Rigging in Unreal Engine with Control Rig and the Skeletal Editor | Unreal Fest 2023

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  • Опубліковано 9 січ 2025

КОМЕНТАРІ • 65

  • @polypunch3D
    @polypunch3D Рік тому +34

    Unreal is truly the Swiss knife of game design!

  • @kiaranr
    @kiaranr Рік тому +56

    As a Maya rigger, Control Rig is how I always dreamed rigging would be. Maya has always felt like jamming a square peg in a round hole. You can make it do the thing, but my goodness. The effort is excessive.

  • @baarg8672
    @baarg8672 11 місяців тому +5

    5:55 - mind blowing part! selling point!
    ctrl+g - is for grouping (default in maya)
    ctrl+u - ungrouping
    29:30 - omg i want that tool in maya.. ive struggled to create it right in outliner... but no luck

  • @PauloHenriqueVFX
    @PauloHenriqueVFX Рік тому +29

    Control rig is Awesome, one of the best features of UE5, really pleasant to work with

    • @Tigerhearty
      @Tigerhearty Рік тому +5

      There is a few things left for unreal to be almost feature complete, and one of these things is to be able to sculpt, modelize and material paint in the engine itself.

    • @williamlacrosse9389
      @williamlacrosse9389 Рік тому +1

      @@Tigerhearty you can sculpt in the landscape mode. You can model in the modeling tool kit and paint with mesh paint tool with vertex color.

  • @jacquecortez5014
    @jacquecortez5014 Рік тому +6

    Just what I needed. At the right time.

  • @wywarren
    @wywarren Рік тому +3

    While working a crazy control rig, we just ran into the scenario where if you exceed a stack instruction count of > 65535, the control rig will show as compiled with a green check but not be in a fully compiled/usable state. Looking into ways to optimize that now but it's a big bummer that we can't dynamically allocate the stack limit in this case.

  • @H-HQ-D
    @H-HQ-D 3 місяці тому

    Thank for this video!

  • @marcusmanningtv
    @marcusmanningtv Рік тому +13

    Keep UNREAL SUBSCRIPTION FREE 😊

  • @harrysanders818
    @harrysanders818 19 днів тому

    I wonder if the Vertex Sculpt tool in Skeletal Mesh Editing Tab could be used to directly create Morph Targets inside the engine as well. It seems like it could be well suited for that use case.

  • @Metarig
    @Metarig Рік тому +1

    As a Maya rigger, the job is more tedious than hard, but still rewarding.

  • @wondervolt
    @wondervolt 11 місяців тому +1

    I would love to see a tutorial on how you make that rig, not just showcase xD still awesome to see

  • @BaseRealityVR
    @BaseRealityVR Рік тому +3

    Adding a Quick start auto rigger that Rigs to the default mannequin skeleton would be a cool addition to this plugin ; ). But even the ability to rename bones and add\ remove them It giving me less reason to need to even open a DCC. But Can we Adjust weights while previewing an animation too ?

  • @mossonthetree
    @mossonthetree Рік тому

    Big thanks to everyone at Epic games making this fantastic tool, you're the very definition of awesome!

  • @dispersiasvata
    @dispersiasvata Рік тому

    16:40 sequence of bone masses with decay 17:45

  • @Hobnockers
    @Hobnockers 4 місяці тому

    31:35 after you applied the skin weights, how can you then move the bones so it deforms the mesh?

  • @sunny99179
    @sunny99179 Рік тому

    Unreal just need Sculpt with mask and extract. Unreal is amazing!

