ULTIMATE ONE CLICK CAR CONTROL RIG - Unreal Engine 5.4
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- Опубліковано 27 лип 2024
- When Rig Modules were introduced in Unreal Engine 5.4 - I was really excited about creating modular car rig, which will be an easy - drag and drop solution for rigging skeletal car meshes. And today I am happy to provide you with Ultimate One Click Car Control Rig! Which works just like it is described. Drag and drop it on your mesh and enjoy!
Download Model for this tutorial: drive.google.com/drive/folder...
Cyberpunk Car Skeleton creation: • Unreal Engine 5.4 Skel...
Car animation using spline: • CAR ANIMATION USING SP...
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#unrealengine #automotive #cgi
Timecodes:
0:00 - Ultimate One Click Control Rig
0:54 - Importing Skeletal Mesh and Creating Base Control Rig
8:32 - Fixing Caliper Rotation
10:10 - Shading Car using Automotive Material Pack
11:01 - Creating Wheel Suspension
20:43 - Creating Body Suspension
28:13 - Fixing Body and Ground Position
30:37 - Testing the Rig Functionality
32:15 - Converting to Rig Module
35:49 - Animating with Control Rig
38:36 - Conclusion - Фільми й анімація
HOTT TIP: once you have the downloaded car and import into Unreal, right click the SKM skeletal mesh --> Skeleton --> Assign Skeleton --> choose SK_Skeleton from the list and apply. THEN you can start the control rig blueprint and follow along.
Ah that is the issue? Strange, when I copy to new project skeleton is assigned 🙄
@@darkkera gotta pin that
Best tutor. Thx so much you have made my learning process easier.
You are criminally underrated. Fantastic tutorials every time!
Keep up the good work!
THE BOSS. Thank you for this, brother.
The most complete, detailed and amazing tutorial about animation that i found! Thanks a lot for share your knowledge, man! Congrats!
Just when I needed it! Thank you!
This guy giving a kind of confidence on his voice📈🔥
Thanks for every tutorials please continue...!❤
This is exactly what I have been looking for. Thank you so much. I knew I didn’t make a mistake hitting that subscribe button a few tutorials ago. Thanks again!
Yeah it took me some time to figure it out. Much harder than blueprinting :/
Amazing tutorials thanks!
Very nice! Great tutorial...
Thank you so much for the lesson!)
great video!
Get my Automotive MASTERCLASS WITH 25% OFF! With my personal discount code: 25POSTPROCESSED
Just use it at Check out!
www.doublejumpacademy.com/workshops/unreal-engine-complete-automotive-masterclass
Top notch brother this is solid! 🤙🏿🤙🏿
my man!! thanks! How are you doing? it's a pity you wasn't on Unreal Fest Prague, this meeting would be legendary!
@@postprocessed Yea man I was bummed I couldn't make it this year looks like everyone showed up I was definitely feeling the Fomo
The man,myth,legend 🔥
@@guruchandran6328 🤙🏾
@@guruchandran6328 🤙🏿🙏🏿
think thats all i need for now thx :)
Woooow. What a video
Thank you! 🙌
Can’t wait to see what you are cooking with car stuff
This is great. Thanks so much for going through it like this.
One step up would be to introduce connectors for the parts - so that the module can work on cars that have different bone naming. As well as implementing the connector event to auto resolve those connectors in case you have the expected bone names. I get though that's quite advanced and potentially not suitable for the tutorial.
I'll take a look at the bug as well with the rig module conversion for vector controls - that should certainly work. Thanks for bringing it up!
I am not ashamed to admit it - as the feature is experimental I am not sure yet how to make it connectable parts. It was my initial plan on how to do that, but I didn't figure out how to separate them so they will actually work together and yes - for using different bone names. Like connect "car body" too root and connect wheels/calipers separately.. But making interlinked connections is still a mystery to me, gotta dig deeper into modular rigs which are created by Epic Games to see how they did it
@@postprocessed Absolutely that makes sense. There's a series of bugs that were fixed in 5.4.2 as well - so you should be safer there. Thanks for looking into this stuff. As more training material / live streams / talks from UEFest come online I hope this will make things easier for you.
