Great video, I'm learning Daz Expressions in Unreal recently so this content is perfect for my studies, thanks! One small workflow suggestion, is @2:48 when you enabled VALUE MIN/MAX you can see Max is set to 100, if you change to 1.0 you won't need the Divide later. Same with MIN for some expressions that goes from -1.0 to 1.0, you for example can change Min to -1.0 and Max to 1.0.
Oh fantastic, that's a great idea! I had a feeling there had to be a better solution to that additional node 😊Thanks for sharing, and thanks for watching!
cool video Jay, may want to import the daz to unreal control rig to check out how they did their jcms. For facial morphs you should use the get initial value in combination so that you can mix and match facial expressions just like in face puppeteer.
I like to see you making tutorials too, i subscribed to your channel some time ago and will love learn with you and Jay some Rig Techniques, Thank you.
Yet Another Great Video, Jay! Of course, it leads me to a request. In Unreal, how can we combine 'Eyes Up-Down' with 'Eyes Side-Side' to move the eyes in any direction using one control?
Good question! I'd say add controls to the eye bones, then drive them like regular bones. Use one control to drive both eyes. Another more complex option would be a look-at target, it's usually a little box type thing in front of the character's face. As you move that, both eyes would look at that box. I have no idea how to make that happen, but I've seen it implemented.
I was following along until you got to "Set Curve Value" but then there was nothing in the dropdown for the curve. Am I missing a step? Should I have followed a different video before this one? I can see all the curves for the morphs I exported from DAZ when I open the skeleton, was there a step where I was supposed to do to associate those curves with the skeletal mesh?
When you open the skeletal mesh, take a look at the Morph Target preview tab (open it under Window if you don't see it). Do you see you expressions there and do they drive them? I had to select them on export in Daz Studio.
@@WPguru Yes They are there. I think the problem was reimporting the skeleton broke the CR's association with the morphs. Solution: go to the Control Rig: Curve Container -> Right Click -> Import ->select the Skeletal Mesh. Recompile, and the dropdowns for the curves are populated!😅
You are a Guru! Some questions: What is the solution for using this driver for facial, and also be able to use the control rig, for instance: the IK one and the FK one?
Good question! In UE 5.4 you can use the Layered Control Rig feature. That way you can isolate changes to your figure with multiple control rigs and control rig tracks, so one would do the body animation, another the facial animation. You can also add layered rigs to make adjustments to animations that need corrections (like hands digging into the hips, or shoulders that are too hunched, or expressions on top of other expressions). Have fun and good luck!
@@WPguru Does that mean i would have to bake to control rig any time i want to use another rig, including the custom facial one? and by baking the previous layered rig i would not be able to make any adjustment from them again?
@@notrealquanluong Thankfully there's no need for baking (unless you want to). Layered control rigs work as independent tracks, you can add one and make adjustments, add another and make more adjustments with the previous one still active (as in "it's layered on top of an existing one"). That's the beauty of this system. Up until 5.3 we could only use a single control rig for a character, with 5.4 we can use multiple. This comes in handy for much smaller specialised control rigs too.
sir, when i try to make a genesis 8 male to lycan morph in daz3d , everything works perfectly in unreal engine including face ,body and legs, except finger morphs, all fingers goes long and messup,,,any solution pls, i export from daz3d using ( daz to unreal plugin). also i try with several creature morph , the same finger problem issue only show.. Thanks in advance
Yes absolutely, just like all the other control rig stuff. You can mix them in to body motions and bake multiple control rigs out into a new animation sequence.
Cool video! Thanks for spreading this new control rig and sequencer based workflow to developers. In the old workflow, animBP and sequencer exposed params are used. By the way, if you want to go one step further and drive those Control Rig controls from a UI based faceboard check this video ua-cam.com/video/FYzSB5iDy6w/v-deo.html (Disclaimer: the video on this given link presents an unreal marketplace *paid* product)
The problem at 9:48 is SNAPPING to grid.
D'oh! Thanks for letting me know :-)
Great video, I'm learning Daz Expressions in Unreal recently so this content is perfect for my studies, thanks!
