"Step by Step" Procedural Animation

Full length course on procedural animation for human characters: www.udemy.com/course/procedur...
Discord server centred around procedural animation: / discord
Free download of the spider model: / lincolnmargison
More coming soon, subscribe, follow, all that jazz.

Пікірлер: 466

  • @bigmartin343
    @bigmartin3433 ай бұрын

    "let me know in the comments and I'll delete it" Underrated humor right there.

  • @bass-dc9175

    @bass-dc9175

    2 ай бұрын

    Also: "Excuse the lag on the recording (...) but you get what you pay for" Love that extremely dry humor.

  • @shion1364
    @shion1364 Жыл бұрын

    1:33 Open paint :> . 3:24 Create Control Rig file, set Pelvis. 5:49 Animation Blueprint: Set Control Rig 7:30 Set first leg. 11:00 Set settings for all legs 13:41 pelvis 19:13 individual index. 20:32 Calculate velocity 25:30 to world location. 31:37 Random. 33:00 Foot timing. 55:32 Calculate average

  • @elektra81516

    @elektra81516

    6 ай бұрын

    spiders don't have paws

  • @greedy_mf

    @greedy_mf

    5 ай бұрын

    why?@@elektra81516

  • @Vaneko911

    @Vaneko911

    4 ай бұрын

    people who make time stamps seek for attention.

  • @shion1364

    @shion1364

    4 ай бұрын

    @@Vaneko911 I did it for myself, I needed a structure so that I could return to the right moment whenever I wanted. But I'm glad it helped others.

  • @kikijewell2967

    @kikijewell2967

    3 ай бұрын

    @@shion1364 thanks. I was actually about to the exact same, and also put it into a comment so my work wasn't wasted just on me. Thank you for your service. Also, spiders don't have feet either. "Paw" is recognizable. Some people take their misery out on others, I guess.

  • @Rahulsingh-theraha
    @Rahulsingh-theraha Жыл бұрын

    😢that photorealistic drawing blew me away , ur drawing skill is Noice

  • @xKeray

    @xKeray

    4 ай бұрын

    i've read your comment first THEN saw him drawing the photorealistic spider and I lost it

  • @priyeshpv

    @priyeshpv

    4 ай бұрын

    I hope you're kidding. That spider is far from being photorealistic. It's missing it's eyebrows!

  • @666thmoab

    @666thmoab

    4 ай бұрын

    @@xKeraysame

  • @googoogly

    @googoogly

    4 ай бұрын

    ​@@666thmoabis your pfp a bomb or a zeppeline?

  • @666thmoab

    @666thmoab

    4 ай бұрын

    @@googoogly its a moab from bloons td 6

  • @sudiptoartstudio1338
    @sudiptoartstudio1338 Жыл бұрын

    For anyone sturggling to figure out why the imported skeleton won't stick to the ground, just delete the import PhysicsAsset. Took me about 2 hours to stumble into that solution, lol.

  • @bleeeblop

    @bleeeblop

    Жыл бұрын

    Thanks, that saved me 2 hours.

  • @LincolnMargison

    @LincolnMargison

    Жыл бұрын

    I think this should only affect things if you are simulating physics? Which we aren't in this tutorial. Maybe I'm misunderstanding the issue.

  • @_B_E

    @_B_E

    11 ай бұрын

    @@LincolnMargison Maybe the physics asset is overriding something? Because i had the same issue and deleting it helped as well. At the stage at the start where you did Sphere Trace by Channel, the spider wouldn't snap to the ground. Deleted the physics asset from the content drawer and it fixed it right away.

  • @Sh1nshon

    @Sh1nshon

    4 ай бұрын

    ur my god, that saved me 2 hours too.

  • @AdamMohamed-ji7pk

    @AdamMohamed-ji7pk

    Ай бұрын

    ​@@Sh1nshon istaghfiroluh Allah bro wtf ?

  • @Aimbok
    @Aimbok Жыл бұрын

    You're really good at drawing "photorealistic" spiders. Can you make a tutorial on how to draw next? Bits aside, incredibly helpful tutorial just like the control rig gun tutorial you made. :]

  • @maniacb0y
    @maniacb0y Жыл бұрын

    We need more content like this. Such quality deserves recognition. Well done.