@@HelgeMathee i was UE fest and unfortunately not much is different from general posts on UE documentation, or what was already shown :/ had to talk to devs at their stands to get some additional information
@@postprocessed Ah that's too bad - I had to skip due to Covid. Next time!
did you found out and create all of this by yourself? I am already more than satisfied if I only can replicate these steps. Respect
Hey, Amazing! So far everything works, Only my wheels (with suspension) go through my car body mesh when I drive over the cube
Just a tip that worked for me: at 15:02 you measured the diameter of wheel, but the "Sphere Trace By Object Types" needs a Radius. So, in my case, i divided the diameter by 2, to find the radius.
@@_marcus_vinicius yea but for me for some reason if I used radius wheels fall through ground. Anyway it is better to find what works for you!
Maybe i'm missing something, after disconnecting the 'Body Control' from the sequence as we added suspension to body.. we now lose the ability to manually roll the body of the car like you have in your 'Car Animation using spline' video when you get the car to drift. If i try rolling the body with this procedural suspension, it rolls the entire car with wheels, how do we get around this?
TY darkkera it worked
great thankksss 🙌
Лучший. Большое спасибо ))
😀😀
nice one🙏
Very cool, any way of mapping this rig to a standard game controller for full control in play mode?
if you wanted to be able to animate with a game controller you should just use a standard chaos vehicle setup
Thank you for always good tutorials. Can you implement the interior of the car? Door , Steering wheel, accelerator, brake, speed panel, mission control, etc.
great tutorial,wonder where you learnt all these blueprint staff XD
@@kingtree1993 by trial and error, looking tutorials, reading documentation and UE forums, communicating with other people and devs, trying to apply functionality from different assets. For example wheel trace is using ik “foot position” functionality from Third Person character BP 😁
I already figured this so imma just spend my time here like Netflix and chill
yeah, it's not kinda fast to assemble 😅
Please, make a guide on setting up the video card and UN5.
Fantastic thanks, what would be your recommendation to start with Control Rigs in unreal?
Setting up the control arrows and when I press compile the arrow reset to the default position really small and under the car. Not sure what I am doing wrong.
How to bake the transform of car so we can bring the animation to embergen its not exporting coz car itself does not have any keyframe any way to do this?
It took me 1hour, but I got it done boom lol 🤣🤣can you make a step-by-step car crash video scene using this car rig? That will be cool
@@mulagraphics haha nice!!
Thanks for the awesome tutorial.. but what do you think about Rush hour and Cinematic car rig? If I have to buy one of these 2 plugins, wich one will you reccomend?
Cinemaric Car rig. Rush hour is painful to animate
Need some it was working until today , now the rig works in the rig editor but doesn't when I add to scene
Кайф!
I just starting right now , and i struggle to import the mesh file, after a few hours trying to load the find, impossible to have it on unreal , i have a error message on my screen
any way someone can send me their blueprint to compare mine with?
Great tutorial!
I'm on 5.4.2 and after connecting the nodes, the car doesn't respond like it does at @3:05
i followed all the steps. what could be the problem?
Thanks
*fixed
in case anyone runs into this issue, IF you download and use the Mustang provided, you need to assign the skeleton to the skeletal mesh for the control rig to work.
copying and pasting the files in the project doesn't link them automatically.
so if you want the car to jump, or stunt... just moving up the camera rail would work?
Correct, or making invisible jump ramp which will be hidden in game
Thank you so much for creating such a high-quality tutorial!
but I have a problem, Can I ask a question..?
When I rotate the body controller, the wheels and body rotate at the same time.
I've been watching the video again and again, but I don't know where I went wrong.
Check that body control transform has “propagate to children” disabled, but the thing is that “Body” is rotating root bone in the very end of the graph, which affects everything.
What can be a workaround:
Create NEW body controller connect it to Body bone in the end.
OR create NEW body controller and unfolt rotation and translation pin, connect it with ADD node to “body dummy center” which sets the body bone (pre-last “Set Bone”) node.
That will be values from new controller you made to body suspension fucntion
@@postprocessed Thank you for your kind reply.
But your advice is difficult to understand at my level. I've just started studying Unreal.
I tried rebuilding the control rig again, but found that the problem reoccurred after producing the part of the video starting at 26:25.
