sorry but for the last year i really feeling like dev's have some of vise versa Dunning-Kruger effect. There is plenty of videos about control rig, but not even one video which show full image of use, only snippets for professionals who ready to dive for month+ into the topic, me as well trying sometimes go back to control rig last year every month, and just like a year ago here is huge hole in this topic. If it's go like that maybe people will start using control rig more in 2024-2025 when there is full info, documentation lack of info, some sample project are super overcomplicated, every project has it's own logic etc
@piorism2 жыл бұрын
Well, it's been like that for while indeed : Presenting extremely complex setups, but using stating things like "this is easy, just do this and this and that" as if it was a Photoshop tutorial :D I do find this to be quite frustrating too. I think it's mostly a matter of poor planning. If you plan to use control rig to create animations I think you'll be much better off using Cascadeur and/or Akeytsu really.
@mrantssfpv2 жыл бұрын
Um they explain and show all working in this video?
@tuatec Жыл бұрын
You should take a look at the Lyra Rig, it supports almost anytzing that is needed for animating. And we'll controlrig can be used in many ways, like AnimBPs, Sequencer... I assume it is a lot to document. Furthermore, it's a complete own Blueprint Graph and you can also implement custom nodes in C++ or public Functions in another controlrig. It is quite flexible, so you might come up with new use cases the devs had not in mind while developing it. 😉
@redpeterpanda2 жыл бұрын
I don't like that the speaker in the video video refers to "my other video" but it isn't linked or listed in the drop tab nor can I see one in the channel for it.
@Low5ive2 жыл бұрын
agreed. Here you go kzbin.info/www/bejne/kGnIopR8fJyfkLM&ab_channel=UnrealEngine
@AndiDev2 жыл бұрын
You are right. Here it is: kzbin.info/www/bejne/kGnIopR8fJyfkLM
How exactly did you get the Motion Controllers to work without a Headset?
@JimmySahlin2 жыл бұрын
I’m curious how to make an animation drive the physics bodies. Say you want to animate the tail. Is it possible to let the physics bodies strive towards animated positions? A bit like when you set up a tail in Maya using a hair system. One set of animated bones control the hair, and the resulting hair follicle controls the skinned bones.
@Madlion2 жыл бұрын
This is amazing summary of all the new animation systems and possibilities
@lukarisisgaming Жыл бұрын
can anyone help me.. how were the VR Controllers set up in Unreal ? I don't find ANY solution Thanks
@Megasteakman2 жыл бұрын
This was incredible! I wish I had a resource like this when I was setting up my VR Mocap project a year ago. I wanted to use the Retaget Pose From Mesh tag without parenting one mesh inside the others, but had problems with the input variable actually working until I used a 'set master pose' node and then immediately disabling the node. Is there a better way to do that? I assume there aren't any knock ons since I disable the node right after enabling it, but I'm worried that might not be the best way to do it.
@dakota55322 ай бұрын
That's a lot of work just to use vr controllers to move something. Why don't you guys set this up for us? It just makes sense to have this as one of the defaults.
@InfinitendsАй бұрын
found it! cheers guys
@shikhermyv2 жыл бұрын
Is this project available anywhere?
@AndiDev2 жыл бұрын
Unfortunately not but on the developer community (link in description) I have code snippets for some of the VR setup and for the auto walk logic.
@ashoakenfold2 жыл бұрын
@@AndiDev While I appreciate the effort, I'm not getting much value from these long-form videos (especially without a project file). In contrast, the focused, short format of Ryan's Geometry Scripting vids are quite engaging - like video lego blocks that I can use to piece together functionality in the future. kzbin.infovideos
@AndiDev2 жыл бұрын
@@ashoakenfold the article on the community developer site has the basic setup written down with blueprints snippets you can copy into your own project. I link there also more resources. This isn’t meant as a step by step tutorial but is aiming to show the possibilities. There is room for tutorials and for some of the steps you already find some courses in the developer community linked in the description.
@MexxStylezZ5 ай бұрын
How is it possible to use Motion Controls outside the VR Modes?
@RDD87z2 жыл бұрын
can you record 2 specific parts at a time for instance... one for each hand, then play this movement and record again but other 2 parts? or even 1 part being grabbed with your 2 VRcontrollers to have more control? i mean can you record in different steps, specific parts?
@bumpbomb25122 жыл бұрын
I wondering when UE can support multi root bone just like maya do.
@bboyg12 жыл бұрын
Savage
@virtualfilmer23 күн бұрын
Anyone know how to get this working with OpenXR? The example is SteamVR, and when I try to match it, it doesnt' work. Specifically, the "MotionController" component doesn't seem to work. It doesn't give any data. I think in 5.4 we're supposed to be using the "LiveLink Component Controller", instead? But that one won't connect to "Get Relative Transform". SOLVED: See below comment
@virtualfilmer23 күн бұрын
Ok I think I've solved this. You have to use a LiveLinkComponentController. And then you have to drag that into the Event Graph, and drag out its output and add a 'Get Owner' node (?). Then you try to connect THAT to the Get Relative Transform node, and it will work. (It will add a "Target > Root Component" node. I can't find where this is written about though. :-)
@someone_who_looks_like_me2 жыл бұрын
To my great regret, I can't set up the physical shape correctly. they work fine in the physical asset simulator, but completely refuse to work to apply to BP_third person character. is this a bug in the engine or am i doing something wrong? (i've already reviewed several guides on how to configure this case, unfortunately none of them were helpful)
@nomorecookiesuser22232 жыл бұрын
There is something very wrong with this whole adventure in general, when no one can be bothered to actually link the earlier video he says to go watch if you didn't already. Literally stated in the first 42 seconds of this video. The Dev Learning Portal is a great step forward, but this type of stuff is difficult to work with. Same as the (i will not mention names) technical writer who cannot seem to write down what he wants to demonstrate ahead of time, and we end up with.. umm. ahh, uhh .. hmm, no.. don't do that, ok, undo that.. maybe it's this.. type 'tutorials'. I am stating fact, but i am sure i will be hated on in the replies, regardless. I appreciate Epic and their people. This does not make everything they do solid gold though. Towards improvement!
@nomorecookiesuser22232 жыл бұрын
kzbin.info/www/bejne/kGnIopR8fJyfkLM the video in question.
@carson25372 жыл бұрын
Hello, I like Unreal Engine very much and I am a beginner of Unreality, I'm learning about skeletal redirection of Mannequin and metahuman, but after Mannetquin uses a metahuman body skeleton, how does facial skeleton use LiveLinkFace for facial capture? Can you give a tutorial? Thank you
@veith3dclub2 жыл бұрын
There are some nice tutorials on this, also one of Unreal Engine - also check out Feeding Wolve's channel :)
@carson25372 жыл бұрын
@@veith3dclub OK, I know her, but she doesn't have the tutorial I want! But thanks for the recommendation.
@veith3dclub2 жыл бұрын
@@carson2537 There is one tutorial which made me understood it kind of - kzbin.info/www/bejne/m3WmqJeonrOof7s // but not sure what your goal is or if your mesh is separated in face and body? :)