Thank you so much for putting out such detailed videos about the control rig features! I've been struggling with learning these for some time now and you just explain everything very clearly, while having a deep understanding of the functionality under the hood. It's really great!
Great explanation. At first I was digging through the C++ trying to figure out how to build the modules. Didn’t know the convert button was right there. If only they made the class change more explicit in the class settings and the top right hand corner, rather than displaying both as control rig class.
Another tip that I found is that the optional or unattached connectors can be dragged and dropped onto different bones/controls by clicking the blue chip as well as if they're unallocated at the bottom they can be dragged and dropped. You can also detach (making it unallocated) by dragging it over the scrollbar. There is also a bug you can run into at times when the primary connector becomes a secondary thus losing your one and only primary connector. To get it back you have to open another existing module, shift right click the primary readonly field to copy it and shift left click it in the the broken one to write the primary value in. If you change your preview mesh, or rename your module filename, you can also lose your primary connector binding so these tips may help link it back.
Thanks for sharing the tips wywarren! there are definitely some things that I think are still squirrelly about it but hope with each iteration it stabilizes
This is wonderful information. Thanks a lot for explaining in detail. I was wondering how would one go about controlling morph targets with the modular controls, for example let’s say if I start rotating a jaw control, it starts changing the value of neck_bulge morph target.
This is awesome. Would you please give some suggestion on how to use the existing modules as templates? I tried to make a custom module by duplicating an existing arm module, but (without modifying anything except the name of the module to Arm_Custom) it gives me a warning saying that "Connector 'Arm Primary' is not resolved". Any help would be greatly appreciated. (SOLVED) It seems the connectors in the Rig Hierarchy tab had been disconnected somehow in the duplicate. It seems to happen every time you rename the Control Rig Module. Just compile, drag and drop them to the right place and compile it again to fix it. When looking at the Connector Event Graph before and after re-compiling you can see that the hand_l is found after compiling, but there's still a compiling error which you fix by moving the connectors in the Rig Hierarchy tab. When looking through the reference viewer you might find that the outgoing (screen-right side) references have dissappeared. This is solved by simply saving and restarting the Unreal Engine.
YES!!! I found this too. Also I ddint' realize when I was duplicating stuff it wasn't duplicating everything and was actually creating links back to the sub functions. S o keep an eye out for that too
How do I remove a connector? I mean the blue ones in the rig hierarchy. Edit: Thank you, I found the solution myself by dragging that connector in the rig hierarchy to the bottom (you can press end on the keyboard to scroll to the very end) then place it on its own by dragging into into the empty last line, then select and press remove key.
Just so I undersytand in following this this will allow say for example if i push the actor down and feet on floor the legs will bend at the knees in other words i guess this would be like a reverse solve? or in effect an ik rig too??? just trying to understand as i follow along.
It almost seems like this comment went to the wrong video. But yes an "Inverse Kinematic" setup will reverse solve thefoot position. Have you checked out the control rig series? It goes into both Forward and Inverse Kinematics: ua-cam.com/play/PL2A3wMhmbeArc-d471A4cku1pYA31X-ir.html
@@livinfreestyle6727 so by creating the custom live module would i use that module in conjuntion with the modules that are prebuilt for all sockets or as a standalone?
YES!
This is what I have been looking for all week.
I supremely appreciate this. This will help me improve my universal rig project.
Glad it was helpful!
Thank you so much for putting out such detailed videos about the control rig features! I've been struggling with learning these for some time now and you just explain everything very clearly, while having a deep understanding of the functionality under the hood. It's really great!
ur welcome and thx for dropping comments
You should have a lot more subs for the content you're putting out, here's to hoping the algorithm gods service you well.
Thanks for helping with the comment and watching!
This is an exciting feature and you did a great job of demonstrating the possibilities in a very short time. Thank you for your work.
Glad you enjoyed it!
Great explanation. At first I was digging through the C++ trying to figure out how to build the modules. Didn’t know the convert button was right there. If only they made the class change more explicit in the class settings and the top right hand corner, rather than displaying both as control rig class.
