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.
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
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.
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.
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.
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 ?
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.
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 ;-(
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.
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?
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
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... 🤐🤔
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
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 :/
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
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.
@@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
😂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
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.
Unreal is truly the Swiss knife of game design!
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.
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
Control rig is Awesome, one of the best features of UE5, really pleasant to work with
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.
@@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.
Just what I needed. At the right time.
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.
Thank for this video!
Keep UNREAL SUBSCRIPTION FREE 😊
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.
As a Maya rigger, the job is more tedious than hard, but still rewarding.
I would love to see a tutorial on how you make that rig, not just showcase xD still awesome to see
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 ?
Big thanks to everyone at Epic games making this fantastic tool, you're the very definition of awesome!
16:40 sequence of bone masses with decay 17:45
31:35 after you applied the skin weights, how can you then move the bones so it deforms the mesh?
Unreal just need Sculpt with mask and extract. Unreal is amazing!
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.
Excelente contenido como siempre aprovecho cada tip para mejorar en mis manejos de UE5 MIL GRACIAS!! saludos desde Uruguay!
So mirroring weight is only possible with verts and not when in brush mode?
This is really cool :0
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 ;-(
Are you going to show the Lunar Horizon in video? Project looks really cool.
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.
What Resource would I look at to produce Rigs like this?
How can I learn to rig characters and props? Can you please advice me? Thanks!
👏👏👏
Anyone know if the sequencer video he mentioned on UA-cam?
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?
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
Any chance we can get our hands on the rubik's cube rig ?
🔥🔥🔥🔥
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... 🤐🤔
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
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 :/
How to rig a mech. We need vertex groups.
maya feels ancient after seeing this
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
is there are any planes to add stuff like euphoria do in character reactions to ue5?
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?
@@JoshuaAbraham-ix2vo It's all of the things!
hi, can anybody in the comment answer my question of whether there is skin weight mirroring ?
What is Lunar Horizon and how to find it? Google knows nothing about it.
It is an "experience" inside Fortnite (UEFN).
@@kimsnarf oh, so you can open it up there and possibly export everything to vanilla Unreal?
@@alexanderalikin1210I guess, if the project has been made public.
@@kimsnarf thank you, I’ll check it out
Plz keep unreal engine free
Technically it's never been free.
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.
Lmao
cascadeur is still x10 much better and no one want to waste time on brushing weights, make it AI auto
It is one thing to skin weights, another very different thing to preserve volumes.
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.
@@kiaranrthanks for your working
@@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
Awesome talk and love it!❤👍💪👏😄
😂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
Well, all this will go to waste after they start requesting a monthly subscription next year and no longer free.
Only if you use it for non game projects. Plenty of games can use control rigs.
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.
@@Neiv74 I wish thank you tho. That make me feel better