Lumen render setup will be great and take that render to Resolve to color grade. I am sure the path tracing yeilds a better result, but i don't have that time to wait for an render especially on a slower GPU. :)
@@elfincredible9002 I believe path tracing actually works not only on RTX gpus. It uses different approach for calculations. But render times would be insane 😁
If anybody can't see their Rig Control Shapes in the preview window like I couldn't, (Arrow4_Thin) for example, you need to press the T key to make them visible. Awesome tutorial can't wait to try animating with it!
Hey, you are a LEGEND. I was struggling with rigging for 3 months and your tutorial saved me! Are you able to show us how to make and export a really nice looking car sequence like what was found in the beginning of your video (I want to learn the way to make the beautiful lighting and such. Also I really want to learn how to export a rigged car from one Unreal Project and import it to a seperate project. Because I rigged my car in a different project and now I want to import it into the city sample project.
Thanks! Really cool feedback! Also I think you will be glad that this week I am going to show how to add brake calipers to the model and make it work properly! Regarding moving rigged car to different project it is easy: select all your assets (skeletal mesh, control rig etc.) and right click -> asset actions -> migrate. And choose "content" folder of City Sample project and hit migrate. That will do the job
This is the one Tutorial for Car Animations in UE I have been waiting for. You explained how and why in a understandable way. Great help! I subscibed!Thanks a lot! ❤
Man, you are awesome. I found your guide just before the start of production of short race movie. I'm a beginner animated clip maker and really appreciate your job. Hope I'll find more valuable tips on your channel in the future
This is great, thank you for sharing the file and how the cool people are rigging car in UE. I will give this a try when I have some time in the weekend! Appreciate the knowledge!
As someone who's been using chaos vehicles for their animations, this is a godsend. The intro with the 'can you make the car go faster?' part hit me hard, lol. Having a decent rig like this makes my job 100x easier. Solved my biggest issue of getting a way to control how fast wheels spin automatically.
Yeaaah that was on my first project, where I used chaos vehicle and I was destroyed with comments haha it was so painful to readjust car movement based on client requests
You can check the playlist which this video is part of. There is detailed description of every aspect: how to fix caliper bones, how to animate on a spline, how to make procedural suspension which reacts to bumps automatically: ua-cam.com/play/PL2HKZ1kVaBXYUKQOPP6tKvWrpb6i1W9EA.html
@@postprocessed Let me first apologize for being so shrewd with my comment, after 2 days of trying to figure out how to do this, I'm very frustrated and I took that out on you, and for that, I am sorry. I didn't know you had a video about rigging the car to the rail rig. I feel so bad. Again, sorry! And thanks for the time you have put into making these tutorials!
@@nathanlaidler9606 no prob, everyone has their high and lows. Hope other videos will help you with animation and rigging. Btw I would recommend you to wait for wednesday, I will be rolling massive video about one-click rigging solution in Unreal. That would be much better to rig other cars and it will have working suspension and body suspension!
Pathtracing & DaVinci color grade for the win. So many inpatient folk, clearly they don't have a savvy client on the other end of their render that demands path tracing quality.
I was so happy to see your amazing tutorial and thank you. I can't tell you how many times I've watched this video. Thank you so much. I watched your video at 0.5x and followed along closely. I don't know how many times I watched it again. But the end result is different. The four wheels work fine, but the body and the wheels move separately. When I turn the body, the wheels don't follow, they are always looking forward. I really don't know where I went wrong.
Ah, I finally figured out where the problem was. As usual, why does solving one problem create another? Everything is back to normal Except that all the wheels that were spinning fine on the screen are now frozen at render instead of spinning. I'll have to go back and find out where the problem is.
Hey! Glad you have solved one problem) the second one I believe is in wheel speed multiplier, I already mentioned that ins the comments. Value of 50 seems to get in align with shutter, try chaning multiplier on wheel rotation graph to smth like 17-23 should work. It is funny that I never actually experienced this issue. Do you use UE 5.2?
@@postprocessed Thank you so much for the response to my question so quickly. Yes, I'm using UE5.2, I'm going to try it right away! You are the best! Awesome!
@@safak. The first problem was I couldn't find where I can add the key frames I found the location in the sequence but still not solve second issues. Have a great day
It's impressive, just got my car model finally ready and I was looking for ue on animation part, and guess what this genius uploaded a video a day ago, never subbed so quick. A massive thank you for you knowledge propagation, greetings from Switzerland 🫶🏼🇨🇭
Thank you very much for the tutorial. It is very helpful. I have a question for another usage: Can we add (W A S D) controls to use the car as the first person?
hello, thank you for the simplicity of the video. i have not finished it when i sent this text. The question i have is what is i want to add buttons to control the movement of the car?
Lovely tutorial. I just have one question, how could I add a global control? You know, one to change location and rotation of the whole car? When I try to do that the wheels are offseted in weird ways.
You need to copy front wheel bones and attach calipers for them in Blender. And make them under “FL, FR” hierarchy. In control rig disable “propagate to children” for wheel rotation part of the graph. Alternatively: duplicate the bones, leave in current hierarchy and add steering to new caliper bones. Should work
Hey! I was wondering if you would be able to help me out. I am currently having an issue with my final render of a car driving. I have a simple animation of a car driving straight down a road. In the preview is shows the wheels spinning, but when I do the final render, the wheels are not spinning. Would you know why the final render doesn't recognize the wheels are supposed to be spinning?
Hey, so the first option if that happens: try to change values for "Multiply node" in Wheel Rotation to something uneven, which will not match with shutter / framerate. Like... 17 for example. Other option is: Create wheel rotation controller for all wheels, or for one and connect them to "Set Offset Transform" for EACH wheel bone. And animate it on sequence from frame A to frame B, this MUST work as it is much simpler and straightforward process
@@postprocessed I've solved the issue with getting the wheels to spin. The issue seems to be related to how I had my car object set up in my sequence timeline. Before, I used the skeletal mesh to control the location and connected the control rig to it so I could keyframe the wheels. In the end it seems that the renderer would only see the Skeletal Mesh for some reason, and nothing related to the rig controls. However, I do have a new issue. I have the sequence setup exactly how you have it in your video using the Camera Rig Rail for the movement of the car. But now when I render it, the car is just sitting still and only the wheels are spinning now.
Hi. Thank you so much for this training. I loved the tutorial insanely. I just started learning in unreal engine 5. And thanks to you the learning goes faster. But in this tutorial I ran into a little problem, the wheels of the car don't spin, I can't animate them like you do, because you are missing this part in the clip. Please tell me how to animate the wheels while the car is moving. And just thank you for the lesson. I'm glad you're back on your UA-cam channel. And your tutorials on DaVinci Resolve are the best! It was very sad to watch your last video on the old channel(
Hey, mate! you can change multiplier in “wheel rotation” graph from 50 to smth like 19 or 33. Make sure you have key framed it in sequencer. And btw, don’t use UE 5.2 yet. It still has issue with it.
@@postprocessed Thank you for your reply. I will start the project again in version 5.1. I saw in the comments that you are going to do your unreal engine 5 course. Do you know the approximate date of its release? I would really like to take the training from you.
you are welcome, yeah it maybe hard a little, but you get some nodes which you can use later or understand how UE works. And it works in mysterious ways :D
I dont understand how you do for the layer structure in Blender !!! there is a step not cler for me! for example for the body ! did you select all parts of body and use Ctrl+j? because after its impossible to solve the Callipers problem !! any solution? thanks
Thank you for the video! Great tutorial. I am currently trying to create a workflow for automotive in unreal. Usually we receive a cad model of the car with all details and 1000 single objects. I just cant get to import them, how do you deal with it? I can split it in parts and import it, but with the rig i need to go to blender and import wheels and exterior with the rig, that does not work for the high detail car, because unreal crashes on me...
