It would be great if Epic would release proper tutorials how these rigs are constructed, instead of asking users to figure rigging out by deconstructing the provided control rigs. Like how do we set up an automated forearm twist with modular rig? How do you build a Rubix Cube Proxy controller? How do you build the Dragon Control Rig? How you we add new controls to modular control rig? How did they build the rolling tire with Set Driven Key? It would be great if Epic (not UA-camrs) made video tutorials showing how these were set up from scratch.
@@bitfusioncrypto Yeah, if you build a tool for your customers, you probably want them to learn how to use it in a effective way. A "spoon feeding" would be great, actually.
@@andreb7436 I agree with you and Hot Sauce. I also wonder why the modular rig(s) aren't automatically set up for you for bipeds. Why have us connect the frikkin modules? So many of epic's systems have an irritating amount of setup or "boilerplate" to go through.
The Skeletal mesh tool is a good start, but it would make the MOST sense to have a UE Rig prefab that users can adjust to their mesh and rig it accordingly. We would all love it.
@@3Rton Thar's rigging of already skinned character that already has bones attached. I think he is asking for speeding up the skinning process with premade skeletons.
Animation layered rig is a great option, but you cannot bake animation and layered rig together into one control rig. It creates a complete mess. I'm hoping it will be fixed soon.
@@kazioo2 it's not new, it's just converting animation sequence into control rig. I'm talking about converting animation sequence + layered control rig into just one control rig.
Every rig software has an auto weights tool to speed up the workflow of painting skin weights to the point where the process is nearly non-existent and yet UE5.4 doesn’t even have one auto weights algorithm to compete. You are manually painting everything from scratch. But it does revolutionize building rig controls but for the rig itself, Epic Games has a long ways to go on that then what they have now to wow me.
That's not true. They have actually two different algorithms to paint skin weights automatically. one that is purely based on vertex distance and one volumetric that also takes the vertex connections into account. And they work great. I guess the bigger issue with these new developments is that it's hard to know/learn all the new abilities that are added to the engine each time...
@@pouyamohtat That's good to know because I wish they would at least show that off here because that is HUGE. Like I barely paint anything manually anymore outside of tweaking what has been auto-painted and that is literally all this guy was showing off so I was not interested enough to go and try it. Although I do think it is a good start for vertex distance and volumetric, I would love to have voxel heat skinning as well but they are getting there at least. I am happy to know they have at least something
yes retargeting is easy if you've a mixamo, and use the mixamo template..., but if u've an old rig from another game. you still have to do it manually... even if its a humanoid.
most flawless experts & advanced is when they provides all types of rigs from all types of robots vehicles creatures etc etc so the massive new users can use that rig out of the box & ready to craft some cool anims without wasting time hunting for tuts workflow, just like in blender they have some plugins that have all kinds of rigs that one only have to plugs their preferred meshes into those rigs then starts animating & thats a genius smart ez pz methods
Amazing!!, I have question, I use 4.27 for my animation project, I own small channel, I am trying to learn Lumen using latest build 5.4.2, Should I move to 5.4, is it stable or .. btw GREAT presentation
I think all these tools are very impressive and having looked at control rig a bit, it is a very cool way to rig. However the proposition of animating in Unreal I don't find appealing at all. Reason being if I am in a studio developing a game a lot of the times, instabilities will be introduced into the project, making it crash more often and making animation very tedious.
He's pretty much describing all of the features that are in the current version which was releazed a while ago. I hardly find it educational. We already knew most of it.
tested Modular Control Rig. I think it can be used for human-like characters only. Have no idea how to use it in case of more complicated characters. With my character (human-like upper body, cat legs, tail) it just didn't work. Hope it will work with more complicated characters in the future
For that you'll need to create your own costume module, which is really not that difficult. You can even duplicate one of the built-in ones and modify it to your needs.
I just started my animation journey in Unreal engine and was hoping unreal would get to exploring animation on it's own and now I see this video. Can't wait to see what the future holds
If you guys are going to include excerpts from web pages as part of the talk, it would be appreciated if you could link to the aforementioned posts (eg 11:23 )
31:20 I don't think the SkinnedMeshVertexAttribute works at all, I have tried recreating this example multiple times now and using a Float Variable worked every time but the Attribute didn't work even once it's either that or I am painting the mask incorrectly. In the video BlendPostions has DualQuat in A and Linear in B, if he painted the shoulders with values of 1, shouldn't the painted parts be affected by Linear instead because Lerp would go from A to B with weight being the Alpha? I have verified that is exactly how it works so I am so confused how he has everything plugged the way it is but then it works completely opposite. Edit: In the video he is painting with a value of 0.5 instead of 1 and that's the only thing different between what I am doing and this, that would explain a little as to why it works for him.