  • @zerolinke8768
    @zerolinke87685 ай бұрын

    UE5.3 Update - Debug: ControlRig.EnableDrawInterfaceInGame 1 - Rig Node: Use "Construction-Event" Node replace "Setup-Event"

  • @xl-pu2zp

    @xl-pu2zp

    3 ай бұрын

    thanks alot,I really come up with a lot of problems in 5.3,

  • @Tedeums

    @Tedeums

    3 ай бұрын

    CalculateVelocity don`t work.

  • @CosmicComputer
    @CosmicComputer Жыл бұрын

    Wow, dude thank you so much for putting this up, this is exactly what I've been looking for!

  • @FramesOfGames-lv5nj
    @FramesOfGames-lv5nj Жыл бұрын

    Currently studying to become a technical artist and wanted to dive into procedural animation so this is exactly what I've been looking for! 10/10

  • @p1ontek
    @p1ontek Жыл бұрын

    What a great tutorial, thank you for breaking down the control rig a little bit. It's pretty hard to get an idea about the potentials of control rig and you brought some light into this room

  • @stefancekacekic
    @stefancekacekic Жыл бұрын

    What a beast of tutorial!! Looking forward to your new deep dives, learned really a lot, really appreciate it

  • @wouwourm
    @wouwourm Жыл бұрын

    I never ever thought of doing this until today so this video is an amazing drop! You even dropped the 3d model! big thanks!!

  • @PreeminenceWon
    @PreeminenceWon Жыл бұрын

    Great work, breakdown, and end result. Been hoping for something like this ever since I saw your "Procedural Walk System" teaser video. Take my sub!

  • @SpikeTheSpiker
    @SpikeTheSpiker Жыл бұрын

    Holy shit dude, thank you so much for this. Not only was it a fantastic intro into control rig, but you also talked about the methodology in a way that was easy to understand.

  • @real2late
    @real2late Жыл бұрын

    Do not ever even think about deleting this video, I tried making exactly this and I failed, then I saw your awesome video! Please also show the spider tutorial in blender, that would be awesome!

  • @sowianskizonierz2693
    @sowianskizonierz2693 Жыл бұрын

    It's awesome that you made this. Thanks!

  • @lolaswift111
    @lolaswift1119 ай бұрын

    Really brilliant! Many thanks Lincoln

  • @SirGraph
    @SirGraph2 ай бұрын

    I'm loving your great course on procedural animations, thank you so much!

  • @darabjakab
    @darabjakab7 ай бұрын

    Awesome tutorial, best explanation I have found so far for foot IK! Wish there were more of this kind of "step-by-step" tutorials! thank you for your time making this!

  • @Floky
    @Floky Жыл бұрын

    I've been looking for a good guide like this! Looking forward to more content like this!

  • @jamesfield8023
    @jamesfield8023 Жыл бұрын

    This is so inspiring. Thanks for taking the time to make this video!

  • @slipoch6635
    @slipoch6635 Жыл бұрын

    One of the best tutorials out there. Fantastic work man, thank you.

  • @aecl4287
    @aecl428710 ай бұрын

    This was one hell of a ride but the end result was so worth it! Hopefully in the future you could create more procedural animation videos for like sticking to walks!

  • @Metalpaved
    @Metalpaved Жыл бұрын

    Thanks you for this. That debug line tip is something i have been desperately needing!

  • @robertdavies5139
    @robertdavies51392 ай бұрын

    Awesome tutorial! thanks for posting this. procedural animation is on my "must learn" list. I was using the simple procedural walk plug-in up until now and although that works well I wanted to do something a little more bespoke for my current project. I'm using 5.3 and so far so good.

  • @huaishan4348
    @huaishan434810 ай бұрын

    Thank you so much for your generous sharing,This tutorial is the best I have ever seen.Please keep creating~~❣

  • @arsenurano4164
    @arsenurano4164 Жыл бұрын

    Incredibly amazing.

  • @ProjectOniricDEV
    @ProjectOniricDEV Жыл бұрын

    You are a God and i wish nothing more than endless happiness to you, keep it up, you don't know how much you're helping ppl!!

  • @Spook
    @Spook Жыл бұрын

    Brilliant tutorial! Please make more like this😄

  • @DeeOdzta
    @DeeOdzta Жыл бұрын

    Thanks for the chalk and talk, really appreciated.

  • @maddened3746
    @maddened37464 ай бұрын

    this is just amazing !!!! thanks a bunch for making this mate. cheers !

  • @prosota8083
    @prosota8083 Жыл бұрын

    Brilliant tutorial!

