Amazing video, since you actually explain why and how things work, I was able to follow this tutorial while rigging a spider model instead of following along with the provided files. I cannot say the same for any other control rig video out there.
Thank You! I can't wait! You will be saving me so much time, no one else has a video tutorial for fingers. All I could think of was to just create a control for each joint on each finger. @@thegamedevcave
Thanks for the great tutorial. I have question, can you access to control rig from actually BP? For example, i have a car, and i made control rig for wipers. And would like now press a key and wipers will be on or off.
@@thegamedevcave thank you, also i found more information on unreal website. It works, but i have different question now, how i can control bone if i have phys simulation in it? like hand is hanging 20 degrees down, and i need to adjust it to 40 degrees for example? soon as i'm adding constrain in to my skeleton, control rig stop working. is there like override thing in skeleton rig? thank you so much for your answers, it helps a lot!!!
very helpful, for some reason i did not seem to be able to fix some inverted mesh using the axis orientations, ended up inverting the mesh before export to unreal insted, would love to see a playlist with this and one for ik/fkswitches and some differnt go through on differnt constraintypes!
yeah the axis for the IK are a huge pain to deal with sometimes. it's important to have the bones rotated properly in blender (or maya/ whatever you use) because it uses the forward direction of the bone, if that's tilted in any way things mess up. I do have 1 more rigging video on how to do hand rigs if you want to check that out and I do plan on making one for IK/FK switching but i'm still refining my methods for that, hopefully i'll have that ready soon though!
Thx for the answer:) Thanks for the headsup on more riggingvideos! yes a bit of a quickgo through on exportsettings before getting your project into unreal would be much appriciated:D Even if i have the meshes and the joints oriented correctly it seems like i still have this weird issue when i make the pole vector constraint, which i have only solved inverting the meshparts, (the orient axis in unreal just turned everything upsideout whatever combinations of 1,-1,0 i used) @@thegamedevcave
Great tutorial! Is there a way to set up the ik but with more than 3 bones? I have a mermaid with a tail that has like 6 bones and couldn't figure out how to go about setting that up in the UE control rig
I believe there is a node called "simple IK" which lets you put in the first and last bone of the chain instead, i think that should work with longer chains of bones too for something like a tail :)
@@thegamedevcave Thank you! That is what I was looking for. Though I think I might have found a better solution using the distribute rotation. I think that might behave more tail like
Can we control these rigs in Blueprint, in realtime ? Say like you have turret with a rotating barrel, shoots towards a moving object. Can i control rigs like i can control static mesh parts ?
you can use the "control rig" node in the animation graph from your animation blueprint to use a control rig to drive things like IK/ rotations in real time on a skeletal mesh
Not that anyone cares , but I'm commenting so Sir's algorithm benefits. .... I HATE GRAPHICS , I ( despite that is what got me here originally) HATE animation....of course I respect the science behind them A LOT! ....point is, this seems to be only tutorial I can stomach . Subbed. Thanks
@@thegamedevcave I believe I'm getting the same error, it says "Array Index (x) out of bounds (count 0)" and in place of the "x" is any number from 0-6
Absolutely despise the Blender >> Unreal workflow when it comes to skeletons and bone orientations. Wish they'd make the process easier by making both programs more compatible in that regard.
yeah ive run into that problem a lot, but i'm not entirly sure if it's a blender issue, an unreal issue or just simply a "my rigging sucks so the bones are just fucked when i import them" issue. I always felt like it's mostly the last but if other people are having issues with it to there may be something more going on that blender could fix
I watched up to five minutes and you’re just doing things and stating what you are doing but not explaining why and what the meaning is the big picture. I was disappointed since that’s what I got from the title. Is there a tutorial besides This that does that. Thanks.
i'm sorry to hear that. up to the 5 minute mark I have done very little in this video other than explain what things are and how they work though. Maybe if you'[d watched the whole thing things would have made more sense in the wider context...
Thank you! You have a real talent for conveying information without being deprived!
Amazing video, since you actually explain why and how things work, I was able to follow this tutorial while rigging a spider model instead of following along with the provided files. I cannot say the same for any other control rig video out there.
You sir have the skill to explain things in an understandable way. Thank you!
I appreciate that!
Simple and basic. this is exactly what I needed to know. Thank you!
Glad it was helpful!
thats no way simple lol
Very concise and language used is extremely easy to follow, great tutorial!
Glad it was helpful!
Thanks a lot! When will there be a video about Control Rig of hands and fingers?
totally forgot about that! I added it to my list of videos to record! should be up in a week or 2 at most :)
Hey, thank you for the tutorial. If possible, I would love to see a tutorial about how you did the fingers! thank you!
