreal recently so this content is perfect for my studies, thanks!
One small workflow suggestion, is @2:48 when you enabled VALUE MIN/MAX you can see Max is set to 100, if you change to 1.0 you won't need the Divide later. Same with MIN for some expressions that goes from -1.0 to 1.0, you for example can change Min to -1.0 and Max to 1.0.
Oh fantastic, that's a great idea! I had a feeling there had to be a better solution to that additional node 😊Thanks for sharing, and thanks for watching!
cool video Jay, may want to import the daz to unreal control rig to check out how they did their jcms. For facial morphs you should use the get initial value in combination so that you can mix and match facial expressions just like in face puppeteer.
I like to see you making tutorials too, i subscribed to your channel some time ago and will love learn with you and Jay some Rig Techniques, Thank you.
I was following along until you got to "Set Curve Value" but then there was nothing in the dropdown for the curve. Am I missing a step? Should I have followed a different video before this one? I can see all the curves for the morphs I exported from DAZ when I open the skeleton, was there a step where I was supposed to do to associate those curves with the skeletal mesh?
When you open the skeletal mesh, take a look at the Morph Target preview tab (open it under Window if you don't see it). Do you see you expressions there and do they drive them? I had to select them on export in Daz Studio.
@@WPguru Yes They are there. I think the problem was reimporting the skeleton broke the CR's association with the morphs.
Solution:
go to the Control Rig: Curve Container -> Right Click -> Import ->select the Skeletal Mesh. Recompile, and the dropdowns for the curves are populated!😅
@@albamuth I had this same issue. Thanks so much for sharing the solution!
Yet Another Great Video, Jay! Of course, it leads me to a request. In Unreal, how can we combine 'Eyes Up-Down' with 'Eyes Side-Side' to move the eyes in any direction using one control?
Good question! I'd say add controls to the eye bones, then drive them like regular bones. Use one control to drive both eyes. Another more complex option would be a look-at target, it's usually a little box type thing in front of the character's face. As you move that, both eyes would look at that box. I have no idea how to make that happen, but I've seen it implemented.
Hello, thanks so much for this video! I have a question about this setup, I have a few eye blendshapes that are being controlled by the eyelid controls. The blendshapes work fine on the rig itself, but when I drop the control rig into a blueprint and have it controlling the other skeletal meshes attached to the character the blendshapes stop working. I was wondering if you knew of any extra steps I'd have to apply to get the blendshapes working in the blueprint, having a hard time figuring it it out.
Hope you see this, thanks again for the video!
I don't know, I don't use the corrective blend shapes in UE. I bake expressions into a single morph in Daz Studio so that each can be triggered as a curve. For everything else I use the ML Deformer. How do you trigger the blend shapes on the rig? If this happens via another control rig, you may have to write that logic to your controlling control rig (if that makes sense LOL)
@@WPguru The blendshapes are for my character's tearline and eye occlusion meshes. Currently I'm running the X value of the eyelid controls through a lerp and ease node to automatically set the curve values to follow the eyelid controls. Like I said, it works fine on the rig but when I drop it into a blueprint it stops working. I set this up on my own, don't have another rig to base it off of unfortunately haha...
We badly need a way to make an array/ iterate these curve values.
With a character with 60 morph targets, it's ridiculous to have to string together 120 nodes manually.
Also, it only works when it finds the exact same morph targets. We should be able to just read out all the morph targets from a skeletal mesh & use it in construction scripts to build the controls we need, then use an array to hook them up in the forward solve. Then it would be flexible & we could re-use it for different characters.
None of this is your fault of course ! It's a good tutorial.
What I'm after is something like:
- 'Get All Curves' to return a list of all the morph targets on the skeletal mesh
- 'For each' node in construction script - spawn a control
- In the forward solve, 'Set Curve Array' or something like that.
You are a Guru!
Some questions: What is the solution for using this driver for facial, and also be able to use the control rig, for instance: the IK one and the FK one?
Good question! In UE 5.4 you can use the Layered Control Rig feature. That way you can isolate changes to your figure with multiple control rigs and control rig tracks, so one would do the body animation, another the facial animation. You can also add layered rigs to make adjustments to animations that need corrections (like hands digging into the hips, or shoulders that are too hunched, or expressions on top of other expressions). Have fun and good luck!
@@WPguru Does that mean i would have to bake to control rig any time i want to use another rig, including the custom facial one? and by baking the previous layered rig i would not be able to make any adjustment from them again?
@@notrealquanluong Thankfully there's no need for baking (unless you want to). Layered control rigs work as independent tracks, you can add one and make adjustments, add another and make more adjustments with the previous one still active (as in "it's layered on top of an existing one"). That's the beauty of this system. Up until 5.3 we could only use a single control rig for a character, with 5.4 we can use multiple. This comes in handy for much smaller specialised control rigs too.
awesome! can this be applied to in-game animations? like, can you bake them and maybe re import them as fbx?
Yes absolutely, just like all the other control rig stuff. You can mix them in to body motions and bake multiple control rigs out into a new animation sequence.
sir, when i try to make a genesis 8 male to lycan morph in daz3d , everything works perfectly in unreal engine including face ,body and legs, except finger morphs, all fingers goes long and messup,,,any solution pls, i export from daz3d using ( daz to unreal plugin). also i try with several creature morph , the same finger problem issue only show.. Thanks in advance
I'm afraid I have no idea. Try a Genesis 8.1 or Genesis 9 figure, I've had some weird issues with G8 that I don't have with 9.
very valuable info. thanks for sharing
b
Thank you so much! So useful!
Jay i love your videos.
I love you
Monster Smile 😂
Cool video! Thanks for spreading this new control rig and sequencer based workflow to developers. In the old workflow, animBP and sequencer exposed params are used. By the way, if you want to go one step further and drive those Control Rig controls from a UI based faceboard check this video th-cam.com/video/FYzSB5iDy6w/w-d-xo.html (Disclaimer: the video on this given link presents an unreal marketplace *paid* product)