Well for CAD models we have modellers who prepare them for UE in Maya or 3DSMax... What I can propose to you, but it is some advanced technique and requires some additional knowledge of BPs: 1. Create Skeleton 2. Create Control Rig 3. Make Blueprint in UE 4. Add control Rig to Blueprint. (There are tutorials on UA-cam how to make it) 5. Import your car body, and wheels as static meshes. 6. Attach static meshes to sockets of skeleton, so your control rig will affect bones and bones will move the body 7. ... 8. Profit
@@postprocessed Thanks for the fast reply and taking the time to answer in depth! Couldnt find anything on that topic on the internet. I will try that and tell you how it went. Once its in, it works surprisingly fine 😅
@@FabianStrube I found out that SKELETAL mesh really crashes unreal if it is big size. But static meshes work damn well. So you can have a look at “car configurator” free marketplace asset to see how they’ve put control rig inside blueprint. Pretty straightforward process. Give it a try! Would be happy the hear from you about the results!
awesome tutorial mate! I'll follow through them all, striving to get to your visual quality. Would it be possible in the future, that you could drop 1 or 2 sentences about the nodes you use? In unreal, for me, everything works fine and without any problems. But i dont understand what "we" build at all. That "Half Pie" node for example... Why half pie and not just a variable thats close to this value. But even if you just keep on doing what you do right know.... please don´t stop!
Hey, buddy! Thanks! I will keep pushing!) well these nodes a just simple math. For example why using 3.14 divided by 2 to get radius if we can use existing node "halfPi" to make rotation, when creating additional variable will not be precise number? So yeah... it kinda comes with experience of blueprinting in UE, researching and checking documentation
I have my car animated and looking great in the viewport using this technique. But when I render the car won’t move along the rail . It just stays stuck at the start of the rail. Any ideas? I can’t find a solution anywhere.
Hi, Thank you for this tutorial. Really helped me a lot. I just have one question. I followed the tutorial step by step. But not sure why except for the body control non of the other controls follow the rig when moved. Any help is appreciated. -Thanks
Are you moving Skeletal mesh? Do you have separate "transform" track for Control Rig maybe? that it is why it remains on the position and not following the car?
Quick Question -- during the control rig stage right what if your model has other bones at that you rigged and it was exported over with it -- you should only be concerned with the body and wheels right -- ?
Quick question, I have a scene I want to make a character on horseback attack someone with a sword. I have an animation for him to attack, and an animation for him to ride the horse. But blending the animations doesn't look correct, his arms end up going midway between the two animations. I figured I could go in and copy the FKControl animation per bone, but that seems like it'd take beyond forever to do that if I have to do it per bone. Got a faster way?
Hah it’s not a quick question at all hahah) sorry but I am afraid I am no help for your case, Unreal is very wide in terms of possibilities and unfortunately I am not able to know every aspect of it… hope you will find your answer maybe on epic games forums, I bet there been such question or something close
@@yearight1205 yeah totally understand, when I started I also wanted to gain knowledge as fast as possible and not spend a lot of time. Just wanted to get proper results faster, wish you luck on your journey with UE
Can this be also used in racing games? I really think this type of rig is much better not only for animation, but gameplay in general. It just looks perfect!
hey man, this approach is mostly for cinematics, but rigging setup can be used with Chaos Vehicle in Unreal Engine so you can drive it like in racing game
@postprocessed Great tut!!, bro is there a way I could do this approach and apply it to hands attach to a stearing wheel and animated in sequencer?. I want to animate the stearing and both hands move and not the other way around. I see tutorials about this but those are for game intentions, I want to work it in sequencer like you did here. Help!
Very useful tutorial, but i have a problem. My car skeleton has bones also for doors which i want to be able to open. When I move the body control the bones are stuck in their position because we unchecked "propagate to children". How can I solve this please?
When you add skeletal mesh to sequence you click +Track on it and add control rig. Select control rig you have created and you have all the controls there, voilà!
Hi im new to Ue5 and not sure how you setup the level sequence. I see in yours you have the FordMustang_CtrlRig in the sequencer and not sure how youve done this. I only manage to get the Ford Mustang Skeleton in and wont allow me to change position of anyhting indivudally, just the car as whole. Thanks
Literally can't thank you enough for this, you don't know how much I needed this bro, ❤❤❤❤❤ thank you soo much ❤❤❤❤ love you lot , may god increase your rank and give you more success...
What if I have a road that is not simply flat but up and down and slightly twisted in itself? It looks like this only works if you have an absolutely flat road, which doesn't happen most of the time. Am curious how you would solve this? Because that would be the advantage of the software you showed before - UAC in Maya. Here the tires have a ground contact which is not the case with yours at the moment as far as I could see, hence the flat road.
I am working now on wheel suspension tutorial. Body trace for ground is f**ked up in Unreal and works really bad in Control Rig. Most of the body changes are done manually in that case (which is not that hard) but wheels will react to uneven road and will bump, which looks nice
This is amazing thank you so much for sharing. I have some issues and was wondering if any has come across this and can help me out please. I have rigged the car in blender everything looks great. when importing into unreal all the windows are missing and I only have the outer layer of the body imported along with the wheels. everything is parented to body but its missing every other part of the car. would be great if someone can point me in the right direction please. im fairly new to unreal so any help would be so much appreciated.
Thanks for the video bro saved tons of my time trying to watch all these other tutorials that dont even cover everything but i have 1 problem im facing after making my rig i cant see the options of steering and wheels in my sequencer under car's control rig i can only see body am i missing something?
Wow this is amazing! Thanks for bringing this tutorial, I know a lot of people will like it just like me! I have a question, what is the process to make the wheels collide with the ground like your Ford Bronco video? I know a lot of people want to know how to do it. It's been a while since I've been trying to make a rig that works like the rig in your Ford Bronco video, the only thing I can't do is the collision of the wheels with the ground
Thanks! About the Bronco rig.. yea, well... I am sorry to say that, but I am not planning to share how my rig works which I used for Bronco. It brings me money from commercial projects and it is my "know-how". I am planning to share this rig only with car animation ender course I will be making in next few months. Also I am planning to do tutorial on suspension for skeletal mesh. It is different approach, but still can be useful. Hope for your understanding!)
Thanks for the information, I understand perfectly! I'll be waiting for the course and the new tutorials! I do the car animations in my work in Blender, but as you said in the tutorial it's much better to do everything in just one program. This rig would be very useful for me to use in the company where I work, if you are interested we can negotiate. If you can't, I understand
hey man awesome tutorial i was just following your tutorial when i doing body control added get transform then offset and finally connected execute to offset transform my car body just flipped 180 degree dont know how to solve this issue plz help
Looks great! How did you render the scenes without the glass material on the model failing? I use a standard glass tint on my car models in UE. In the (City Demo) using Path Tracer, it is messed up. Goes to a clear material with no tint. Thanks again.
I made my own material, seems like automotive material pack has badly optimized glass for Lumen. Or use ray tracing for translucent reflections. Much better than Lumen
Used this tutorial sooo many times, thank you!!! Do you have any idea why, when I attach a trailer to my car, the trailer is invisible in my final render? I'm guessing it has something to do with how everything is attached to each other, but I can't figure it out...
