The modular rig is a great idea, however I think you should team up with Lincoln Margison and make a procedural animation generator based on it. sort of, in my opinion it would be a logical progression of the idea.
Also what would be cool would be if they integrated the experimental n-space field-munging beneath the precomputed hierarchy just to get sweet root n compute time 👏
There is an extreme hunger for a proper animation and control rig course. Epic, please give enough time and resources to knowledgable specialists to talk more about all of these features. We need it.
with all this tech behind epic could make an auto rigger like the one mixamo has right? something that auto skins and rigs to the default manequin for example?
22:18 Adjusting keyframe values like this or with autokey currently eats up RAM for me for some bizarre reason. Had the engine crash a few times because of this, anyone else encounter this?
Is there a way to convert/bake a modular to a normal control rig? I'd like to do some rig/model specific edits without having to rely on making a whole bunch of modules that clutter up the window.
11:28 I sometimes get that shadow texture ghost effect left on the ground as well sometimes. Anyone know how to stop it doing that? I don't get it anywhere else, just when the character moves. Tried messing with the Lit options, increase video memory, vulcan etc. Cant seem to get rid of it and its very random. Its probably a little tick option somewhere that ive missed
you can do both. if ur modelling in blender might as well rig in there but now u can also add more bones in unreal without having to go back to blender
You can right click a static mesh and "Convert to Skeletal Mesh". It'll put a root bone at the origin, and weight the whole mesh to it. Just a place to start with.
Sadly on my test model it doesn't work as intended (Daz Studio model exported directly as FBX), as controls get huge, but it is experimental yet and I am looking forward to it! Might as well be able to fix it with this video.
You just sped up workflow by so much for current and future projects. Amazing.
Unreal is godsent. The animation workflow is so much fun and easier. Thank you unreal!!!!
The modular rig is a great idea, however I think you should team up with Lincoln Margison and make a procedural animation generator based on it. sort of, in my opinion it would be a logical progression of the idea.
🔥🔥🔥
There way ahead of you here lol
This.
I can see the combination of the modular rigging and procedural modules being incredibly powerful.
Also what would be cool would be if they integrated the experimental n-space field-munging beneath the precomputed hierarchy just to get sweet root n compute time 👏
There is an extreme hunger for a proper animation and control rig course. Epic, please give enough time and resources to knowledgable specialists to talk more about all of these features. We need it.
This is one of the many reasons I like ue. You guys give so many detailed presentations.
Thank you epic!
.. grateful ue developer
Thanks for the demo!
wild
Really good tool and great showcase for it.
You made a jaded developer go "WOW". 😅
Awesome job, Epic Games.
after some time spent in unity, I can not wait to get back at unreal especially seeing this
For the question at the start: I am here for both dragons and robots :)
Couldn't have a better video on what I need for my project.
This is amazing!
Thank you
really hope the new gizmo with respect snapping settings in a future update
Very cool!
Amazing
Geez. Amazing
Following along with a skeletal mesh and on the first step, the root was placed outside of the skeletal mesh...
Where Can I download Chinese "Long" Model
Fast and to the point
lets go!!
amazing.....
It's nice
very cool, kinda wish he had atlast 2 hours of "in air" so we could make more deeper dives on everything :P
with all this tech behind epic could make an auto rigger like the one mixamo has right?
something that auto skins and rigs to the default manequin for example?
Will you guys be releasing the 'Marsh' character so we can also practice? Would be extremely helpful
cool
22:18 Adjusting keyframe values like this or with autokey currently eats up RAM for me for some bizarre reason. Had the engine crash a few times because of this, anyone else encounter this?
Animation Graph is not optimized in UE if you are displaying all of the curves, it eats RAM and never frees it, you need to restart the editor
Is there a way to convert/bake a modular to a normal control rig? I'd like to do some rig/model specific edits without having to rely on making a whole bunch of modules that clutter up the window.
11:28 I sometimes get that shadow texture ghost effect left on the ground as well sometimes. Anyone know how to stop it doing that? I don't get it anywhere else, just when the character moves. Tried messing with the Lit options, increase video memory, vulcan etc. Cant seem to get rid of it and its very random. Its probably a little tick option somewhere that ive missed
❤❤❤❤❤
Super
Humanity has reached its peak, aliens should start showing up by now😂😂😂
🤣
AI
soon unreal will also be a 3d modeling, Photo Editing, and Digital Audio Workstation as well.
can we get a flood by polygroup? tough to rig mechs that were kitbashed together when the flood options get cutoff by uvseams/hardnormals
Dev here. I'm literally working on that right now.
So, yes :)
@@kiaranr hearts, love, all of those things ❤❤❤❤
explain me the diff btw the Houdini APEX ctrl rig components and UE modular ctrl rig as if I were 5yo
hi anyone, im new to UE do you rig the model in UE or other software and import them in UE?
Both yes
you can do both. if ur modelling in blender might as well rig in there but now u can also add more bones in unreal without having to go back to blender
@@sne4ky1337 noted thanks dude
it really feels like there is someone on the side telling you to go faster
its a gdc presentation so they have a tight schedule to keep to
This is actually true 😁
Can we use it with 2d ?
This would make more sense if I could do this with a static mesh and not just a skeletal mesh
You can right click a static mesh and "Convert to Skeletal Mesh". It'll put a root bone at the origin, and weight the whole mesh to it. Just a place to start with.
Sadly on my test model it doesn't work as intended (Daz Studio model exported directly as FBX), as controls get huge, but it is experimental yet and I am looking forward to it! Might as well be able to fix it with this video.
Just check the scale of your imported model. Test its size against the ue5 mannequin.
It could be your scale that's off.
WTF has Unity been doing the past 4 years?
being wrung out for a buck.
shutting down ziva
added yet another render pipeline
Flipping balls
Destroying creative tools
Can u make drift tuto.? 😢😅
Autodesk is under ALERT! :)))
LMAO
give me my pelvis controller