Easy Control rig in 5.4 - Unreal Engine 5 tutorial

  Рет қаралды 9,337

LeafBranchGames

LeafBranchGames

Күн бұрын

Пікірлер: 35
@THISISMYHANDLETODAY
@THISISMYHANDLETODAY 8 ай бұрын
I wish all UE5 creators were as to the point as you!!!
@THISISMYHANDLETODAY
@THISISMYHANDLETODAY 8 ай бұрын
EDIT (I had to hit "T" to show it) Is there an option to "show" the rotation gizmos? When I add the skeleton for the modular rig it doesnt show the yellow control parts
@LeafBranchGames
@LeafBranchGames 8 ай бұрын
Thank you! I am sure that there are some hotkeys for things like that, but I am not aware of them right now.
@omegakenshin
@omegakenshin 8 ай бұрын
Thank you for this, loving all of your videos! really great stuff!
@LeafBranchGames
@LeafBranchGames 8 ай бұрын
Thank you, really appreciate that. :)
@RFX2610
@RFX2610 5 ай бұрын
thx for the tutorial, its help me a lot
@LeafBranchGames
@LeafBranchGames 5 ай бұрын
You are very welcome!
@РУССКИЙ_СОЛДАТ
@РУССКИЙ_СОЛДАТ 8 ай бұрын
Thank you! 👍
@LeafBranchGames
@LeafBranchGames 8 ай бұрын
My pleasure!
@hotsauce7124
@hotsauce7124 8 ай бұрын
Hello, if we want to hand keyframe our animation in sequencer, how can we use the IK/FK switch for the arms? When I use the IK/FK switch, I can see the arm popping or rotating during the IK/FK blend. In Maya, there is a 'Match to Pose' button that aligned the FK skeleton to the IK skeleton and removes the popping during the IK/FK blend. Does UE5 has a similar "Match to Pose" button?
@LeafBranchGames
@LeafBranchGames 8 ай бұрын
I am not familiar with the functionality in Maya, but it sounds like you are trying to do something similar to what I show here: kzbin.info/www/bejne/gniaaZ-nitymnsk It is a bit older but hopefully it should all work the same.
@remusveritas739
@remusveritas739 2 ай бұрын
Can i make the spine socket myself? My characters isnt given any sockets to put sockets in
@LordJayde
@LordJayde 4 ай бұрын
Is there any way to simply enable or add hand ik control gizmos to the default control rig, like the existing foot ik gizmos I mean
@epicbrowndragon
@epicbrowndragon 7 ай бұрын
So…you rig it and can move it, but how do you keyframe and animate it? How do you animate the face. Basic stuff no one is showing - coming from blender rigging and animating. Thanks
@LeafBranchGames
@LeafBranchGames 7 ай бұрын
Here you go: kzbin.info/www/bejne/gniaaZ-nitymnsk Has been available for years.
@MadHouseProductionsD
@MadHouseProductionsD 3 ай бұрын
What if your model has bones from Maya but sockets will not recognize? There is a hip socket which i assume is where spine goes (as there is no hip control), but when i bring it in it doesn't give me leg or neck sockets. What is the problem, I can't find this issue anywhere else.
@LeafBranchGames
@LeafBranchGames 3 ай бұрын
Like I say in the video, it is working from templates of standardized skeletons setup by Epic. So certain skeleton configurations are handled out of the box. If you are not using that, you can look at the link in the description how to setup your control rigs.
@TechGirms
@TechGirms 8 ай бұрын
Hey, when ever i try to add a rig module to the socket, my controllers got very very huge and i cant resize them.
@LeafBranchGames
@LeafBranchGames 8 ай бұрын
Could be a bug. It is a preview version, so it is less stable than a normal release. The normal release should come in april, so you could wait a bit if you are running into issues.
@Kurock1000
@Kurock1000 8 ай бұрын
You think this puts UE5 ahead of Blender now for rigging and animations? Or is the old workflow of rig it and animate it in blender then import it still more reliable?
@LeafBranchGames
@LeafBranchGames 8 ай бұрын