I isolated that part and connected the first sequence node and the body offset node and it worked fine.
But it's okay. It's already good enough, but I'm going to try using it without that feature.
Thank you for your time. have a good day!
What if I don't have that separate body bone attached specially for body movements is there any way? As I tried to test this on my earlier rigged car with UE4 vehicle rigger for blender.. any help?
Yes there is, you can make body bone by yourself in Blender or in Unreal by my tutorial here : ua-cam.com/video/W--lEovSOoE/v-deo.htmlsi=JRBA_CY9Zceah9j4
How can I do for terrain that has different height levels, when I do it the car does not remain attached to the terrain. thanks for the tutorial
oof, yea that is sort of limitation, I probably should have mentioned that this one suits the best for roads/small bumps, not the off-road adventures
Hi, could you please also make a tutorial how to crash into other cars. destructive vehicles?
Really awesome, any idea why I'm not seing updates in editor (even in play mode) yet all works fine in the ControlRig preview if I test the controls there?
You should have it in sequencer and have sequencer open, when you close sequencer it will be static
@@postprocessed That was it thanks a lot, I'm going to try to control it from AnimBP now to push it more
Hey mate👋
After clicking "switch to rig module" the car rig works perfectly in the blueprint tab preview window, but doesn't work in the viewport.
On switching to "standalone rig" the car rig starts working in the viewport as well
Can you give me something with this information 😅
Can you please help me i want to my cinematic looks faster like when cars is drifting i want to looks fast
Hi thank for this amazing tutorial .
Did have any Chance to add soundFX? Have any website or method to get car sound ?
hey man! I get some samples from artlist.io for sounds and also... Using one funny trick... I run Forza Horizon 5 and record car driving sound... :D not perfect solution, but well.. That's ain't stupid if it works!
6hello amazing work you are doing. please i cant see the usassets in my content folder its parent folder is there but its content are no where to be found can i get any help.
@@social_prefect restart project
Hey Thanks for the tutorial!
Also, I was shocked by the camera view of face! Would u mind telling me how to achieve that soft look? Is it cuz of camera?
@@sherzoderkinov4498 I use fullframe sony zv-e1 with 24mm f1.4
Also some grading in DaVinci resolve
@@postprocessed hey, thank you so much for the info!)
Bro is bascially car mechanic 😆😆 (Of unreal negine ofc, since he makes such complex vehicle related videos simple). Hey next time maybee vehicle destruction or something?? hehe. The Matrix vehicle destruction physics has so many loopholes thats why asking you :((
Hey Man! Thanks for the tutorial! I am having a little issue though, right out of the gate. Right around 3:00. I have the Control and the Offset hooked up like in the video. But, my car doesn't move like yours.
It seems like when I try to rotate the gizmo is actually rotates the gizmo. I looks, "wonky". I let go of the mouse and it goes back to right side up.
Any pointers?
Did you use the mesh which I shared and you downloaded it? If so - check pinned comment - sometimes you need to assign skeleton on the mesh
So in the most basic way possible how would i add control for drift control on the tail , rotation that only effects all parts except the front wheels but using the front wheels as pivot but control at tail :) i hope this makes sense.
@@dannankelly could be like that, with this rig I prefer manually rotate the car on spline - also works!
Great tutorial🙏🏼 thank you.
I’m new to unreal. And I don’t know why, suspension is not working.
if I drop my original modular rig to the scene, it is dead. But if I apply the rig to another car, controls are working, but not suspension.
I tried to follow tutorials twice in different projects and it is the same problem !
Maybe someone had the same problem.
hey! Rig works only when you have open sequencer and car is added to a sequence. When just STANDS in the scene - it will remain static... That's sort of... Unreal thing :D
Bit of a weird thing going on, suspension works great as a standalone rig, but when converting to modular rig it stops working, all other features do work like turning wheels etc. Did I miss smth? or is this a bug in 5.4? Loved the vid! One of a kind
*converting back from modular to standalone fixes the issue, so its rlly related to the modular rig
Update; Just had to add the new car (the car I added the modular rig to) to the sequencer, doesn’t seem to work in the editor as a module rig xD
Hello, great tutorial! What happens if I need to apply this to a car that has the "body bone" inside root bone, same as the old tutorial on this matter? Is it possible to do it that way?
