Lincoln Margison - Game Development
Lincoln Margison - Game Development
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Physics-Based Procedural Animation
A devlog explaining some of the concepts behind making a physically simulated character move around.
Переглядів: 1 500

Відео

Subchains - must use feature of 5.4+
Переглядів 2,7 тис.21 день тому
How to set up a subchain with the Full Body IK node, within Control Rig. My full control rig course, limited time lowest price code: www.udemy.com/course/controlrig/?couponCode=1CCDFE3154082418819E Article with further details: dev.epicgames.com/community/learning/tutorials/RByR/unreal-engine-how-to-tune-the-full-body-ik-solver
OPS - Black ops 6 frag compilation
Переглядів 112Місяць тому
Not my usual content.
Biped procedural animation "step by step" tutorial for Unreal Engine 5.4
Переглядів 29 тис.3 місяці тому
For a deeper dive, check out my full control rig course: www.udemy.com/course/controlrig/?couponCode=1CCDFE3154082418819E limited-time sale for the lowest price available. This video is a quick step-by-step tutorial on creating a basic procedural animation system from scratch, for a bipedal walk cycle. There is much more that can be done beyond this and to improve the system, but it should give...
Control Rig for Unreal Engine 5
Переглядів 54 тис.8 місяців тому
Currently on sale for the best price available: www.udemy.com/course/controlrig/?couponCode=1CCDFE3154082418819E In this course you will learn the fundamentals of Control Rig, with a focus on their use for procedural animation systems. The course is targeted towards any skill level, from beginners to experienced Unreal devs looking to learn how to utilize Control Rig in their own projects. Comp...
Performance of Procedural Animation (and how to optimize)
Переглядів 3,6 тис.9 місяців тому
A general overview of the performance of Control Rig in Unreal Engine 5 for procedural animations. This is not a detailed analysis, but a general look at how control rig impacts performance, and how to improve it. Ignore the absolute numbers, as this is running in the Editor, with other tabs open and so on; the focus is on the comparison when making changes. If you need to know how it will perf...
Make your animations dynamic using Control Rig
Переглядів 23 тис.10 місяців тому
Learn more like this: www.udemy.com/course/procedural-animation/?referralCode=F8D7BF87E66A29B4942D Discord community for UE dev/procedural animation: discord.com/invite/YaEQ8DZWuv Quaternion multiplication in depth: ua-cam.com/video/CRiR2eY5R_s/v-deo.html
Control Rig - Tips & Tricks Speedrun
Переглядів 7 тис.10 місяців тому
Various tips and tricks for Control Rig within Unreal Engine 5. For a full course on using control rig for procedural animation, visit: www.udemy.com/course/procedural-animation/?referralCode=F8D7BF87E66A29B4942D Discord server for control rig & procedural animation: discord.com/invite/YaEQ8DZWuv
FPV Drone - Unreal Engine Simulation
Переглядів 3,1 тис.11 місяців тому
Procedural Human Animation Course: www.udemy.com/course/procedural-animation/?referralCode=F8D7BF87E66A29B4942D Nordic Conifer Biome (Environment): www.unrealengine.com/marketplace/en-US/product/nordic-conifer-biome?sessionInvalidated=true Ultimate VHS Shader (Postprocess): bobbythedawg.gumroad.com/l/UltimateVhsShader 00:00 Final Render 00:35 Drone movement 01:27 Camera rotation 03:40 Hand anim...
ION - Procedural Animation entry for Unreal's "Furious Elegance" challenge
Переглядів 4,1 тис.Рік тому
