Using some of our latest and greatest engine features, we will demo how to fully rig and animate giant creatures without leaving the editor.
Пікірлер: 70
@Tsukasaelk1027 күн бұрын
You just sped up workflow by so much for current and future projects. Amazing.
@HighlightRiel27 күн бұрын
Unreal is godsent. The animation workflow is so much fun and easier. Thank you unreal!!!!
@someone_who_looks_like_me27 күн бұрын
The modular rig is a great idea, however I think you should team up with Lincoln Margison and make a procedural animation generator based on it. sort of, in my opinion it would be a logical progression of the idea.
@alalmalal27 күн бұрын
🔥🔥🔥
@TheBobbyStyles27 күн бұрын
There way ahead of you here lol
@LimitedPerfection27 күн бұрын
This. I can see the combination of the modular rigging and procedural modules being incredibly powerful.
@endoflevelboss25 күн бұрын
Also what would be cool would be if they integrated the experimental n-space field-munging beneath the precomputed hierarchy just to get sweet root n compute time 👏
@Epic6Mepic26 күн бұрын
Thanks for the demo!
@l_t_m_f27 күн бұрын
Really good tool and great showcase for it.
@perfectionist72426 күн бұрын
This is one of the many reasons I like ue. You guys give so many detailed presentations. Thank you epic! .. grateful ue developer
@F4Phantom565727 күн бұрын
You made a jaded developer go "WOW". 😅 Awesome job, Epic Games.
@alirezashahali788914 күн бұрын
after some time spent in unity, I can not wait to get back at unreal especially seeing this
@GeekL30N26 күн бұрын
Thank you
@SuperLordee24 күн бұрын
This is amazing!
@perfectionist72426 күн бұрын
Very cool!
@chriscosby661227 күн бұрын
Geez. Amazing
@syno360827 күн бұрын
Amazing
@DaDarkDragon27 күн бұрын
really hope the new gizmo with respect snapping settings in a future update
@FrostedMike27 күн бұрын
For the question at the start: I am here for both dragons and robots :) Couldn't have a better video on what I need for my project.
@Copa2077727 күн бұрын
Humanity has reached its peak, aliens should start showing up by now😂😂😂
@kiaranr27 күн бұрын
🤣
26 күн бұрын
AI
@FameAvenue27 күн бұрын
Following along with a skeletal mesh and on the first step, the root was placed outside of the skeletal mesh...
@SAURAVVISHNUGITTE27 күн бұрын
Fast and to the point
@RationalBike27 күн бұрын
lets go!!
@_dumb_duck26 күн бұрын
amazing.....
@DessertMonkey27 күн бұрын
22:18 Adjusting keyframe values like this or with autokey currently eats up RAM for me for some bizarre reason. Had the engine crash a few times because of this, anyone else encounter this?
@144digital27 күн бұрын
It's nice
@juanmilanese24 күн бұрын
with all this tech behind epic could make an auto rigger like the one mixamo has right? something that auto skins and rigs to the default manequin for example?
@DaDarkDragon27 күн бұрын
Is there a way to convert/bake a modular to a normal control rig? I'd like to do some rig/model specific edits without having to rely on making a whole bunch of modules that clutter up the window.
@Drakuba27 күн бұрын
very cool, kinda wish he had atlast 2 hours of "in air" so we could make more deeper dives on everything :P
@gh0stpyram1d25 күн бұрын
cool
@_Clivey27 күн бұрын
11:28 I sometimes get that shadow texture ghost effect left on the ground as well sometimes. Anyone know how to stop it doing that? I don't get it anywhere else, just when the character moves. Tried messing with the Lit options, increase video memory, vulcan etc. Cant seem to get rid of it and its very random. Its probably a little tick option somewhere that ive missed
@artofjhill13 күн бұрын
wild
@arttest015626 күн бұрын
soon unreal will also be a 3d modeling, Photo Editing, and Digital Audio Workstation as well.
@warzonemoments418426 күн бұрын
Will you guys be releasing the 'Marsh' character so we can also practice? Would be extremely helpful
@ryanisanart27 күн бұрын
can we get a flood by polygroup? tough to rig mechs that were kitbashed together when the flood options get cutoff by uvseams/hardnormals
@kiaranr27 күн бұрын
Dev here. I'm literally working on that right now. So, yes :)
@ryanisanart27 күн бұрын
@@kiaranr hearts, love, all of those things ❤❤❤❤
@uerenderman27 күн бұрын
Super
@indieguy729727 күн бұрын
WTF has Unity been doing the past 4 years?
@nvmskullworks479427 күн бұрын
being wrung out for a buck.
@AKThem0627 күн бұрын
shutting down ziva
@quackcharge27 күн бұрын
added yet another render pipeline
@abdullahtm.213527 күн бұрын
Flipping balls
@the_shizon332227 күн бұрын
Destroying creative tools
@user-cn9jy9hw6z27 күн бұрын
❤❤❤❤❤
@carlosrivadulla890327 күн бұрын
explain me the diff btw the Houdini APEX ctrl rig components and UE modular ctrl rig as if I were 5yo
@zijun49026 күн бұрын
Where Can I download Chinese "Long" Model
@regiluthfi27 күн бұрын
hi anyone, im new to UE do you rig the model in UE or other software and import them in UE?
@casproduksiyoncasoyun449727 күн бұрын
Both yes
@sne4ky133727 күн бұрын
you can do both. if ur modelling in blender might as well rig in there but now u can also add more bones in unreal without having to go back to blender
@regiluthfi24 күн бұрын
@@sne4ky1337 noted thanks dude
@ANUBIS_game_dev27 күн бұрын
Can we use it with 2d ?
@Kheossun27 күн бұрын
it really feels like there is someone on the side telling you to go faster
@kvickart27 күн бұрын
its a gdc presentation so they have a tight schedule to keep to
@chasescooper27 күн бұрын
This is actually true 😁
@FameAvenue27 күн бұрын
This would make more sense if I could do this with a static mesh and not just a skeletal mesh
@kiaranr27 күн бұрын
You can right click a static mesh and "Convert to Skeletal Mesh". It'll put a root bone at the origin, and weight the whole mesh to it. Just a place to start with.
@ismaillinkin789624 күн бұрын
Can u make drift tuto.? 😢😅
@ShiroiAkumaSama27 күн бұрын
Sadly on my test model it doesn't work as intended (Daz Studio model exported directly as FBX), as controls get huge, but it is experimental yet and I am looking forward to it! Might as well be able to fix it with this video.
@metafuel27 күн бұрын
Just check the scale of your imported model. Test its size against the ue5 mannequin. It could be your scale that's off.