UE5.4: Game-Changing Rigging Update (You Won't Believe How Easy This Is)
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- Опубліковано 14 тра 2024
- In this video, we're diving into Unreal Engine 5.4's powerful automatic rigging updates! Auto-Retargeting, Auto IK Rigs and Modular Control Rigs.
0:00 Intro
0:55 Import Mixamo Character
3:33 Automatic Retargeting
6:00 Auto IKRig
7:40 New IK Retargeter
13:00 Modular ControlRig
17:44 Experimenting with a Daz Character
21:15 Outro
Kiaran Ritchie has a post on X regarding this:
x.com/kiaran_ritchie/status/1...
#unrealengine #mixamo #retargeting
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Man this is awesome news!! Now retargeting will be wayy easier and faster 🔥
Really It's the best update. Want to know the release date
I follow your channel and love seeing your comments on other videos I watch! All credit to OP but I gotta show love for Gorka!
Brother, your video has been moved everywhere in our country. As soon as I heard your voice, I knew it was you😇
Now that 5.4 is out im trying to follow this despite you saying its not a tutorial, its the best resource we have. Props again awesome video, make more!
Oh man... this is so much better. Props and thanks for the thrill! 🍻
Thanks for blazing the trail, very happy about the future. Keep up the great videos.
This comment will be about all your tutorials and shares. So clear, easy to understand, useful and helpfull. Trying not to miss any. Thanks
Oh, my goodness. They finally improved it!! Retargeting is pain in the ass. Thx for the develop team and Jobutsu.
Awesome, thank you for the preview!
🎉🎉🎉 this is so life changing. I have spent so much time and frustration with retargeting.
that is actually insane, this will save so much tedious headache inducing time. I'm sure in real production you wouldn't just throw everything into the auto retargeted but surely you'd be able to get away with a significant amount of assets done this way!
This is incredible! Can't wait for this
7:05 - I just jumped out of the chair. Thank you!! Such amazing video explaining the features. Instant sub.
JUST when I learned to do things the old way...! Great news, thank you for sharing this.
this is exactly how I feel 😭im glad that the modular control rig exists now but of course it's just as I finally got the hang of the original UE5 control rig setup lmao
This is awesome!, i know how much i've struggled and wasted time to learn retargeting since 4.27 lol
Omg... I need this now. So freaking happy about this.
The one thing that slows me down during dev. Incredible. UE5 is the best
This is awesome , thx 4 making this video , so great 👍
That is game changer. Bye bye long hours of frustration
really awesome without extra plugins or software ! i love it
excited about the IK rigs!! thank you for this! UE5 is getting better and better, looks like they want to compete with other DCC now as well as game engines!
Great news!! Finally be able to get my head around retargeting.
It will speed things up and free up time for creativity for sure.
Thank the Gods I've been putting off retargeting and animations!
This is amazing news! My jaw dropped when I saw the Modular Control Rig. This is approaching workflow heaven!
WOW, awesome. Thanks!
DAZ incredible... _it works!!!!_
Awesome update! 🤙🏿🤙🏿
Agreed they did an amazing job !
I'm exited now for 5.4
Amazing, i have had so many issues and wasted so much time this is a godsend
This will save a lot of my time and mental health
This is great!
OMG, I swear to god that today I suffered from this retargeting sh**, and now thank god they will release an update to solve this painful sh**
Thanks a lot
This is phenomenal! So much game dev time will be saved now... UE is the best!
This is great.
NOTE: I think most people automatically default to adjusting the pose of the Target but I think that this may actually be a bad idea because it prevents you from using those animations on the target unless you set that target to use that pose or you setup the animations as being Additives with that post as the Base Pose. What I would suggest, is that you match the Source's Pose in the Retargeter to the Targets Pose. That way when you retarget those animations they will be based on that characters Base Pose, allowing you to use the animations you already have for it alongside the animations that were retargeted for it.
Great info !
@@Jobutsu Yeah I came to that realization at some point after doing the same thing only to realize I had to possibly swap out the base pose and if I did that, any native animations would naturally get screwed up because they were using a different base-pose. I haven't tried it but I'm pretty sure setting them up as an additive....or only playing them as a Dynamic Additive with that pose being the base...would fix it...but then your adding a bunch of extra runtime stuff that could be avoided.
Thank you bro
mid blown. such a ballache before. great vid!