  • @akzork
    @akzork Жыл бұрын

    Recreated this successfully thanks!

  • @TheFrederickz
    @TheFrederickz3 ай бұрын

    Thanks for the video, leveled up my control rig understanding :)

  • @kfirkfir
    @kfirkfir Жыл бұрын

    Exactly what I wanted! very good stuff

  • @user-ed5vg9ws1g
    @user-ed5vg9ws1g28 күн бұрын

    The absolute king of spiders in unreal engine, everything worked fine, thank you ♥

  • @lemma6994
    @lemma6994 Жыл бұрын

    Video is very helpful indeed. Thank you muchly

  • @lordkelvin1
    @lordkelvin1 Жыл бұрын

    This is such a good tutorial. Been meaning to get into procedural anim in Unreal. Keep it up!

  • @CortVermin
    @CortVermin Жыл бұрын

    that is some crazy good resource, holy shit

  • @flamebrindger3984
    @flamebrindger39844 ай бұрын

    Giant. Enemy. Spider. *Starts singing*

  • @MasterPiffy
    @MasterPiffy8 ай бұрын

    if you get to the end of this in 5.2 and your mesh starts sliding forward, clamp the value you plug into average location on the return in CalculateAverageFootLocation between something like 1 and 150. I got errors that the value wasn't normalized. that's the fix. you can also use the hit normal in a vector to vector quaternion to automatically handle the rotation for you as well

  • @Evil__Bacon
    @Evil__Bacon Жыл бұрын

    Holy shit Thai video is amazing bro keep up the great work and I promise you your gonna grow big in absolutely no time 🔥

  • @idikutkasgarli3637
    @idikutkasgarli3637 Жыл бұрын

    This is the only tutorial that I could find Thank you so much

  • @dylanwainwright8644
    @dylanwainwright8644 Жыл бұрын

    Loved this Tutorial! You clearly explain everything and I learned quite a bit. :) Can't wait for more. Couple suggestions: Add chapters! At almost an hour this is an epic length tutorial. It is really hard to navigate if you mess up and need to go back to an earlier part. Also, slow down a tad. Particularly near the end you really sped up. For someone who doesn't type quickly it was hard to keep up.

  • @Monument_07
    @Monument_07 Жыл бұрын

    Thank you ive been looking for a video like this one

  • @dmytriy8008
    @dmytriy80088 ай бұрын

    Спасибо. Ты замечательный человек.

  • @itisWhatitis12345
    @itisWhatitis123454 ай бұрын

    Damn bro. Keep up the good work.

  • @Qubot
    @Qubot Жыл бұрын

    Thanks you very mutch !

  • @airmancooma4672
    @airmancooma4672 Жыл бұрын

    Thanks!

  • @parse_error
    @parse_error Жыл бұрын

    Amazing tutorial! I learned so much here as it's my first time with control rig. I did it with 5.2, and as already mentioned the main difference is that the "Construction Event" replace the "Setup Event". Otherwise everything works perfectly. As you said at the end of the video, a tutorial for the Blender rigging part would be great! Thanks for your work!

  • @gabrieladriannogueirarosal5401

    @gabrieladriannogueirarosal5401

    10 ай бұрын

    Thanks a million!

  • @gorimostly
    @gorimostly Жыл бұрын

    Awesome, thanks a lot for making this! Lost it at the squid lol

  • @mindlessghost5092
    @mindlessghost5092 Жыл бұрын

    Bro all things aside i love your drawing skills like best easy han total mess free.

  • @kabargin
    @kabargin Жыл бұрын

    58:05 love that kind of humor, like

  • @jasonartcraft9148
    @jasonartcraft9148 Жыл бұрын

    Was quite an adventure making this thing to work. It was my first time using Control Rig. Now cool buggy jittery thing can follow my player)

  • @CortVermin
    @CortVermin Жыл бұрын

    photorealistic spider got me good :D

  • @kioly_ah
    @kioly_ah Жыл бұрын

    非常感谢!!!

  • @xovexyz
    @xovexyz10 ай бұрын

    Very interesting

  • @viktorsola1784
    @viktorsola1784 Жыл бұрын

    Man, it's looks so disgusting, that it looks so good! I am not going to lie, I got goosebumps! :D

  • @dwd5057
    @dwd5057 Жыл бұрын

    10/10 keep it up

  • @chAXvrl
    @chAXvrl6 ай бұрын

    this youtube recommendation..i dont know why im watchin this, but dayum, this is interesting xD

  • @donfalcone7560
    @donfalcone75605 ай бұрын

    Thanks for the tutorial. What to do if the limbs of the skeleton have only 2 bones, and not 3? Should I use something else instead of BasicIK?

