Advanced Car Control Rig for UE 5 🚗| Working with Control Rig & Animations. Part 2

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Daniel Weinlein

Daniel Weinlein

Күн бұрын

Пікірлер: 31
@danielweinlein
@danielweinlein 6 ай бұрын
Watch Part 3 👉 kzbin.info/www/bejne/qpStp6mbrLOloLs
@bakani2218
@bakani2218 3 күн бұрын
Amazing tutorial... Thank you
@ntotheizm
@ntotheizm Жыл бұрын
German teachers are always my fav. Much luv Daniel, thanks for your time on this!
@danielweinlein
@danielweinlein Жыл бұрын
:D Thanks
@KhanShafkat
@KhanShafkat 20 күн бұрын
I love your videos
@АлександрИсаев-у5л
@АлександрИсаев-у5л Жыл бұрын
Thanks for the great lesson. I bought the Asset 😊. Looking forward to the next videos
@danielweinlein
@danielweinlein Жыл бұрын
Thank you so much for your kind words and for purchasing the Asset! I am thrilled to hear that you found the lesson helpful and that you're looking forward to my future videos. Thanks again. :)
@local_alex6476
@local_alex6476 Жыл бұрын
@@danielweinlein Yes, I am very interested in automotive subjects, thank you for sharing your knowledge
@GladeVentures
@GladeVentures 10 ай бұрын
Hey, amazing tutorials. Can I use it with WASD keys in gameplay mode?
@danielweinlein
@danielweinlein 10 ай бұрын
No, please watch full tutorial and you will understand why.
@atilladeniz
@atilladeniz Жыл бұрын
very nice tutorial and very detail!! one question about how can i control the drive automatically when the ground has a displacement that gives on the wheels a damping spring effect without control all the animations manual
@danielweinlein
@danielweinlein Жыл бұрын
Thank you for the kind words! I'm glad you found the tutorial helpful. You can achieve this using physics. But this rig was designed to do everything manually. If u just need slight up and down movement, animate the control with two key frames and repeat it.
@aliceinwonderland007
@aliceinwonderland007 Жыл бұрын
Thank you for you tutorial! I have the same question, where i need to atach my physics if I have one in skeletal mesh? in Sequencer??
@pontosinterligados
@pontosinterligados 7 ай бұрын
Wanted to understand something here 2:50 By the version 5.2, 3, you can’t have a car applied with decals on its mesh (like a logo or something) while having the same car running on a world (like these roads) also making use of decals?
@thomaswindfeld728
@thomaswindfeld728 Жыл бұрын
That’s great, thank you. Would it be possible to add some smoke from the tires??
@danielweinlein
@danielweinlein Жыл бұрын
Sure, Niagara is your friend. :)
@thomaswindfeld728
@thomaswindfeld728 Жыл бұрын
@@danielweinlein Yes. that would be the way to go. I am, as a newbie, still strugling to get Niagara to work as fluently as Id like. Example, I tried to put in a Niagara explotion in a Cluster frature /Master field and the darn thing wont blow 😀 Frature works, but not the Nagara. Anyway. Thanx for the video. Looking forward to more tips from you! :-).
@postprocessed
@postprocessed Жыл бұрын
This approach reminds me something.... Looks oddly familiar
@danielweinlein
@danielweinlein Жыл бұрын
Ah, the sweet taste of déjà vu! It's amusing how this approach seems oddly familiar to you. It's like stumbling upon a long-lost twin. While it's hard to pinpoint the exact resemblance without more context, it's no surprise that ideas often cross paths and share some family resemblance. After all, innovation is a remix of the known and the new. So, if this approach feels like déjà vu, let's embrace the nostalgia and see where it takes us! :)
@postprocessed
@postprocessed Жыл бұрын
@@danielweinlein I think it feels familiar because only two of us use this approach for car animations) Even though it is not something that is hidden knowledge, but feels like only few people figured that it might work good)
@danielweinlein
@danielweinlein Жыл бұрын
@@postprocessed I was looking for a solution that would allow me to make adjustments. And as a pre-rendering artist coming into the world of real-time rendering, the most logical solution for me was to build something that works exactly as we are used to. Of course, it's not a hidden secret, and I don't think we're the only two using this solution. But maybe the only two who like this approach so much that they have to share it with the world. :) Cheers Daniel
@m1sterv1sual
@m1sterv1sual Жыл бұрын
Do you think it's good to setup niagara vehicle physics, bake down transforms and edit animation on additive layer via control rig?
@danielweinlein
@danielweinlein Жыл бұрын
Crazy idea. I don't know, try it out and let me know.
@SuleBandi
@SuleBandi 9 ай бұрын
Maybe It’s just me, but the front wheel rotation feels wrong to me, you turning to the left, but as soon as your backend starts to slide/drift out of the corner, you should steer to the opposite (right) direction to balance the car. I know its not the main point, but it breaks me the „immersion“.
@danielweinlein
@danielweinlein 6 ай бұрын
True, it is fixed now.
@EwaldVorster
@EwaldVorster 10 ай бұрын
Can you change the car within Unreal Engine and still use the rig? or do you have to go back into Maya or Blender and re rig?
@danielweinlein
@danielweinlein 10 ай бұрын
In 5.3 you can do that with Skeletal Editor (Experimental)
@arslanshafqat5390
@arslanshafqat5390 Жыл бұрын
Bro quick question how do i stop my tires going into ground on roads with slope or up and down road
@danielweinlein
@danielweinlein Жыл бұрын
If it concerns the rig here, just animate each tire, everyone has a controller. And of course you have to check your path if it is adapted for the slopes.
@arslanshafqat5390
@arslanshafqat5390 Жыл бұрын
@@danielweinlein since we are not animating while playing game, even if we adopt the path tires will still ho down, but i think i have found a solution but can’t say for sure until i try it
@АлександрИсаев-у5л
@АлександрИсаев-у5л Жыл бұрын
@@arslanshafqat5390 What is the solution? Tell me in a nutshell
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