I just followed your other tutorial to get my model updated :) ua-cam.com/video/W--lEovSOoE/v-deo.html&ab_channel=PostProcessed
yes, you just need to add body bone I have a tut here how to edit bones for skeletal mesh inside UE:
ua-cam.com/video/W--lEovSOoE/v-deo.html
I've applied your work to a handbrake and gearstick (success with weight painting still getting the BP to work). The steering wheel however, is not strictly on an XYZ axis (it's about 15 degrees off vertical) so any rotation applied is wonky. Can you change the axis of rotation? Can you make a steering wheel rotate? SOLUTION: Don't reset rotation to 0:0:0 when you snap! (increase axis length to view better)
Hi, great video. I have a question: can this be applied to a tank, for example?
ooooof not sure... I think it is better to check UE marketplace assets for that. I never tried to rig a tank :(
You can use some of the techniques from here to offset the wheels but for animating the track ok the tank it's another story, i've seen that the best way is to animate the material of the tank tracks
i copied car rig folder to contect folder of my ue project but its not showing nothing.
Fixed: After restarting UE it's showing now
Having issues with this as well. Restarting didn’t solve anything. Put it I. Content folder and can’t import the .uasset files either
hi, i cannot download the car as fbx. it s only uasset. and i cannot import that. can you upload the fbx new?
yeah well it should be .uasset - that needs to be copied to "content" folder of the project.You take "Car_Rig" folder and copy that to Content Folder. If it is still not working for you I have uploaded .fbx too
@postprocessed is it possible to have the car wheels rotate automatically based on the x-axis position of the car? This feature will elevate this car rig setup. The current wheel spin control can then be used to add extra spin for animating drifts and power slides etc
I am currently checking this, because I believe control rig can not feed rig world position and transform that to local space for wheel rotation. I am not very fond of control rigs as they seem to be quite limited compared to blueprints
@@postprocessed Thanks for the reply! Hopefully, it's possible to get this working.
I am currently trying to get the car to tilt during drifting, so I re-enabled the body control. For some reason, the control rotates the entire car and not the body alone. I know you disconnected the body control because of the auto-suspension. I can't figure out why the control is affecting the entire car after the full rig is complete but it wasn't doing this at the start of the process.
This video is awesome. I have some small questions, please help me. According to the video operation, the body controller cannot add tilt to the car body. When the body controller is rotated, the whole car rotates including the wheels. I don’t know what the problem is. Please help me. Many thanks!
Pla check pinned comment, looks like it is the issue
@@postprocessed All functions are now available. Is it because the wheels are giving real-time feedback to the body shaking, so the blue 4-arrow controller on the body cannot adjust the left and right tilt of the body? Now according to the video operation, the controller of the car body cannot adjust the tilt of the car body. Please help me take a look. Thanks.
Does this one click generator thingy comes with the course? (Automotive Master Class)
With the course comes something much better and easier + full working suspension rig
@@postprocessed Cool, thanks! 🙏🏼
Hi! Very cool tutorial! But i have a question: How i can export all of car's animations into the Maya? Because car position transform by rail slider not baking like animation :(
Hey it actually bakes spline rail transform, when selecting bake in new window select ALL KEYFRAMES. I did it in my tutorial about VDB
@@postprocessed Thank you! I watched VDB tutorial. You seem to be using keyframe animation to rotate the vehicle. I didn't see a rail spline there. I couldn't bake body animation that is driven by the Distance Traveled slider :(
@@MrKowkin ah you are using different rig, not the one from the video. But yes anyway you can animate rotation with transform and connect camera rig rail instead of spline. so that's how I do that most of the time
Is it able to be game ready? I'm a total beginner in UE so please bare with me
well for games you can use Chaos Vehicle which is part of Unreal Engine. This what I show is only made for cinematics and animation for better control. Why I mention - chaos vehicle - that this rig utilizes same bone structure as chaos vehicle and you can have same model with same bone structure for both purposes: gaming and making animations, as for example you would like to do gameplay and when you hit a cutscene it can be driven and animated by this rig
You're a beautiful man
Amazing tutorials as always mate. I'm having a bit of an odd issue my end, I've completed the whole tutorial (including converting to modular rig and fixing wheels rotating). However, when it's a Modular rig and in the viewport, none of the controls work. However when I convert back to standard Rig Module, everything works.. Any ideas there?
it only works with open sequencer and control rig added into it, modular rig should behave the same
Actually, I also have the similar problem. Even though I put it in the scene and also in sequencer, It doesn’t move. But do the same way with Standard Rig Module, It works completely. If you have any suggestions, please.
