I have been searching for an in-depth lesson for control rig for so long and finally reached this video. This video should be at the top of any search for control rig, Excited to complete the series.
Glad it's helpful. The series is still in progress and we do have several, if not quite a few more videos to go before we wrap it up (going as fast as I can :) ). Thanks for watching.
This is by far with no other channel even close, to have the best explanation. Not only is clear, but goes in depth in terms io logic and understanding contrasting with other channel like "you wanna have animations? not a problem: do 1..2...3. done" Which also has its merits and uses, but for the most part I do prefer this in depth explanation. Love it. Subscribed
Kevin you have a gift. I can already tell this is one of the best game dev channels on YT. So far I know everything that you have shown in this video, but it would have been so much faster and easier if I had videos like this, showing me the way, back when I started learning. I look forward to the rest of the Control Rig series.
I've been so used to Rigging in Maya for Years. Since Epic's Control Rig development has improved so much. I felt it was time to learn it, Thanks for putting together a Clear and Informative tutorial!
love this... keep em coming. Been an indie generalist for the past 9 years, and recently started an animation studio. Control rig and the metahuman workflow are the next big thing and Im excited to see where this all leads to. You are my kind of instructor as well... cheers to you
Excellent video! Been diving into Unreal and it has been hard to find videos that thoroughly explore the various tools that exist in the Engine but this intro has already helped me a lot with Rigs. I look forward to watching the rest in this series.
Tipp Time. :) : when you have a control selected in Viewport, you can simply press ctrl + . (DOT) on your Keyboard. a message appears on the bottem corner of the viewport. now when you manuipulate the position it will update the "Shape transform". this only affacts the !shape transform!, but if you need to rotate the controll in place, like a half circle or the arrow, this realy helps to get the job done. ;)
lol, i have looked tones and tones of video on the subjects, i couldnt find any good content about Control Rig. Well, we just had to "ask a dev" ^^ Thanks for your work, it is hudge and comprehensive, really appreciate! THAANNK YOUUUU! You have a new follower! I am eager to see what content you have ^^
Great intro for control rig. I found the video very helpful and i bet this and the following videos are going to be super useful for my solo project. Thanks ❤
One of the things that confuses me the most and I think most people is the Project to New Parent node. It's used a lot in the Mannequin Control Rig and I've never really quite understood exactly how it works. It would sure clear up a lot of confusion if you could possibly do a video on that and possibly why they use it so much on the Manny Control Rig (CR_Mannequin_Body). PS. I have been wanting to really understand the Project to New Parent since the release of UE5 and I have yet to see a single person explain it.
We are going to talk a bit about that in the 3rd video for Inverse Kinematics and Feet. When I post, let me know what you think and if we need a specific "project to parent" video we can do that
@@livinfreestyle6727 It might actually be worth doing a dedicated video on it as well though because I bet a lot of people have done a search on that specifically. It's up to you though, I'll be looking out for that video though. Thanks for the heads up.
Amazing videos, your channel is a gem for folks like myself who don't have any programming background. Thanks for your effort. This question has nothing to do with Control Rig, but would you consider doing a series on Geometry Scripting in Unreal Engine? I'm into motion graphics and I know that these tools are coming to the engine soon, but I would like to understand how to make my own tools for creating and animating world maps, info-graphic elements, chart, graphs etc. Hope you give it a thought, I'll be watching the other series currently available. Thanks.
Thanks for watching the vid and the feedback. As far as tuts on geo sculpting, anything is fair game. There are quite a few videos we are trying to get through, so not sure when it will be, but I'll add it to the list for future voting
Amazing stuff! Glad you are also explaining everything, not a lot of UA-camrs do. One question, will this series help with procedural animation? Because I also want to dive into that (but of course I have to understand CRs first and your Control Rig series seem perfect).
Yes in the sense that you need the CR to do the procedural stuff AND one of the reasons we are doing all this is so that we can then branch out and do cool stuff like procedural anims, I'm thinking maybe a spider might be fun
Thanks Kevin! I'm trying to think of common examples when to use control rig for objects like in this video. Is one example like an old fashion Doom chain gun? Where the gun would warm-up in circles.