Dont feel bad. It took me FOREVER to find it (partially cuz I was looking pre documentation and trying to read ahead, but it wasn't super obvious)
Another tip that I found is that the optional or unattached connectors can be dragged and dropped onto different bones/controls by clicking the blue chip as well as if they're unallocated at the bottom they can be dragged and dropped. You can also detach (making it unallocated) by dragging it over the scrollbar. There is also a bug you can run into at times when the primary connector becomes a secondary thus losing your one and only primary connector. To get it back you have to open another existing module, shift right click the primary readonly field to copy it and shift left click it in the the broken one to write the primary value in. If you change your preview mesh, or rename your module filename, you can also lose your primary connector binding so these tips may help link it back.
Thanks for sharing the tips wywarren! there are definitely some things that I think are still squirrelly about it but hope with each iteration it stabilizes
Thank you for this Control Rig course!
Valuable information, explained in a calm concise way.
You're welcome, working on the next wave so keep an eye out!
wow this is very helpful. Please can you show how to connect and modify morph targets via the modular rig method.
Thanks a ton.
You are great at tutroials, its really helpful content!
glad to hear it's helpful!
very very good work!
Thanks a lot!
This is wonderful information. Thanks a lot for explaining in detail.
I was wondering how would one go about controlling morph targets with the modular controls, for example let’s say if I start rotating a jaw control, it starts changing the value of neck_bulge morph target.
Great suggestion! Let me see about working in a video on that. Our patreon members vote on the actual videos but I can add it to the list of votes
Solid 🔥 keep up the great work
Thanks for dropping the comment. Already working on the next vid
you are the best!
Thanks for dropping the comment!
Thank you
Welcome!
How can we set up an automated forearm twist feature in Modular Rigs? Something where if you turn the wrist, the forearm twist bone will rotate.
This is awesome. Would you please give some suggestion on how to use the existing modules as templates? I tried to make a custom module by duplicating an existing arm module, but (without modifying anything except the name of the module to Arm_Custom) it gives me a warning saying that "Connector 'Arm Primary' is not resolved". Any help would be greatly appreciated.
(SOLVED) It seems the connectors in the Rig Hierarchy tab had been disconnected somehow in the duplicate. It seems to happen every time you rename the Control Rig Module. Just compile, drag and drop them to the right place and compile it again to fix it. When looking at the Connector Event Graph before and after re-compiling you can see that the hand_l is found after compiling, but there's still a compiling error which you fix by moving the connectors in the Rig Hierarchy tab. When looking through the reference viewer you might find that the outgoing (screen-right side) references have dissappeared. This is solved by simply saving and restarting the Unreal Engine.
YES!!! I found this too. Also I ddint' realize when I was duplicating stuff it wasn't duplicating everything and was actually creating links back to the sub functions. S o keep an eye out for that too
How do I remove a connector? I mean the blue ones in the rig hierarchy. Edit: Thank you, I found the solution myself by dragging that connector in the rig hierarchy to the bottom (you can press end on the keyboard to scroll to the very end) then place it on its own by dragging into into the empty last line, then select and press remove key.
Nice self solve! I also didn't know about the "end" key so thanks for sharing
now do i just use this custom module to be placed on all the bone sockets and do i add the other module socket onto the rig as before?
If I understand, the custom module would just get dragged onto whatever it's made for and then you would create other modules for other parts etc
Just so I undersytand in following this this will allow say for example if i push the actor down and feet on floor the legs will bend at the knees in other words i guess this would be like a reverse solve? or in effect an ik rig too??? just trying to understand as i follow along.
It almost seems like this comment went to the wrong video. But yes an "Inverse Kinematic" setup will reverse solve thefoot position. Have you checked out the control rig series? It goes into both Forward and Inverse Kinematics:
ua-cam.com/play/PL2A3wMhmbeArc-d471A4cku1pYA31X-ir.html
@@livinfreestyle6727 I will check that out
the live fkmodule seems reall good
@@livinfreestyle6727 so by creating the custom live module would i use that module in conjuntion with the modules that are prebuilt for all sockets or as a standalone?
yes you can. You use the already created modules and anything they don't cover or you want to change you can create your own modules to supplement