What I did in that case: I rigged ONLY bottom as body + wheels and calipers. ALL OTHER stuff like: interior, lights, doors and etc. I imported like static meshes and attached to the control rig Body bone of BP in sequencer. And that works absolutely fine :)
Great tutorial! One quick question, I am the first stage of hooking up the control rig and when I test the body rotation the whole thing flips nose down. I did not use blender to create my car rig, but rather maya and I think it might be an orientation thing. Any ideas on how to fix this? Thanks!!
oof, man sorry I have very low experience in maya on rigging stuff.... Make sure body control in animation BP is not attached to same control space and not propagating to children.
Hi, I am trying to bring the animation controls (Wheel rotation, body, steering) into the sequencer but it is not happening. Like I have the rail rig, car control rig all in the sequencer. In the video from like 12:09 - 12:12 you can see the wheel rotation, steering etc appear in sequencer. How did you bring them on there? Sorry I am new to Unreal so I am trying to learn. This is an amazing tutorial btw, thanks a lot for this!
Hey wassup! make sure you are not viewing in "game mode" press G on the keyboard when you are flying in viewport. And second: make sure you are in "animation" mode. It should open automatically when you click on control rig, but sometimes needs to be manually enabled. Check it on top left section, where it says' Selection" mode. there are few of them: landscape, foliage, animation, etc. or you can push SHIFT+8 on your keyboard to get into animation mode
@@postprocessed hi. I was able to fix that but I am encountering another issues, every other animation part works in the render, except for the wheel rotation. Everytime i render a scene, the steering and body keyframes work fine but the whee is not rotation in the render even though i have keyframes set up. As i watch the render happen the frame registerd a tire turn but then switches back to the original position, so the final render has no tire movement at all. Any idea how to fix that?
@@postprocessed i just read the comments and i guess this needs to be done in version 5.1 or less... anything below 5.2. Do i need to add a specific mesh in the sequencer though? Or the skeletal mesh of the car will work?
Absolutely amazing tutorial, I cannot thank you enough! This is life changing for me. I have some very high quality, driveable, destructible vehicles set up for an animation I’m working on. Do you have any suggestions if I wanted to do a car rollover? How could I achieve that?
Do you have huge CAD\Hi-Poly model? If so it can take up to 30 minutes to import. It's needed to be optimized. Also uncheck "create materials" and do not import textures. Should be faster
Great tutorial/info! Appreciate it. I do have one question, what would the best/easiest process be to have the tires interacting with the ground. Like smoke, tread marks left on the ground, etc. Thanks in advance!
You the man! What a great tutorial, clear and concise. I’ve just subscribed and look forward to more awesome content. I successfully rigged a car following your tutorial this weekend. One question, is there a way to easily transfer the blueprints over to another rigged car or is it a case of starting from the beginning each time you rig a new car? Thank you
Thanks! Yeah it is relatively easy to migrate to car rigged same way in blender, you can just copy nodes and controls to new car rig, I show that in my next tutorial about calipers fix: ua-cam.com/video/zlMAEfDvJUg/v-deo.html
I triple checked my orientation exporting from blender and it’s correct, but my wheels spin at a pivot point towards the forward edge of each wheel instead of at the center of each wheel, any ideas?
Hey man, your model in blender or other 3d software should have proper pivot for wheels, check my other video about calipers, I explain there how to properly attach it to bone same way as I did for wheels
It should be working kind of the same way as I described in my other video about calipers here: ua-cam.com/video/zlMAEfDvJUg/v-deo.htmlsi=dOAY4bZsZiW7VsGo create the bone and attach geometry to this bone. I believe that might work!
@postprocessed no I don't think it will. The bones for the doors, the steering wheel and the Seats are attached to the main body, not the wheels. Whenever the main body moves via the body rotation, the doors (which still need to be rigged to open and close) along with the Seats and steering wheel stay fixed in place. These bones, along with the wheels, are all attached to the main body. In order for the main body to react to the wheels properly, on the offset transform node, I have to uncheck propagate to children, which while working correctly for the wheels, is also effecting the doors, the interior seats and the steering wheel. Is there a way to exclude those items from that offset to that they stay attached to the main body, without affecting the wheels?
@@whitesentinix Hm... I think I have seen other tutorial about doors for Unreal: ua-cam.com/video/wSLjdD5bUnc/v-deo.html I believe this should work as it utilizes the same bone structure for rig but also has additional door and steering wheel bones.
@postprocessed I'm afraid this tutorial isn't fixing the issue. If you do automotive project's in unreal, don't things like car doors, adjustable seats, or rigging a steering wheel to control the front wheels ever come up in your work?
@@whitesentinix nope, almost never. Most of the time it is exterior and animation. If it is interior with adjustable seats and so on, why bothering with the rig? I just place static meshes into the scene and animate it by transform and keyframes and have two seprate scenes: One with rigged car driving, another with static meshes animation. You never show adjustable interior parts during the drive. So I don't see any point in rigging every single component. It is just waste of time and client always wants ALL DONE FAST.
thanks for your video bro. my skeletal mesh always disappears in my final render. I've tried everything i know to make it show all to no avail. pls do you have any fix for this
Excellent tutorial! I had a few issues - my model out from Maya was facing positive Z. I downloaded the Blender add-on and reoriented inside Blender. I'd prefer to do this all in Maya, and just need to know what the joint orientation needs to be once the model is facing positive X. My main problem I'm trying to solve is, I have an old VW van with two middle doors on the passenger side that need to open outward. I've got a joint for each door, and these are also parented to the Root (along with the wheels). I've created controls and added the offset transforms, however, I can't figure out how to get the hierarchy to work. If I connect the Execute from the Body to the Door controls and toggle off Propagate to Children, the doors follow, but the wheels aren't correct. How do I get the doors to follow the body transforms without ruining the proper wheel setup? Thx!
Also, is it possible to fix a joint that isn't in the proper orientation? When I made the two joints for each door in Maya, the Y axis is pointing up. After hooking up the controller, it appears that Z is up, but when I select on the blue portion of the gizmo, it rotates in the Y-axis in UE. If I select the green arch (y axis) it rotates properly around the Z axis. There's got to be a way to fix this with an offset in UE, correct?
@@SteveTalkowski Hey I understand your struggle with joints and bones. I usually don't do bones for them and prefer to assemble blueprints for that purpose. Much easier to operate, and you can add variables
@@SteveTalkowski if you have problems with orientation on X or Y axis, you can actually add 90 degree rotation in UE on import. OR. bake rotation and transform in Unreal in modeling tools (works I think only for static meshes, but worth a try. When importing - there is "import transform" option. And you can change rotation angle. Just try 90 on X or Y axis when importing in UE and memorize this result. some softwares are using different axis for height. Blender uses Z, but maya uses Z for Z depth
@@postprocessed Thx for the quick reply! So, I stayed up late last night and figured it out. First, I went back to my original rig in Maya and added a Body joint under Root. The two door joints were added to Body. I also rotated the rig so it was facing positive X. I then manually reoriented the joints so Z was pointing up. I then re-skinned to this updated rig. Next, back in UE I recreated the controls per your tutorial. This time, I was able to have rear door and middle door executed after the Body controller (with Propagate Children activate). I also need to have individual Z translation on the wheels to simulate suspension. I had to switch the order so this occurred before Wheel Rotation. I got everything to work as desired! The only minor issue is, the controllers for the two doors don't follow when the Body rotates. They still work, I just can't figure out how to have those parented properly to the body controller. I tried parenting the door controllers to the body controller, but then I get double transforms. I have 2 more months on this project, and can't wait to show you the results. Thanks again!
