Learn to RIG and ANIMATE a static mesh prop directly in Unreal Engine 5. #unrealengine #animation

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You can quickly convert a static mesh into a skeletal mesh, build a skeleton, paint weights, and even create a Control Rig for a simple prop so that you can animate it in a level sequence - or just deform it for a static pose. So powerful!
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This is terrific. Soooo much handier than having to export to Maya or whatever and rig, animate and reexport back. Thanks for the post, very damn cool! 🍻

outtoplay
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Imagine every tutorials out there has this level of quality: the clarification, simplification, how concise it is yet how much it covers. you know exactly what a beginner really struggles with and this is one in a million. thank you so so much.

lolaswift
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Absolutely stellar tutorial. Straight to the point, simple.

FuzzyMelox
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An incredibly useful run-through of animation workflows in Unreal! I think you are the only one on YouTube showing how all those assets (skeletal mesh, skeleton, anim sequence, control rig ecc ecc). For somebody coming from traditional animation software, this is gold. It would be great to see maybe how to create a physic asset so have some elements of the rig flapping on their own like hair or clothe parts 🥹

In any case super thanks! I finally understood how everything works altogether

NyoraiFidesTV
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Cool tutorial, thank u! Looking forward to find a good tutorial about animating an object in the hand of the Manny, would be cool to see one from you

aryyamwko
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Instead of "painting" all bones "black". You could "paint" 1 root bone 100% "white". All the influence would go to the root bone. It's much faster. At least that's how it works in Maya.

Medwedius
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Hihi! This is an awesome tutorial, but I'm a bit stuck (v5.4 and I have some extra buttons on my Skeleton Editor so maybe there was an update?); I've followed the directions but "Edit with FK Control Rig" /does not appear/ as an option, it's just the filter asset and bake to control rig options there on mine.

dieselshot
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i can't thank you enough cuz i saw someone do this but i didn't know that i needed to activate a plug-in to do it and i was frustrated
thank you

necessary_invantions
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oh thats cool you can add physics bodies and then add the jiggle node make it really crazy hope you try it out and make a vid.

MichaelEmbers
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umoshiroi brilliant ! would that react to a colision ? cheers from Rio

romanbruni
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Thanks for this, do you think you can make a video creating simple animations using these newer stuff. I was thinking of converting a static mesh of a lock and key mesh, make a skeletal mesh of them, then create animations that will be baked like opening the lock with the key that we can use these "baked animations" within unreal engine? It will demonstrate two objects that will be animated. I think you provided a good base in this example. Thanks again

lz
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Can You please make a tutorial on how to create a IK rig for this model

kushvyas
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When I right click on a skeletal mesh in the sequence editor there is no option for "Edit with FK Control Rig". Do we have to use custom control rigs now?

ryanoconnor
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I know this is an experimental plugin, but have you found issues with using it over time? How strong does it seem in terms of stability and such thus far?

ezgetems
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This is a great and simple tutorial. Well done. Subbed! Anyone know how to update the base static mesh after you convert it to a skeletal mesh?!

pdubulous
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Hello, Great tutorial thanks so much!!! I'm using real size measurements like 10 cm x 6 cm, but when I want to draw the bones they are really big? How do you go about using smaller measurements? I just want to keep using real size measurements for certain meshes isn't that better als for the lighting?

decorix
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This is awesome, how helpful!! How would you take that skeletal mesh and animate it through a spline (i.e: snake) thanks!!!

guille_ibanez
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So if I have 3 sections of an "antenna" hanging from the ceiling... am I able to attach a "projectile" to the end of it that homes in on the player, but still attached to the antenna... will the movement of the projectile at the end still be able to move the antenna while staying within the constrains of the bones and weight painting?

Doubleaa
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Hi jc pls help

I have an issue with plugins, I manually enabled Movie Render Queue and Skeletal Mesh Editing Toools from the plugin list as usual, but I realized that these plugins are often disabled the next time I launch UE5, so I have to go in there and find all of them and re-enable them, restart UE5. It's quite a tiresome, is there anyway to fix this? Thanks

rushbbro
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Hey thanks for this tutorial. Is there no easier and faster way to for example animate a simple cube spinning around and moving around and scale without setting up bones and stuff?
Coming from Unity this seems a bit overkill for static simple meshes like a spinning sword etc? Learning so appreciate if anyone knows more about this.

BNTO