Rigging in Unreal Engine with Control Rig and the Skeletal Editor | Unreal Fest 2023

Ойындар

This session will explore the latest additions to Unreal Engine’s rigging toolset. Using Control Rig and the brand new Skeletal Editor, we’ll show you how to utilize techniques such as creating skeletons directly in the engine and adding dynamic motion rigs to bring your animations to life.
We’re excited to bring you sessions from Unreal Fest 2023, available to watch on demand: • Unreal Fest '23 Playlist

Пікірлер: 56

  • @kiaranr
    @kiaranr9 ай бұрын

    As a Maya rigger, Control Rig is how I always dreamed rigging would be. Maya has always felt like jamming a square peg in a round hole. You can make it do the thing, but my goodness. The effort is excessive.

  • @polypunch3D
    @polypunch3D9 ай бұрын

    Unreal is truly the Swiss knife of game design!

  • @jacquecortez5014
    @jacquecortez50149 ай бұрын

    Just what I needed. At the right time.

  • @baarg8672
    @baarg86725 ай бұрын

    5:55 - mind blowing part! selling point! ctrl+g - is for grouping (default in maya) ctrl+u - ungrouping 29:30 - omg i want that tool in maya.. ive struggled to create it right in outliner... but no luck

  • @PauloHenriqueVFX
    @PauloHenriqueVFX9 ай бұрын

    Control rig is Awesome, one of the best features of UE5, really pleasant to work with

  • @Tigerhearty

    @Tigerhearty

    9 ай бұрын

    There is a few things left for unreal to be almost feature complete, and one of these things is to be able to sculpt, modelize and material paint in the engine itself.

  • @williamlacrosse9389

    @williamlacrosse9389

    9 ай бұрын

    @@Tigerhearty you can sculpt in the landscape mode. You can model in the modeling tool kit and paint with mesh paint tool with vertex color.

  • @marcusmanningtv
    @marcusmanningtv9 ай бұрын

    Keep UNREAL SUBSCRIPTION FREE 😊

  • @wywarren
    @wywarren6 ай бұрын

    While working a crazy control rig, we just ran into the scenario where if you exceed a stack instruction count of > 65535, the control rig will show as compiled with a green check but not be in a fully compiled/usable state. Looking into ways to optimize that now but it's a big bummer that we can't dynamically allocate the stack limit in this case.

  • @Storypaintings
    @Storypaintings9 ай бұрын

    This is really cool :0

  • @mossonthetree
    @mossonthetree7 ай бұрын

    Big thanks to everyone at Epic games making this fantastic tool, you're the very definition of awesome!

  • @wondervolt
    @wondervolt5 ай бұрын

    I would love to see a tutorial on how you make that rig, not just showcase xD still awesome to see

  • @ProjProd
    @ProjProd9 ай бұрын

    🔥🔥🔥🔥

  • @BryanHoward
    @BryanHoward7 ай бұрын

    I tried control-rig right when it came up but at the time it was too buggy and crashed the UI. I’ll have to check it out again as it looks like it's progressed quite a bit. My workflow in Maya for skinning was to model clean proxy geometry that is in most cases lower than the final mesh. I do all the skinning on that mesh by starting out with binary weighting each joint (no smoothing). Then go through each joint and smooth its values to the adjacent joints while keeping all the other joints locked. This way you never end up with stray weights to clean up. The proxy geometry ensures that when weight smoothing it happens uniformly regardless of how geometry is modeled. After that you just transfer the weights from the proxy to the production mesh. It’s been a couple years since I’ve done any rigging in maya but it probably still applies as this part of maya basically never changed over the 15 or so years rigging with it.

  • @PhippeXGaming
    @PhippeXGaming9 ай бұрын

    Excelente contenido como siempre aprovecho cada tip para mejorar en mis manejos de UE5 MIL GRACIAS!! saludos desde Uruguay!

  • @BaseRealityVR
    @BaseRealityVR8 ай бұрын

    Adding a Quick start auto rigger that Rigs to the default mannequin skeleton would be a cool addition to this plugin ; ). But even the ability to rename bones and add\ remove them It giving me less reason to need to even open a DCC. But Can we Adjust weights while previewing an animation too ?

  • @Metarig
    @Metarig6 ай бұрын

    As a Maya rigger, the job is more tedious than hard, but still rewarding.

  • @syntaxed2
    @syntaxed28 ай бұрын

    UI REQUEST: Change border color of the rig hierarchy panel (Or allow users to change color) - I can see its gray in this video and it breaks with the overall theme of UE.

  • @sunny99179
    @sunny991796 ай бұрын

    Unreal just need Sculpt with mask and extract. Unreal is amazing!

  • @arsalino1116
    @arsalino11166 ай бұрын

    So mirroring weight is only possible with verts and not when in brush mode?

  • @Goofy_Toons
    @Goofy_Toons9 ай бұрын

    Anyone know if the sequencer video he mentioned on KZread?

  • @billmore6486
    @billmore64869 ай бұрын

    Are you going to show the Lunar Horizon in video? Project looks really cool.

  • @dispersiasvata
    @dispersiasvata6 ай бұрын

    16:40 sequence of bone masses with decay 17:45

  • @MigueldeAguirre
    @MigueldeAguirre8 ай бұрын

    Any chance we can get our hands on the rubik's cube rig ?