Wow. Just wow
With Daz characters you have to snap it to the floor in daz before you export, & A Pose
I’m glad you got your Mojo back
Counting the days until ue 5.4 now after watching this and you mention daz and i almost fainted cant wait to see genesis 9 usjng any animations
This is so much better than the Mixamo to UE Retargeter plugin I bought on the marketplace! Looking forward to doing more animations in UE5.4
to be truth: what you really need in Unreal, are 3 Things:
1. - some generic Avatars, like Unitys Humanoid. It do not matter, if you now can "auto generate" Bones searching for. The problem is, to double every animation in the project, for every other called bone.
What do you want with 1000x sit Animation ? it s pointless.
2. - the point, that Unreal raytargeting, can understand Blender rotatet bones. (This includes Part 3)
and:
3. - the point, unreal understand Blender rotatet bones of reworked Daz 3d Charakters.
so long this not work, this is stoneage.
also the behavior to work with "Animation Puzzle Parts" in "Montages" is just a time & work amount, what is so much far away from every "good usage"
... shortly: The Unreal animation system, was stoneage, is stoneage, and so long it can not handle the easyest basic things, it will stay stoneage.
Do not matter if it can find "some bones"
stoneage, is stoneage.
Damn, this is huge!
Spent the last month building control rigs and now that work seems useless hahahaha. Amazing tutorial!
Maybe doing it your way, is better. I wish I had your knowledge !
yesterday was the 3rd time I gave up. bought "auto rig pro" today and now not sure if i should still try or just wait for this version. lol
Knowledge is power, and it provides you the tools to fix something when the latest gizmos have hiccups. Your knowledge will never be obsolete.
@@leandroalmendras Ive used "auto rig pro" for 2 years. It's helpful but also annoying because of bugs/changes. Ive had to redo my Blend file too many times, just to fix things that the new version gives. (Then I had to re-import all my meshs, anims in to UE. Lost too much time.)
But I think it's the only way for me to [use it] to make my model UE compliant (root) and rename to UE bone names (which I hope allow me to use paid UE anims).
Another problem with ARP is the proportions dont seem to work with retargeting. (Ive downloaded 20 Mixamo character differences (different proportions), then down an anim using that character (to get that skel proportion). But still, there is an auto scale button [in ARP] that never works for me, and makes my anims worst. So after retargeting anims in ARP (Blender), I have to manually fix keyframes > angles of arms or legs.
Hopefully the UE5.4 tech will finally fix/allow proportional retargeting.
@s.patterson5698 Not true, but it will likely remain useful here and there for awhile. Plenty of skills become useless over time.
HOLY CRAP!!!! THEY FINALLY DID IT!!!! THEY FINALLY FIXED RETARGETING!!!
I am actually so excited for this, i am going to go install 5.4 as soon as i get back to my work station!!!! I am so excited about this!!!!
5.4 has not been released yet, you will have to compile it.
@@Jobutsu NOOOO dang... that sucks... but this is actually so amazing... Could you do a video more in depth about the control rig, and animation retargeting?
My process in blender is Retarget to a control rig, then using layered animations, cleaning up/tweaking/blending animations... And I'm 1000% sure this same workflow can be done in Unreal, especially thanks to this video... But I'm not sure how to get the control rig to work as a controller on top of the retargeted animation...
I hope this makes sense...
But thank you so much for sharing this... i am so excited!!!!
@@Jobutsu Im building my copy right as we speak. Hit build and don't make big plans involving your pc for at least 4 hours. lol
@@ErichToven where do you find that? I only see up to 5.32 on epics github
@@ErichToven can you link a tut on how to build/compile UE engine versions? What are the exact search terms?
holy fuck this is awesome, retargetting is a pain that needed this
Wow this is such a game changer
love it !!!!!
Ah, thanks man. Was about to dive into retargeting, but now I´m probably just gonna wait until this is out officially...:)
Still learn retargeting if you have the time to do so.
@@Jobutsu to be truth: what you really need in Unreal, are 3 Things:
1. - some generic Avatars, like Unitys Humanoid. It do not matter, if you now can "auto generate" Bones searching for. The problem is, to double every animation in the project, for every other called bone.
What do you want with 1000x sit Animation ? it s pointless.
2. - the point, that Unreal raytargeting, can understand Blender rotatet bones. (This includes Part 3)
and:
3. - the point, unreal understand Blender rotatet bones of reworked Daz 3d Charakters.
so long this not work, this is stoneage.
also the behavior to work with "Animation Puzzle Parts" in "Montages" is just a time & work amount, what is so much far away from every "good usage"
... shortly: The Unreal animation system, was stoneage, is stoneage, and so long it can not handle the easyest basic things, it will stay stoneage.