Yes, you could animate the barrel using control rig. You could also potentially drive the rotation at runtime with control rig or you can do that outside unreal as a standalone anim. So as far as when to use for "objects like this video" sort of depends how your pipeline is setup as well
For anyone having weird issue where at the moment of movin the control, the bone follows but like whit some offset: Create the control (not slecting the bone but just right click and create control) then select the bone, right click and choose copy bone, then on the control right click and paste global transform, then right click again on the control and select set offset transform from current, tha should fix it, If you export from blender, at the moment of exporting the fbx, in the armature tab (the menu ef fbx export) for the bones select main orientation to be z and not y, the second main orientation let it be x
Thanks for the tutorial! When I apply the Root ctrl to the Rig Set Transform, my rig does in fact rotate 90 degrees. My character goes from standing straight - connect the nodes - the character lays down. Why is that? Thanks for the help if you see this!
There is probably a rotation offset between the controls default and the joint that you're driving. The control needs to match the joints initial rotations OR be projected to new parent (I think thats the one).
control rigs are procedural so they will work with any character that shares the same skeleton generally. (construction script does need to handle setup properly), but at least that's the idea
Can I manipulate existed animation with control rig? This is very very important to me. Probably bake option should be there . Another question is how another layer of animation could be included ? I think it could not be. But this is fairly common in Maya, iClone and also in Blender through Animation layer add on. Unreal should include this if they want it to be full fledged animation competent application.
yes you can maniuplate existing. 2 ways. bake to control rig.....OR even cool is now in 5.4 you can add your control rig as an additive layer to an animation and adjust it without baking
@@livinfreestyle6727 Thanks. I made control Rig for Characters with animation but it didn't allow me to use control rig with animation in a single layer but surely I'll try for it with additive layer.
@@livinfreestyle6727 it would be so great to see a simplified way to exchange any custom character with the existing ThirdPartyBP. I found a way using Blender and using the UE5 Rig, but even that is still a bit painful. I was wondering, if there isn't any simple solution, similar to Mixamo, but that works perfectly for the UE5 Player Character.
Looking to make a tripod from war of the worlds in control rig for a mod. Anyway you could help me? I would pay of course. I know my way around UE5 and already have the .fbx model.
Ii still have mentoring/private slots avail on patreon. Feel free to schedule something there. Happy to help with whatever. www.patreon.com/ASKaDEV click the right arrow to get to the tutor/mentoring tier
Is it possible to show how to lock the root to the pelvis so that I can have easier root motion? Everything I try fails. I hate control rig more than anything. I've been programming for 3 years. I've never seen such spaghetti in my life.
I think we can come up with something for that. As far as control rig. It may be one of those things where it just clicks when you come back from vacation or something. In the meantime we'll keep trying to make examples and tutorials to stumble through this together.
@@livinfreestyle6727 I mean. I'm going to keep working on it, but I saved the original positions in the construction script and then subtracted the translations of the pelvis and pelvis origin, zeroed out the z value, added this to the root bone origin and set the transform. I've been working with vectors for a long time. There is not an error in my math and I know what the vectors should be. I'm still getting capsule creep. No matter what I do, the root bone moves in the y direction at of rate of the distance from the root to the pelvis per tick. I've tried multiple ways.
As far as I understand DAZ isn't really a animation or rigging suite so much as a character generator and they provide bridges to all the major apps including Unreal and Maya. Someone can chime in, but it feels like this is where metahuman creator is heading
I have been searching for an in-depth lesson for control rig for so long and finally reached this video. This video should be at the top of any search for control rig, Excited to complete the series.
Glad it's helpful. The series is still in progress and we do have several, if not quite a few more videos to go before we wrap it up (going as fast as I can :) ). Thanks for watching.
This is by far with no other channel even close, to have the best explanation. Not only is clear, but goes in depth in terms io logic and understanding contrasting with other channel like "you wanna have animations? not a problem: do 1..2...3. done" Which also has its merits and uses, but for the most part I do prefer this in depth explanation.
Love it. Subscribed
I really appreciate you taking the time to share this feedback and thx for the sub!
In my four years of professional experience, I never saw such a cool instructor like you. Huge Respect. A legend
Amazing compliment. Humbled. Thanks for checking out the channel.
Kevin you have a gift. I can already tell this is one of the best game dev channels on YT. So far I know everything that you have shown in this video, but it would have been so much faster and easier if I had videos like this, showing me the way, back when I started learning. I look forward to the rest of the Control Rig series.
Wow, thanks! There's a new control rig vid dropping Friday or saturday with more to come. Thx for watching
I've been so used to Rigging in Maya for Years. Since Epic's Control Rig development has improved so much. I felt it was time to learn it, Thanks for putting together a Clear and Informative tutorial!