One small workflow suggestion, is @2:48 when you enabled VALUE MIN/MAX you can see Max is set to 100, if you change to 1.0 you won't need the Divide later. Same with MIN for some expressions that goes from -1.0 to 1.0, you for example can change Min to -1.0 and Max to 1.0.
Oh fantastic, that's a great idea! I had a feeling there had to be a better solution to that additional node 😊Thanks for sharing, and thanks for watching!
cool video Jay, may want to import the daz to unreal control rig to check out how they did their jcms. For facial morphs you should use the get initial value in combination so that you can mix and match facial expressions just like in face puppeteer.
I like to see you making tutorials too, i subscribed to your channel some time ago and will love learn with you and Jay some Rig Techniques, Thank you.
Thank you so much! So useful!
Yet Another Great Video, Jay! Of course, it leads me to a request. In Unreal, how can we combine 'Eyes Up-Down' with 'Eyes Side-Side' to move the eyes in any direction using one control?
Good question! I'd say add controls to the eye bones, then drive them like regular bones. Use one control to drive both eyes. Another more complex option would be a look-at target, it's usually a little box type thing in front of the character's face. As you move that, both eyes would look at that box. I have no idea how to make that happen, but I've seen it implemented.
very valuable info. thanks for sharing
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I was following along until you got to "Set Curve Value" but then there was nothing in the dropdown for the curve. Am I missing a step? Should I have followed a different video before this one? I can see all the curves for the morphs I exported from DAZ when I open the skeleton, was there a step where I was supposed to do to associate those curves with the skeletal mesh?
When you open the skeletal mesh, take a look at the Morph Target preview tab (open it under Window if you don't see it). Do you see you expressions there and do they drive them? I had to select them on export in Daz Studio.
@@WPguru Yes They are there. I think the problem was reimporting the skeleton broke the CR's association with the morphs.
Solution:
go to the Control Rig: Curve Container -> Right Click -> Import ->select the Skeletal Mesh. Recompile, and the dropdowns for the curves are populated!😅
@@albamuth I had this same issue. Thanks so much for sharing the solution!
Jay i love your videos.
You are a Guru!
Some questions: What is the solution for using this driver for facial, and also be able to use the control rig, for instance: the IK one and the FK one?
Good question! In UE 5.4 you can use the Layered Control Rig feature. That way you can isolate changes to your figure with multiple control rigs and control rig tracks, so one would do the body animation, another the facial animation. You can also add layered rigs to make adjustments to animations that need corrections (like hands digging into the hips, or shoulders that are too hunched, or expressions on top of other expressions). Have fun and good luck!
@@WPguru Does that mean i would have to bake to control rig any time i want to use another rig, including the custom facial one? and by baking the previous layered rig i would not be able to make any adjustment from them again?
@@notrealquanluong Thankfully there's no need for baking (unless you want to). Layered control rigs work as independent tracks, you can add one and make adjustments, add another and make more adjustments with the previous one still active (as in "it's layered on top of an existing one"). That's the beauty of this system. Up until 5.3 we could only use a single control rig for a character, with 5.4 we can use multiple. This comes in handy for much smaller specialised control rigs too.
sir, when i try to make a genesis 8 male to lycan morph in daz3d , everything works perfectly in unreal engine including face ,body and legs, except finger morphs, all fingers goes long and messup,,,any solution pls, i export from daz3d using ( daz to unreal plugin). also i try with several creature morph , the same finger problem issue only show.. Thanks in advance
I'm afraid I have no idea. Try a Genesis 8.1 or Genesis 9 figure, I've had some weird issues with G8 that I don't have with 9.
awesome! can this be applied to in-game animations? like, can you bake them and maybe re import them as fbx?
Yes absolutely, just like all the other control rig stuff. You can mix them in to body motions and bake multiple control rigs out into a new animation sequence.
I love you
Cool video! Thanks for spreading this new control rig and sequencer based workflow to developers. In the old workflow, animBP and sequencer exposed params are used. By the way, if you want to go one step further and drive those Control Rig controls from a UI based faceboard check this video ua-cam.com/video/FYzSB5iDy6w/v-deo.html (Disclaimer: the video on this given link presents an unreal marketplace *paid* product)
Monster Smile 😂