Driving Morph Targets from Control Rig in Unreal Engine

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  • Опубліковано 15 вер 2024

КОМЕНТАРІ • 26

  • @AdrianoOliveiraUFC
    @AdrianoOliveiraUFC 4 місяці тому +3

    The problem at 9:48 is SNAPPING to grid.

    • @WPguru
      @WPguru  4 місяці тому +2

      D'oh! Thanks for letting me know :-)

  • @DrkFX
    @DrkFX 4 місяці тому +1

    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.

    • @WPguru
      @WPguru  4 місяці тому +1

      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!

  • @badimagerybyjohnromine
    @badimagerybyjohnromine 4 місяці тому +1

    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.

    • @ThiagoLionheart
      @ThiagoLionheart 4 місяці тому +2

      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.

  • @mustachefilms7949
    @mustachefilms7949 29 днів тому

    Thank you so much! So useful!

  • @billbaios299
    @billbaios299 3 місяці тому

    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?

    • @WPguru
      @WPguru  3 місяці тому

      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.

  • @behrampatel4872
    @behrampatel4872 Місяць тому

    very valuable info. thanks for sharing
    b

  • @albamuth
    @albamuth Місяць тому +1

    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?

    • @WPguru
      @WPguru  Місяць тому +1

      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.

    • @albamuth
      @albamuth Місяць тому +1

      @@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!😅

    • @gabgabmon
      @gabgabmon Місяць тому

      @@albamuth I had this same issue. Thanks so much for sharing the solution!

  • @ThiagoLionheart
    @ThiagoLionheart 4 місяці тому

    Jay i love your videos.

  • @notrealquanluong
    @notrealquanluong 24 дні тому

    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?

    • @WPguru
      @WPguru  24 дні тому +1

      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!

    • @notrealquanluong
      @notrealquanluong 24 дні тому

      @@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?

    • @WPguru
      @WPguru  23 дні тому

      @@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.

  • @arunachalamselvaraj1391
    @arunachalamselvaraj1391 Місяць тому

    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

    • @WPguru
      @WPguru  Місяць тому

      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.

  • @rodrigosotoaltamirano3543
    @rodrigosotoaltamirano3543 4 місяці тому

    awesome! can this be applied to in-game animations? like, can you bake them and maybe re import them as fbx?

    • @WPguru
      @WPguru  4 місяці тому

      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.

  • @SolarCookie300
    @SolarCookie300 Місяць тому

    I love you

  • @WilyPumpkin
    @WilyPumpkin Місяць тому

    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)

  • @ThiagoLionheart
    @ThiagoLionheart 4 місяці тому

    Monster Smile 😂