I feel like we need an official epic built binary that focuses solely on animation and can be a bit lighter weight. modularity in general would be nice but specifically for this
@@Raxfyr no man rigging from scratch in unreal because right now we all prepare rig on blender or maya but when unreal doing so much for animation so also add a feature which create a rig for static mesh
@@ryanisanart bro I'm taking about the rigging system nd u said to me go for skeleton edition tell me one thing without skeleton u able to edit any skeleton???
Not really - they are similar to any animation package (Blender, Maya, etc). You have to learn the basics of animating (adding keyframes to a timeline, moving characters into position on those keyframes) regardless of which tool. Unreal now has features that are getting closer to those other DCCs (blender, Maya) not no they don’t animate for you, you have to learn to do it yourself.
I have a very low end pc, because I'm a student. Can you optimize the engine more so that I can use this engine smoothly on my computer. I know it's a daydream, but hey without money I cannot dream about high end machine
It would be great if Epic would release proper tutorials how these rigs are constructed, instead of asking users to figure rigging out by deconstructing the provided control rigs. Like how do we set up an automated forearm twist with modular rig? How do you build a Rubix Cube Proxy controller? How do you build the Dragon Control Rig? How you we add new controls to modular control rig? How did they build the rolling tire with Set Driven Key? It would be great if Epic (not UA-camrs) made video tutorials showing how these were set up from scratch.
so you want spoon feeding
@@bitfusioncrypto Yeah, if you build a tool for your customers, you probably want them to learn how to use it in a effective way. A "spoon feeding" would be great, actually.
@@andreb7436 I agree with you and Hot Sauce. I also wonder why the modular rig(s) aren't automatically set up for you for bipeds. Why have us connect the frikkin modules? So many of epic's systems have an irritating amount of setup or "boilerplate" to go through.
The Skeletal mesh tool is a good start, but it would make the MOST sense to have a UE Rig prefab that users can adjust to their mesh and rig it accordingly. We would all love it.
isn't that what the modular control rig is about, though?
@@3Rton not really
@@3Rton Thar's rigging of already skinned character that already has bones attached. I think he is asking for speeding up the skinning process with premade skeletons.
Love the new animation tools, please get the new TRS gizmo to support grid snapping and alt+drag actor duplication :)
That gizmo could use some love in many ways, hoping for the best
yes please!
i love all the information thats coming out for unreal through videos like this thank you 😎
"Tools to Animate and pose with physics intuititively" Sounds a lot like Cascadeur :D
yeah except casca sucks to use
Cascadeur decided to create their own way of doing things that 's insanely unintuitive, tried many times but could never get used to it
Animation layered rig is a great option, but you cannot bake animation and layered rig together into one control rig. It creates a complete mess. I'm hoping it will be fixed soon.
Isn't there a new function to convert raw keyframes even from mocap into control rig keyframes?
@@kazioo2 it's not new, it's just converting animation sequence into control rig. I'm talking about converting animation sequence + layered control rig into just one control rig.
@@AlexiosLair you convert it into an animation and then convert that back into a control rig.
I do it at work every day. What problems are you having?
@@zsofinyecz that's a workaround, it is not a convenient way which goes against their feature advertisement.
Every rig software has an auto weights tool to speed up the workflow of painting skin weights to the point where the process is nearly non-existent and yet UE5.4 doesn’t even have one auto weights algorithm to compete. You are manually painting everything from scratch. But it does revolutionize building rig controls but for the rig itself, Epic Games has a long ways to go on that then what they have now to wow me.
That's not true. They have actually two different algorithms to paint skin weights automatically. one that is purely based on vertex distance and one volumetric that also takes the vertex connections into account. And they work great. I guess the bigger issue with these new developments is that it's hard to know/learn all the new abilities that are added to the engine each time...
@@pouyamohtat That's good to know because I wish they would at least show that off here because that is HUGE. Like I barely paint anything manually anymore outside of tweaking what has been auto-painted and that is literally all this guy was showing off so I was not interested enough to go and try it. Although I do think it is a good start for vertex distance and volumetric, I would love to have voxel heat skinning as well but they are getting there at least. I am happy to know they have at least something
Unreal: "Hmmm, what can we do to help game devs?"
Unity:"Hmmm, what can we do to hurt game devs?"
like.. not rigging in blender anymore? hell yeah Im in!
yes retargeting is easy if you've a mixamo, and use the mixamo template..., but if u've an old rig from another game. you still have to do it manually... even if its a humanoid.
most flawless experts & advanced is when they provides all types of rigs from all types of robots vehicles creatures etc etc so the massive new users can use that rig out of the box & ready to craft some cool anims without wasting time hunting for tuts workflow, just like in blender they have some plugins that have all kinds of rigs that one only have to plugs their preferred meshes into those rigs then starts animating & thats a genius smart ez pz methods
Maybe I should try Blender for animations
Amazing!!, I have question, I use 4.27 for my animation project, I own small channel, I am trying to learn Lumen using latest build 5.4.2, Should I move to 5.4, is it stable or .. btw GREAT presentation
I think all these tools are very impressive and having looked at control rig a bit, it is a very cool way to rig. However the proposition of animating in Unreal I don't find appealing at all. Reason being if I am in a studio developing a game a lot of the times, instabilities will be introduced into the project, making it crash more often and making animation very tedious.
do you guys have any plan on releasing some puppetering VR animating mode like TVORI does?