@@postprocessed Ok, just now having some weird results with animating the control rig attributes. On of my wheel controls keeps losing the animation that i hand key in Sequencer. Also, the Wheel Rotation shows up properly during playback, but suddenly stops rendering in Movie Render Queue. I'm running UE 5.2.1. I haven't changed anything in the original Control Rig. Any ideas? EDIT: I just now switched to a different level sequence and back to the one I was working on. The Wheel Rotation now works. Very odd. Also, after shutting down and reopening the project, that same wheel translation has lost it's keyframes. I don't get that at all.
Hi, is there a possibility you could make a short tutorial on attaching the car rig to the rail and keyframing? you mention it briefly, but I'm facing some difficulties, as I'm new to UE5 - if not perhaps someone knows of a good tutorial that explains it! most of them are about attaching the camera to a camera rig, but it doesn't seem to work with the car rig becasue maybe it is more complex than a camera actor? would appreciate any tips!
Amazing! Thank you! One issue I am having animating the car using a camera Rig is that sometimes the wheels are not touching the ground, because my ground is not perfectly flat, its a road on a mountain landscape. Even though I snapped the Camera Rig to the ground I noticed it is not always perfect and the separation of the wheels and the ground vary. DO you have any solution for this? It would be great if we can see a video on how to do that correctly to be able to animate a car on a non-horizontal road. 👍
Thanks so much for this man. Just a question.. Wheere do you setup cameras. Do you do this in UE, or in Blender? I'm trying to figure out where the best place would be to setup cameras. I'm more famliar of creating cameras in Blender, and exporting them into UE. Is this the best approach?
Hey! Thanks! Regarding cameras... Well I think the best approach is the one that works best for you, but I also believe that it is THE BEST to do it in one software. I never animated cameras in blender, I only animate it Unreal Engine. So I don't need to leave the software. You can obviously make cameras in blender and import them in sequencer. But if you need to change something it is a lot of back tracking in that case. My opinion - better do the cameras within the software you are working and don't switch between them
WORKAROUND WHEELS NOT SPINING. Hey guys! I had the Wheels not rotating in render problem too, and then i remembered that i had a similar problem back in the day with a metahuman. I will try to be as brief as i can to explain what you have to do. IF YOU HAVENT STARTED, JUST AVOID UE 5.2. Instead of taking the control rig and adding it to the sequencer, take the SKELETAL MESH (pink one) and add it. If you see an animation option when you expand the asset in the sequencer, you are good then. Click on the + icon, control rig, asset based control rig and there you have your controls. Create a keyframe for the wheels rotation. Once you have your car animated and all, right click on your base asset (the skeletal mesh you placed in the sequencer) and select "BAKE ANIMATED SEQUENCE" , select your save location, and wait a few seconds. Now you just right click on transform and control rig, and mute them (if you dont then animation will override itself). And there you go. If you need modifications to the animation, just delete the baked animation from the timeline, modificate and bake again.
Hello, I followed your tut! it's incredible by the way. when i brought my car into the the city sample map. the vehicle floats above the ground. I noticed the collisions for the city sample map are pretty crazy because of the buildings when looking in collision view. I was wondering how you were able to drive your vehicle without it floating above the ground. did you change the collisions?
@@postprocessed ok so i followed your one click car rig and In the wheel trace function. i set the sphere trace to static and dynamic but to use it in the city sample i had to have both set to dynamic because static was forcing the controls to react to the strange collisions from the building.
CHECK OUT UPDATED TUTORIAL FOR ONE-CLICK RIG IN UNREAL ENGINE 5.4!
ua-cam.com/video/8MDVjPw0axA/v-deo.html
Let me know if you would like to see a video on car render setup in Path Tracing or Lumen, or how to color grade it in DaVinci Resolve
Definitely!
Lumen render setup will be great and take that render to Resolve to color grade. I am sure the path tracing yeilds a better result, but i don't have that time to wait for an render especially on a slower GPU. :)
Lumen please, some of us are still using archaic GPUs haha.
@@elfincredible9002 I believe path tracing actually works not only on RTX gpus. It uses different approach for calculations. But render times would be insane 😁
@@postprocessed I can only imagine.
Hands down easily the best and simplest tutorial on Vehicles in Unreal Engine 5. Love it!
If anybody can't see their Rig Control Shapes in the preview window like I couldn't, (Arrow4_Thin) for example, you need to press the T key to make them visible. Awesome tutorial can't wait to try animating with it!
Or also make sure that you are not viewing it in "game mode" by pressing "G" on keyboard!
Thanks for this Tip!
You are a life saver🎉
Hey, you are a LEGEND. I was struggling with rigging for 3 months and your tutorial saved me! Are you able to show us how to make and export a really nice looking car sequence like what was found in the beginning of your video (I want to learn the way to make the beautiful lighting and such. Also I really want to learn how to export a rigged car from one Unreal Project and import it to a seperate project. Because I rigged my car in a different project and now I want to import it into the city sample project.
Thanks! Really cool feedback! Also I think you will be glad that this week I am going to show how to add brake calipers to the model and make it work properly! Regarding moving rigged car to different project it is easy: select all your assets (skeletal mesh, control rig etc.) and right click -> asset actions -> migrate. And choose "content" folder of City Sample project and hit migrate. That will do the job
Yeéeea, boy! New video. Finally I can grab my popcorn!
This is the one Tutorial for Car Animations in UE I have been waiting for. You explained how and why in a understandable way. Great help! I subscibed!Thanks a lot! ❤
thanks man! Happy to hear that!
Man, you are awesome. I found your guide just before the start of production of short race movie. I'm a beginner animated clip maker and really appreciate your job. Hope I'll find more valuable tips on your channel in the future
thanks so much!
Thank you very much!!! You are best!!! Starting work in automotive production, not a long time. And you so help me now.
This is great, thank you for sharing the file and how the cool people are rigging car in UE. I will give this a try when I have some time in the weekend! Appreciate the knowledge!
As someone who's been using chaos vehicles for their animations, this is a godsend. The intro with the 'can you make the car go faster?' part hit me hard, lol. Having a decent rig like this makes my job 100x easier. Solved my biggest issue of getting a way to control how fast wheels spin automatically.
Yeaaah that was on my first project, where I used chaos vehicle and I was destroyed with comments haha it was so painful to readjust car movement based on client requests
Man, this taught me things I didn't know that I didn't know! Thank you!
That sounds very good! And I’ve got more coming )
Amazing work! You are the best! Best wishes and hugs from Estonia!
"Wow, Your videos are so beautiful, inspiring and helpful. Please keep making more! We love watching your professional work!"
thank you!
I love the part where you speed through how to actually rig it and animate it, helped a lot.
You can check the playlist which this video is part of. There is detailed description of every aspect: how to fix caliper bones, how to animate on a spline, how to make procedural suspension which reacts to bumps automatically:
ua-cam.com/play/PL2HKZ1kVaBXYUKQOPP6tKvWrpb6i1W9EA.html
@@postprocessed Let me first apologize for being so shrewd with my comment, after 2 days of trying to figure out how to do this, I'm very frustrated and I took that out on you, and for that, I am sorry. I didn't know you had a video about rigging the car to the rail rig. I feel so bad. Again, sorry! And thanks for the time you have put into making these tutorials!