See more: forums.unrealengine.com/t/ion-furious-elegance/1221096 Created for the "Furious Elegance" contest held by Epic, as well as for an internal challenge (more on this in a future video with a devlog). All created and rendered within Unreal Engine 5.1 Experimenting with a different style of procedural animation on a non-solid 'character'.
Trigger events from Control Rig (play sounds, spawn particles, etc)
Переглядів 4,7 тис.Рік тому
In this video I explain how to play sounds and trigger events from Control Rig. This is in 5.1, and in future versions I imagine this process will be much simpler, but for now, this is a work-around I came up with to read info from a blueprint, and how to save/encode that information from within Control Rig. Procedural animation course: ua-cam.com/video/QdETstMgJO8/v-deo.html Procedural spider ...
Procedural Animation for Humans
Переглядів 45 тис.Рік тому
Course: www.udemy.com/course/procedural-animation/?referralCode=F8D7BF87E66A29B4942D Discord: discord.gg/YaEQ8DZWuv This video series shows you how to create a procedural animation system in Unreal Engine. It assumes no prior knowledge of animation or programming, and requires no external tools; everything is created entirely within Unreal Engine. The course includes a completed version of what...
"Step by Step" Procedural Animation
Переглядів 233 тис.Рік тому
Full length course on control rig: www.udemy.com/course/controlrig/?couponCode=1CCDFE3154082418819E Discord server centred around procedural animation: discord.gg/YaEQ8DZWuv Free download of the spider model: LincolnMargison More coming soon, subscribe, follow, all that jazz.
The Hatchers - Unreal Engine 5 (found-footage short), 'Creep it Real' contest entry
Переглядів 3,8 тис.2 роки тому
My entry for the 'Creep it Real' video contest. All rendered directly from Unreal Engine 5 with no post-editing (as per contest rules). Asset credits to: www.unrealengine.com/marketplace/en-US/product/nordic-conifer-biome?sessionInvalidated=true bobbythedawg.gumroad.com/l/UltimateVhsShader
DILATION: Entry for 'Better Light Than Never' video contest
Переглядів 9102 роки тому
DILATION: A slow motion laser, with increasing time dilation. [Watch in 1440p for maximum quality; compression artifacts at 1080p] Contest: www.unrealengine.com/en-US/blog/are-you-a-lighting-master-enter-our-new-unreal-challenge-today This project utilizes various ways of lighting an environment. Using volumetric lighting, Lumen, emissive materials, point lights, rect/area lights, Niagara parti...
Control Rig Tutorial: The basics of creating procedural animations in UE4 & UE5
Переглядів 39 тис.3 роки тому
Control Rig Tutorial: The basics of creating procedural animations in UE4 & UE5
Procedural Walk System
Переглядів 29 тис.3 роки тому
Procedural Walk System
Alien Environment in Unreal Engine 4 - Breakdown / Timelapse
Переглядів 3 тис.3 роки тому
Alien Environment in Unreal Engine 4 - Breakdown / Timelapse
FREEZE IT [GAME JAM]
Переглядів 9224 роки тому
FREEZE IT [GAME JAM]
Something for Everyone [SHORT] [Unreal Film Jam Theme: "Oh, the places you'll go"]
Переглядів 1,2 тис.5 років тому
Something for Everyone [SHORT] [Unreal Film Jam Theme: "Oh, the places you'll go"]
UE4 Procedural Walk
Переглядів 19 тис.5 років тому
UE4 Procedural Walk
[GAME JAM] ITER8
Переглядів 6915 років тому
[GAME JAM] ITER8
[GAME JAM] Transmosis
Переглядів 4415 років тому
[GAME JAM] Transmosis
[GAME JAM] Lightspeed UE4 Epic MegaJam entry playthrough
Переглядів 4017 років тому
[GAME JAM] Lightspeed UE4 Epic MegaJam entry playthrough