  • @BryanHoward
    @BryanHoward Рік тому

    I tried control-rig right when it came up but at the time it was too buggy and crashed the UI. I’ll have to check it out again as it looks like it's progressed quite a bit.
    My workflow in Maya for skinning was to model clean proxy geometry that is in most cases lower than the final mesh. I do all the skinning on that mesh by starting out with binary weighting each joint (no smoothing). Then go through each joint and smooth its values to the adjacent joints while keeping all the other joints locked. This way you never end up with stray weights to clean up. The proxy geometry ensures that when weight smoothing it happens uniformly regardless of how geometry is modeled. After that you just transfer the weights from the proxy to the production mesh.
    It’s been a couple years since I’ve done any rigging in maya but it probably still applies as this part of maya basically never changed over the 15 or so years rigging with it.

  • @PhippeX
    @PhippeX Рік тому +1

    Excelente contenido como siempre aprovecho cada tip para mejorar en mis manejos de UE5 MIL GRACIAS!! saludos desde Uruguay!

  • @arsalino1116
    @arsalino1116 Рік тому

    So mirroring weight is only possible with verts and not when in brush mode?

  • @Storypaintings
    @Storypaintings Рік тому

    This is really cool :0

  • @decorix
    @decorix 4 місяці тому

    Great stuff. Does anyone know how it works if you have small meshes like 10 x 8 cm and the bones are really big. It tried scaling but it doesn't work ;-(

  • @billmore6486
    @billmore6486 Рік тому

    Are you going to show the Lunar Horizon in video? Project looks really cool.

  • @syntaxed2
    @syntaxed2 Рік тому +1

    UI REQUEST: Change border color of the rig hierarchy panel (Or allow users to change color) - I can see its gray in this video and it breaks with the overall theme of UE.

  • @michaelwalker7706
    @michaelwalker7706 8 місяців тому +1

    What Resource would I look at to produce Rigs like this?

  • @MabelYolanda-c9i
    @MabelYolanda-c9i 4 місяці тому

    How can I learn to rig characters and props? Can you please advice me? Thanks!

  • @DANI-io5hb
    @DANI-io5hb 2 дні тому

    👏👏👏

  • @Goofy_Toons
    @Goofy_Toons Рік тому +1

    Anyone know if the sequencer video he mentioned on UA-cam?

  • @viledeacon9995
    @viledeacon9995 3 місяці тому

    this is great and all but every single piece of content ive seen related to control rig has been based on characters. In 3ds max, I rig a lot of mechanical things (machinery and how they operate and interact with other ancillary pieces of equipment.) would love to see some examples and tutorials on using control rig to do things like that. things like, path constraints, link constrains, look at constrains. or is there already functions like that in unreal and I just am unaware?

  • @nucleusart528
    @nucleusart528 Рік тому +3

    28:25
    "-you have to adjust these yourself to some point"
    and then he don't show how
    [Edit]
    just found out myself, uncheck *Update Children*
    BTW UE5 is wonderful and this new editor is a life saver

  • @MigueldeAguirre
    @MigueldeAguirre Рік тому

    Any chance we can get our hands on the rubik's cube rig ?

  • @ProjProd
    @ProjProd Рік тому

    🔥🔥🔥🔥

  • @RairAfair
    @RairAfair 8 місяців тому

    Hi there,
    Any hints how to connect Metahuman head only, to a custom rig? Meaning what would be the best approach?
    By connect I mean to connect just to one bone, because weights need to stay that way. Like Blender's "Transformation" constraint.
    That should be very easy, and it's not... 🤐🤔

    • @joshuaaustin9781
      @joshuaaustin9781 8 місяців тому

      There's a talk a few years ago that talks about modular characters and inheriting poses/animations look for an unreal video called Building Modular Characters in Unreal Engine | Unreal Fest 2022

  • @wilismatrix9847
    @wilismatrix9847 Місяць тому

    Please make that modular rig to be operational for playable character so we can rig any charterer directly in UE. For someone who is not experienced like me, I do not find any way to rig a character with epic skeleton :/

  • @shikhermyv
    @shikhermyv Рік тому

    How to rig a mech. We need vertex groups.