@@nathanlaidler9606 no prob, everyone has their high and lows. Hope other videos will help you with animation and rigging. Btw I would recommend you to wait for wednesday, I will be rolling massive video about one-click rigging solution in Unreal. That would be much better to rig other cars and it will have working suspension and body suspension!
Absolutely EXCELLENT... VERY well done. Thank you for shareing!
This video is GOLD! Save it guys......
Pathtracing & DaVinci color grade for the win. So many inpatient folk, clearly they don't have a savvy client on the other end of their render that demands path tracing quality.
Finally someone showing the process!!
Thankyou very much
Thank you so much man!
Man, that looks fantastic. Thanks for the video. Very informative! As always)😎
"Automotive CGI and animations"
Subbed! I wanna learn it
I was so happy to see your amazing tutorial and thank you. I can't tell you how many times I've watched this video.
Thank you so much.
I watched your video at 0.5x and followed along closely.
I don't know how many times I watched it again.
But the end result is different.
The four wheels work fine, but the body and the wheels move separately.
When I turn the body, the wheels don't follow, they are always looking forward.
I really don't know where I went wrong.
Ah, I finally figured out where the problem was.
As usual, why does solving one problem create another? Everything is back to normal
Except that all the wheels that were spinning fine on the screen are now frozen at render instead of spinning.
I'll have to go back and find out where the problem is.
Hey! Glad you have solved one problem) the second one I believe is in wheel speed multiplier, I already mentioned that ins the comments. Value of 50 seems to get in align with shutter, try chaning multiplier on wheel rotation graph to smth like 17-23 should work.
It is funny that I never actually experienced this issue. Do you use UE 5.2?
@@postprocessed Thank you so much for the response to my question so quickly. Yes, I'm using UE5.2, I'm going to try it right away!
You are the best!
Awesome!
@@YTDRONE hello what was the fix for first problem ?
@@safak. The first problem was I couldn't find where I can add the key frames I found the location in the sequence but still not solve second issues.
Have a great day
It's impressive, just got my car model finally ready and I was looking for ue on animation part, and guess what this genius uploaded a video a day ago, never subbed so quick. A massive thank you for you knowledge propagation, greetings from Switzerland 🫶🏼🇨🇭
thanks so much for such kind feedback! Hope you were successful with your car model animation!
Fantastic and very complex , thanks for sharing!
This is a great video. Unreal car animation approaches are something I spend a lot of time dealing with. I will point people to this video. Thanks.
I LOVE YOU! Thank you for all your videos
Thank you very much for the tutorial. It is very helpful. I have a question for another usage: Can we add (W A S D) controls to use the car as the first person?
hello, thank you for the simplicity of the video. i have not finished it when i sent this text. The question i have is what is i want to add buttons to control the movement of the car?
you mean for the game? So you can drive it?
Lovely tutorial.
I just have one question, how could I add a global control? You know, one to change location and rotation of the whole car? When I try to do that the wheels are offseted in weird ways.
Are you able deform the mesh of the car if you were to animated hitting a building or something ? Or do you need to set up a physics rig for that?
Thanks, this makes me try this method instead of making it all in Max and Datasmith-it to UE, I would love to see more automotive stuff!
The music at 5:30 reminds me of a game from the N64 called Wetrix. Great video though Ty!!
FINALLY!! The tutorial i was looking for
got one question - how to not make the caliper rotate with wheels?
You need to copy front wheel bones and attach calipers for them in Blender. And make them under “FL, FR” hierarchy. In control rig disable “propagate to children” for wheel rotation part of the graph.
Alternatively: duplicate the bones, leave in current hierarchy and add steering to new caliper bones.
Should work
@@postprocessed Will try that, thankyou so much
waiting for more videos😍
Great Tutorial. you just gave a breakthrough for automotive rig, Amazing work man.
thanks! this week new video will be coming with brake calipers attachment!
Thanks, this is exactly what I need right now. Great job as always.
super stoked on this thanks so much
Fantastic tutorial, glad UA-cam brought me here out of the blue.
He Thank you man, very good and easy understanding, i love your teaching
This is what i need, Great job! Thanks for the video
Hey! I was wondering if you would be able to help me out. I am currently having an issue with my final render of a car driving. I have a simple animation of a car driving straight down a road. In the preview is shows the wheels spinning, but when I do the final render, the wheels are not spinning. Would you know why the final render doesn't recognize the wheels are supposed to be spinning?
Hey, so the first option if that happens: try to change values for "Multiply node" in Wheel Rotation to something uneven, which will not match with shutter / framerate. Like... 17 for example.
Other option is:
Create wheel rotation controller for all wheels, or for one and connect them to "Set Offset Transform" for EACH wheel bone. And animate it on sequence from frame A to frame B, this MUST work as it is much simpler and straightforward process
Let me know if that works please!
I will try those methods and I will let you know later today. Thanks a lot for being so responsive!
@@postprocessed I've solved the issue with getting the wheels to spin. The issue seems to be related to how I had my car object set up in my sequence timeline. Before, I used the skeletal mesh to control the location and connected the control rig to it so I could keyframe the wheels. In the end it seems that the renderer would only see the Skeletal Mesh for some reason, and nothing related to the rig controls.
However, I do have a new issue. I have the sequence setup exactly how you have it in your video using the Camera Rig Rail for the movement of the car. But now when I render it, the car is just sitting still and only the wheels are spinning now.
@@e77ethan ha! Interesting! Try changing skeletal mesh to “spawnable” in that case, I always do that and never had issues 🙄
Seems it needs new video 😁
Awesome tutorial man! Thanks for that
Hi. Thank you so much for this training. I loved the tutorial insanely. I just started learning in unreal engine 5. And thanks to you the learning goes faster. But in this tutorial I ran into a little problem, the wheels of the car don't spin, I can't animate them like you do, because you are missing this part in the clip. Please tell me how to animate the wheels while the car is moving. And just thank you for the lesson. I'm glad you're back on your UA-cam channel. And your tutorials on DaVinci Resolve are the best! It was very sad to watch your last video on the old channel(
Hey, mate! you can change multiplier in “wheel rotation” graph from 50 to smth like 19 or 33. Make sure you have key framed it in sequencer.
And btw, don’t use UE 5.2 yet. It still has issue with it.
@@postprocessed Thank you for your reply. I will start the project again in version 5.1. I saw in the comments that you are going to do your unreal engine 5 course. Do you know the approximate date of its release? I would really like to take the training from you.
@@ЮраГейгер-х2к I hope it would be ready by the end of this year. I need some more cases for it
Really good tutorial bro! You came in time for me!
thank you.. Still a bit difficult for a beginner like me but very helpfull
you are welcome, yeah it maybe hard a little, but you get some nodes which you can use later or understand how UE works. And it works in mysterious ways :D
I dont understand how you do for the layer structure in Blender !!! there is a step not cler for me! for example for the body ! did you select all parts of body and use Ctrl+j? because after its impossible to solve the Callipers problem !! any solution? thanks
Sir thank you for this wonderful tutorial...i have a doubt how to add the textures to this mustang
I use “automotive material pack” it is free on Unreal Engine Marketplace
@@postprocessed sir, i tried to do it , but i was not able to do it for headlights....it is combined object and i cant add light to the headlight
Great work buddy!