Do not matter if it can find "some bones"
stoneage, is stoneage.
in short: Time Amount and workfow Quality: Unity vs. unreal.
unity win, Fatality.
Very cool.
This is a big help to me. When I decided to learn Unreal and other 3D stuff a few months ago I thought it would go better tbh. The reality for me has been like leaving a nice comfort zone and going directly to hell. 🤣
Great news 🎉
Finally!! so much problems will be solved in this version!
Thank you
I recently purchased 'Easy Pose' which does pose matching in the retargeter. The dev mentioned that often certain bone need to be left 'unmatched' like spine bones as they are unique to each rigged character. I guess you'd have to go back into the the match and not align certain bones if the default match made the target move oddly. Still damn cool.
I have that, havent used yet. Is it working for A to T pose conversions?
wow. just wow.
DAMN! 5.4 is gonna be amazing! I can't wait to see how good 5.20 is :)
Coffee will taste so Unreal...
Finally!
That is nuts
I agree, it is great work from them.
be great if they implement a hand slider to open close hands, that would be amazing! time saver!
Awesome! Can you please make a tutorial for biped as well?
Animation, retargetting, rigging was one ofmthe biggest pain points for me in game development trying to use daz and unity assets together, this seems if it works with genesis 8 and 9 is the solution for daz not working without having to spend hours fixing the rigs. Ill definitely give unreal 5.4 a try now to see this in action. Wish youd make a tutorial video as you said this isnt a tutorial but many myseld included are followinf your steps as if it were one.
Yesterday, I ran some quick tests with G8/G9 and with less hassle than before, they seemed to work.
Any tutorials will come after release because they always lock down features before release and some don't make it through.
🎯
This is all fine and dandy but no one's making tutorials on animation blending, at least none that work. I just hope that UE5.4 lives up to what they say it will do regarding animation
6:50 they told us they had to make it easier for the UE users. They just started giving us documentation this year XD
Very glad i get to jump in and learn it like this though, truly. Seemed super tedious before.
great
Thank you very much for the impeccable content as always!!! Could you analyze 5.4 about Mass AI? If it left the experimental version in the version it has? :)
It is on my list but my guess is 5.4 will be released before I can make a video.
Automatically COOOOOOL ! Auto IK rig, Auto Re target, Auto Pose 😎 AUTOBOTS ASSEMBLE!
Ive been here since the start - only those who were retargetting in 5.0 EA know the pain LOL --- I learnt a lot of my initial re-target from you buddy, thanks for putting out quality EDUCATIONAL tuts. next up HDAs from Houdini + MH vertex animations>?! hehe Cheers Jobutsu!
Niagara Metahuman goodies are next.
@loganPinney exactly what I am into! VAMPs and HDAs!! Mechdawn has an amazing plug in for vertex anim
@@Jobutsu can you do this with Synty Characters as well? I assume you can!
Next step needs to be the IK Foot adaption to slopes and irregular surfaces active *by default* ... that's what I'm looking forward to! I've been using UE5 since EA myself and I know the pain... I've been looking for the way to make it work since day 1!!!!
I honestly do not understand why is not by default as already part of the Control Rig setup. Real life is not only steps...
@@davidedemurodominijanni9889 do you mean motion matching with Motorica?
I just got the goose pimples!!
Oh damn. Literally two button clicks? I've been putting off making an IK rig for ages, this is huge.
Would love to see how this is done with animals/monsters similar to the long Chinese dragon that you can see at the beginning of this video's intro. I've been playing around with 5.4 trying to make it work with a snakelike creature and I'm clueless if I set up my skeletal mesh correctly and which control rig modules I should be setting it up with it.
Been Praying for this as a Unity User where its just drag & drop. Unreal Approach was just to frustrating to the point I had to buy an asset & even then its just a labor intense for nothing
esta bueno
DUDE... this saves so much time. Wonder how it works with quadrupeds
I am testing that today.
@@Jobutsu will that be a video? I'll be eagerly awaiting your results
I spent last year tweaking the hands on the retargeter😢 and now they released this automatic one😂😂😂😂. Better late than never!!!!
WHAT?!?! so many hours has been saved OMG!!!
Unreal Engine V is insane.
watching and liking for your hair!
Unity had this years ago glad to see its in unreal finaly.
I have never used Unity.
I would summarize the difference like this. Unity while extremely powerful is a no free lunch ide. Its a developer environment that makes games its light and easy to jump into a project just be prepared for a never ending amount of tedium compared to ue. While on the flip while unity is a ide that makes games unreal is a game engine that has a ide the trade-off being there's to much handed on a Golden platter adding often unneeded completely and a feeling often like this is way more than I need or want for those in and out projects that you don't need to have compile for a entire day it can be less than ideal.
