If somethings not working then I would suggest making sure the origins and the scales of each mesh element is correct because that's what caused most of my own issues learning this. See the first video for reference. :)
Awesome man. thanks for the tutorial. Did you also use this for helicopter animation too. Will you create a tutorial for Helicopter Control Rig of Vigilante with UE5.1
Thank you so much for a second part to the last video. Truly doing us all a favour. Can't wait to start paying tips. Fun Fact: not sure why but changing the axis details while exporting made my axes all weird in Unreal no matter what I did. I had to leave the default axes from fbx exports in Blender and all my issues were fixed without changing anything else. I did it all over from my exports tho lol.
Thanks a lot for this tutorial. However, I decided to make additional bones for the brake calipers. Wheel (parent) - caliper (child) I have a problem. When the wheel rotates, the caliper rotates with it. How can I lock its rotation on a specific axis? Thanks.
Hi sorry for a late reply! Unless you haven't found an answer yet. I would suggest you combine the "root" mesh i.e. the tiny cube in Part 1 video of this tutorial with the brake discs and calipers. That way they will not rotate and only be part of the root movement of the SK. So not rotate and not move when the body mesh is moving from wiggles, bounces and stuff. Hope that helps! 🤗
Started another TUT on animation vehicles with a cameraRigTrail, didn’t have the right type of mesh, or a control rig, but this video helped me create one, now I just have to Create a new mesh for the destructible version
Hi! This is really a great video, you deserve millions of likes and subscribers. I have a question that if I need not to create animation and use sequence and have to build a game out of it then what different should I do in the steps while not choosing the sequence
Hi there! Thank you that's really kind of you. If you want to make a drivable car for a game then the process is A LOT different. I recommend searching on UA-cam for "Drivable Car UE5" and you'll find a tutorial going over this. 🙂
@@Islam_deen_Jannah I can vouch for this tutorial, it's great at showing how to make a driveable car for games: ua-cam.com/video/Z_BgNXtHQww/v-deo.htmlsi=jjgDnGWGRvElwNON
Is there a way to set the rotational aspect as linked to maybe world space relating to the sequencer transform value, so that it actually rotates 360 degrees with a forward movement equal to the circumferance?
Nice tutorial, thanks for sharing! Could you tell me how to link the camera to the car? so when is moving the camera is also following the car at the same speed/direction? thanks!
Philip, you should just be able to drag the "camera actor" in the outliner to the "car/skeletal mesh actor" in the outliner. Doing this will parent the camera to the car. 😊
I'm having issues with Gimbal Lock, where during interpolation between a 0 and 90 degree rotation on one axis the wheel is spinning sideways on the roll axis.
Nm after watching more closely I realized you were keeping it at the center and then manually entering the values for the proper axis.....is there another way around Gimbal Lock?
Great tutorial! Helped me out with an issue I had making a rigged Train. Only thing is I don't see the Animatable tick box in UE5.1. SO I can't hide all those wheels! lol Anyone know where it is in 5.1? Can't find the option anywhere.
Then that means probably that all verticies that should be assigned to the "body" is assigned to the main "root" bone and not "body" bone. Go back and check the first video, linked in the description and do that step again. :)
Thank you so much a very very helpful tutorial. You are doing amazing. Small video with lots of information. One tutorial how did you animates car with lighting? And how to add drifting and turns finding difficulty to animate if you can make how did you did proper animation key will be much appreciated.....
Thank you so much Jaymin! Sure, I can do a proper animating tutorial. One tip is to always look at reference, so have a video side-by-side when trying to animate lets say a drift or stop etc. It will look more realistic! 🙂
Hi man, a question: When I imported the fbx to UE5 only the 4 wheels and the center point is importing. I can't see the body and the other component. How to solve this? thanks
@@tiedtkeio Thanks for reply. I found the error, but I can't fix it. The problem is you created another vertexx group called body and included all the meshes except 4 vehicles into that group creating another bone. I also duplicated the bone but i can't include the meshes into that bone. How to do that?
