Unreal Engine 5 Tutorial | Rig a T-Rex with Control Rig

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This was very frustrating at first. took me the whole day to get through it but it was so worth it!!!

craigtomes
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I watched for 30 minutes and realized I needed to go back and learn some more control rig basics, or I would have to follow along, click by click. I will likely re-watch your video in the entirety again, when I have a few more basic UE5 animation skills under my belt. I want to create a 6 wheeled robot character, with spinning wheels and articulating suspension. Thank you very much for this great tutorial.

whitneydesignlabs
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This might be one of the best videos on your channel. Hope to continue soon 🥰

snowandl
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Exciting! I dream of making, from Unreal Engine 5, a science and history video game where we can, among other things, visit the Jurassic! So this video is useful to me, keep going! I love it too much! I watched for 38:30 minutes.

projetsgroupeactif
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i was waiting for this this whole year. god bless you

joeljose
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Okay this was certainly useful, I'm used to rig and animate in Maya, so I have some suggestions about how you can improve drastically upon this. The issue with the spine not rotating as you'd expect is because the first neck joint's rotation is completely different and doesn't follow the chain from spine to the head, you'd have to fix it in your DCC, but essentially the joint orientation is causing the issue, it should match the rest of the joint chain. Other thing you can improve upon is the leg setup, instead of using 2 IK solvers from the thigh to the foot, and then from the foot to the toe, create a controller at the toe joint, call it "reverse foot" or something like that, parent it under the toe controller, then parent the foot controller (the one that's controlling the IK effector) underneath the reverse foot controller, then Get the Toe control, use Set Transform for the Toe joint to the Toe control. This will make posing the character much easier.

michaellaviola
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6:50 To fix the 'No smoothing group info was found ... 'warning, you have to change the smoothing settings when exporting the .fbx from Blender. Under Geometry->Smoothing change from 'Normals Only' to 'Face'.

James-uwit
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Great Tutorial, After Playing With Unity For A While, I'm Ready To Jump To Unreal, And Looking For Useful Tutorials Like This. Thank You For Sharing

AntonioToledoCGDEMOS
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Thank you for the great effort and time, a small note: you can directly assign the bones to the IK nodes by selecting them from the hierarchy and clicking the "left pointed" arrow button next to the bone input box. and you don't also need to select the type first (bone, control.. etc) because it will auto-select depending on what you assigned. And for the weird bending rotation issue on the spine control 1:13:00 I guess it might be because of bad bones orientation on the Spine and Neck, like the axis is not correctly aligned to the bones. Check that back on the Skeleton or the 3D modeling app.

SherifRiad
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this is really helpful to me. thank u so much for posting this important video. your tutorial is so clear to answer all my question about unreal rig.

dandan-mfsr
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Great tutorial, but the rotation of my Distribute Rotation control bone doesn't line up with the desired rotation. Rotating Z makes my character lean forwards instead of side to side. The bones themselves are all moving a uniform direction, it's not like 1:11:30, just that rotating the controller isn't rotating them the desired way.

candlestorms
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I'm trying to create an IK for the legs of my dragon in ue 5.3 in control rig. now the problem is that the left foot doesn't match the right foot at all.

I tried to copy the axes rotation coordinates from the right foot to the left foot in the skeletall editor and change the values so that the axes are mirrored but that doesn't work at all. i also try to rotate the axe manually but strange things occur like for example that when i rotate the axe upwards and save then the foot itself moves downwards?? and the whole model floats upwards....

arnoldst
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Awesome Tutorial!!! I really needed something like this thank you!

joshuacadogan
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Thank you for the great tutorial on control rig, there aren't much tutorials on it so it is really appreciated!

mohidbaig
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0:15-0:17, Nice little happy T-rex having fun xD

UnrealArtist
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35:55 I do control rig for a mouse model (bought on Epic Store) and at this point I’ve got deformed legs as well. I’ve tried all the primary and secondary axis combinations (1, 0, -1), but the problem’s still there. Could anyone shed some light on how I might solve this?

Dedmolt
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Sick of waiting for the isle game to update. Will now make my own thanks! 🤣

rasky
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Amazing work man!! Appreciate your hard work!! hope you will explain all of the control rig nodes one day :)

sudaismuhammad
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This is SO helpful!!! At last a tutorial that makes it understandable! Cheers!!

peterdavies
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Thanks for this great video Smart Poly! I really like that you showed the whole process of creating this control rig. One thing I'm curious about is if it's possible to solve that weird head rotation in the spine control. If you're looking for ideas for future videos (e.g. part 3, after the sequencer in part 2), I'd suggest showing the backwards solver so the control rig can be used to manipulate existing animations. Cheers!

Obiwahn