КОМЕНТАРІ

  • @yourcommander3412
    @yourcommander3412 7 днів тому

    The run is really impressive. Im currently on Unity so Im outta luck :) Edit, picked up course - hopefully I can gleam something useful from it.

  • @glenfoxh
    @glenfoxh 7 днів тому

    My video had been removed by UA-cam, with no given reason. But I made and posted a video of something like this. And had been working on far more than what I posted, all in Unity 5. I can relate to a lot of what you went through, trying to make this. If my video of a walking table was not removed, I would have posted a collection of some of my more funny moments of when things went quite wrong, also.

    • @LincolnMargison
      @LincolnMargison 7 днів тому

      Possible to reupload it? Would be interested to see

    • @glenfoxh
      @glenfoxh 7 днів тому

      @@LincolnMargison Currently not sure. I have two drives not working, and I believe all my videos from then are on one of them. I'll have a look. But is most likely a, no. I do have one video still posted on UA-cam, but it is for coding in Unity. And it talk about how the 6D joint (unlike the other joints) falls asleep at the start, and that you need to keep it awake to use it, if applying a force to it in code. There is a chance that the same issue can be found within the UE physics also. I'd be working on learning that myself. Once I learn how to do some basic stuff in UE 5.5.

  • @Nudtanun
    @Nudtanun 8 днів тому

    3:49 bro did the most unforgettable breakdance ever!

  • @NicholasGooch-p5r
    @NicholasGooch-p5r 9 днів тому

    This is way way cool! I'm trying to accomplish something similar myself. Maybe with the humanoid, you could fake it a little bit like the method shown in this video ua-cam.com/video/p0X5HleoHDU/v-deo.html How would you go about controlling the character since it doesn't use a traditional capsule collision?

    • @LincolnMargison
      @LincolnMargison 9 днів тому

      I want to try to avoid faking it without any external forces ideally, but I'm not too sure how good it can look. I think if it's combined with my general procedural animation stuff that makes the character look/move more realistically it might be decent if the balancing part can be figured out. For controlling the character, you could just have them push the floor based on the direction its trying to move in (like I did with this dog thing) but that would be very sluggish and hard to control. So that's where most things would fake it and just drag the hips along or apply external forces.

  • @robertdavies5139
    @robertdavies5139 9 днів тому

    interesting and may well be useful for something I'm working on. I like the clear explanation of how to get the axis and setup the pole vector control too :)

  • @robertdavies5139
    @robertdavies5139 9 днів тому

    great work mate. I can see where you've built on your previous procedural animation work. I'll be interested to see how this works out in the end. Are you planning on creating a tutorial once you get this working for human characters?

    • @LincolnMargison
      @LincolnMargison 9 днів тому

      Possibly! Not sure yet. Still not entirely sure why things work/don't work when it comes to physics sims, I'm mostly just putting numbers in and trying things until it works, so it's difficult to condense down to a tutorial

  • @ericdrob
    @ericdrob 10 днів тому

    Better than the real thing for sure

  • @Megasteakman
    @Megasteakman 10 днів тому

    This was incredible! Amazing work: reminds me a lot of the enemies in the VR game Underdogs. I had been wondering how something like that was pulled off in a game engine.

  • @MaceWindoo77
    @MaceWindoo77 10 днів тому

    It will be cool to work on a hand-to-hand fight sequence to apply this knowledge. Personally, I'm gonna try to with your 2 Udemy animation courses in a 80's Hong-Kong martial art/action movie style project.

  • @in3d_in
    @in3d_in 10 днів тому

    INSTRUCTIONS UNCLEAR: It's a Spiderman!!!!!!!!!!!!!

  • @Aimbok
    @Aimbok 10 днів тому

    INSTRUCTIONS UNCLEAR: I made a procedurally animated spider.

  • @qwerty1423a
    @qwerty1423a 10 днів тому

    please make a tutorial for this, i searched the whole internet to learn this but couldn't find anything useful.

  • @RictorScale
    @RictorScale 10 днів тому

    So cool, i remember lucas films demoing euphoria on the force unleashed back in like 08 and it blew my mind. Thanks

  • @LowRezStudios
    @LowRezStudios 10 днів тому

    This is awesome. Do you plan to release a course or asset for this?

  • @importon
    @importon 10 днів тому

    Very cool! Are you still planning a bipedal procedural locomotion plugin? I could see that as being extremely useful especially for VR devs

    • @LincolnMargison
      @LincolnMargison 10 днів тому

      Yeah planning it, not sure what form it will take. The clip towards the end is a proc animated human but very basic for now. But for VR it wouldn't be far off as a starting point. Just haven't dealt with VR much and it would need a few specific things implemented to work well.

  • @Hawaiianspawn
    @Hawaiianspawn 10 днів тому

    Great job as always.

  • @CosmicComputer
    @CosmicComputer 11 днів тому

    how did you manage to get what seem to be custom collision shapes for the physics in unreal? Thanks for the awesome videos!

    • @LincolnMargison
      @LincolnMargison 11 днів тому

      When generating collision shapes, you can choose Single Convex Hull, or Multi Convex Hull (what I used), instead of the usual primitives.