This is where the Dunning-Kruger effect comes into play.
I'll list it out for ease of understanding:
1. Unity and Unreal have both had access to animation retargeting tools for quite a while.
2. Unity, unlike Unreal, has IK tools that are so "good" that FinalIK - a 3rd party asset that costs about $100 if I recall correctly - is considered necessary for VR development. Unreal just has good IK out of the box.
3. Unreal is providing the ability to import a skeletal rig and generate a control rig that your animators can use to deform and animate the mesh, even including blueprints for easy procedural animation or rigging adjustments. This includes quite challenging tasks out of the box like stretch deformers - something that I wanted but gave up on in Unity.
You can't so much as half-decently animate in Unity the way that Sequencer allows for, let alone with the character animation tools. Unity can retarget characters, but Unreal can already do that and unlike Unity it isn't limited to humanoids and it respects bone offsets. Unity only retargets characters if those characters are skinned to their Humanoid rig - and Unreal does have their Metahuman / Manny rig that everything can be skinned to in the same way, but I can retarget a spider queen to the human animations under the proper circumstances, and wind up with at the minimum salvageable upper-body animations, and I can use the control rig interface to build out the leg controls, thorax, add a control for any props, and so on.
This reminds me of the difference between probuilder and Unreal's modeling tools.
A few months ago Unity released a very cool Probuilder tutorial showcasing the ability to:
1. Import a 2D picture of a floorplan of a very basic trailer home level of intrigue.
2. Build out the walls
"You can get it done in just a little over an hour!"
Bruh I built out a proper map with all kinds of shapes and caves and whatnot in about 30 minutes and I didn't even have a plan getting started. That looked tedius as all fk.
Also it takes me about 20 minutes to build a project for release.
It only takes 11 hours on a 5600G to compile the engine from source the very first time, after that it's seriously about 3 minutes to compile from source. How many ENGINE modifications do you need to make? You don't need to even build from source if you're modifying the rendering code and the engine is made to be "extend and replace" for basically all of the core classes. Don't like how something works? Make a child of its' parent and replace it. Want to change / replace just a few things? Copy and paste the old code or just child the class that you want to replace and override the functions or properties that you want to change. I have yet to run into a problem that required me to build from source more than a single time per engine version. Yes it sucks to do that, but they release two builds a year and you're not really supposed to move your projects across engine versions unless you must because it's a great way to create nasty bugs that require recreating your project to fix.
For instance, I moved to Unity for 2 months because I thought that Unreal sucked azz for moving characters around.
Nope, on a fresh build I can get tons of moving characters all at once. It just turns out that my project from UE5 5.0 -> 5.1 -> 5.2 -> 5.3 corrupted at some point and runs like garbage as a result.
It's not really the fault of Unreal, either - any project under any Engine can just corrupt for no reason. And while I have source control, the reality is that I simply don't know when or why the problem happened so I'm just spending a day or two copying and pasting and setting everything up the way that it was, while taking notes as I go because 5.4 is only in Preview so odds are that I'll want to do this yet again for 5.4 release so that I don't run into problems later. That's unfortunate, but I'm not duplicating the work or thought that went into everything the first time - just copying and pasting and testing as I go to make sure that I catch a problem if there is one. Thankfully most of my code is C++
fucking amazing
About F'n time! Never thought I'd say this but..."Thanks Fortnite!"
Excellent. I hope they do a metahuman update soon to make a better and easier attaching head to body work flow.
I hope also and hopefully soon also mesh to metahuman compatible for mac os!
...and maybe they will actually add soom good-looking MetaHumans while they are at it😂😂😂. We do need some prime boys and gals.....and some clothing variety with mix and match options.😊
@@vincestevenson9430 Thanks for the heads-up!!
So many steps no longer needed. It was such a pain before.
Thanks for sharing! Can I ask, why Linux? Is the feature support of Unreal at parity with the equivalent 5.4 Windows build?
And does the auto Retarget Animations feature work with Metahumans?
1. Linux is for a personal Houdini/UE R&D.
2. I have not spent enough time with the linux build to answer that.
3. Opening bridge crashes UE on my linux setup, so had no chance to test Metahumans.
However, retargeting should work for Metahumans as they are compatible with mannequins.
Thanks for the vid. What distro are you running UE on?
I can't be that specific for reasons beyond my control. I hope you understand.
@@Jobutsu 😏
that modular rigging system is making me feel things
jokes aside, can you also cover the other features coming in 5.4?
