Exploring the Next-Generation Animation Tools in UE 5.4 | Unreal Fest 2024

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In this talk, you’ll learn how to create robust animation directly in engine to bring your assets to life. We’ll explore new animation features and techniques with Unreal Engine 5.4 including Control Rig, retargeting, Sequencer, Deformer Graph, and the Skeletal Editor.
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"Tools to Animate and pose with physics intuititively" Sounds a lot like Cascadeur :D

MetalGearMk
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The Skeletal mesh tool is a good start, but it would make the MOST sense to have a UE Rig prefab that users can adjust to their mesh and rig it accordingly. We would all love it.

Kinos
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Love the new animation tools, please get the new TRS gizmo to support grid snapping and alt+drag actor duplication :)

kvickart
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Animation layered rig is a great option, but you cannot bake animation and layered rig together into one control rig. It creates a complete mess. I'm hoping it will be fixed soon.

AlexiosLair
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I just started my animation journey in Unreal engine and was hoping unreal would get to exploring animation on it's own and now I see this video. Can't wait to see what the future holds

david_ce
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I feel like we need an official epic built binary that focuses solely on animation and can be a bit lighter weight. modularity in general would be nice but specifically for this

LOBOTOMYtv
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most flawless experts & advanced is when they provides all types of rigs from all types of robots vehicles creatures etc etc so the massive new users can use that rig out of the box & ready to craft some cool anims without wasting time hunting for tuts workflow, just like in blender they have some plugins that have all kinds of rigs that one only have to plugs their preferred meshes into those rigs then starts animating & thats a genius smart ez pz methods

Sky-hliw
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Take my money, iam shifting to unreal for all .

futureframe
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yes retargeting is easy if you've a mixamo, and use the mixamo template..., but if u've an old rig from another game. you still have to do it manually... even if its a humanoid.

RDDz
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like.. not rigging in blender anymore? hell yeah Im in!

coffeediction
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Great educational video. Hope to use this in my gamedev project if possible.

manikantlawania
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tested Modular Control Rig. I think it can be used for human-like characters only. Have no idea how to use it in case of more complicated characters. With my character (human-like upper body, cat legs, tail) it just didn't work. Hope it will work with more complicated characters in the future

tzhkgdd
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Amazing!!, I have question, I use 4.27 for my animation project, I own small channel, I am trying to learn Lumen using latest build 5.4.2, Should I move to 5.4, is it stable or .. btw GREAT presentation

madghost
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do you guys have any plan on releasing some puppetering VR animating mode like TVORI does?

RDDz
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Still wish there was a way to select mesh by element for skin weighting.

railth
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Can we ANIMATE in realtime using the Constraints finally? (Use the record button?)

NextWorldVR
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Every rig software has an auto weights tool to speed up the workflow of painting skin weights to the point where the process is nearly non-existent and yet UE5.4 doesn’t even have one auto weights algorithm to compete. You are manually painting everything from scratch. But it does revolutionize building rig controls but for the rig itself, Epic Games has a long ways to go on that then what they have now to wow me.

lightcer
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if 5.5's layered animations workflow is good i'll definitely just switch to animate directly on unreal

toddhowardfr
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If someone who no nothing about animation! Can he use this tools?

Ashuraya
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when u do so much for animation, so also add feature for rigging

shahmaarbaba