can you please make a tutorial on how to use rig variables with external blueprint for procedural runtime animations . or at least give some indications here on how to use them . thanks .
if people could use a character besides the default out of the box working character that would be great I am using a character that has a naming structure that breaks the modular control rig and no one NO one is trying a custom character
Basically simplified all the backend node creation and made it front end and visually editable... Very nice. I slogged making and figuring out my old control rig and even then had this weird rotation bug with my arms.
Hmm... I would love to know, in more depth how to customize these rig modules. I was doing this with the rig graphs before, spawning controls of various types with ik/fk switching based on a list of expected joint names. Are the graphs for these modules accessible, perhaps to duplicate for my own variations? Maybe I just haven't dug into the connection editor enough to find them.
Im having issues... Im trying to use your tutorial, but my model is only registering a hip socket, and if i add spine to that the neck, shoulder, and leg sockets to not come up. The model has bones that were added in Maya. What do I do about this?
Once the modular rig is done, I try to load animsequence on the character and convert it to layered control rig to modify the animation but arms and shoulders won't move when animating the spine, is there a way to correct that?
so.. is this basically just for making animations in the sequencer? does a modular control rig not generate an event graph that can be modified? i was hoping this would be a quick and easy way to drop a few controls in that I could then modify with the event graph but that doesn't look like what this is for.. guess i'm making it manually again
Hello , I have got an interesting issue which is completly ruins my pipeline. When i add the spine module, there is no shoulder sockets are appeared. I can only see the neck module is available. does anyone have the same problem ?
you need skeleton data in order to have a control rig setup. it can't work with static meshes by default afaic. However, I believe UE has some automatic generation of skeletons for meshes, just for your information.
Can you make weapon system like laracroft Game you find gun and you have 4 slots every number on keboard 1234 have gun With equip and unequip... Please and ammo system
Thank you for simplifying this, documentation is overwhelming as hell
can you please make a tutorial on how to use rig variables with external blueprint for procedural runtime animations .
or at least give some indications here on how to use them .
thanks .
Big thanks man! Thank you for sharing all this knowledge and putting in the time and effort to do so, just subbed and liked!
if people could use a character besides the default out of the box working character that would be great I am using a character that has a naming structure that breaks the modular control rig and no one NO one is trying a custom character
Because it's not out of the box ready and youtube tutorial channels have to provide things that work :(
most of them will not use a custom ever with anything unreal because its just high class jank you have to figure out on your own
Amazing tutorial, thank you!
PS: Consider buying a Lark M2 microphone system. The sound is podcast level and it's cheap.
Looking forward to the animation tutorial for 5.4 changes, gonna be huge.
Basically simplified all the backend node creation and made it front end and visually editable... Very nice.
I slogged making and figuring out my old control rig and even then had this weird rotation bug with my arms.
Hmm... I would love to know, in more depth how to customize these rig modules. I was doing this with the rig graphs before, spawning controls of various types with ik/fk switching based on a list of expected joint names. Are the graphs for these modules accessible, perhaps to duplicate for my own variations? Maybe I just haven't dug into the connection editor enough to find them.
I would love to see the animation tutorial!
Thanks for the great video! Did I understand correctly - I won't be able to use this tool immediately on a character with a Mixamo skeleton?
Before you can do this the mesh must have a skeletal rig right? Does ue have a way to import a mesh, and give that mesh the standard ue rig?
I wonder the same thing ? How will look the workflow if we want to do this with custom made character?
Could you do a video on making a private multiplayer lobby? I’m having some trouble and other videos aren’t helping.
Did you end up solving this? Im interested in this exact thing
Im having issues... Im trying to use your tutorial, but my model is only registering a hip socket, and if i add spine to that the neck, shoulder, and leg sockets to not come up. The model has bones that were added in Maya. What do I do about this?
Once the modular rig is done, I try to load animsequence on the character and convert it to layered control rig to modify the animation but arms and shoulders won't move when animating the spine, is there a way to correct that?
so.. is this basically just for making animations in the sequencer? does a modular control rig not generate an event graph that can be modified? i was hoping this would be a quick and easy way to drop a few controls in that I could then modify with the event graph but that doesn't look like what this is for.. guess i'm making it manually again
High can you do a tutorial on how to make visuals like anyma and the afterlife? Any example to do it in unreal would be awesome and helpful, thanks!
Hi*
Can you use a control to clean up mocap on a character?
I assume you have to start with a rigged skeletal mesh? Not just a static mesh in an Apose. ?
yeha it has to be rigged
Hello, please tell me. I added the spine module, but new modules are not opening, why is that?
Hello , I have got an interesting issue which is completly ruins my pipeline.
When i add the spine module, there is no shoulder sockets are appeared. I can only see the neck module is available. does anyone have the same problem ?
How to create a mouth
the file must be SK ? how about Static mesh ?
you need skeleton data in order to have a control rig setup. it can't work with static meshes by default afaic. However, I believe UE has some automatic generation of skeletons for meshes, just for your information.
@@josebringas513 UE have auto rig for static meshes? may I know how to do that ?
I don't have pole vectors for IK legs and arms
Can you make weapon system like laracroft Game you find gun and you have 4 slots every number on keboard 1234 have gun With equip and unequip... Please and ammo system
Mocap?
Maybe not everyone can use mocap?
@@marcapouli7805 I'm asking if mocap can be applied
@@marcus_ohreallyus Ah sorry, the question wasn't very clear
Doorknob