UE5 Control Rig | Aim/Look_At IK | #P1 | Setup Aim_Node

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Control Rig allows you to create custom controls on your imported skeletal mesh in which you can generate new, or modify existing animations within the Unreal Editor.
In this video i'm using Control Rig to Procedurally Aim/Look At the Character to the specific object.This is the Part1 in which we setup control rig for LookAt (Aim_Node).
00:00 Tutorial Intro:
00:45 Creating Control Rig Asset:
01:40 Creating LookAt Arrow Ctrl:
02:35 Creating Head Bone LookAt IK(How to Setup Aim_Node):
05:20 Creating Upper Body LookAt IK:
08:10 Ending
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The only one tutorial in the whole internet that explains you what are the axis for

gaceele
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This is unbelievably simple and great dude...
With such a tender voice, you're outdoing what loudmouthed tutorials cant accomplish.
SO much better than setting up infinite stupid preset animation poses.

Baleur
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finally a good tutorial from scratch that I can follow. Ty very much, i hope to see this turned into a series

carlosrivadulla
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This is awesome dude, way better than the animBP solution I was using for head/eye tracking. Thanks a lot.

GlassesAndCoffeeMugs
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works like a charm, thanks for the tutorial

BurnNoticeChris
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Great tutorial, I never knew how to think about Primary and Secondary Axis.

WorkbrandAssets
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Awesome! Exactly what I was looking for!

jaberneto
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This was a really good tutorial. You rock!

Cloroqx
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Thank you so much! This is great! and you have a really nice voice

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Excellent. Thanks! Anyone else have a problem where 'Use Specific Animation' does not work? EG: Set it to an animation but the preview remains in default bind pose?

mihaiwilson
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you are god
thanks so much
Blessings be upon you

とぐろぱー
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Amazing tutorial, have you tried using this for a dynamic aim offset as well? It would be amazing to have a tutorial to show how the gun would rotate towards the center of the screen.

markuskernocker
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i am wandering if you can make the same idea but using the ball to control the character movement directions without making the character roll around himself like orientation movment
< i mean if you make the ball in the character capsule 💊 centre and when you move the ball in any direction the character fallow it and pick animations for all directions ... making the ball move in circles around the capsule >> circle 1 ⭕ normal walk the ball far of the center 2 MM C2 ⭕ slow movment 1 MM far of the center by pressing hotkey and C3 ⭕ sprinting and fast movement 3 MM far way out of the center .... and this only control down body only << making the upper body move with the camera view or any attached object like weapon >>> if you understand my idea tell me if it is possible to make in unreal

adrenaline_
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Thanks for sharing! This is the only tutorial work for me :) but my montage is no longer playing correctly. Any hint on what might cause it?

KWang-yyqk
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Hi, I use another skelete mesh which import from maya, it doesn't work, I know the head bone axis is different from this, I try to modify Aim Node, but seems never work

Shiny
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How to use Aim Constraint in UE5.1?Aim Constraint is not used

reoo
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how we can do this for camera location?

serkansevimlitv
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Does the DBZ game use this system for attack?

modoonline
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Will eveything here work the same for UE4?

dcad