You're welcome. More coming soon!
love this... keep em coming. Been an indie generalist for the past 9 years, and recently started an animation studio.
Control rig and the metahuman workflow are the next big thing and Im excited to see where this all leads to. You are my kind of instructor as well... cheers to you
Thanks for watching. I’ve actually got a new control rig video dropping this weekend with more coming. So keep an eye out.
Excellent video! Been diving into Unreal and it has been hard to find videos that thoroughly explore the various tools that exist in the Engine but this intro has already helped me a lot with Rigs. I look forward to watching the rest in this series.
glad you found it helpful. Many more videos to come with control rig. Just finished recording more last night. Stay tuned
Tipp Time. :) : when you have a control selected in Viewport, you can simply press ctrl + . (DOT) on your Keyboard. a message appears on the bottem corner of the viewport. now when you manuipulate the position it will update the "Shape transform". this only affacts the !shape transform!, but if you need to rotate the controll in place, like a half circle or the arrow, this realy helps to get the job done. ;)
That is an amazing tip! Thank you for sharing with everyone
This is Great. The world of UE rigging and teaching the in's and outs of it now have two prodigious exponents. Gabriele & Kevin.
Subscribed.
Cheers,
b
Thanks for watching and the sub!
This one is a great tutorial I ever learn - not too long and clearing my confuse
Great to hear!
lol, i have looked tones and tones of video on the subjects, i couldnt find any good content about Control Rig. Well, we just had to "ask a dev" ^^
Thanks for your work, it is hudge and comprehensive, really appreciate! THAANNK YOUUUU! You have a new follower! I am eager to see what content you have ^^
Glad I could help!
Im 2 Minutes in, and youve already made me leave an Abo, like and Comment. Im looking forward for future stuff you have to tell :)
Thank you so much. Definitely more coming in all kinds of stuff so stay tuned
Thank you as always Kevin! :D
Sure thing!
Great intro for control rig. I found the video very helpful and i bet this and the following videos are going to be super useful for my solo project.
Thanks ❤
Thanks for the watch and dropping feedback. Still more control rig videos coming!
i think you should centre your eye at 2/3 vertically as opposed to vertical centre
Excellent video. Very informative
Thank you!
One of the things that confuses me the most and I think most people is the Project to New Parent node. It's used a lot in the Mannequin Control Rig and I've never really quite understood exactly how it works. It would sure clear up a lot of confusion if you could possibly do a video on that and possibly why they use it so much on the Manny Control Rig (CR_Mannequin_Body).
PS. I have been wanting to really understand the Project to New Parent since the release of UE5 and I have yet to see a single person explain it.
We are going to talk a bit about that in the 3rd video for Inverse Kinematics and Feet. When I post, let me know what you think and if we need a specific "project to parent" video we can do that
@@livinfreestyle6727 Alright cool, appreciate that.
@@livinfreestyle6727 It might actually be worth doing a dedicated video on it as well though because I bet a lot of people have done a search on that specifically. It's up to you though, I'll be looking out for that video though. Thanks for the heads up.
incredible video, you are a great teacher! definitely deserved a sub. thank you!
Thx for the sub!
Amazing videos, your channel is a gem for folks like myself who don't have any programming background. Thanks for your effort.
This question has nothing to do with Control Rig, but would you consider doing a series on Geometry Scripting in Unreal Engine? I'm into motion graphics and I know that these tools are coming to the engine soon, but I would like to understand how to make my own tools for creating and animating world maps, info-graphic elements, chart, graphs etc. Hope you give it a thought, I'll be watching the other series currently available.
Thanks.
Thanks for watching the vid and the feedback. As far as tuts on geo sculpting, anything is fair game. There are quite a few videos we are trying to get through, so not sure when it will be, but I'll add it to the list for future voting
Amazing stuff! Glad you are also explaining everything, not a lot of UA-camrs do. One question, will this series help with procedural animation? Because I also want to dive into that (but of course I have to understand CRs first and your Control Rig series seem perfect).
Yes in the sense that you need the CR to do the procedural stuff AND one of the reasons we are doing all this is so that we can then branch out and do cool stuff like procedural anims, I'm thinking maybe a spider might be fun
I just subscribe I thought I had added to my list.
thanks for the sub!
Thanks Kevin! I'm trying to think of common examples when to use control rig for objects like in this video. Is one example like an old fashion Doom chain gun? Where the gun would warm-up in circles.
