I get that this is an outdated vid now, but for anyone like me that stumbled upon this. You missed just a few more steps that will finish it off correctly. This worked for me in UE5.1, following your tutorial and including the below extra steps In the Control Rig graph > under the step 1 group > the FootTrace function should also be replaced with the Virtual foot bones (left and Right respectively) In the Control Rig graph > under the step 4 group > the ModifyTransforms function should also be replaced with the Virtual foot bones (left and Right respectively)
@gudakoccc25963 ай бұрын
thank you!
@ka1ock2 жыл бұрын
This fixed my problem. Pointed me in the right direction. To get the full fix, It had to replace the other feet iks in the blueprint with virtual ones. Thank you.
@MatrixBateman2 жыл бұрын
These videos are so good, never change this style of making videos.
@panormitisroditis72072 жыл бұрын
You have a solution for every problem! you are god send!!!! thank you!!!!
@Jobutsu2 жыл бұрын
I wish that was true !
@asharacrauwels2 жыл бұрын
Hi, thanks, you are fast! This way of making videos is great, it is more like following a real good teacher wile exploring the new features. If i had to do it on my own it would take me so much more time, so many many thanks! (thought you were on holiday for a few days)
@Jobutsu2 жыл бұрын
Not on holiday yet.
@felipeheringermi28462 жыл бұрын
Salvo aqui, Obrigado
@sahinerdem54962 жыл бұрын
Thank u much, i made it through the metahumanskeleton,i created a new post process control rig, copied basic foot ik nodes of CR_Mannequin into created new rig graph, then changed ik bbones to vbs. and i added control rig node at the end of animbp of which i created retargeted new , and added isinAir? NOT boolean, i checked shouldDoIKTrace pin and added, and sorry i forgot to mention that before copying CR_Manneqs nodes i copied each variables from CR_Manneqs variable list into my new created graph. THank u lots VB bones is perfect solution.Regards
@meskalation2 жыл бұрын
You talked about chaos destruction in cinematics. This will be awesome because i have so much trouble to use them correct. Even with the content examples, it's hardly useable. Especially timed and triggered destruction is impossible for me. The only thing i was able is with a timer. But using temporal samples or slowmotion makes this also nearly impossible. So, yeah please do it :D
@Jobutsu2 жыл бұрын
I can not speak for the temporal Samples because, you are ahead of me. But for slow motion I have been experimenting with Davinici Resolve, to see if i can render out and do slow in there instead. My system is too old to make progress quickly with the chaos stuff.
@mathajar95632 жыл бұрын
thanks this is fix the problem !
@padong98442 жыл бұрын
it helped a lot Thanks! is there any method i can mix mixamo animation and foot ik in animation seqeuence for metahuman? I want to use walk animation from mixamo to floor that is not flat and I watched a lot of videos but couldn't find the way. if you could make tutorial it would be helpful!
@Jobutsu2 жыл бұрын
None that work well without paid plugins.
@TheBoringJulio2 жыл бұрын
Quick tip to everyone, i as able to full fix here by editing all the old refence to ik foot in the ik rig
@devromeo41582 жыл бұрын
Explain more
@davidedemurodominijanni98892 жыл бұрын
Outdated... and I'm so lost right now... this whole IK Rig blueprint stuff is killing me and not softly at all! This video is about Metahuman so ain't exactly what I was looking for but... I see you did manage to make the feet adapt to slopes and, as consequence, curved surfaces. My question is.... how did you achieve that? I watched the video where you did show the blueprint part in Manny's blueprint but still didn't work. Not only the foot doesn't adapt to the slopes but so they don't adapt to stairs and other heights either. I hear you focus on cinematic stuff but this is not only about games... it can be even a short movie where you only see the feet of the character walking in some mysterious scary dark place.... just an example and a good reason why digging into this is worthy. Aside that I really need this like a life buoy for a man cast out of a ship and drowning fast!
@Jobutsu2 жыл бұрын
kzbin.info/www/bejne/eGempaanfLNobbc
@mootzartdev2 жыл бұрын
Are you going to do a updated version of this?
@Jobutsu2 жыл бұрын
Is it still required ? Does this not make it obsolete ? kzbin.info/www/bejne/eGempaanfLNobbc
@mootzartdev2 жыл бұрын
@@Jobutsu Sorry for the late reply. Well the retargeting from your updated video seems to work fine. Other than my character seems to be in a kind of ape like slumped pose (leg wise). But its only on play. With the character BP opened for example its fine in the preview.. but soon as i play the character sort of slumps.. And i imagine its related to the IK reacting to the ground or something.
@Jobutsu2 жыл бұрын
Follow up, may be helpful to you kzbin.info/www/bejne/qGOmYZmpobllnac
@devromeo41582 жыл бұрын
It didn't fix the problem for me
@haiderzaid81782 жыл бұрын
in the blue print search for every IK and change them to VB-IK
@snowbeat9362 жыл бұрын
@@haiderzaid8178 Omg thanks you save my day.
@Keith_Mahony2 жыл бұрын
Hey, thanks again for the tutorials. I added ik bones to the mixamo skeleton from your previous tutorial and managed to fix the issues I was having with root motion. Its even working in-game now and driving player movement. There's just one issue. The re-targeted animations are not looping correctly and the last frame sort of jumps back to the first, even though it loops cleanly in the re-target editor. Do you have any idea what could cause that?
@RandallsDiversion2 жыл бұрын
Is the foot sliding?
@Keith_Mahony2 жыл бұрын
@@RandallsDiversion Nope, I managed to fix that issue. The animation drives movement correctly as well. Its just the last frame or so that doesn't loop back into the first smoothly. So there's a twitch in the movement. Strange thing is that it only happens after re targeting - It looped perfectly beforehand
@Jobutsu2 жыл бұрын
It is a strange problem.
@RastoDM2 жыл бұрын
Hey Keith, did you only have to add the virtual bones or did you have to do any rechaining after?