@bobsfilms Rename the bone to "body", then create a vertex group called "body", select all vertices/faces/edges and assign them to that vertex group. 🙂
for some reason unreal only imports the wheels and the center cube that I created. The body mesh is missing when I import it. It is there in the FBX because I can reimport the fbx to blender and it's there. So what do I need to do so unreal will recognize the body? It is one mesh piece in Blender already
Hi. I found your tutorial very interesting. I am trying to animate a car directly on Unreal Engine, and your workflow will be helpful. For this to work for me, I need the wheels to spin automatically according to the car's movement, and the wheel's position should conform to the ground surface. Is this something that can be implemented in the control rig?
Thankyou for the great tutorial! I am facing an issue while placing skeletal mesh in unreal from blender is my car is not casting contact shadow, I tried converting it into static mesh and then shadow is working but I have to animate it which is not possible with static mesh I guess is there any solution?
Amazing. If we wanted suspension arms to be animated, separate bones for them and controllers in UE. Would they follow a point? How exactly would that be setup? Anyone? :)
What version of the engine are you using? Somehow it doesn't work for me, very frustrating! When I key the rig, move the timeline and then key again, nothing happens.
From what I've found it's just for "game cars" that you drive/animate using blueprints. This is for those who want to do it with sequencer and keyframes. 🙂
Hi. Those buildings, did you create them yourself or are they assets from somewhere else? Also, this control rig is just for animating a video? Isn't it possible to just use the (Chaos) VehicleTemplate that is built into Unreal already? Or does this setup has other advantages (for making videos)? Cheers.
Hi! Thanks for watching. The buildings are all free Sketchfab models! I searched for "Warehouse". Yes, you can use the Chaos BP to control a car. However, this method is more precise for those looking to animate with super exact movements. :)
I have the same issue. Unfortunately my car model, I bought it on unreal engine marketplace so I can't go back and fix the original origins. My wheels don't spin on the timeline either.
@@kayleegk You can export a model from Unreal Engine as an .fbx and then import it into a third party software such as Blender, Maya or Houdini and adjust the origin there. 😊
Hey man this video is awesome and help me to find the better solution. But I find a way to rig the disc calipers, but when I'm trying to make a drift animation my wheel bones are also changing their position, because of the connection between them. I'm exploring any other way to fix the issue. I accidentally find (null) element to match my needs, but is that the right way or should I need to change the method? If u upload a advance automobile rigging video then it will be so helpful. Thank you.
Hello. My end goal is to make a computer animated trailer of a story in my head, if the trailer goes viral maybe the story goes somewhere. A second purpose is to learn 3d Asset creation, because I'm stuck offshore for a time and can't find engineering/CAD work willing to be offshored, so hoping to add marketable skills to feed the family. A third purpose is to look nice on my engineering resume as Unreal is pushing into engineering simulation and visualization territory. A fourth is to perhaps move into game design skills if and when I master animation for more marketable skills. One extravagant piece of the trailer involves a train and while a simple diesel might work, I'm trying to go over the top with a steam train that was originally a full-blown CAD model I made in SolidWorks. Mainly since the modeling of this train is done and I already understand the real-world version inside and out, and partly because it will really hit my trailer out of the ballpark if it works. First, I made a greatly simplified version in SW, then used Datasmith to export it into Unreal 5. The idea is to fully rig the steam cylinder and steam valve driving gear, so it is going to be complex, and to make it worse this is a Garratt type so all that driving gear is repeated at both ends. I wanted to do it all in Unreal, but many suggested it would be better to do that in Blender and bring it in. So I pushed it to Blender 4 and I got it working beautifully over there, but the rigging does not survive the import into back into Unreal. Neither the look-at, copy rotation, or drivers I set up in Blender seem to survive the trip, so I'm back to square one seemingly once I get it back over. I seem to have four options. 1) figure out if I can fix what breaks in the process within UE, 2) alter how I rig it in Blender to only use compatible methods that survive the round trip, 3) do the entire train portion of animation in Blender, because the baked animation does indeed work, then I'd just need to do all the animations that happen apart from the train in UE. or 4) just do the whole animation in Blender. Any thoughts as to which option might be best for me to pursue, and any thoughts on what I might look at in any of them? I am really stuck in a corner in more ways than one and would appreciate any advice. Thanks.
It doesn't have any textures, but it does include the materials I setup in Blender which was plain colors on different parts, such as the black paint etc. 😊
@@tiedtkeio I' rigged a spaceship and not a car...so I didn't use a plugin...and when I import the model into UE5 all the rigged parts sit outside the actual ship body....any suggestions?