@@user-ri4lq5ro1xUnfortunately the only way I could seem to fix the issue was to create the modular rig again in another UE project and for some reason that worked..It’s experimental for a reason I suppose 😅
@@bradbacon4873 well... seems unreal is just being "unreal" as usual haha. Well yea feature is still experimental tho
I'm having issues with the rig once i convert it into a control module. when it's a control rig it works fine.... I have both controls in the sequencer but the rig module still refuses to move, but it works in the rig module viewport. anyone figure out how to make this thing work? btw I'm using 5.42
Hey! all rig functions only work when sequencer is open - so make sure you have sequencer open and car added to the sequence!
@@postprocessed Thanks I didn't realize you're not supposed to place the rig module in the scene. it does nothing.. but instead make a modular rig and then you can interact with that.
I am using version 5.4. I watched two more rigging videos and followed every step. The rotation, body movement, and steering were all good, but the shape (That green arrow for easy control) didn't show. Could you give the solution?
Well to be honest after body is controlled procedurally - you can no longer use body shape to control… you need to create separate controller for that
@@postprocessed Thank you bro
Hey 👋, I've made a rig from the "caliper for car rig in ue5" video
I've used "UE4 vehical base rigging" plugin in blender for creating my rig
Problem is Body bone in not showing in rig hierarchy in Unreal and I've checked in the caliper video your rig didn't had it either, so how can I get the body bone??
(Every thing else is working perfectly 😊)
@@maxpayne4118 you can duplicate bone just like a caliper one, but duplicate the bone connect to root, and assign the body to this bone (vertex group) as Blender addon doest create body bone :/
@@postprocessedgot to learn so much!! Thanks for your effort mate
Hi, at 3:05 I followed exactly like your tutorial and when I rotate the body control, the car is not rotating at all.
Did you rig a car in blender?
@@postprocessed I downloaded the car from your description, also I followed your older tutorial where u also used blender to rig a car and its working now, though the body suspension part I cannot make because ue4 vehicle rig addon do not create a body bone.
I'm trying to make a Rig module, but when I open the module I copied, the controller disappears with the warning phrase 'Connector 'Root' is not resolved'. (33:37)
What I need to do? ㅠㅠ
@@BGB1004 damn… I didn’t experience such error. Do you have skeleton assigned for the mesh you are trying to apply your rig to?
@@postprocessed I copied 'control rig' first and transformed the copied one into 'rig module'.
However, there is a problem that the position of the tire and body changes when put in another car, so I'm trying to make rig from start with another car.
----------------------------------------------------------------------------------
And I think I found the problem.
Connecting 'Wheel Trace Function/Set Z Offset' to 'sequence' causes the tire to move downward.
I don't know what I did last time.
If you know a solution to this, could you please let me know?
Great job! I think 5.4.2 still has some issues. It will stop working, I'll need to recompile, or drop it again into the project.. then it will work again. I was able to apply it to the helicopter using your wheel rotation solve: One controller (RotorSpeed) connected to main and tail rotors (which are different axes). The bake transform refuses to work for the helicopter. Hopefully they fix these glitches.
I think it only works when you have Sequencer open, it doesn't work when there is no open sequence, as control rigs are active only during animation. Maybe that could also be an issue. I also like how people are getting creative :) I am talking about cars and you applied to HELICOPTER!
Could you make a tutorial on how to control the rig using player controller ?
ah, well, I think there are plenty of videos about it - it's called Chaos Vehicle. And you can use same skeleton for that, or you want me to do the tutorial about it? :)
@@postprocessedtutorial pls
@@postprocessed Yes Please :D
OKAY TIME TO COOK FOR REAL NOW
ahahah yea!