I'd test them out myself but the build takes too long and I get errors most of the time :
If I find anything interesting and have the time, before it is released, I will yes.
Is it possible to create facial rig too? Would you please try rigging both body and face with Character Creator’s Character. Many Thanks
cool stuff, might be good to record your mouse cursor tho to follow 😀
It is a bug on my Linux box.
@@Jobutsu o.. Linux box. Interesting.
Wow, imagine spending a decade or more learning and developing maya python rigging scripts and then unreal turns all your expertise into an auto button.
Bro if you can create rigging scripts in python you are an absulte god programmer, I am pretty sure those skills are transferable to another fields in game development, AI and animation
@@DavidSalamanca why do you think the mel and python script dialog exists? Its the only way to build sophisticated bug free rigs in maya
I've been waiting for this since UE5.0 appeared. Dreams come true.
This new features only works for models with a human skeleton, right?
For now, but on X the Devs said that it may evolve beyond that in the future.
лайк поставлен, комментарий оставлен.
"This is not a tutorial... let's call this project Tut1!"
Technology Update Tips 1
hahahha nice! :)@@Jobutsu
May I ask, does the modular foot have a reverse foot IK system where the user can use toe pivots and heel pivots? And does the arm have forearm twists? Do the legs and feet have IK/FK switches?
I have not been any further than what you see here.
@@Jobutsu Thank you, I hope the foot modules have toe and heel pivots.
Unity still has a leg up as it just allows you to use the fbx animations no need to retarget them one by one
I never tried Unity.
You can batch auto retarget all animations and related assets with this.
It is as simple as selecting and right clicking the assets.
@@Jobutsu oh multiple animations ok
Does the modular rigging work with anything besides an epic skeleton?
And does it come with full backwards solve support??
These look really powerful, but I'm more interested in the limitations after seeing showcases like this!
I struggled with non Epic Skeleton in the limited tests I did.
@@Jobutsu thank you for the response!
I'm glad it's just as easy as unity now
And I am glad that you are glad.
cool. But do you know how to change the default ThirdPerson Mannequin Character with your custom character? Like a Mixamo Character, Methuman or DAZ Character? So you can use your character as the ThirdPerson Player Character? Looks like this changed in 5.4 Preview. Thx a bunch and keep rocking!
Does this still work ?
ua-cam.com/video/h_C__LJx8dg/v-deo.html
@@Jobutsu I couldn’t make it work. Wouldn’t there be a new easier way with 5.4 because of the change of their retargeting system?
I was excited and then realized I can't even use the functions because it's not available. Bummer.
Are you waiting for Reallusion to update their Auto Material setup plugin before retargeting their characters? I did it while following you...the textures look like blah...but the retarget and the control rig work!
Reallusion have great engineers.
I am 100% certain they are busy doing something amazing.
100% ;)
@@Jobutsu Love your tutorials.
How would you control the facial animations after connecting a non-metahuman character (eg. CC4) to Modular Control RIg? Is there a tool for facial rigging in UE 5.4? Or is this just for body animations?
i have seen in uefn one creator using costum animation for character we play in game but him said it’s glitched a lot right now
When changing the rig sockets in the modular control rig, does it pile more stuff into the RigVM execution stack? The problem I have with my modular procedural rig in 5.3 before was that it would be too complex to find the 65535 instructions cap in the 16bit address of the execution stack. I ended up turning it all into C++ to get it under 10,000 instructions now but it's still a cap as this evolves.
You need someone way smarter than me to answer that.
Even trying to simply view the execution stack tab from within the Modular rig window, causes a crash for me.
@@Jobutsu yikes good to know. I'll try to pull down the main branch this weekend to see if there's a way to contribute.
do you think the in engine animation functions are getting anywhere close on the level of autodesk maya v2025? Im inexperienced with unreal engine but im making animations for a solo project atm.
It is difficult for me to say.
I would not describe myself as an animator.
Some of the procedural and layered control rig functionality that is either here, or on it's way looks interesting.
@@Jobutsu thanks for the reply, i think i'll just stick with maya for now and import when 5.4 drops. After that i'll learn scripting for them to be accessible by the player inputs so i can check how the animation works when im fiddling with that.
the auto-retarget is going to be such a time saver. I assume it only works on humanoid characters and not quadpeds like cats, dogs, etc?
From Greg Richardson at Epic:
"For auto retargeting, not at this time. But custom skeletons is something we plan on adding/look into in the future."
i see ik rig mentioned for retargetting a lot, but is FK rig ever retargetted? if not, why not? just learning