No. It does not excel beyond Blender. Blender still has much more features and functionality as a specialized modelling tool. But these kind of changes allow for people that don't need the whole feature set to do more things inside of Unreal engine.
@itsdw2323
@itsdw2323 7 ай бұрын
I have a problem. When I import my ‘own’ charecter fbx. The spine rig doesn’t set up the other points. Not sure whats happening ?
@LeafBranchGames
@LeafBranchGames 7 ай бұрын
The auto rigging makes use of templates. Like said in the video, certain skeletons like Mixamo and others are possible to easily retarget with the new system.
@bryanwiitala8854
@bryanwiitala8854 3 ай бұрын
@@LeafBranchGames sadly I can't get this to work with a skeleton imported into 5.4 from ffxi. Used Noesis to convert to fbx. The global_ctrl , root_ctrl and body_offset_control The control shapes are HUGE, however the skeleton scale is fine. Any thoughts? Or is this more for skeletons from the marketplace, mixamo etc?
@LeafBranchGames
@LeafBranchGames 3 ай бұрын
@@bryanwiitala8854 Like I say in the video, it tries to map against skeleton structures that EPIC have made templates for. You can still setup normal retargets yourself using the tutorial in the description.
@bryanwiitala8854
@bryanwiitala8854 3 ай бұрын
@@LeafBranchGames I did find a workaround that works perfectly, it's a longer process. But you can import a non-standard skeleton to blender, remove the skeleton, export to mixamo, grab your animations etc, back to blender, create your root bone and then retarget in Unreal. It's flawless then
@LeafBranchGames
@LeafBranchGames 3 ай бұрын
@@bryanwiitala8854 I guess that makes sense, yes - since then you will get the mixamo skeleton which there is a template for.
@SolarCookie300
@SolarCookie300 7 ай бұрын
Bonjour (désoler j'écris en français parce que moi et l'anglais ça fait 2 😚) je ne sais pas si c'est normal mais les controler que j'ajoute a mon perso son IMMENSES par rapport au personnage en lui même, cela ressemble a un bug mais a mon avis c'est de ma faute que puis je faire ?
@LeafBranchGames
@LeafBranchGames 7 ай бұрын
It is probably the character causing it.
@SolarCookie300
@SolarCookie300 7 ай бұрын
@@LeafBranchGames Pourtant il a une taille normale (la même que le mannequin de base)
@LeafBranchGames
@LeafBranchGames 7 ай бұрын
@@SolarCookie300 Then I am afraid something is being lost in translation, since I am not quite understanding what the issue is.
@SolarCookie300
@SolarCookie300 7 ай бұрын
@@LeafBranchGames Ok, j'invoque Google Trad : the model is the right size but the controllers added to this one have a disproportionate size compared to the character. I think like you that it comes from the character himself, but the problem remains unknown...
@LeafBranchGames
@LeafBranchGames 7 ай бұрын
@@SolarCookie300 You can adjust the scale of controllers to the size you want.
I Mastered Nanite Displacement in Unreal Engine 5.5 and You Can Too!
38:15
Arghanion's Puzzlebox
Рет қаралды 12 М.
How to treat Acne💉
00:31
ISSEI / いっせい
Рет қаралды 108 МЛН
黑天使被操控了#short #angel #clown
00:40
Super Beauty team
Рет қаралды 61 МЛН
Tuna 🍣 ​⁠@patrickzeinali ​⁠@ChefRush
00:48
albert_cancook
Рет қаралды 148 МЛН
Unreal Engine free assets December 2024 Part 2
7:54
LeafBranchGames
Рет қаралды 1,7 М.
Epic's Tile Breaking Technique Explained - Unreal Engine 5 Tutorial
12:24
I Remade Avatar Water VFX in 100 Hours
11:38
ErikDoesVFX
Рет қаралды 2,4 МЛН
UE4: Control Rig - First Steps
17:17
AndiDev
Рет қаралды 69 М.
Mega Giga CONTROL RIG Advanced Tutorial | Unreal Engine 5
26:04
Proj Prod
Рет қаралды 3,1 М.
Modular Control Rig Tutorial | Unreal Engine 5.4
14:21
Smart Poly
Рет қаралды 91 М.