    • @CosmicComputer
      @CosmicComputer 11 днів тому

      @@LincolnMargison ahhh ok thanks!

  • @georgekendjiya1013
    @georgekendjiya1013 11 днів тому

    Amazing

  • @LincolnMargison
    @LincolnMargison 11 днів тому

    I have a full length course on procedural animation if you want to learn more, big discount currently: www.udemy.com/course/controlrig/?couponCode=1CCDFE3154082418819E But if you want to experiment with physics you're on your own for now

  • @mechaf0x
    @mechaf0x 12 днів тому

    If u not seeing the debug line in UE 5.3+, u will also need `ControlRig.EnableDrawInterfaceInGame 1`

  • @Lorecastapendragon
    @Lorecastapendragon 14 днів тому

    ok now how do I use all that and make him punch at my characters head, I tried inputing the world transform of my player camera which is located at the player pawns head into the goal target node by the enemy ai was punching off to the right, tried the vr origin and they were still punching right, not at my head.

  • @Lusiogenic
    @Lusiogenic 18 днів тому

    With that rig, it's impossible not to smash that like button.

  • @Wrexthor
    @Wrexthor 19 днів тому

    This is great! Would love more videos like this. One thing in particulair i have had issues with is rigging legs with an extra joint, as normal IK chains cant handle that well.

    • @LincolnMargison
      @LincolnMargison 19 днів тому

      The full body IK node can, and this thing with subchains will help that too. But you won't be able to control the pole vector(s) with a basic IK node there.

  • @seanlake7404
    @seanlake7404 19 днів тому

    @3:45, your character, as you note, twists when you connect it to the translate. However, mine does not. That doesn't occur until I hook up the later system you build. Weird.

    • @seanlake7404
      @seanlake7404 19 днів тому

      This may have something to do with the actual SKM you used vs mine. I'll attempt it with old manny and see if I can repeat the issue.

  • @seanlake7404
    @seanlake7404 19 днів тому

    Where did you get the punch animation>

    • @LincolnMargison
      @LincolnMargison 19 днів тому

      I can't remember, I might have made it for this video, or it might be in the animset pro pack. By the foot movement/sliding I think it's a mocap from that pack.

  • @ericdrob
    @ericdrob 20 днів тому

    Your tutorials are really good on some very complex topics And the humor, A+

  • @unrealdevop
    @unrealdevop 20 днів тому

    So I just realized that this also exists on the FullBody IK in the IK Rig, but you have to set it under the 'Full Body IK goal Settings'

  • @Megasteakman
    @Megasteakman 20 днів тому

    Oh nice! That's pretty much what I am doing in my VR mocap system, so its really validating that I am on the right track! Love your control rig tutorials! I think the weakest part of my system is the spine and the shoulders, but I'm getting there. Thanks so much for sharing your knowledge!

    • @LincolnMargison
      @LincolnMargison 20 днів тому

      Yup, VR mocap should essentially be a 3 point Full Body IK for the points you know for sure (head/hands), then I guess whatever trickery you want to use to guess the elbows. It's something I've thought about before to combine with proc anim leg placements just never delved into it.

  • @ABentPaperclip
    @ABentPaperclip 21 день тому

    ok, adding a basic IK node to get the pole vector is a big brain move, no idea why i never thought of doing that. awesome tip!

  • @WoodyDevs
    @WoodyDevs 21 день тому

    This is going to help me with a lot of projects. Thanks for covering this.

  • @lordmaddog6003
    @lordmaddog6003 21 день тому

    This is awesome! I use hand iks for my two handed weapons but some time it just pulls the shoulder out of place this should fix that! On that note I have a question that I have not been able to find an answer to any where. I use anim notify states to turn on and off my hand Ik in the animations but I have this weird problem where If I use the state through the whole animation and it goes to the next animation that also has the same ANS it will either get stuck on or stuck off. This can result in the hand being glued to the hilt when it should not be or the hand floating around when it should be holding the hilt. I have tried every thing I can think of to fix this with no good answer yet. If you know How to fix I would love to know! :)

    • @LincolnMargison
      @LincolnMargison 20 днів тому

      Not an issue I've come across directly, but I'm not great with general animgraph stuff, as most of what I do is try to avoid it as much as possible through other means :D I know there's various options with how notifies are used when the animation is being blended and such, so maybe something related to that. Can't really take a guess at this issue sadly.