I have been trying to get this rigging set up to work for a day and a half now. I've looked at other tutorials and still keep hitting this brick wall. I have no idea what I'm doing wrong. I have tried different car meshes. Even a simple block with some cylinders for wheels. When I import it into UE5, I get a skeletal mesh, a physics asset, and a skeleton for the body, the cube, and all four wheels. Believe me the frustration is real. I'd appreciate any kind of help you can give me.
Hey! I had the same issue. Parent all the wheels to the body mesh and import. For whatever reason, it needs to have some sort of existing hierarchy for the skeletal mesh to create properly, otherwise like you saw, it just makes assets for each individual mesh in the file.
No offense, there are some really decent things explained in your tutorial. But I would like to realistically just say a few facts about this tutorial, namely, your first disc brake does not appear to be rigged because logically it is not rigged, secondly, isn't it simpler than in this difficult way it is presented as a kind of simplicity of your tutorial that you control the car like in game, and later you add video cameras, you record your control and your car driving through the sequencer, and not there in this tutorial you have to mark absolutely everything, including the tires and everything, in order for you to achieve some kind of video, correct me if I'm wrong, but personally, this tutorial makes no sense to me. Peace!
Thanks for your comment! 😊 Yes you have some great points here. Firstly, yes the brakes! If I had time then I would highly recommend to rig them the correct way and attach them to like the center mesh (referred to the first video, this is part 2 of the tutorial) instead of the wheels as that's very unrealistic. Secondly, for recording the car movements like a game; Yes, also very good point! There are like hundreds of tutorials that shows how to record your "game car" using blueprints and the take recorder, but sometimes you want total control yourself over the movement. Like here where I tried to make an exact copy of another animation from 1999. It would've been a lot harder to drive in game to match the exact movement and timing instead of just doing it manually like this tutorial, which is why this tutorial makes sense. 😀
@@tiedtkeio I say, I don't think anything personally bad about your tutorial, but I definitely recommend people and you too to try to make a carrig professionally, there is a plugin released by Blender for free and follow only the tutorial for controlling the car, the steering wheel additionally do the same in UE5 and make it real the perfect Cinematic Video. I'm currently working on one car for 180 H, but not only on the car, but I'm learning in UE5 how to do it all, there are parts in your tutorial that I used for my project of course, thank you for that, but I just want to emphasize that people know what errors can they expect during the video animation, especially if it is about the front discs and shock absorbers.💙
not helpful at all... no one seems to know how to properly teach how to move a rigged vehicle from blender to unreal engine 5 to be a drivable playable vehicle. you start here with a complex animated scene without giving us any idea how to import the model and keep the rigging and animation done in blender. believe me when I say I've tried following along with you (and countless others) over the past 4 months to simply create/rig in blender then simply export as fbx to ue5 and it never works. Every single person making a video skips ahead and moves on to complex later steps.
There is a first part for this video. (This is not a tutorial for making a 'DRIVABLE CAR' in unreal. This is for making a control rig that can be animated manually for cinematics.)
for me, it only imports the wheels and center cube and not the body of the car. I've tried flipping normals and making sure the body is the parent of the wheels, and both body and wheels are parented to an empty parent object. But unreal ignores the actual car body and only imports the wheels and center cube. I have no idea how to fix this
If somethings not working then I would suggest making sure the origins and the scales of each mesh element is correct because that's what caused most of my own issues learning this. See the first video for reference. :)
How to simulate the car?
Awesome man. thanks for the tutorial. Did you also use this for helicopter animation too.
Will you create a tutorial for Helicopter Control Rig of Vigilante with UE5.1
@@MetArchViz_Studio Hi there! Thank you! Yes, I did! 🤗
@@tiedtkeio Can you please create a tutorial for Helicopter Control Rig of Vigilante with UE5.1 ?
Thank you so much for a second part to the last video. Truly doing us all a favour. Can't wait to start paying tips.
Fun Fact: not sure why but changing the axis details while exporting made my axes all weird in Unreal no matter what I did. I had to leave the default axes from fbx exports in Blender and all my issues were fixed without changing anything else. I did it all over from my exports tho lol.