It’s on my list of videos to make over the next week or so :)
Thank You! I can't wait! You will be saving me so much time, no one else has a video tutorial for fingers. All I could think of was to just create a control for each joint on each finger. @@thegamedevcave
Thanks for the great tutorial. I have question, can you access to control rig from actually BP?
For example, i have a car, and i made control rig for wipers. And would like now press a key and wipers will be on or off.
you can acces it from the animation blueprint so any code that needs to interact with it should be placed in that.
@@thegamedevcave thank you, also i found more information on unreal website.
It works, but i have different question now, how i can control bone if i have phys simulation in it? like hand is hanging 20 degrees down, and i need to adjust it to 40 degrees for example? soon as i'm adding constrain in to my skeleton, control rig stop working. is there like override thing in skeleton rig?
thank you so much for your answers, it helps a lot!!!
very helpful, for some reason i did not seem to be able to fix some inverted mesh using the axis orientations, ended up inverting the mesh before export to unreal insted, would love to see a playlist with this and one for ik/fkswitches and some differnt go through on differnt constraintypes!
yeah the axis for the IK are a huge pain to deal with sometimes. it's important to have the bones rotated properly in blender (or maya/ whatever you use) because it uses the forward direction of the bone, if that's tilted in any way things mess up.
I do have 1 more rigging video on how to do hand rigs if you want to check that out and I do plan on making one for IK/FK switching but i'm still refining my methods for that, hopefully i'll have that ready soon though!
Thx for the answer:) Thanks for the headsup on more riggingvideos! yes a bit of a quickgo through on exportsettings before getting your project into unreal would be much appriciated:D Even if i have the meshes and the joints oriented correctly it seems like i still have this weird issue when i make the pole vector constraint, which i have only solved inverting the meshparts, (the orient axis in unreal just turned everything upsideout whatever combinations of 1,-1,0 i used) @@thegamedevcave
This was so helpful. Can you please delve into how one can use physics bodies to drive control rig control.
Hello, have you created an IK leg with a reverse foot with a Blender 4 rig?
Great tutorial! Is there a way to set up the ik but with more than 3 bones? I have a mermaid with a tail that has like 6 bones and couldn't figure out how to go about setting that up in the UE control rig
I believe there is a node called "simple IK" which lets you put in the first and last bone of the chain instead, i think that should work with longer chains of bones too for something like a tail :)
@@thegamedevcave Thank you! That is what I was looking for. Though I think I might have found a better solution using the distribute rotation. I think that might behave more tail like
@@Jensonian18 that's actually a really good idea !
15:48 I don't have the Tools meny here "Search & Replace / Mirror"
Is there a plugin i missed?
I put it in manually tho
Thanks for a great tutorial
i have the same question ,but it's ok in 5.2 ,i don't know if it is a bug in 5.3
Hello, how would you set up morph targets to Control Rig sliders?
Can we control these rigs in Blueprint, in realtime ? Say like you have turret with a rotating barrel, shoots towards a moving object. Can i control rigs like i can control static mesh parts ?
you can use the "control rig" node in the animation graph from your animation blueprint to use a control rig to drive things like IK/ rotations in real time on a skeletal mesh
@@thegamedevcave Thanks
OMG! U Best!!! Thank You for ur work!
No problem 😊
Not that anyone cares , but I'm commenting so Sir's algorithm benefits. .... I HATE GRAPHICS , I ( despite that is what got me here originally) HATE animation....of course I respect the science behind them A LOT! ....point is, this seems to be only tutorial I can stomach . Subbed. Thanks
always apricated haha, i feel ya, i mostly slog through animation and graphics too because i have to XD
@@thegamedevcave "inserts handshake emote "
tried on model with only arms didnt work
More relevant than ever, especially now that Unity has been unmasked
I know right :( a sad day for game developers
when I am connecting parent constrain to fk chain, parent constrain is showing error.
What is the error?
@@thegamedevcave I believe I'm getting the same error, it says "Array Index (x) out of bounds (count 0)" and in place of the "x" is any number from 0-6
Cool!
Absolutely despise the Blender >> Unreal workflow when it comes to skeletons and bone orientations. Wish they'd make the process easier by making both programs more compatible in that regard.
yeah ive run into that problem a lot, but i'm not entirly sure if it's a blender issue, an unreal issue or just simply a "my rigging sucks so the bones are just fucked when i import them" issue. I always felt like it's mostly the last but if other people are having issues with it to there may be something more going on that blender could fix
I watched up to five minutes and you’re just doing things and stating what you are doing but not explaining why and what the meaning is the big picture. I was disappointed since that’s what I got from the title. Is there a tutorial besides This that does that. Thanks.
i'm sorry to hear that. up to the 5 minute mark I have done very little in this video other than explain what things are and how they work though. Maybe if you'[d watched the whole thing things would have made more sense in the wider context...