    • @lordmaddog6003
      @lordmaddog6003 20 днів тому

      @@LincolnMargison Really where are these various options and how do I access them?

    • @LincolnMargison
      @LincolnMargison 20 днів тому

      @@lordmaddog6003 dev.epicgames.com/documentation/en-us/unreal-engine/animation-notifications-notifies?application_version=4.27 If you go to the section "Additional Notify Properties" you can see some of the settings. EG the trigger weight threshold, which will determine if it fires or not based on the blend. Can be useful but not sure if it'll help your issue.

  • @ProjectOniricDEV
    @ProjectOniricDEV 21 день тому

    Its like the ai assisted animations from cascadeur but in real time omg i wanna make a game so hard

  • @nemesisxs10
    @nemesisxs10 21 день тому

    the goat of control rig tutorials dropping another banger 🙏🏻

  • @SlayerDUDE1993
    @SlayerDUDE1993 21 день тому

    Lincoln, bro, thank you so much for this. Do you happen to know how to control blendshapes with constraints in UE? For instance I have a character that has different kinds of corrective blendshapes that are activated when a bone rotates to a certain degree by X axis.

    • @LincolnMargison
      @LincolnMargison 21 день тому

      I'm not exactly sure what you're meaning. You can control blends from controlrig, based on any parameter/information you have access to. EG remapping an arm bending X axis, to 0->1 for your blendshape. If that's what you mean, they'll likely have an official video or stream showing the basic setup. It's not something I use too much but it's definitely used with their rigs (eg. metahuman) so you could open those up and see how they handle it.

    • @SlayerDUDE1993
      @SlayerDUDE1993 21 день тому

      @@LincolnMargison thanks again man, keep it up ❤

  • @rezaj.mousavi7310
    @rezaj.mousavi7310 21 день тому

    great...

  • @veith3dclub
    @veith3dclub 21 день тому

    omg i love you for making this tutorial!!! hahaha möp möp <3

  • @veith3dclub
    @veith3dclub 21 день тому

    omg what

  • @Kullthegreat
    @Kullthegreat 21 день тому

    This is something like cascadaur, unimaginable complex stuff made just easy like that. Is this in your course or there will be new course using these techniques ?

    • @LincolnMargison
      @LincolnMargison 21 день тому

      The course covers some specific applications/making systems using things like this, but this specifically (subchains) is new. It will likely be used/feature in some future course though.

  • @razorbl21
    @razorbl21 21 день тому

    this is magic bruv

  • @무방스튜디오
    @무방스튜디오 26 днів тому

    What is difference between rotation multiplication and additive? The result is similar but I can't undetstand the difference

  • @Pietrasy
    @Pietrasy 27 днів тому

    Hi, I managed to create the whole setup and in the control rig view everything works as expected. The problem arises when on Begin Play I give the player the transform of other actor at the level where the player is to turn, but the player keeps looking (from the waist up) at the point 0,0,0. I take the “FromWorld” node when dragging the GoalTarget transform and make sure that the given location goes to the input of the Control Rig node in the animation blueprint. Do you have any ideas? Thank you for this tutorial!

  • @rezaj.mousavi7310
    @rezaj.mousavi7310 29 днів тому

    My question was that if I create these animations in the enemy character and then just change the movement, for example, set move to player, and according to your instruction, the character will move by taking into account the specified rigs. Only in the tasks, if, for example, I decide to perform a predetermined movement, how should I do it in this case, can you make a video about the combination of these two topics?

    • @LincolnMargison
      @LincolnMargison 29 днів тому

      Do you mean combining the procedural animation (for walking for example) with some specific animation (eg. the character picks up a weapon) that plays intermittently or at specific times?