Clear and directly to the bone! :D very good video. Let's make it!
Thank you so much Roman! Happy to hear that! 🤩
Thanks a lot for this tutorial.
However, I decided to make additional bones for the brake calipers. Wheel (parent) - caliper (child)
I have a problem. When the wheel rotates, the caliper rotates with it. How can I lock its rotation on a specific axis?
Thanks.
Hi sorry for a late reply! Unless you haven't found an answer yet. I would suggest you combine the "root" mesh i.e. the tiny cube in Part 1 video of this tutorial with the brake discs and calipers. That way they will not rotate and only be part of the root movement of the SK. So not rotate and not move when the body mesh is moving from wiggles, bounces and stuff. Hope that helps! 🤗
@@tiedtkeio Thanks! But what if I want the calipers to turn sideways with the wheel, but not to rotate.
Very useful tutorial. Expecting more great tutorials like this...
Thank you! More is coming shortly! :)
Great series of tutorials! I've learned a lot and you present very well. Great job
Thank you! I’m really happy to hear that! ☺️
Started another TUT on animation vehicles with a cameraRigTrail, didn’t have the right type of mesh, or a control rig, but this video helped me create one, now I just have to Create a new mesh for the destructible version
Super helpful! Exactly what I needed. Thanks for taking the time to make this tutorial.
Awesome! So happy I could help! 😍🙏
Hi! This is really a great video, you deserve millions of likes and subscribers. I have a question that if I need not to create animation and use sequence and have to build a game out of it then what different should I do in the steps while not choosing the sequence
Hi there! Thank you that's really kind of you. If you want to make a drivable car for a game then the process is A LOT different. I recommend searching on UA-cam for "Drivable Car UE5" and you'll find a tutorial going over this. 🙂
@@tiedtkeio I need to rig the model so would it be same process until you did in blender? Cos not all UA-cam videos are as clear as yours
@@Islam_deen_Jannah I can vouch for this tutorial, it's great at showing how to make a driveable car for games: ua-cam.com/video/Z_BgNXtHQww/v-deo.htmlsi=jjgDnGWGRvElwNON
@@tiedtkeio thanks a lot ❤️
Is there a way to set the rotational aspect as linked to maybe world space relating to the sequencer transform value, so that it actually rotates 360 degrees with a forward movement equal to the circumferance?
Great tutorial!! Thanks for that.
Glad to hear that! Thanks for watching my video! 😌
Is it possible to include automatic spinning of the wheels in the rig, based on speed?
Yes, although I'm not covering it in this video! Can make another one covering that! 🤩
thanks for the tutorial man you deserve atleast 50k subs for this ;)
Haha thank you Sir Dinzhi! ❤️️
Thks!!! It's really useful to me!!
Nice! So glad to help! Thanks for watching! 🤩
Hi, great tutorial. Thanks.
But, how i render an animated camera sequencer + this car animation togheter ?
Just drag the camera into the sequence and go over to window > movie render queue. ☺️
Thank you! Is there a way to link the wheels to the body in the blueprint so that when the car moves the wheels automatically rotates?
there is
Nice tutorial, thanks for sharing! Could you tell me how to link the camera to the car? so when is moving the camera is also following the car at the same speed/direction? thanks!
Philip, you should just be able to drag the "camera actor" in the outliner to the "car/skeletal mesh actor" in the outliner. Doing this will parent the camera to the car. 😊
I'm having issues with Gimbal Lock, where during interpolation between a 0 and 90 degree rotation on one axis the wheel is spinning sideways on the roll axis.
Nm after watching more closely I realized you were keeping it at the center and then manually entering the values for the proper axis.....is there another way around Gimbal Lock?
Great tutorial! Helped me out with an issue I had making a rigged Train. Only thing is I don't see the Animatable tick box in UE5.1. SO I can't hide all those wheels! lol Anyone know where it is in 5.1? Can't find the option anywhere.
did you solve this?
@@ailencadelvalle under Control you now have a dropdown menu called animation type - set it to visual cue
@@elstinopacino Thanks!
Thanks so much cant wait to try this!
Thanks for providing.
Happy to help! Thanks for watching! 🤗
Awesome, when are you releasing the next part of the tutorial?