  • @michaelwalker7706
    @michaelwalker77062 ай бұрын

    What Resource would I look at to produce Rigs like this?

  • @RairAffair
    @RairAffair2 ай бұрын

    Hi there, Any hints how to connect Metahuman head only, to a custom rig? Meaning what would be the best approach? By connect I mean to connect just to one bone, because weights need to stay that way. Like Blender's "Transformation" constraint. That should be very easy, and it's not... 🤐🤔

  • @joshuaaustin9781

    @joshuaaustin9781

    Ай бұрын

    There's a talk a few years ago that talks about modular characters and inheriting poses/animations look for an unreal video called Building Modular Characters in Unreal Engine | Unreal Fest 2022

  • @shikhermyv
    @shikhermyv9 ай бұрын

    How to rig a mech. We need vertex groups.

  • @nucleusart528
    @nucleusart5287 ай бұрын

    28:25 "-you have to adjust these yourself to some point" and then he don't show how [Edit] just found out myself, uncheck *Update Children* BTW UE5 is wonderful and this new editor is a life saver

  • @krz9000
    @krz90009 ай бұрын

    maya feels ancient after seeing this

  • @tabby842
    @tabby8429 ай бұрын

    Been looking into a lot of UE5's features lately, seems like it's becoming more of a 3d content creation suite, no? What's next, character sculpting?

  • @number9letterk

    @number9letterk

    5 ай бұрын

    @@JoshuaAbraham-ix2vo It's all of the things!

  • @naza0777
    @naza07779 ай бұрын

    is there are any planes to add stuff like euphoria do in character reactions to ue5?

  • @ArcaneRealities
    @ArcaneRealities8 ай бұрын

    I just dont get why you still have to retarget animations with all this tech why can't it be seemless like Iclone ? you drag any animation onto the character and it works

  • @alexanderalikin1210
    @alexanderalikin12109 ай бұрын

    What is Lunar Horizon and how to find it? Google knows nothing about it.

  • @kimsnarf

    @kimsnarf

    9 ай бұрын

    It is an "experience" inside Fortnite (UEFN).

  • @alexanderalikin1210

    @alexanderalikin1210

    9 ай бұрын

    @@kimsnarf oh, so you can open it up there and possibly export everything to vanilla Unreal?

  • @kimsnarf

    @kimsnarf

    9 ай бұрын

    @@alexanderalikin1210I guess, if the project has been made public.

  • @alexanderalikin1210

    @alexanderalikin1210

    9 ай бұрын

    @@kimsnarf thank you, I’ll check it out

  • @euuhgzz2791
    @euuhgzz27915 ай бұрын

    Lmao

  • @MR_CREEPER-gj1ir
    @MR_CREEPER-gj1ir9 ай бұрын

    Plz keep unreal engine free

  • @DaDarkDragon

    @DaDarkDragon

    9 ай бұрын

    Technically it's never been free.

  • @Energy0124HK

    @Energy0124HK

    9 ай бұрын

    It's still kind of free if you use it for games, only pay if you make over 1 million dollars. Non game projects will have a revenue limit as well.

  • @kabargin
    @kabargin9 ай бұрын

    cascadeur is still x10 much better and no one want to waste time on brushing weights, make it AI auto

  • @deividgarciabetancourt8742

    @deividgarciabetancourt8742

    9 ай бұрын

    It is one thing to skin weights, another very different thing to preserve volumes.

  • @kiaranr

    @kiaranr

    9 ай бұрын

    I'm one of the programmers at Epic working on the skinning tool. The manual weight editing will always be required even if we had an automatic solution. So we decided to do that first. It also allowed us to lay the foundation down be able to edit weights at all. But we are absolutely interested in automating it to the degree that it is possible. The manual editing features are just the first step.

  • @kabargin

    @kabargin

    9 ай бұрын

    @@kiaranrthanks for your working

  • @ArcaneRealities

    @ArcaneRealities

    8 ай бұрын

    @@kiaranr I just dont get why you dont make the simple 1 click solution at the same time -also like why are we still having to retarget animations - iclone has had auto retargeting on any animation for quite awhile

  • @NicoleSummer8

    @NicoleSummer8

    6 ай бұрын

    Awesome talk and love it!❤👍💪👏😄

  • @MickaelSchaack
    @MickaelSchaack8 ай бұрын

    😂controle rig is to complex to understand for normal people... you need to make change on it ! Cause after make animations... we dont understand nothing

  • @atefibrahim8944
    @atefibrahim89449 ай бұрын

    Well, all this will go to waste after they start requesting a monthly subscription next year and no longer free.

  • @Energy0124HK

    @Energy0124HK

    9 ай бұрын

    Only if you use it for non game projects. Plenty of games can use control rigs.

  • @Neiv74

    @Neiv74

    9 ай бұрын

    unreal is used primarily for games, was created to that purpose after all, anything related to games will not change. The change about non games related is too small to have any impact.

  • @atefibrahim8944

    @atefibrahim8944

    9 ай бұрын

    @@Neiv74 I wish thank you tho. That make me feel better

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