"p1" - Unreal Engine 4 BREAKDOWN

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  • Опубліковано 20 вер 2024

КОМЕНТАРІ • 8

  • @YahiyaJasem
    @YahiyaJasem Рік тому

    great job my friend

  • @unrealribbon
    @unrealribbon Рік тому

    Thanks for sharing !

  • @LeRandomNotions
    @LeRandomNotions Рік тому

    Chefs kiss

  • @malo5718
    @malo5718 2 роки тому

    good job!

  • @yearight1205
    @yearight1205 Рік тому

    I don't know if you help people or not, but I'm starting off trying to create something similar to this (not sci fi but a short film in Unreal). I don't understand how you are able to just grab parts of the character and reposition things like that in the scene itself. Can you please point me in the right direction? I'm not interested in making video games, I went to school for film. But learning Unreal Engine has been rough. Seems everyone knows it for video games.

    • @torkuma
      @torkuma  Рік тому +1

      Hey buddy. Glad to hear you are geting into unreal. What you see being used is called control rigs.
      I am putting together a comprehensive demo on control rigs and effectively use of them in cinematics.
      It will be up in 2 or 3 weeks

    • @yearight1205
      @yearight1205 Рік тому

      @@torkuma I know about control rig, but the one I know of is this weird thing involving boxes and circles of different colors. The closest thing I know of is something called FK control rig, but that doesn't work as good as what you are doing by the looks of it. Thanks for taking the time to upload the tutorial, I can't wait to see how you do it to adopt it to my work flow. Because at the present time I have to make my alterations inside the animation itself, and that's not ideal for foot placement.

    • @Daniel_Crane
      @Daniel_Crane 9 місяців тому

      @@yearight1205 I think what you are seeing in the video is @torkuma using a control rig additively with a pre-made animation. You can add an animation to a skeletal mesh in the sequence, then add a control rig track and set it to additive. This allows you to make small adjustments to the relative transforms of the bones. It looks like @torkuma is doing this to ensure the character's hand makes better contact with the gun. Obviously he/she could just go back to Maya and re-export the kneeling animation with a slightly different hand position, but an additive control rig allows you to do it quicker on the fly without having to leave the sequencer.