Haha I'm sorry but what do you mean? What next part are you referring to? And what would you like to see? 😊
@@tiedtkeio can you help? I followed exactly what you told but the vehicle just doesn't move :(
Is there any way to control headlights & etc? How do you manage it?
You just drag the light actors (in my case points lights) into the sequencer, where you can keyframe strength, color etc. :)
Life saver! Thanks for this
Happy to hear! Thanks for stopping by! 🙏
How would you get the brake discs and calipers to rotate when the wheels turn?
Why not bind those to the wheel bone?
Hi I have a problem, my root control in unreal only moves the Body but not the wheels, in Blender works fine and moves everything
Then that means probably that all verticies that should be assigned to the "body" is assigned to the main "root" bone and not "body" bone. Go back and check the first video, linked in the description and do that step again. :)
@@tiedtkeio Thanks I figured out that I didnt have the "pass to children" in the Set Bones, I doesnt put automatically
Mine is not showing the options to create rig control. Great tuto
I'm in UE 5.1.1 and don't see the option to make the controllers "Animatable" or not. Any idea where that option went?
Thank you so much a very very helpful tutorial. You are doing amazing. Small video with lots of information.
One tutorial how did you animates car with lighting? And how to add drifting and turns finding difficulty to animate if you can make how did you did proper animation key will be much appreciated.....
Thank you so much Jaymin! Sure, I can do a proper animating tutorial. One tip is to always look at reference, so have a video side-by-side when trying to animate lets say a drift or stop etc. It will look more realistic! 🙂
@@tiedtkeio sure will wait for your video. really help full your videos are. thank you so much bro. much appreciate your effort.
Is there any problem with latest ue5 whilw importing this type of mesh into unreal..for its not working. It worked for previous version of unreal
Hi man, a question: When I imported the fbx to UE5 only the 4 wheels and the center point is importing. I can't see the body and the other component. How to solve this? thanks
That sounds like you simply forgot to add all meshes in the export. Check your selection and export settings in Blender. ☺️
@@tiedtkeio Thanks for reply. I found the error, but I can't fix it. The problem is you created another vertexx group called body and included all the meshes except 4 vehicles into that group creating another bone. I also duplicated the bone but i can't include the meshes into that bone. How to do that?
@bobsfilms Rename the bone to "body", then create a vertex group called "body", select all vertices/faces/edges and assign them to that vertex group. 🙂
for some reason unreal only imports the wheels and the center cube that I created. The body mesh is missing when I import it. It is there in the FBX because I can reimport the fbx to blender and it's there. So what do I need to do so unreal will recognize the body? It is one mesh piece in Blender already
Select the newly created 'body' mesh in the Armature when assigning to the body bone.
Hi. I found your tutorial very interesting. I am trying to animate a car directly on Unreal Engine, and your workflow will be helpful. For this to work for me, I need the wheels to spin automatically according to the car's movement, and the wheel's position should conform to the ground surface. Is this something that can be implemented in the control rig?
Thanks for your tutorials. please dont stop 😂
Thank you for watching! It's really fun to make tutorials, so I will keep going! 🙂
Thankyou for the great tutorial!
I am facing an issue while placing skeletal mesh in unreal from blender is my car is not casting contact shadow, I tried converting it into static mesh and then shadow is working but I have to animate it which is not possible with static mesh I guess
is there any solution?
Amazing. If we wanted suspension arms to be animated, separate bones for them and controllers in UE. Would they follow a point? How exactly would that be setup? Anyone? :)
What version of the engine are you using? Somehow it doesn't work for me, very frustrating! When I key the rig, move the timeline and then key again, nothing happens.
what is centre mesh in car modeling which part is called centre mesh ????
Amazing!
Glad you liked it! Thanks for watching! 🤩
@@tiedtkeio Just gained my subscription 👍
@@LucidAnimationTV Nice, thanks! More educational content like this is coming 🤗
Could I use something similar to this to rig a person in a wheelchair?
Isnt there ready frameworks for that in UE5? car physics and control rigs?
From what I've found it's just for "game cars" that you drive/animate using blueprints. This is for those who want to do it with sequencer and keyframes. 🙂
Everything is working fine and now how to simulate the car?
