Thank you so much! This is great for people like me who are transitioning from Blender to UE5 but already used to Launch Control and so far away from playing with Chaos vehicle.
I personally think that animating the vehicles inside UE5 using Chaos Physics gives much more flexibility if you want to change directions and change speed. The simulation will be adjusted accordingly. And even Epic recommends to do that in the UE documentation. When you export and import animation from a different software, there's always a chance of uncertainty which can become an obstruction if used in production. Nevertheless, this is a very good plugin. :)
Yeah, I think there are really good reasons for going with such a pipeline too. LC is built for car animation inside Blender, but this just opens up the possibilities to use it in other tools too. Keeping the rig inside Unreal and not having to export/import is of course preferable, but what I have heard is just that the current tools for UE aren't so easy to control. But yes, I understand. A very valid point you have :)
You have too less control over physics in UE I would only recommend it for some secondary animations like antenna or so. I usually drive the car interactive and record to sequencer, bake that out as an animation and then adjust it
Nice video, really helpful! It would be great to see how you bring in an animated camera from blender to unreal too, really struggling to get that working
Hi! A video about the proxy geo approach would be very cool, or a recommendation on another video that explains that a little bit, because I'm struggling a lot right now with my current project without results (only crashes and missing stuff lol). I've already tried a lot of stuff, still cant get my animation properly to unreal (with armature, it works with datasmith, but I cant get proper motionblur because of the missing subframes). Thank you so much! Good product btw... :)
Hi Daniel! Awesome add on and its helping alot.. Quick question... When I import into UE5.3 everything works except the car is not staying on the ground when I play in sequencer.. It starts fine but when it gets to the first turn, its floating...I know I missed something... What would you recommend? Thank you sir for this.... Cheers!
Hey there!! :) For support questions, please reach out on BlenderMarket or in our Discord - We would be happy to help in there, but we usually miss questions here on UA-cam :( Hmm, that sounds really strange. Did you check that it does not do this inside Blender before exporting?
The add-on you made is really cool and I'm using it very well. I have a task now. The camera cannot track the animation exported to the Unreal Engine. Until now, I didn't feel the problem with this part because I worked on the blender. But in this project, I have to render the video in Unreal. However, there is a phenomenon in which the camera cannot track the animation sequence. Is there a solution to this?
Hey man! Sorry for the late response on this! Right now, the "camera hooks" are not exported to UE - They will be by default in the future. However, before exporting, you can go to "Manual Gearbox -> Advanced Animation " and click "Extra Animation Hanldes". Then two "camera hooks" (bones with icons), will appear above the car. Going into post mode and selecting one of these camera hooks, you can find the option "Deform" in the right side toolbox - It has a checkbox and when this is ticked, the bone will get exported to UE too. :) Then you can hook your camera in UE to one of these bones. Hope you can get it to work
@@DanielVesterbaek Thank you for your kind explanation. Fortunately, I found my own solution. I exported the vehicle with the plug-in you made, attached the empty actor to the bone at the UE, and set the camera to look at the empty actor. Next time, I'll use the method you told me Thank you 😎
Hello i recently started using launch control but blender it works fine but when i try to export the only animation option it just freezes, please what can i do
Hello there!! Sorry for the late response to this. For support questions, please reach out on BlenderMarket or in our Discord - We would be happy to help in there, but we usually miss questions here on UA-cam :( The reason is most likely that the amount of frames you are exporting take a long time to calculate for Blender. If you make sure you are using the latest version of LC you can change the "Animation Subframes" right above the "FBX" Export button. Reducing this to 1 or 2 will increase the export speed. :)
just a question, before buying, does the skeletal mesh imported in Unreal still behave with the physics inside unreal or all the physics and suspensions are baked in blender?
Thanks a lot for the question!! For Launch Control, all the animation and simulation is baked inside Blender, so what you have inside Unreal is "finished motion". Physics inside Unreal would not affect the Launch Control animated car.
I have problem with the shadow of the car, it looks very low res and left shadows behind it on the road. It only hapens for car mesh, do you know how to fix that ?
Hmm, That sounds strange :/ Could it have to do with "cascade shadows" or the way UE is calculating the shadows? Maybe shadow quailty slider somewhere? I am not so familiar with UE to be honest, so I don't really know
Hey man! Thanks for the question! LC is not a tool built for UE, but a tool inside Blender that can export to UE. So it's not built for making drivable cars in UE. I think Chaos Vehicle is made for that.
Thank you so much! This is great for people like me who are transitioning from Blender to UE5 but already used to Launch Control and so far away from playing with Chaos vehicle.
Glad it helped! Hope LC will be a good tool for your workflow :)
I personally think that animating the vehicles inside UE5 using Chaos Physics gives much more flexibility if you want to change directions and change speed. The simulation will be adjusted accordingly. And even Epic recommends to do that in the UE documentation. When you export and import animation from a different software, there's always a chance of uncertainty which can become an obstruction if used in production.
