Realtime Control Rig in Unreal

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Here's a very quick tutorial on how to have your control rig do realtime animation overrides, such as touching things, pushing buttons, putting your feet on the ground properly, looking at things, and head motion.

I couldn't find any tutorials on this, but hopefully there's lots and I just have terrible googlefu. But here's the basic idea: there's a Control Rig node in the animation graph.
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This didn't directly help me with my specific issue but it got me there. I've been puzzling how to exit control rig logic without snapping and I saw you had some float plugged into the aim node weights then it clicked that you can simply feed an alpha into the rig and multiply it by whatever weight you want and lerp back to your bone transform. Anyway, you have an excellent way of explaining so keep on keeping on :)

seanmenzies
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This is so underrated it took me forever to find this, theres such little info on this. Thanks bro

RictorScale
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I would love to see a tutorial using this on a VR fullbody character. The VR community is hurting for a GOOD Unreal solution. I'm guessing you could put a sphere in each hand of a third person character to work out the blueprints then later replace the spheres with the VR controller locations ?

FPChris
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This is pretty good. You understand the aim and aim math nodes. I have some working in my control rig for hand placement during climbing. Took me forever just playing with numbers. It works near perfectly, but I have a bug now when a world y Axis plane opposite me at waist high goes down in z axis, my whole hand rotates fingers pointed at my body. If I understood aim math better I feel I could solve the problem.

adamisme
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great videos thank you!

for some reason my character is stuck in t-pose when i connect the control rig node to my anim blueprint. i know the control rig is working because ive been using it for animations but i cant get it to work in the anim blueprint. Any ideas?

davehansan
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Are you using blender? If you are I can give you the big list of settings that make it almost Identical to unreal. That way your models, animations and rigs will be scaled properly, plus animations will import at the right sample rate.

alex-qnxp
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You used C# pretty heavily when you used Unity. Are you using strictly blueprints? I've done both and find C++ to be clunky(we're spoiled with C# syntax) and lean towards using only blueprints for now.

mana
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can you get this working in unreal engine for fortnite ?

RPGkanon
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Yeah it took me couple days to find out that "global" isn't "world"

QuaidTseng
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"fin terp" F Interp....Float Interpilation.

StephenMinkin