Animating with the Control Rig Sample Project | Inside Unreal

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Control Rig is a scriptable rigging system that is based on Blueprint and is mainly designed for controlling properties to drive animation. This week on Inside Unreal Helge and Jeremiah will break down the Mannequin Control Rig example from the Marketplace, show how to use Control Rig with Sequencer to animate a character, give tips on how to debug your rigs, and show how the concepts can be used in production. They'll also answer some frequently asked questions and give us a brief overview on things to look forward to in 4.26.

DISCUSSION THREAD

TRANSCRIPT

NEWS

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4.25.3 Hotfix

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COMMUNITY SPOTLIGHTS

#rachaelisnotreal

The Scavenger's Colony

Sky Beneath
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For anyone looking for the additive control rig that is shown in this video, it has been renamed FKControlRig instead of AdditiveControlRig. There is also one additional step to get it to act as an additive rig. You have to right click on the FKControlRig track and in the context menu that opens up, check the Additive checkbox. This additive rig seems VERY fragile though. If, for example, you scrub to a frame outside of the animation asset that you have on your skeletal mesh, the additive rig seems to wipe out all of the animation asset's data and you will be left with a skeletal mesh that looks like you just applied a Control Rig to it. To get your animation asset's animation data back, you have to delete the FKControlRig track and scrub the timeline to make it update.

TheRabidgoalie
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I am 5 minutes into the presentation and I'm already BLOWN away. UE4 is my favourite piece of software. The community is incredible, the devs are genius, and the software is powerful and easy to use.

abcqer
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Should have more engine developers on the show, they know how the engine works behind the scene and would be able to answer any FAQ question!

alexandrefournier-ahizoune
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12:45 I was stuck at this point for about 30 minutes as I was using my own imported character, the head kept rotating in odd ways. I was trying to find some way to rotate the gizmo etc but it turns out its bc by default the secondary part of Aim node is on. Set the weight to 0 in the secondary options and it works perfectly. Note there are 3 weight pins, make sure you don't accidentally set the third weight to 0.

stevebarnes
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I'm so happy y'all are investing in this. 4.26 is gonna be huge.

VladyVeselinov
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53:19 where is the additive control rig in 4.26?

flooblybub
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need ik weapon support in sequencer guys, blueprints are cool for game but please support sequencer as well for cg animations

Jsfilmz
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the best live stream i watched for unreal really thank you

naza
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thanks for the video but the micro lessons were very confusing, also a full example would have made thing clearer

marwanbadawi
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Basic IK seems to be ignoring pole target as soon as the bone chain is straightened. Meaning - when the hand is stretched 100%, position of pole target makes no difference, resulting in sudden arm rotation when chain strengthens completely. This happens even in the example control rig provided by Epic.

jamqdlaty
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not gonna lie, Unreal Engine JP has a good node documentation, the official has good explanation since I don't really understand Japanese

digitaltrash
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MAny many Thanks for this. Tons of wicked awesome info here

Silpheedx
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I want to like this video multiple times.

martinmegazor
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looking to modifying gameplay animations but the additive control rig can't be added as shown (53:19) How do I fix that please?

redrockcollectibles
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Love to know more about control rig - but the micro lessons were just impenetrable :) very confusing!

mrtobycook
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Nodes in the blueprints are really fuzzy and hard to read in many occasions. Higher resolution screen captures would help a lot to stay focused, especially in these screenshares that don't fill up the screen in the first place. Look at the tabs on top of the screen as an example. Really tough to make out.

WadeWazenegger
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Love it when they take a system they have been using for a few years and put out a video that doesn't explain anything except intermediate to advanced stuff.. How about you guys start out with a beginner tutorial first and then add some advanced videos? You would think this is the first time you people have made tutorials.

fantasytoonz
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could be possible using a pose or skeleton animated, use it as target for the main skeleton? kind of retarget or constraint one skeleton to the shape of other but keeping all rig, kind of apply additive joints movement to the main skeleton rig

marc
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Anyone know how i can put an axe in my hands in Control Rig? Im trying to make a wood chopping animation but have no sockets in Control Rig.

ZerofeverOfficial
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This is really exciting! Is there a way of altering bone transforms by external data (or from other blueprints?). I'm having difficulties casting to a control rig (and setting a variable).

rgergazas