Thank you for a very useful lesson! You're very cool. It remains to figure out how to do car rigging in cinema 4d and I can try to repeat your lesson)
Blender is free :) addon for blender also free, so you can try it in Blender!)
Thank you for the video! Great tutorial. I am currently trying to create a workflow for automotive in unreal. Usually we receive a cad model of the car with all details and 1000 single objects. I just cant get to import them, how do you deal with it? I can split it in parts and import it, but with the rig i need to go to blender and import wheels and exterior with the rig, that does not work for the high detail car, because unreal crashes on me...
Well for CAD models we have modellers who prepare them for UE in Maya or 3DSMax... What I can propose to you, but it is some advanced technique and requires some additional knowledge of BPs:
1. Create Skeleton
2. Create Control Rig
3. Make Blueprint in UE
4. Add control Rig to Blueprint. (There are tutorials on UA-cam how to make it)
5. Import your car body, and wheels as static meshes.
6. Attach static meshes to sockets of skeleton, so your control rig will affect bones and bones will move the body
7. ...
8. Profit
@@postprocessed Thanks for the fast reply and taking the time to answer in depth! Couldnt find anything on that topic on the internet. I will try that and tell you how it went. Once its in, it works surprisingly fine 😅
@@FabianStrube I found out that SKELETAL mesh really crashes unreal if it is big size. But static meshes work damn well. So you can have a look at “car configurator” free marketplace asset to see how they’ve put control rig inside blueprint. Pretty straightforward process. Give it a try! Would be happy the hear from you about the results!
awesome tutorial mate! I'll follow through them all, striving to get to your visual quality. Would it be possible in the future, that you could drop 1 or 2 sentences about the nodes you use? In unreal, for me, everything works fine and without any problems. But i dont understand what "we" build at all. That "Half Pie" node for example... Why half pie and not just a variable thats close to this value. But even if you just keep on doing what you do right know.... please don´t stop!
Hey, buddy! Thanks! I will keep pushing!) well these nodes a just simple math. For example why using 3.14 divided by 2 to get radius if we can use existing node "halfPi" to make rotation, when creating additional variable will not be precise number? So yeah... it kinda comes with experience of blueprinting in UE, researching and checking documentation
I have my car animated and looking great in the viewport using this technique. But when I render the car won’t move along the rail . It just stays stuck at the start of the rail.
Any ideas? I can’t find a solution anywhere.
Hi, Thank you for this tutorial. Really helped me a lot. I just have one question. I followed the tutorial step by step. But not sure why except for the body control non of the other controls follow the rig when moved. Any help is appreciated. -Thanks
Are you moving Skeletal mesh? Do you have separate "transform" track for Control Rig maybe? that it is why it remains on the position and not following the car?
Quick Question -- during the control rig stage right what if your model has other bones at that you rigged and it was exported over with it -- you should only be concerned with the body and wheels right -- ?
You can have more bones, for doors, steering wheel and etc. But you need wheel bones be in proper hierarchy for animation and thats it
Quick question, I have a scene I want to make a character on horseback attack someone with a sword. I have an animation for him to attack, and an animation for him to ride the horse. But blending the animations doesn't look correct, his arms end up going midway between the two animations. I figured I could go in and copy the FKControl animation per bone, but that seems like it'd take beyond forever to do that if I have to do it per bone. Got a faster way?
Hah it’s not a quick question at all hahah) sorry but I am afraid I am no help for your case, Unreal is very wide in terms of possibilities and unfortunately I am not able to know every aspect of it… hope you will find your answer maybe on epic games forums, I bet there been such question or something close
@@postprocessed I found out how today, it's not terribly hard. Just wish I didn't have to devote an hour of my time to it lol thanks for the reply!
@@yearight1205 yeah totally understand, when I started I also wanted to gain knowledge as fast as possible and not spend a lot of time. Just wanted to get proper results faster, wish you luck on your journey with UE
Can this be also used in racing games? I really think this type of rig is much better not only for animation, but gameplay in general. It just looks perfect!
hey man, this approach is mostly for cinematics, but rigging setup can be used with Chaos Vehicle in Unreal Engine so you can drive it like in racing game
@postprocessed Great tut!!, bro is there a way I could do this approach and apply it to hands attach to a stearing wheel and animated in sequencer?. I want to animate the stearing and both hands move and not the other way around. I see tutorials about this but those are for game intentions, I want to work
it in sequencer like you did here. Help!
Very useful tutorial, but i have a problem. My car skeleton has bones also for doors which i want to be able to open. When I move the body control the bones are stuck in their position because we unchecked "propagate to children". How can I solve this please?
Check if it is connected to spline (if you attach it) for the whole duration of sequencer
Outstanding! This is so useful. Thanks for sharing!
Thanks!
11:58 Can you please tell me how did you add Body, Wheel Rotation, Steering controllers to the sequence?
When you add skeletal mesh to sequence you click +Track on it and add control rig. Select control rig you have created and you have all the controls there, voilà!
AMAZING SR. THANK YOU!
THANKS MAN, ONE COURSE PER VIDEO
Hi im new to Ue5 and not sure how you setup the level sequence. I see in yours you have the FordMustang_CtrlRig in the sequencer and not sure how youve done this. I only manage to get the Ford Mustang Skeleton in and wont allow me to change position of anyhting indivudally, just the car as whole. Thanks
What is the best workflow for enabling car suspension in level sequence? I would like to make wheels reactive to curbs and road bumps?
Working on it now, going to post in few days
Literally can't thank you enough for this, you don't know how much I needed this bro, ❤❤❤❤❤ thank you soo much ❤❤❤❤ love you lot , may god increase your rank and give you more success...
thank you SO MUCH!
What if I have a road that is not simply flat but up and down and slightly twisted in itself? It looks like this only works if you have an absolutely flat road, which doesn't happen most of the time. Am curious how you would solve this? Because that would be the advantage of the software you showed before - UAC in Maya. Here the tires have a ground contact which is not the case with yours at the moment as far as I could see, hence the flat road.
I am working now on wheel suspension tutorial. Body trace for ground is f**ked up in Unreal and works really bad in Control Rig. Most of the body changes are done manually in that case (which is not that hard) but wheels will react to uneven road and will bump, which looks nice
Thanks for the video! I don't have a vehicleaniminstance in the parent class in the animation blueprint
actually... I found out you don't need it. You can skip this step and jump right away to rig setup
@Post Processed Thank you! I already solved the problem. Just skip the part)
This is amazing thank you so much for sharing. I have some issues and was wondering if any has come across this and can help me out please. I have rigged the car in blender everything looks great. when importing into unreal all the windows are missing and I only have the outer layer of the body imported along with the wheels. everything is parented to body but its missing every other part of the car. would be great if someone can point me in the right direction please. im fairly new to unreal so any help would be so much appreciated.
Thanks for the video bro saved tons of my time trying to watch all these other tutorials that dont even cover everything
but i have 1 problem im facing
after making my rig i cant see the options of steering and wheels in my sequencer under car's control rig
i can only see body am i missing something?
You need to add skeletal mesh, than +track control rig and pick one u have created. There should be all the controls
Wow this is amazing! Thanks for bringing this tutorial, I know a lot of people will like it just like me!
