thank you so much, this comment is super motivating! I’m working on a couple more animation tutorials now that my custom control rig is finished, let me know if there’s anything specific that you’d like to learn in the future
This is really great! I want to learn how to use the control rig and was having issues with getting the animation to bake to the CR, someone pointed me to this video and your method worked right off. I'll be coming back to watch the rest of the tutorial later, as it looks really thorough and I need to improve at animating. Thanks for putting these out!
Thanks for the additional tutorials to the animations Finally got 5.4 and the GASP project so the game looks amazing and its helpful that theres guys like you teaching how to expand on and adapt the project Fingers crossed for the..... oh wait never mind the vault one is here😂 Thanks man
@@ryancrane4269 do you want the tutorial or just the animation added to the weekly giveaway series? I’m f you can put some video reference in animation-requests on the discord, I will give it a whirl
@@threepeatgames I would love to see a tutorial on it. I will be happy to put some video sequences together. I’m new to animation but design skateparks for a living. I do quite a bit of site renderings for our designs but would love to start animating them full of skaters.
Very cool! I picked up a few things :) If it's helpful for you, you can change the Unreal manipulators to be like Maya where there's the outer ring/box. I personally do not like rotating with the default Unreal manipulator, so if you want, you can switch it by enabling the TRS gizmo in the plugins menu.
Thanks for the tip (and for watching the video)! I avoided the new gizmo for these to try and keep the viewers from having to enable a plugin and go through those steps, but you're right I should 100% share how to use that and the pros and cons that come with it (losing alt+click and drag to duplicate and ability to temporarily move an object's pivot, although you could use the temp pivot I suppose in the place of it, but that's harder to maneuver than the old gizmo). for maya animators, you're right the new gizmo is kind of a must to get them to leave their maya homes... Do you have a video on the new gizmo already? I can just shout that out instead of making one
In 11:24 you were did not switch back to local space like you did in the first rotation. Did you missed it or was it intentional? Can you explain what you mean by saying as few rotations as possible? Why being in local vs world space changes the amount of rotations?
I was just being lazy at 11:24, but either way works with the body control, since that control is in world space regardless, but for other controls, using local space and rotating the specific axes only causes value change in one of the curves in the curves editor, where doing that same thing in world space could cause value changes in all three rotation values for the control, which is harder to make good intuitions about when looking at the curves (and harder to clean in the polish phase). that said, the most important thing is being able to work quickly I. my opinion so I wouldn’t sweat it and would just use whichever space is the easiest to get the pose how you want it
you can have the best of both worlds: you can just animate in unreal and then export the animations for use in unity! Unfortunately, unity cannot do what unreal can from an animation perspective, although you could use UMotion Pro if you've got it and the concepts I show here would work there as well, but even UMotion pro is more limited than unreal's built-in animating features.
Hi, I had a query- the thing is whenever I switch on the Motion Trail on a control, and if I make any changes(w.r.t translation/rotation while the trail is on) to it, engine freezes for sometime before it becomes normal again. This issue comes up only when the Motion Trail is switched on and also it's not like the scene is heavy, it reacts the same way even if I'm working with just the mannequin rig. And I couldn't see the freezing issue while you were working in your scene, is there some setting adjustment that would stop the issue? I hope I made sense here.
@@threepeatgames Thanks for replying. No, selecting just a single control leads to the issue. I have a decent specs running in my system so technically the problem shouldn't arise at least when selecting a single control but it does.
My UEFN_Mannequin does not have CR_Mannequin_Body control rig (actually, only has FK_Control_Rig), from a newly created GASP project. I'm pretty new to this, and I tried a couple things but none worked. How can I correctly add the missing control rigs to the UEFN_Mannqeuin?
Funny you should ask, I'm pushing an 18 minute video to publish today or tomorrow that has the step-by-step for getting the UE5 Manny to work with UEFN: you go to the SK_Mannequin skeleton, double click it to edit and under the retarget manager you add UEFN mannequin skeleton to the compatible skeletons (in the bottom left)
can you post a video to the discord (in youtube-discussion) showing the issue you're experiencing? I can try to help answer the question once I understand what's going on
Animation Request: Sneaking (walking on a narrow ledge with back to wall, or front to wall, why not both😅) Also that intro song is amazing Whats it called?
sneaking: sounds fun, can you post some video reference in animation-requests channel of the discord? I'll give it a whirl! re: intro song: Thanks! I call it "my unhealthy addiction to AI-generated music"
Not that one, that's pure AI-generated silliness :) I am releasing some videos coming up that have some of my singing/etc, though as it was part of the game mechanic (I'll explain later :) )
This is an amazing tutorial man, awesome way to teach animation.
Thanks so much, glad it was useful! More to come for sure, I just need to finish this mocap course first
finally a video thats actually for beginner animators thanks mate your awesome.
thank you so much, this comment is super motivating! I’m working on a couple more animation tutorials now that my custom control rig is finished, let me know if there’s anything specific that you’d like to learn in the future
This is really great! I want to learn how to use the control rig and was having issues with getting the animation to bake to the CR, someone pointed me to this video and your method worked right off. I'll be coming back to watch the rest of the tutorial later, as it looks really thorough and I need to improve at animating. Thanks for putting these out!
You're very welcome, so glad it was helpful!
Nice intro song! LOL. You are doing some good work for the community, it has not gone unnoticed.
thanks! I have an unhealthy addiction to AI-generated music...