Hey man. Great stuff as always. I'm following your tutorial to the tee (on v5.4.2), and it breaks immediately at the beginning when it's time to rotate the Body ctrl - the mesh in the viewport doesn't move at all. I've restarted the engine; deleted and reimported the folder you provided, but nothing works. Is this a known issue with UE5.4.2 or is there something I'm missing? 😭
HAppening the same to me as well in 5.4.2
Skip it for now, later you wont need it anyway, as body should work procedurally, I disconnect it later
@@postprocessed Alright I’ll carry on without it. Thanks a lot for the reply. You’re awesome. 👊
@@surajitsaikia4578 I’m thinking it must be a bug with the new version. I really hope it doesn’t break the control rig later on when it’s time to animate drifting and stuff in my own project. 😢
@@LestZA I think so :D . Did you proceed with the tutorial to check if the rigging was working later in this version
Do we need to repeat this for every car we import.
hey man, this what I am trying to do in that video, make it a modular rig so you can drag and drop that shit on new model with same bone hierarchy and it should work right away. So you assemble it one time and than drag and drop it
Take me down. Geez, tell me this can be done for two-wheelers. I've looked all over UA-cam, but I can't find it.
You can try implementing same technique to Motorcycle too and well… should work
Is it possible to make game with it?
Hey man! This will suit for cinematics purposes only, also in game cinematics. But for games you should use chaos vehicle plugin, as unreal already has assets for racing games. You can check out tuts for Chaos Vehicle setup, but chaos vehicle utilizes same bone structure as my rig, that is why I mentioned that it can be rigged for games and gaming cinematics
Brother which is your monitor 😊please answer it
@@muhammadnihadk436 dell gaming g3223q
@@postprocessed thanks 🙂
Loving the tutorials but i'm still not seeing any control updates in editor. I see you said have sequencer open, i must be doing something wrong as i still do not see updates..
EDIT: I've figured it out, thanks anyway 😅
so what was the issue) I am interested
@@postprocessed At first i didn't link up to a execute node properly but it was mainly the Skeleton that you provided was basically void in my scene. Odd. So I had to 'create skeleton' again which basically recreated what you already had. Was rather confused but it all worked in the end.
I do have a separate issue though, i've created everything but when i put a mesh under the front suspension, the whole front body lifts up.. lifting up the opposite front wheel. This doesn't happen in yours and i'm lost as to why?
Any help? Thanks again, really awesome tutorials from you buddy!
Is this the same Rig you use in your Masterclass course?
@@strangeapprentice nope, not the same, the one in the course is simplier to operate, much more functional and has additional features including fully animated suspension
@postprocessed ohhh. That's cool. So this is just the basics then. Looking forward to check it out next week!
Is there a way to go back from converting into Rig Module? Dayum.
@@diegodaly yes! The button is in the same place where “convert to rig module” it will reconvert it back to usual one
@@postprocessed Thanks! I'm thinking of taking your course at DJA, looks awesome man! Thanks for all this great info
How to make multiple camera angles view in one level seq
You mean multiple camera views on one screen or render all cameras at the same time?
Both things
Pls use bigger screen size scale or bigger font
Got ya. Next video bigger zoom 👌
@@postprocessed Quick question here though, i cant seem to import/edit the skeletal mesh at all despite me being in 5.4.2 . Might there be any specific reasons for it?
I have only basic knowledge of Unreal Engine, should i follow this tutorial sir?
It is pretty straight forward, just pay attention what is connected and it should work for any level of knowledge!
@@postprocessed okay, will follow sir, thanks.
@@Dakshohri no prob! Also download the model from description so you will have it working right away
@@postprocessed will do.
Can you teach cloth reveal using car
it's all done in Marvelous Designer, not UE, as UE cloth sim is not that good
Can confirm as I've just done this for a project. The cloth sim was made in Marvelous Designer and then exported into 3DS Max for cleanup, then exported as an alembic into UE.
FIRST
Hahah nice! I hope you are also first to assemble the rig!
@@postprocessed XD i hope as well
you are the best captain i've ever seen! click subscribe & like button everybody~~!!!
Нахер эпики прикрутили этот контрол риг, если самим на него похеру и нет вменяемых туторов..
ULTIMATE ONE CLICK CAR CONTROL RIG... it's actually more mouse click on the screen..🤣
yeah... 40 minutes of clicking hahahha