Yes, you could animate the barrel using control rig. You could also potentially drive the rotation at runtime with control rig or you can do that outside unreal as a standalone anim. So as far as when to use for "objects like this video" sort of depends how your pipeline is setup as well
@@livinfreestyle6727 thank you!
Got what I came for, thank you!
Glad I could help!
You are the best!
Thanks for watching captain!
Another great series❤❤
There are more control rig videos coming, but glad you like it so far. Thanks for the watch
For anyone having weird issue where at the moment of movin the control, the bone follows but like whit some offset: Create the control (not slecting the bone but just right click and create control) then select the bone, right click and choose copy bone, then on the control right click and paste global transform, then right click again on the control and select set offset transform from current, tha should fix it, If you export from blender, at the moment of exporting the fbx, in the armature tab (the menu ef fbx export) for the bones select main orientation to be z and not y, the second main orientation let it be x
Thanks for chiming in especially with blender (such a blindspot for me)
This tutorial is fucking excellent.
Glad it resonates and thanks for watching. More control rig stuff coming for sure!
awesome video thanks!
Glad you liked it!
Thanks for the tutorial! When I apply the Root ctrl to the Rig Set Transform, my rig does in fact rotate 90 degrees. My character goes from standing straight - connect the nodes - the character lays down. Why is that? Thanks for the help if you see this!
There is probably a rotation offset between the controls default and the joint that you're driving. The control needs to match the joints initial rotations OR be projected to new parent (I think thats the one).
Will you have to create a control rig for each character you import or can you simply retarget?
control rigs are procedural so they will work with any character that shares the same skeleton generally. (construction script does need to handle setup properly), but at least that's the idea
Can I manipulate existed animation with control rig? This is very very important to me. Probably bake option should be there . Another question is how another layer of animation could be included ? I think it could not be. But this is fairly common in Maya, iClone and also in Blender through Animation layer add on. Unreal should include this if they want it to be full fledged animation competent application.
yes you can maniuplate existing. 2 ways. bake to control rig.....OR even cool is now in 5.4 you can add your control rig as an additive layer to an animation and adjust it without baking
@@livinfreestyle6727 Thanks. I made control Rig for Characters with animation but it didn't allow me to use control rig with animation in a single layer but surely I'll try for it with additive layer.
@@IndianCitizen04 It is a 5.4 thing
You are the best
Thanks for watching
Control Rig #11 is not in the playlist. I.m just about to missing it or it will be so regrettable.
I added it to the list and heres a direct link:
ua-cam.com/video/1jr4KllHPA0/v-deo.html
TY for the heads up
Das is good.
Danke vielmals!!! Thanks for watching
isn't there any way to use the existing Mannequin Third Person Blueprint Rig and then add that one to any custom character you imported?
Yes, you can use the default if it shares the same skeleton. This is all about us learning how to use control rig though
@@livinfreestyle6727 it would be so great to see a simplified way to exchange any custom character with the existing ThirdPartyBP. I found a way using Blender and using the UE5 Rig, but even that is still a bit painful. I was wondering, if there isn't any simple solution, similar to Mixamo, but that works perfectly for the UE5 Player Character.
Looking to make a tripod from war of the worlds in control rig for a mod. Anyway you could help me? I would pay of course. I know my way around UE5 and already have the .fbx model.
Ii still have mentoring/private slots avail on patreon. Feel free to schedule something there. Happy to help with whatever. www.patreon.com/ASKaDEV click the right arrow to get to the tutor/mentoring tier
Is it possible to show how to lock the root to the pelvis so that I can have easier root motion? Everything I try fails. I hate control rig more than anything. I've been programming for 3 years. I've never seen such spaghetti in my life.
I think we can come up with something for that. As far as control rig. It may be one of those things where it just clicks when you come back from vacation or something. In the meantime we'll keep trying to make examples and tutorials to stumble through this together.
@@livinfreestyle6727 I mean. I'm going to keep working on it, but I saved the original positions in the construction script and then subtracted the translations of the pelvis and pelvis origin, zeroed out the z value, added this to the root bone origin and set the transform. I've been working with vectors for a long time. There is not an error in my math and I know what the vectors should be. I'm still getting capsule creep. No matter what I do, the root bone moves in the y direction at of rate of the distance from the root to the pelvis per tick. I've tried multiple ways.
Why doesn't UE have a rig and animation system as comprehensive and easy to use as DAZ?
As far as I understand DAZ isn't really a animation or rigging suite so much as a character generator and they provide bridges to all the major apps including Unreal and Maya. Someone can chime in, but it feels like this is where metahuman creator is heading