I have a question, what is the process to make the wheels collide with the ground like your Ford Bronco video? I know a lot of people want to know how to do it. It's been a while since I've been trying to make a rig that works like the rig in your Ford Bronco video, the only thing I can't do is the collision of the wheels with the ground
Thanks! About the Bronco rig.. yea, well... I am sorry to say that, but I am not planning to share how my rig works which I used for Bronco. It brings me money from commercial projects and it is my "know-how". I am planning to share this rig only with car animation
ender course I will be making in next few months. Also I am planning to do tutorial on suspension for skeletal mesh. It is different approach, but still can be useful. Hope for your understanding!)
Thanks for the information, I understand perfectly! I'll be waiting for the course and the new tutorials!
I do the car animations in my work in Blender, but as you said in the tutorial it's much better to do everything in just one program. This rig would be very useful for me to use in the company where I work, if you are interested we can negotiate. If you can't, I understand
Hi, what to do if the wheels do not rotate smoothly in Unreal engine 5?
hey man awesome tutorial i was just following your tutorial when i doing body control added get transform then offset and finally connected execute to offset transform my car body just flipped 180 degree dont know how to solve this issue plz help
cool, just wondering where to learn how to give full car body automotive materials
There is free automotive material pack by Epic Games in Unreal Engine marketplace, it is really good and I use it very often
Looks great! How did you render the scenes without the glass material on the model failing? I use a standard glass tint on my car models in UE. In the (City Demo) using Path Tracer, it is messed up. Goes to a clear material with no tint. Thanks again.
I made my own material, seems like automotive material pack has badly optimized glass for Lumen. Or use ray tracing for translucent reflections. Much better than Lumen
Also try this: r.RayTracing.ExcludeTranslucent false
Most excellent vid!
Used this tutorial sooo many times, thank you!!!
Do you have any idea why, when I attach a trailer to my car, the trailer is invisible in my final render? I'm guessing it has something to do with how everything is attached to each other, but I can't figure it out...
maybe could be an option to attach trailer to rail rig too?
hi, great tut but i am unable to import my fbx in unreal as my mesh is too heavy. pls suggest some solution.
What I did in that case: I rigged ONLY bottom as body + wheels and calipers.
ALL OTHER stuff like: interior, lights, doors and etc. I imported like static meshes and attached to the control rig Body bone of BP in sequencer. And that works absolutely fine :)
Great tutorial! One quick question, I am the first stage of hooking up the control rig and when I test the body rotation the whole thing flips nose down. I did not use blender to create my car rig, but rather maya and I think it might be an orientation thing. Any ideas on how to fix this? Thanks!!
oof, man sorry I have very low experience in maya on rigging stuff.... Make sure body control in animation BP is not attached to same control space and not propagating to children.
Hi, I am trying to bring the animation controls (Wheel rotation, body, steering) into the sequencer but it is not happening. Like I have the rail rig, car control rig all in the sequencer. In the video from like 12:09 - 12:12 you can see the wheel rotation, steering etc appear in sequencer. How did you bring them on there? Sorry I am new to Unreal so I am trying to learn. This is an amazing tutorial btw, thanks a lot for this!
Hey wassup! make sure you are not viewing in "game mode" press G on the keyboard when you are flying in viewport. And second: make sure you are in "animation" mode. It should open automatically when you click on control rig, but sometimes needs to be manually enabled. Check it on top left section, where it says' Selection" mode. there are few of them: landscape, foliage, animation, etc. or you can push SHIFT+8 on your keyboard to get into animation mode
@@postprocessed thank you for your response, will try that. Keep doing the amazing work! 😁
@@postprocessed hi. I was able to fix that but I am encountering another issues, every other animation part works in the render, except for the wheel rotation. Everytime i render a scene, the steering and body keyframes work fine but the whee is not rotation in the render even though i have keyframes set up. As i watch the render happen the frame registerd a tire turn but then switches back to the original position, so the final render has no tire movement at all. Any idea how to fix that?
@@postprocessed i just read the comments and i guess this needs to be done in version 5.1 or less... anything below 5.2. Do i need to add a specific mesh in the sequencer though? Or the skeletal mesh of the car will work?
I guess it's UE 5.2, no worries I will find the way to use different math for it and after that will probable make a short video.
Hi there all good and brilliant. I feel though you could do a step by step on the rail system as I and Im sure others have no idea how todo that
Hey mate, I got you covered! I have separate video on the rail! Complete how to
Super helpful, thank you for doing this!
Keep it up.
All the love.
Absolutely amazing tutorial, I cannot thank you enough! This is life changing for me. I have some very high quality, driveable, destructible vehicles set up for an animation I’m working on. Do you have any suggestions if I wanted to do a car rollover? How could I achieve that?
I usually use them as separate object with enabled physics and push it to roll. usually works
How to Fix the rig vehicle button is still greyed out
i can't import my model along with skeleton, it is stuck at 80 % and compiling textures, but it is easily getting imported without skeleton
Do you have huge CAD\Hi-Poly model? If so it can take up to 30 minutes to import. It's needed to be optimized. Also uncheck "create materials" and do not import textures. Should be faster
Awesome tutorial man! Did you active Physics for the car?
For this rig no physics required, I don’t like how unpredictable physics is in cinematics 😁
Great tutorial/info! Appreciate it. I do have one question, what would the best/easiest process be to have the tires interacting with the ground. Like smoke, tread marks left on the ground, etc. Thanks in advance!
oh, that would be probably using blueprint functionality to add skidmarks via decals
You the man! What a great tutorial, clear and concise. I’ve just subscribed and look forward to more awesome content.
I successfully rigged a car following your tutorial this weekend.
One question, is there a way to easily transfer the blueprints over to another rigged car or is it a case of starting from the beginning each time you rig a new car?
Thank you
Thanks! Yeah it is relatively easy to migrate to car rigged same way in blender, you can just copy nodes and controls to new car rig, I show that in my next tutorial about calipers fix:
ua-cam.com/video/zlMAEfDvJUg/v-deo.html
I triple checked my orientation exporting from blender and it’s correct, but my wheels spin at a pivot point towards the forward edge of each wheel instead of at the center of each wheel, any ideas?
Hey man, your model in blender or other 3d software should have proper pivot for wheels, check my other video about calipers, I explain there how to properly attach it to bone same way as I did for wheels
How can i manage the brake caliper? It has to follow the steering, but must preserve its position during the wheel rotation
that's my next video coming out this week!
Fantastic tutorial... but I am curious. How do you rig car doors or a steering wheel using this technique?
It should be working kind of the same way as I described in my other video about calipers here: ua-cam.com/video/zlMAEfDvJUg/v-deo.htmlsi=dOAY4bZsZiW7VsGo
create the bone and attach geometry to this bone. I believe that might work!
@postprocessed no I don't think it will. The bones for the doors, the steering wheel and the Seats are attached to the main body, not the wheels. Whenever the main body moves via the body rotation, the doors (which still need to be rigged to open and close) along with the Seats and steering wheel stay fixed in place. These bones, along with the wheels, are all attached to the main body. In order for the main body to react to the wheels properly, on the offset transform node, I have to uncheck propagate to children, which while working correctly for the wheels, is also effecting the doors, the interior seats and the steering wheel. Is there a way to exclude those items from that offset to that they stay attached to the main body, without affecting the wheels?
@@whitesentinix Hm... I think I have seen other tutorial about doors for Unreal: ua-cam.com/video/wSLjdD5bUnc/v-deo.html
I believe this should work as it utilizes the same bone structure for rig but also has additional door and steering wheel bones.
@postprocessed I'm afraid this tutorial isn't fixing the issue. If you do automotive project's in unreal, don't things like car doors, adjustable seats, or rigging a steering wheel to control the front wheels ever come up in your work?