    • @rezaj.mousavi7310
      @rezaj.mousavi7310 29 днів тому

      @@LincolnMargison yes I mean for example enemy move to player and then decide to throw up something and change animation in walk

    • @LincolnMargison
      @LincolnMargison 29 днів тому

      @@rezaj.mousavi7310 Okay so there's two cases: 1) You want the proc animation to continue on part of the body EG the character keeps walking but also reloads/interacts/etc 2) You want to override it completely and do a full body animation. For #1, you can input any animation or pose into the control rig node, and it will modify it from there. Treating the input as the starting point and modifying. Or you can layer on animations (eg. layered blend node) after the controlrig node, to override specific parts, such as the upperbody, whilst the legs may still be animating procedurally. For #2, which I think is your question, you can just treat the control rig stuff as any other animation. So you can just blend to a different animation entirely and skip the controlrig node. Or you can have the controlrig running within a state machine, and switch away from it that way. Basically you just use it like you would with any animation. The only caveat is without setting things up properly on construction, if you blend out FULLY from the controlrig node it will stop and reset the next time it's needed. Which I believe will reset values/transforms and such, which might be an issue in some cases and you'd have to work around that.

    • @rezaj.mousavi7310
      @rezaj.mousavi7310 29 днів тому

      @@LincolnMargison I really appreciate your great explanation, I understand. If it is possible to have a short educational video just for visual communication, I would be grateful again.🙏🙏🙏🙏🙏

  • @4nth365
    @4nth365 Місяць тому

    00:45 not natural, fingers tend to arch out irl

  • @razorbl21
    @razorbl21 Місяць тому

    hey guys dont forget rotations are quateronions XD this way of doing movement looks like magic to my eyes bruv , damn.

  • @mymyChannel771
    @mymyChannel771 Місяць тому

    Cool tutorial, maybe i'm missing something but once you play in game, the control rig will override the animation and it will not work, only in preview in control rig.

    • @LincolnMargison
      @LincolnMargison Місяць тому

      If the animation is being passed into it, the control rig should be modifying the source animation the same as in the preview. Make sure you have the animation path plugged in to control rig in the animgraph

    • @mymyChannel771
      @mymyChannel771 Місяць тому

      @@LincolnMargison but a set transform node in control rig is overriding any animation input

    • @LincolnMargison
      @LincolnMargison Місяць тому

      @@mymyChannel771 Are you doing the set transform, or getting the transform -> modifying -> set transform? Because if you're getting the current transform and changing it, it should just be adjusting it based on whatever source is being passed into the controlrig node. If you *just* do a set transform and don't base it on the current value, it will override it.

    • @mymyChannel771
      @mymyChannel771 Місяць тому

      @@LincolnMargison thank you, now i understand. what is a good way to add controllers transform to an existing state machine? so it can run in-game as an additional layer? offset node breaks things completely

    • @LincolnMargison
      @LincolnMargison Місяць тому

      @@mymyChannel771 I'm not too sure I understand what you mean when you say add controllers transform

  • @cconnecta
    @cconnecta Місяць тому

    Heya! Love your tutorials, very clear and fun!:) Random question I've been struggling with trying to adapt this setup: Is it possible to use this for a character that's running? I.e the hip will be translating and rotating but I still want the attack to hit the same spot as when it's in the reference animation.

    • @LincolnMargison
      @LincolnMargison Місяць тому

      It would be a little more complex, as you wouldn't know where the landing spot will be ahead of time. For that, I would probably recommend some use of IKing to the target rather than just adjusting the angles.

  • @stevent9681
    @stevent9681 Місяць тому

    i wanna know The official binding of the dragon, how should it be applied to the procedural animation.

    • @stevent9681
      @stevent9681 Місяць тому

      Can you make a procedural animation tutorial use an official binding dragon? I want to learn

  • @quintin1561
    @quintin1561 Місяць тому

    Noot noot!

  • @gil6970
    @gil6970 Місяць тому

    Hello saw your course on Udemy. Interested in taking it. If I want to have the character procedurally touch a door. Kinda like the Witcher when you walk by a door. Is your control rig course a good way to learn. Or should I be trying to learn something else to approach that

  • @svenrawandreloaded
    @svenrawandreloaded Місяць тому

    very very very cool and honestly not too hard if you have some patience. Was able to do this in a couple of hours. Ran into some of the same problems others did in the comments but rest assured they are all solvable with some research and going over things with a fine toothed comb. Thanks for making my project 10x cooler.