Mega Giga CONTROL RIG Advanced Tutorial | Unreal Engine 5

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  • Опубліковано 28 гру 2024

КОМЕНТАРІ • 17

  • @ryanisanart
    @ryanisanart 3 місяці тому +1

    great job man!

    • @ProjProd
      @ProjProd  3 місяці тому

      Thanks a lot bro ! 🙏🏼

  • @Mirgou
    @Mirgou 3 місяці тому +1

    I've been looking for a video like this for so long!! Thank you a million ! New sub here 🙌🏼

    • @ProjProd
      @ProjProd  3 місяці тому

      Thank you so much ❤️

  • @FX_AnimationStudios
    @FX_AnimationStudios 3 місяці тому +2

    super video... but can we have a non sped up version please? its hard to follow what your doing.. :(.

    • @carisve
      @carisve 3 місяці тому

      That would be awesome!

  • @FruitZeus
    @FruitZeus 3 місяці тому +3

    This is so insane. So can I just ask a quick question regarding the sockets and multiple control rigs? Because this is something I've specifically been researching for months now. And you seem to have solved this. Still a little confused on how it attaches directly to the socket. In a level sequence, do you have to drag in each separate control rig element, or are they automatically compiled as one master rig in a blueprint? I was struggling to actually place keys like this or get sequencer to recognize that my blueprint actually contained two different control rigs. Any additional insight would be incredible. I plan to expand on this step and make these "accessories" actually different limbs which can be spawned in by the animator at will via a control / switch like you showed in the video with the draw line control. The plan would be to enable an animator to easily be able to switch to different limbs and sub rigs as they go, but all of that data could be stored in a single rig.

    • @ProjProd
      @ProjProd  2 місяці тому +1

      Hey 👋
      Thanks a lot for your support !
      You can automate the Control Rig Tracks spawn in your sequencer by using the Control Rig Component in the Blueprint of your character.
      You’ll have to add the Event « On Pre Initialize » in your Event graph and then set the input of both your Control Rig ref and the Skeletal Mesh component via the « Add Mapped Skeletal Mesh » node. You should be able to reproduce that for all the skeletal part of your mesh.
      Make sure to attach the other skeletal accessories to the main body (for example) in your component list !
      Then I think you’ll need to put extra logic in the Blueprint part to easily filter your skeletal meshes.
      Are you working in a studio ? I’m always looking for problems animators and studios encounter in Unreal ! I’ll be glad to help 🙌

  • @nicolaibrushansen205
    @nicolaibrushansen205 3 місяці тому +1

    Great video! Thanks a lot for making it :) I would love a paid video course where it is slowed down and each step explained :) Im transfering frem Blender to Unreal for short animation films :) And I need to learn the rigging of characters and accessories, as you are doing in this video.
    Again. Thank you so much for the video. It helps a lot :)

    • @ProjProd
      @ProjProd  2 місяці тому +1

      Thanks a lot for your kind comment and your support 🫶 ! I’m working hard to put in place advanced and premium content on our website for you guys. It takes time but you won’t be disappointed 🙌

    • @nicolaibrushansen205
      @nicolaibrushansen205 2 місяці тому

      @@ProjProd Sounds great. im looking forward to see what you are uploading :)

    • @nicolaibrushansen205
      @nicolaibrushansen205 Місяць тому

      @@ProjProd Is there a way to create the control rigs like you do and get it to work with "Local Dynamic Bones" node on the accessory control rig? I have been trying for days to get a dress to work with dynamic bones. Trying to combine the 2 control rigs in a blueprint. But the dynamic doesn't work when I connect them via a socket in the blue print.

  • @claroisbhaskoro3941
    @claroisbhaskoro3941 Місяць тому

    this is great!. is there any additional step if i have character that already rigged with rigify?

    • @ProjProd
      @ProjProd  Місяць тому

      Thanks mate ! 😊
      You can use any rig, and it should work fine with Control Rig. However, you'll need to adjust certain nodes, like bone axes and orientation, as rigs are usually set up differently depending on their origin and creator !

  • @hotsauce7124
    @hotsauce7124 3 місяці тому +1

    How did we do forearms twists and the bicep flex with Control Rig?

    • @ProjProd
      @ProjProd  2 місяці тому +1

      You might be able to trick something by triggering some morph targets onto it 🤙

    • @hotsauce7124
      @hotsauce7124 2 місяці тому

      @@ProjProd I have been trying to figure out how to trigger a Blendshapes, but no idea yet. People are also saying, triggering bones are better. No idea about this, either