  • @flyingroads3498
    @flyingroads34988 ай бұрын

    You earn a sub🎉

  • @d74g0n
    @d74g0nАй бұрын

    This was great - made it to end... mines a jittery but good nuff lul. Wish I had a blueprint png to scrutinize to find my failures

  • @OxenTeVe

    @OxenTeVe

    Ай бұрын

    I would also be very grateful if you could provide an image of the blueprints. I dedicated a few days and followed the steps, but I didn't get the same result.

  • @cupsster1
    @cupsster1 Жыл бұрын

    What you could do is to limit foot projection to calculated length of one leg IK + some fixed offset, that way it would not stretch that much. Also optionally clamp that distance so shorter legs have chance to catch up on movement of longer ones. Other than that, good stuff! Thank you.

  • @amerboss99

    @amerboss99

    7 ай бұрын

    for a beginner, how different is it to do this for a metahuman skeletal mesh?

  • @nourhassoun7099
    @nourhassoun70994 ай бұрын

    Please do tentacles that flow/move alone next!

  • @ethanbergendahl5566
    @ethanbergendahl556611 ай бұрын

    For my spider skeleton the "foot mesh" is like at ankle level so the foot of the spider is never correct looking. Is there anyway to edit the bones in UE5 or do I need to use a different software to change the location of the bone to be closer to actual foot level?

  • @soojungkim8201
    @soojungkim8201 Жыл бұрын

    Thank you for the great tutorial. Which IK should I use for setting with one more joint? I'm trying using ccdIK.

  • @LincolnMargison

    @LincolnMargison

    Жыл бұрын

    I'm not too sure about that. Not something I've done much with, it seemed like there was less control with longer IK chains, so I usually have tried to fake/bypass it. I'll look into it though

  • @akzork
    @akzork Жыл бұрын

    Let me get something to eat while watching this video

  • @billysatkowski6938
    @billysatkowski6938 Жыл бұрын

    I'm still a noob, does this work with more bones in the legs? Having trouble getting the foot attached in right rotation. Everything else looks right just can't seem to find the foot rotation within the axis values.

  • @MonkeManOfficial
    @MonkeManOfficial11 ай бұрын

    yess please show how to make spider in blender (and how to import properly to ue5 if you dont mind)

  • @petepan5656
    @petepan56563 ай бұрын

    I laughed way too hard at "And now we can see we've made a squid."

  • @pattyspanker8955
    @pattyspanker8955 Жыл бұрын

    I like your funny words magic man

  • @mikivm1
    @mikivm111 ай бұрын

    Very well!! first of all, this is the best tutorial of Procedural Animations in Unreal that I have never found, Incredible Work! But I have a small problem, at Minute 52.55 you add the remap in the "IncreaseFoot..." and then the next remap in "Calculatenew ....", my question is the following: Everything perfect and identical to yours so far, after this my Spider makes very short and fast steps while your's seems to soften! having exactly the Same values as you, any ideas? (I assume that the "0,1,1,5" of the first remap and the "0,500,1,2" are the final values?) or you got some change that not see on video? Thanks so Much and Keep doing these , thats amazing!

  • @LincolnMargison

    @LincolnMargison

    11 ай бұрын

    Hmm this video was a while ago so I don't know the exact values I used, but I likely did go through tweaking them a few times. It depends a lot on the movement speed you want and the general look you're aiming for, so it's worth playing around with the values and trying to understand how they relate to the leg speed.

  • @bobboland8505
    @bobboland8505 Жыл бұрын

    I am using this for a humanoid character and instead of basic ik I use full body ik so I don't use children to get the feet. it works fine until the calculateFootTarget Function, I don't know how to put the Return Event into the loop when I do not have a For Each node, I tried a few things but in all my attempts this is where I have been stopped with errors. I would appreciate any help, Thanks for the great tutorial.

  • @phoshooo
    @phoshooo26 күн бұрын

    After I brought in my spider it looked fine. Once i put imported the hierarchy it was so broken like every bone was is crazy places

  • @LittleBlue42
    @LittleBlue4215 күн бұрын

    Hey there! I see you published this a while ago but i have areally quick question that coud help clear up my understanding of global vs world space. At about 22:35 you set a variable after converting it to world space, but then directly compare it against the value before its conversion. Therefore, you are comparing values that live in two different spaces. Can you touch on that? Would you not want to compare the values all in world space?