Thank you buddy
Thank you so much for watching!! 😍
Hi. Those buildings, did you create them yourself or are they assets from somewhere else?
Also, this control rig is just for animating a video? Isn't it possible to just use the (Chaos) VehicleTemplate that is built into Unreal already? Or does this setup has other advantages (for making videos)?
Cheers.
Hi! Thanks for watching. The buildings are all free Sketchfab models! I searched for "Warehouse". Yes, you can use the Chaos BP to control a car. However, this method is more precise for those looking to animate with super exact movements. :)
Thanks!
Thank you for watching! 😍
Thank you very much !
Glad you liked it! Thank you for watching my video! :D
Super impressed. It's worked... Is there a way to animate it to follow a spline?
Very nice tutorial! My only issue is that the wheels doesnt seem to spin when i press play and when i scroll the timeline it does. xD
Ahh solved it..what you pinned is actually my issue too LOL! it's the scale! THANK YOU!
Haha happy to hear that it worked out in the end! 😍
@@tiedtkeio yesh bro thank you so much!
I have the same issue. Unfortunately my car model, I bought it on unreal engine marketplace so I can't go back and fix the original origins. My wheels don't spin on the timeline either.
@@kayleegk You can export a model from Unreal Engine as an .fbx and then import it into a third party software such as Blender, Maya or Houdini and adjust the origin there. 😊
Thanks, helped alot!
Nice, thanks for watching!!
great tutorial bro...
Great video thank you! Do you know how to have the same control rig as the alpha romeo video?
Can you animate in blender and import that in unreal ?
Absolutely!!
I've got a problem i did everything but now my car is 1 shape and i can't texture it in unreal? Anyone know what to do help me!
Hey man this video is awesome and help me to find the better solution. But I find a way to rig the disc calipers, but when I'm trying to make a drift animation my wheel bones are also changing their position, because of the connection between them. I'm exploring any other way to fix the issue.
I accidentally find (null) element to match my needs, but is that the right way or should I need to change the method? If u upload a advance automobile rigging video then it will be so helpful. Thank you.
Hello. My end goal is to make a computer animated trailer of a story in my head, if the trailer goes viral maybe the story goes somewhere. A second purpose is to learn 3d Asset creation, because I'm stuck offshore for a time and can't find engineering/CAD work willing to be offshored, so hoping to add marketable skills to feed the family. A third purpose is to look nice on my engineering resume as Unreal is pushing into engineering simulation and visualization territory. A fourth is to perhaps move into game design skills if and when I master animation for more marketable skills.
One extravagant piece of the trailer involves a train and while a simple diesel might work, I'm trying to go over the top with a steam train that was originally a full-blown CAD model I made in SolidWorks. Mainly since the modeling of this train is done and I already understand the real-world version inside and out, and partly because it will really hit my trailer out of the ballpark if it works.
First, I made a greatly simplified version in SW, then used Datasmith to export it into Unreal 5. The idea is to fully rig the steam cylinder and steam valve driving gear, so it is going to be complex, and to make it worse this is a Garratt type so all that driving gear is repeated at both ends.
I wanted to do it all in Unreal, but many suggested it would be better to do that in Blender and bring it in. So I pushed it to Blender 4 and I got it working beautifully over there, but the rigging does not survive the import into back into Unreal. Neither the look-at, copy rotation, or drivers I set up in Blender seem to survive the trip, so I'm back to square one seemingly once I get it back over.
I seem to have four options. 1) figure out if I can fix what breaks in the process within UE, 2) alter how I rig it in Blender to only use compatible methods that survive the round trip, 3) do the entire train portion of animation in Blender, because the baked animation does indeed work, then I'd just need to do all the animations that happen apart from the train in UE. or 4) just do the whole animation in Blender.
Any thoughts as to which option might be best for me to pursue, and any thoughts on what I might look at in any of them? I am really stuck in a corner in more ways than one and would appreciate any advice. Thanks.
Muito bom! Ajudou muito! Saudações Brasileiras!
Ah, é ótimo ouvir isso! Que bom que pude ajudar. Tenha um bom dia! 🙂🙏
Thank You...
Thank you for watching! 🙂
If you didn't import the textures/materials why does your car have texture from Blender on it?
