Modular Rigging in Unreal Engine | Unreal Fest 2024

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In this talk, we'll take a look at how UE 5.4's modular rigging features can speed up character creation and empower artists to get creative.
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Man. Out of all the presentations that went on for an hour or more this should have been one of them. Modular rigging is a really cool feature and deserves a lot more time that 20-ish minutes.

hardwiretoo
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It would be awesome if you could release some of those rigs to the community. The bike rig would be super useful obviously for everyone working on vehicle animation.

patrikbaboumian
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0:00 Intro. Another System?
1:27 How to rig a biped character
2:30 Create Modular Rig
2:40 UI Overview
3:30 Bringing Spine
4:25 Hotkeys
4:36 Continue Rigging
5:00 Renaming
5:16 Mirroring
5:55 Custom Weapon
6:30 Weapon Socket
7:44 Modules for interaction
10:09 Adjusting Animation
11:03 Modular Rigging Reasons
13:30 Customization
13:55 Construction Event
14:49 Connectors
17:07 Shark Animation
18:01 Simulated Hinge
20:08 Scooter Rig
21:02 Steering and suspension
21:21 Sliding hinge
21:39 Wheel
22:32 Proxy controls
23:50 Thanks

unreal-animator
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Bike suspension was so interesting! Thanks for uploading this

Ertie
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Wow Kudos to the rigging dev team. Amazing to see howe new tools are getting developed. Makes rigging and animating more approachable for non-tech oriented artists like me :-) Thanks!

randomvector
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great for animating all the dances we will need in our games

djtomoy
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Great video and much needed product for UE

JohnDaniels
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The most important thing for creating a game is to write scripts, help us with this, create artificial intelligence in the game engine that will help us create logic and scripts.

datodavita
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Great but too much sequencer use. How can we use this in Animation Blueprints, how can we affect the control rig controls buy inputting world transforms data ?

BaseRealityVR
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I’d love to see support for TRUE modular and dynamic rigs. Meaning a control rig, than can swap to a whole new set of skeletal meshes and controls. This would be important for creating animation that’s not physically possible with just one static rig. such as super cartoony animation, where a limb might swap to an entirely different limb with different controls associated with that specific pose in the storyboard. I’ve been trying to figure this out for a while now.

FruitZeus
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I wasn't able to find the video on animating using the mouse pointer capture that they talked at 17:20 in this video. It would be neat to see how that works.

projectbrian
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Where can I find the hinge simulation rig?

medmel
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Question: How do we hook up a forearm twist bone in Modular Control Rig?

hotsauce
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Can this rigged be used on semi stylized characters that require squash and stretch features? Does the rig support toony functions or just live action type characters?

markgabbidon
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when i bake a character animation into modular rig my clavice character become a strange.

RFX
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pro demo with essential basic guides like this is dway2go &tq4this!

Sky-hliw
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Yeah, its great, but we desperately need more tutorials showing it working with non-unreal and non-mixamo rigs.
I´ve tried for hours to make it work with a custom biped rig from 3ds max until I figured out how to add a root bone or where the damn slots were (hint: not where they were in every single other tutorial out there...).
Also, a lot more info is needed in terms of naming conventions for the rigs you should use or rig hierarchies needed.
Sort of a "best practices" thing.
For all the shmucks like me who are neither absolute beginners or strangers to rigging (aka: not using mixamo or unreal characters exclusively), but not experienced enough in this area to just figure these things out by themselves...

samuelenslin
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UE5.4.4 Motion Design - Material Designer The problem of multi-layer effect overlay that cannot be saved has not been resolved. . .

yonghengshouhu
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why isn't the hip controller part of the modular assets?

AKThem
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Backward solve for modular rigs doesnt work with even native mannequin

Fleroshi_SE