Thanks for the additional tutorials to the animations
Finally got 5.4 and the GASP project so the game looks amazing and its helpful that theres guys like you teaching how to expand on and adapt the project
Fingers crossed for the..... oh wait never mind the vault one is here😂
Thanks man
Thanks, hope you like it! I'll be getting back to the gameplay/mechanic integration tutorials soon
You the GOAT man!
thanks! let me know if there are any other tutorials (or free animations as part of the free weekly animation series) you'd like to see!
thanks for the video.
Thanks for sharing! Would love to see how you would animate someone pushing on a skateboard.
@@ryancrane4269 do you want the tutorial or just the animation added to the weekly giveaway series? I’m f you can put some video reference in animation-requests on the discord, I will give it a whirl
@@threepeatgames I would love to see a tutorial on it. I will be happy to put some video sequences together. I’m new to animation but design skateparks for a living. I do quite a bit of site renderings for our designs but would love to start animating them full of skaters.
@@ryancrane4269 love that idea. I’ll make a week of the series dedicated to skateboarding
@@threepeatgames stoked and much appreciated
@@threepeatgames I am traveling the next few day but once back I hope to get the video reference for you. Sorry for the delay.
Hero!
thanks, hope you like it!
Very cool! I picked up a few things :) If it's helpful for you, you can change the Unreal manipulators to be like Maya where there's the outer ring/box. I personally do not like rotating with the default Unreal manipulator, so if you want, you can switch it by enabling the TRS gizmo in the plugins menu.
Thanks for the tip (and for watching the video)! I avoided the new gizmo for these to try and keep the viewers from having to enable a plugin and go through those steps, but you're right I should 100% share how to use that and the pros and cons that come with it (losing alt+click and drag to duplicate and ability to temporarily move an object's pivot, although you could use the temp pivot I suppose in the place of it, but that's harder to maneuver than the old gizmo). for maya animators, you're right the new gizmo is kind of a must to get them to leave their maya homes...
Do you have a video on the new gizmo already? I can just shout that out instead of making one
In 11:24 you were did not switch back to local space like you did in the first rotation. Did you missed it or was it intentional? Can you explain what you mean by saying as few rotations as possible? Why being in local vs world space changes the amount of rotations?
I was just being lazy at 11:24, but either way works with the body control, since that control is in world space regardless, but for other controls, using local space and rotating the specific axes only causes value change in one of the curves in the curves editor, where doing that same thing in world space could cause value changes in all three rotation values for the control, which is harder to make good intuitions about when looking at the curves (and harder to clean in the polish phase). that said, the most important thing is being able to work quickly I. my opinion so I wouldn’t sweat it and would just use whichever space is the easiest to get the pose how you want it
@@threepeatgames I see, thank you for the explanation.
Great tutorial as always! Almost made me switch to unreal 😅.. any chance you do the same within Unity 😂
you can have the best of both worlds: you can just animate in unreal and then export the animations for use in unity! Unfortunately, unity cannot do what unreal can from an animation perspective, although you could use UMotion Pro if you've got it and the concepts I show here would work there as well, but even UMotion pro is more limited than unreal's built-in animating features.
Prince of Persia parkour animations I really want to implement
Hi, I had a query- the thing is whenever I switch on the Motion Trail on a control, and if I make any changes(w.r.t translation/rotation while the trail is on) to it, engine freezes for sometime before it becomes normal again. This issue comes up only when the Motion Trail is switched on and also it's not like the scene is heavy, it reacts the same way even if I'm working with just the mannequin rig. And I couldn't see the freezing issue while you were working in your scene, is there some setting adjustment that would stop the issue? I hope I made sense here.
I've seen that when I have a lot of controls selected (as it is drawing trails for all of them), do you have a lot of keys or controls selected?
@@threepeatgames Thanks for replying. No, selecting just a single control leads to the issue. I have a decent specs running in my system so technically the problem shouldn't arise at least when selecting a single control but it does.
My UEFN_Mannequin does not have CR_Mannequin_Body control rig (actually, only has FK_Control_Rig), from a newly created GASP project. I'm pretty new to this, and I tried a couple things but none worked. How can I correctly add the missing control rigs to the UEFN_Mannqeuin?
Funny you should ask, I'm pushing an 18 minute video to publish today or tomorrow that has the step-by-step for getting the UE5 Manny to work with UEFN: you go to the SK_Mannequin skeleton, double click it to edit and under the retarget manager you add UEFN mannequin skeleton to the compatible skeletons (in the bottom left)
@@threepeatgames thanks, you are great! looking forward for your new video as well
How to solve the problem of wearing the character's fabric and hair in the mold with this method..
can you post a video to the discord (in youtube-discussion) showing the issue you're experiencing? I can try to help answer the question once I understand what's going on
Animation Request: Sneaking (walking on a narrow ledge with back to wall, or front to wall, why not both😅)
Also that intro song is amazing
Whats it called?
sneaking: sounds fun, can you post some video reference in animation-requests channel of the discord? I'll give it a whirl!
re: intro song: Thanks! I call it "my unhealthy addiction to AI-generated music"
Did you sing that lol?
Not that one, that's pure AI-generated silliness :) I am releasing some videos coming up that have some of my singing/etc, though as it was part of the game mechanic (I'll explain later :) )
@@threepeatgames dayum i couldnt really find out. how did you make it? using audiogen by facebook?
Bro don't forget about wall runs 😢😅
@@shankharajdatta4289 what about wall runs? You mean releasing them in the free animation series?
@@threepeatgames yep😃