It doesn't have any textures, but it does include the materials I setup in Blender which was plain colors on different parts, such as the black paint etc. 😊
@@tiedtkeio I' rigged a spaceship and not a car...so I didn't use a plugin...and when I import the model into UE5 all the rigged parts sit outside the actual ship body....any suggestions?
is the car playable /driveable in real time?
Not the one in this video! 😅 You need to setup controllers and stuff for that, which I don't cover in this video.
I have been trying to get this rigging set up to work for a day and a half now. I've looked at other tutorials and still keep hitting this brick wall. I have no idea what I'm doing wrong. I have tried different car meshes. Even a simple block with some cylinders for wheels. When I import it into UE5, I get a skeletal mesh, a physics asset, and a skeleton for the body, the cube, and all four wheels. Believe me the frustration is real. I'd appreciate any kind of help you can give me.
Hey! I had the same issue. Parent all the wheels to the body mesh and import. For whatever reason, it needs to have some sort of existing hierarchy for the skeletal mesh to create properly, otherwise like you saw, it just makes assets for each individual mesh in the file.
@@rebeccasimpson7477 actually I skipped the bone adding process and everything worked just like it should.
Awesome!
This was super useful ty for the tutorial
And to animate a helicopter?
Thx!
Right click on the skeletal mesh.
No offense, there are some really decent things explained in your tutorial.
But I would like to realistically just say a few facts about this tutorial, namely, your first disc brake does not appear to be rigged because logically it is not rigged,
secondly, isn't it simpler than in this difficult way it is presented as a kind of simplicity of your tutorial that you control the car like in game, and later you add video cameras,
you record your control and your car driving through the sequencer, and not there in this tutorial you have to mark absolutely everything,
including the tires and everything, in order for you to achieve some kind of video, correct me if I'm wrong, but personally, this tutorial makes no sense to me. Peace!
Thanks for your comment! 😊 Yes you have some great points here. Firstly, yes the brakes! If I had time then I would highly recommend to rig them the correct way and attach them to like the center mesh (referred to the first video, this is part 2 of the tutorial) instead of the wheels as that's very unrealistic. Secondly, for recording the car movements like a game; Yes, also very good point! There are like hundreds of tutorials that shows how to record your "game car" using blueprints and the take recorder, but sometimes you want total control yourself over the movement. Like here where I tried to make an exact copy of another animation from 1999. It would've been a lot harder to drive in game to match the exact movement and timing instead of just doing it manually like this tutorial, which is why this tutorial makes sense. 😀
@@tiedtkeio I say, I don't think anything personally bad about your tutorial, but I definitely recommend people and you too to try to make a carrig professionally, there is a plugin released by Blender for free and follow only the tutorial for controlling the car, the steering wheel additionally do the same in UE5 and make it real the perfect Cinematic Video. I'm currently working on one car for 180 H, but not only on the car, but I'm learning in UE5 how to do it all, there are parts in your tutorial that I used for my project of course, thank you for that, but I just want to emphasize that people know what errors can they expect during the video animation, especially if it is about the front discs and shock absorbers.💙
💯💯💯💯💯
no animatable toggle anymore
don't work for me
not helpful at all... no one seems to know how to properly teach how to move a rigged vehicle from blender to unreal engine 5 to be a drivable playable vehicle. you start here with a complex animated scene without giving us any idea how to import the model and keep the rigging and animation done in blender. believe me when I say I've tried following along with you (and countless others) over the past 4 months to simply create/rig in blender then simply export as fbx to ue5 and it never works. Every single person making a video skips ahead and moves on to complex later steps.
There is a first part for this video. (This is not a tutorial for making a 'DRIVABLE CAR' in unreal. This is for making a control rig that can be animated manually for cinematics.)
for me, it only imports the wheels and center cube and not the body of the car. I've tried flipping normals and making sure the body is the parent of the wheels, and both body and wheels are parented to an empty parent object. But unreal ignores the actual car body and only imports the wheels and center cube. I have no idea how to fix this
Thank you so much!
Thank you for watching my videos Danil! Happy to help!
As soon as i push Ctrl+N it covers my mesh with a giant red sphere in the preview? Any Idea why?
most likely didn't hit up scale when generating rig in blender
Thanks!
Thanks!
Wow, thank you so much William! That’s incredibly kind of you! ❤️