Great educational video. Hope to use this in my gamedev project if possible.
He's pretty much describing all of the features that are in the current version which was releazed a while ago. I hardly find it educational. We already knew most of it.
@@AlexiosLairgood for people just starting at animation
tested Modular Control Rig. I think it can be used for human-like characters only. Have no idea how to use it in case of more complicated characters. With my character (human-like upper body, cat legs, tail) it just didn't work. Hope it will work with more complicated characters in the future
For that you'll need to create your own costume module, which is really not that difficult. You can even duplicate one of the built-in ones and modify it to your needs.
I just started my animation journey in Unreal engine and was hoping unreal would get to exploring animation on it's own and now I see this video. Can't wait to see what the future holds
Take my money , iam shifting to unreal for all .
...it's free.
If you guys are going to include excerpts from web pages as part of the talk, it would be appreciated if you could link to the aforementioned posts (eg 11:23 )
take a photo of the qr code on the screen, that's what i did. it took me right to the blog post
would be nice if these tools also in UE4. It's hard to use UE5 when the PC is not that good.
Love it
Let's go
Let's _F*kng_ Go!
31:20 I don't think the SkinnedMeshVertexAttribute works at all, I have tried recreating this example multiple times now and using a Float Variable worked every time but the Attribute didn't work even once it's either that or I am painting the mask incorrectly. In the video BlendPostions has DualQuat in A and Linear in B, if he painted the shoulders with values of 1, shouldn't the painted parts be affected by Linear instead because Lerp would go from A to B with weight being the Alpha? I have verified that is exactly how it works so I am so confused how he has everything plugged the way it is but then it works completely opposite.
Edit: In the video he is painting with a value of 0.5 instead of 1 and that's the only thing different between what I am doing and this, that would explain a little as to why it works for him.
Can we ANIMATE in realtime using the Constraints finally? (Use the record button?)
I think I saw a presentation mentioning the ability to puppeteer a character in real time using a game pad in the new livelink hub.
Great
a paradox - the simpler youre trying to make it, the more complicated it gets.
I feel like we need an official epic built binary that focuses solely on animation and can be a bit lighter weight. modularity in general would be nice but specifically for this
UE5.4.4 Motion Design - Material Designer The problem of multi-layer effect overlay that cannot be saved has not been resolved. . .
Enable Aloud in youtube studio for videos please.
Still wish there was a way to select mesh by element for skin weighting.
Agreed. This is must for hard surface skinning where you don't want to be using weight painting and just assign weights directly on vert selections.
when i try to add extra bone to MH, MH becomes broken, why?
if 5.5's layered animations workflow is good i'll definitely just switch to animate directly on unreal
ok the I animated a character then retarget it now how can I animate the face anyone can explain me this ?
there is an amazing option in maya anim graph called euler filter if any one know if there is in ue5 something sinilare please show me how? thank you.
when u do so much for animation, so also add feature for rigging
Control Rig?
@@Raxfyr no man rigging from scratch in unreal because right now we all prepare rig on blender or maya but when unreal doing so much for animation so also add a feature which create a rig for static mesh
I think the skeletal mesh editor is a good indication they'll have an option to do this eventually (hopefully sometime during UE5)
@@shahmaarbaba do this with skeletal mesh editor
@@ryanisanart bro I'm taking about the rigging system nd u said to me go for skeleton edition tell me one thing without skeleton u able to edit any skeleton???
Seems pretty current gen to me... where is the new things that aren't done already?
If someone who no nothing about animation! Can he use this tools?
They can use the tools, but having some knowledge in animation to get the most out of it.
Not really - they are similar to any animation package (Blender, Maya, etc). You have to learn the basics of animating (adding keyframes to a timeline, moving characters into position on those keyframes) regardless of which tool. Unreal now has features that are getting closer to those other DCCs (blender, Maya) not no they don’t animate for you, you have to learn to do it yourself.
I have a very low end pc, because I'm a student. Can you optimize the engine more so that I can use this engine smoothly on my computer. I know it's a daydream, but hey without money I cannot dream about high end machine
We got parallel universe games like Google doom gamengen before gta 6
dang... guess i'll have to reinstall ue for the billionth time.
How
i like coming
this is getting scary. they are going to start forcing us to subscribe soon.
why did you come to such conclusion
so this is the new guy resposible for all the wore trash looking characters , furries and fuzzies, comin our way over the last few years ?