@@whitesentinix nope, almost never. Most of the time it is exterior and animation.
If it is interior with adjustable seats and so on, why bothering with the rig? I just place static meshes into the scene and animate it by transform and keyframes and have two seprate scenes: One with rigged car driving, another with static meshes animation. You never show adjustable interior parts during the drive. So I don't see any point in rigging every single component. It is just waste of time and client always wants ALL DONE FAST.
thanks for your video bro. my skeletal mesh always disappears in my final render. I've tried everything i know to make it show all to no avail. pls do you have any fix for this
do you also try to do that in City Sample? Or what happens exactly? you can't see that in render?
Excellent tutorial! I had a few issues - my model out from Maya was facing positive Z. I downloaded the Blender add-on and reoriented inside Blender. I'd prefer to do this all in Maya, and just need to know what the joint orientation needs to be once the model is facing positive X. My main problem I'm trying to solve is, I have an old VW van with two middle doors on the passenger side that need to open outward. I've got a joint for each door, and these are also parented to the Root (along with the wheels). I've created controls and added the offset transforms, however, I can't figure out how to get the hierarchy to work. If I connect the Execute from the Body to the Door controls and toggle off Propagate to Children, the doors follow, but the wheels aren't correct. How do I get the doors to follow the body transforms without ruining the proper wheel setup? Thx!
Also, is it possible to fix a joint that isn't in the proper orientation? When I made the two joints for each door in Maya, the Y axis is pointing up. After hooking up the controller, it appears that Z is up, but when I select on the blue portion of the gizmo, it rotates in the Y-axis in UE. If I select the green arch (y axis) it rotates properly around the Z axis. There's got to be a way to fix this with an offset in UE, correct?
@@SteveTalkowski Hey I understand your struggle with joints and bones. I usually don't do bones for them and prefer to assemble blueprints for that purpose. Much easier to operate, and you can add variables
@@SteveTalkowski if you have problems with orientation on X or Y axis, you can actually add 90 degree rotation in UE on import. OR. bake rotation and transform in Unreal in modeling tools (works I think only for static meshes, but worth a try.
When importing - there is "import transform" option. And you can change rotation angle. Just try 90 on X or Y axis when importing in UE and memorize this result. some softwares are using different axis for height. Blender uses Z, but maya uses Z for Z depth
@@postprocessed Thx for the quick reply! So, I stayed up late last night and figured it out.
First, I went back to my original rig in Maya and added a Body joint under Root. The two door joints were added to Body. I also rotated the rig so it was facing positive X. I then manually reoriented the joints so Z was pointing up. I then re-skinned to this updated rig.
Next, back in UE I recreated the controls per your tutorial. This time, I was able to have rear door and middle door executed after the Body controller (with Propagate Children activate). I also need to have individual Z translation on the wheels to simulate suspension. I had to switch the order so this occurred before Wheel Rotation. I got everything to work as desired!
The only minor issue is, the controllers for the two doors don't follow when the Body rotates. They still work, I just can't figure out how to have those parented properly to the body controller. I tried parenting the door controllers to the body controller, but then I get double transforms.
I have 2 more months on this project, and can't wait to show you the results. Thanks again!
@@postprocessed Ok, just now having some weird results with animating the control rig attributes. On of my wheel controls keeps losing the animation that i hand key in Sequencer. Also, the Wheel Rotation shows up properly during playback, but suddenly stops rendering in Movie Render Queue. I'm running UE 5.2.1. I haven't changed anything in the original Control Rig. Any ideas?
EDIT: I just now switched to a different level sequence and back to the one I was working on. The Wheel Rotation now works. Very odd. Also, after shutting down and reopening the project, that same wheel translation has lost it's keyframes. I don't get that at all.
Greetings! Incredible work, is this "City Sample" from UE market ?
@@pure_vlados yep, correct it is city sample
Hi, is there a possibility you could make a short tutorial on attaching the car rig to the rail and keyframing? you mention it briefly, but I'm facing some difficulties, as I'm new to UE5 - if not perhaps someone knows of a good tutorial that explains it! most of them are about attaching the camera to a camera rig, but it doesn't seem to work with the car rig becasue maybe it is more complex than a camera actor? would appreciate any tips!
Yes I will do full tutorial on animation and attaching to camera rail rig!
@@postprocessed Amazing news, thank you! Looking forward to it!
posting tomorrow, mate! How you will find it useful!
Amazing! Thank you! One issue I am having animating the car using a camera Rig is that sometimes the wheels are not touching the ground, because my ground is not perfectly flat, its a road on a mountain landscape. Even though I snapped the Camera Rig to the ground I noticed it is not always perfect and the separation of the wheels and the ground vary. DO you have any solution for this? It would be great if we can see a video on how to do that correctly to be able to animate a car on a non-horizontal road. 👍
Planning to make a video on suspension if it works like I imagine
@@postprocessed Did you use the same setup for your ford bronco project? suspensions in that are really cool!!!
@@salihps2395 nope, I use different approach on my Bronco and it is my secret sauce)) This which I am going to share gonna work close enough
Your content is gold!
Thanks!!
Thanks so much for this man. Just a question.. Wheere do you setup cameras. Do you do this in UE, or in Blender? I'm trying to figure out where the best place would be to setup cameras. I'm more famliar of creating cameras in Blender, and exporting them into UE. Is this the best approach?
Hey! Thanks! Regarding cameras... Well I think the best approach is the one that works best for you, but I also believe that it is THE BEST to do it in one software. I never animated cameras in blender, I only animate it Unreal Engine. So I don't need to leave the software. You can obviously make cameras in blender and import them in sequencer. But if you need to change something it is a lot of back tracking in that case.
My opinion - better do the cameras within the software you are working and don't switch between them
WORKAROUND WHEELS NOT SPINING.
Hey guys! I had the Wheels not rotating in render problem too, and then i remembered that i had a similar problem back in the day with a metahuman. I will try to be as brief as i can to explain what you have to do. IF YOU HAVENT STARTED, JUST AVOID UE 5.2.
Instead of taking the control rig and adding it to the sequencer, take the SKELETAL MESH (pink one) and add it. If you see an animation option when you expand the asset in the sequencer, you are good then. Click on the + icon, control rig, asset based control rig and there you have your controls. Create a keyframe for the wheels rotation. Once you have your car animated and all, right click on your base asset (the skeletal mesh you placed in the sequencer) and select "BAKE ANIMATED SEQUENCE" , select your save location, and wait a few seconds. Now you just right click on transform and control rig, and mute them (if you dont then animation will override itself).
And there you go. If you need modifications to the animation, just delete the baked animation from the timeline, modificate and bake again.
Hello, I followed your tut! it's incredible by the way. when i brought my car into the the city sample map. the vehicle floats above the ground. I noticed the collisions for the city sample map are pretty crazy because of the buildings when looking in collision view. I was wondering how you were able to drive your vehicle without it floating above the ground. did you change the collisions?
I think it uses nanite... Try disabling nanite only for road. Should be fine
@@postprocessed ok so i followed your one click car rig and In the wheel trace function. i set the sphere trace to static and dynamic but to use it in the city sample i had to have both set to dynamic because static was forcing the controls to react to the strange collisions from the building.
@@FlyUpAndAway gotcha. Modular rig works? All good?
@@postprocessed everything works just have to make some changes to the control rig based on the level.
@@FlyUpAndAway perfect! Happy to hear that!