  • @krz9000
    @krz9000 Рік тому +1

    maya feels ancient after seeing this

  • @ArcaneRealities
    @ArcaneRealities Рік тому +1

    I just dont get why you still have to retarget animations with all this tech why can't it be seemless like Iclone ? you drag any animation onto the character and it works

  • @naza0777
    @naza0777 Рік тому

    is there are any planes to add stuff like euphoria do in character reactions to ue5?

  • @tabby842
    @tabby842 Рік тому +2

    Been looking into a lot of UE5's features lately, seems like it's becoming more of a 3d content creation suite, no? What's next, character sculpting?

    • @number9letterk
      @number9letterk 11 місяців тому +1

      @@JoshuaAbraham-ix2vo It's all of the things!

  • @Edward47128
    @Edward47128 3 місяці тому

    hi, can anybody in the comment answer my question of whether there is skin weight mirroring ?

  • @alexanderalikin1210
    @alexanderalikin1210 Рік тому +2

    What is Lunar Horizon and how to find it? Google knows nothing about it.

    • @kimsnarf
      @kimsnarf Рік тому +1

      It is an "experience" inside Fortnite (UEFN).

    • @alexanderalikin1210
      @alexanderalikin1210 Рік тому

      @@kimsnarf oh, so you can open it up there and possibly export everything to vanilla Unreal?

    • @kimsnarf
      @kimsnarf Рік тому

      @@alexanderalikin1210I guess, if the project has been made public.

    • @alexanderalikin1210
      @alexanderalikin1210 Рік тому

      @@kimsnarf thank you, I’ll check it out

  • @MR_CREEPER-gj1ir
    @MR_CREEPER-gj1ir Рік тому +3

    Plz keep unreal engine free

    • @DaDarkDragon
      @DaDarkDragon Рік тому +3

      Technically it's never been free.

    • @Energy0124HK
      @Energy0124HK Рік тому +2

      It's still kind of free if you use it for games, only pay if you make over 1 million dollars. Non game projects will have a revenue limit as well.

  • @euuhgzz2791
    @euuhgzz2791 11 місяців тому

    Lmao

  • @kabargin
    @kabargin Рік тому +5

    cascadeur is still x10 much better and no one want to waste time on brushing weights, make it AI auto

    • @deividgarciabetancourt8742
      @deividgarciabetancourt8742 Рік тому

      It is one thing to skin weights, another very different thing to preserve volumes.

    • @kiaranr
      @kiaranr Рік тому +32

      I'm one of the programmers at Epic working on the skinning tool. The manual weight editing will always be required even if we had an automatic solution. So we decided to do that first. It also allowed us to lay the foundation down be able to edit weights at all.
      But we are absolutely interested in automating it to the degree that it is possible. The manual editing features are just the first step.

    • @kabargin
      @kabargin Рік тому +2

      @@kiaranrthanks for your working

    • @ArcaneRealities
      @ArcaneRealities Рік тому

      @@kiaranr I just dont get why you dont make the simple 1 click solution at the same time -also like why are we still having to retarget animations - iclone has had auto retargeting on any animation for quite awhile

    • @NicoleSummer8
      @NicoleSummer8 Рік тому

      Awesome talk and love it!❤👍💪👏😄

  • @MickaelSchaack
    @MickaelSchaack Рік тому +1

    😂controle rig is to complex to understand for normal people... you need to make change on it ! Cause after make animations... we dont understand nothing

  • @atefibrahim8944
    @atefibrahim8944 Рік тому

    Well, all this will go to waste after they start requesting a monthly subscription next year and no longer free.

    • @Energy0124HK
      @Energy0124HK Рік тому +1

      Only if you use it for non game projects. Plenty of games can use control rigs.

    • @Neiv74
      @Neiv74 Рік тому +5

      unreal is used primarily for games, was created to that purpose after all, anything related to games will not change. The change about non games related is too small to have any impact.

    • @atefibrahim8944
      @atefibrahim8944 Рік тому +1

      @@Neiv74 I wish thank you tho. That make me feel better