Nevertheless, this is a very good plugin. :)
Yeah, I think there are really good reasons for going with such a pipeline too. LC is built for car animation inside Blender, but this just opens up the possibilities to use it in other tools too. Keeping the rig inside Unreal and not having to export/import is of course preferable, but what I have heard is just that the current tools for UE aren't so easy to control. But yes, I understand. A very valid point you have :)
You have too less control over physics in UE I would only recommend it for some secondary animations like antenna or so. I usually drive the car interactive and record to sequencer, bake that out as an animation and then adjust it
Nice video, really helpful! It would be great to see how you bring in an animated camera from blender to unreal too, really struggling to get that working
Oh yes, I know the struggle :'(
Importing cams into UE is always hard. I never got it working to be honest
Thank you so much, friend!!!
love u bro love from india
Thanks a lot! :)
Very good sir, using chaos vehichle is too much stress
Hey, awesome tutorial! where did you get this track? Can u share the download link with us?
Hello Matt!!
Yeah, actually the track is included in Launch Control v1.3. I built it myself to put it into the add-on as a preset
genius!!!!!
Thaaanks!! 😄
Hi! A video about the proxy geo approach would be very cool, or a recommendation on another video that explains that a little bit, because I'm struggling a lot right now with my current project without results (only crashes and missing stuff lol). I've already tried a lot of stuff, still cant get my animation properly to unreal (with armature, it works with datasmith, but I cant get proper motionblur because of the missing subframes). Thank you so much! Good product btw... :)
nvm, figured it out!
Ok, all is great! But where did you find that racing track scene? I really need it! 😄
Heheh, thanks!!
Well, it's actually included with Launch Control - It's one of the Presets.
I just added in a few extra objects :D
Hi Daniel! Awesome add on and its helping alot.. Quick question... When I import into UE5.3 everything works except the car is not staying on the ground when I play in sequencer.. It starts fine but when it gets to the first turn, its floating...I know I missed something... What would you recommend? Thank you sir for this.... Cheers!
Hey there!! :)
For support questions, please reach out on BlenderMarket or in our Discord - We would be happy to help in there, but we usually miss questions here on UA-cam :(
Hmm, that sounds really strange. Did you check that it does not do this inside Blender before exporting?
The add-on you made is really cool and I'm using it very well. I have a task now. The camera cannot track the animation exported to the Unreal Engine. Until now, I didn't feel the problem with this part because I worked on the blender. But in this project, I have to render the video in Unreal. However, there is a phenomenon in which the camera cannot track the animation sequence. Is there a solution to this?
Hey man!
Sorry for the late response on this!
Right now, the "camera hooks" are not exported to UE - They will be by default in the future.
However, before exporting, you can go to "Manual Gearbox -> Advanced Animation " and click "Extra Animation Hanldes". Then two "camera hooks" (bones with icons), will appear above the car. Going into post mode and selecting one of these camera hooks, you can find the option "Deform" in the right side toolbox - It has a checkbox and when this is ticked, the bone will get exported to UE too. :)
Then you can hook your camera in UE to one of these bones.
Hope you can get it to work
@@DanielVesterbaek Thank you for your kind explanation. Fortunately, I found my own solution. I exported the vehicle with the plug-in you made, attached the empty actor to the bone at the UE, and set the camera to look at the empty actor. Next time, I'll use the method you told me Thank you 😎
Hello i recently started using launch control but blender it works fine but when i try to export the only animation option it just freezes, please what can i do
I am using the racer profile and also added physics,
Hello there!! Sorry for the late response to this.
For support questions, please reach out on BlenderMarket or in our Discord - We would be happy to help in there, but we usually miss questions here on UA-cam :(
The reason is most likely that the amount of frames you are exporting take a long time to calculate for Blender. If you make sure you are using the latest version of LC you can change the "Animation Subframes" right above the "FBX" Export button. Reducing this to 1 or 2 will increase the export speed. :)
brother when i just rclick on rigcar my blender crashes everytime suggest an solution
just a question, before buying, does the skeletal mesh imported in Unreal still behave with the physics inside unreal or all the physics and suspensions are baked in blender?
Thanks a lot for the question!!
For Launch Control, all the animation and simulation is baked inside Blender, so what you have inside Unreal is "finished motion". Physics inside Unreal would not affect the Launch Control animated car.
any reason why its not importing the animation with physics for me into unreal for me?
I have problem with the shadow of the car, it looks very low res and left shadows behind it on the road. It only hapens for car mesh, do you know how to fix that ?
Hmm, That sounds strange :/
Could it have to do with "cascade shadows" or the way UE is calculating the shadows? Maybe shadow quailty slider somewhere?
I am not so familiar with UE to be honest, so I don't really know
Cascade shadows in very good option ... It is very high resolution shadows
Hi, do you have a paid course?
Hello!
Naah, sadly not :/
how to add smoke and drift marks to it
Any tutorials on how to rig any car to be driveable in ue 5.1? not just epic car
Hey man! Thanks for the question!
LC is not a tool built for UE, but a tool inside Blender that can export to UE. So it's not built for making drivable cars in UE. I think Chaos Vehicle is made for that.