  • @robertdavies5139
    @robertdavies51392 ай бұрын

    I've used this video as a guide to implement procedural animate to a robot model I've built. I've implemented CCDIK as the IK solution and the walking cycle works great initially. Occasionally, however, the feet stop moving out of sync with each other (i.e. walk) but instead move together making the robot "hop" instead of walk. Any thoughts? Also if I stop the movement and then start again the legs sync up and it's back to "hopping" again.

  • @LincolnMargison

    @LincolnMargison

    2 ай бұрын

    It's a bit of a flaw with this method, where if all of the feet go out of range at once, they will all sync up. The way I would approach it now would be to have a cycle that dictates when the feet move. I've just released a course on Udemy that goes over this method, but as a general summary, there's a master cycle which loops from 0 to 1 repeatedly, then the individual legs each have some phase offset from this cycle. If the leg is within 0->0.4 of the cycle (after accounting for the offset) then it's swinging to a new point, if it's in the remaining then it's locked. The number can vary of course, but somewhere around a 50% split from swing/locked phase seems to work best.

  • @robertdavies5139

    @robertdavies5139

    2 ай бұрын

    @@LincolnMargison - thank you for taking the time to reply. I'll have a play around with it and also have a look at your Udemy course too . Thanks pal :)

  • @benl.4903
    @benl.4903 Жыл бұрын

    Hi there, I got stuck, I am using 5.1 but I do not get "transform" in the Set Transform under the Control Rig.

  • @SeanLake3D
    @SeanLake3D Жыл бұрын

    You can right click on your skeletal mesh(skeleton), and create a control rig from that :). Save ya a step. Also, @5:38 I connected mine exactly as yours, and it did NOT pop to the floor!!! Mesh, is also not snapping to the floor :(

  • @carbonatedmilk5934
    @carbonatedmilk5934 Жыл бұрын

    Would you be able to adapt this to go up walls or maybe something skinny like a tree limb?

  • @LincolnMargison

    @LincolnMargison

    Жыл бұрын

    I don't see why not. Adapting it to go up walls wouldn't require much, in terms of the animation, it would probably be mainly a challenge of the blueprint to let a character walk around walls (not the simplest thing but pretty doable, there's plugins that do it for you too). I think if this character was just flipped upside down, it'd be trying to 'walk' on a ceiling. I'm not sure if the traces it does were in worldspace or not so there might be a slight tweak needed but basically should work on any angle.

  • @JumBungle
    @JumBungle Жыл бұрын

    Fantastic tutorial, thanks for your effort on this! I'm working on adding a character controller to this base, I have noticed that when the rotation of the spider is not 0,0,0 the calculated velocity seems to still add in the forward direction, potentially just for the torso (I'm still testing), making the spider's body swing to the global Y forward. I assume this is an issue with using world space and local space wrong. Can you replicate this issue? if so, can you point me in the right direction to fix it? Thanks again!

  • @LincolnMargison

    @LincolnMargison

    Жыл бұрын

    This was an older tutorial and I think some step may be slightly different in newer engine versions. For me, as shown, it worked for all directions and orientations (video at the end shows an example of the spiders walking in various directions). I calculate the velocities/rig space velocity a little differently now (eg. in the procedural human animation course) but I'm not sure if that's the specific issue. I'd recommend just drawing some debug lines to see where things start to go awry, and to make sure the velocity direction is always correct in worldspace.

  • @JumBungle

    @JumBungle

    Жыл бұрын

    @@LincolnMargison Thanks for taking the time to reply! Great idea, I'm actually only just starting out in Unreal Engine as most of my dev time has been in Unity, so this tutorial was fantastic in growing familiarity with the Engine, I've since bought your Udemy course on procedural animation and will be starting that soon. But yes, once I learn how to effectively debug in UE that will be my first port of call!

  • @SLAPMYGORILLA
    @SLAPMYGORILLA Жыл бұрын

    This is such a good tutorial that I'm using it just for Manny. The Basic IK Axis for Manny are as follows: Primary(x-1).. Secondary(Y+1).. And then just set the pole vetors Y+100 Z+100 just to start. Its not perfect but its close!

  • @SLAPMYGORILLA

    @SLAPMYGORILLA

    Жыл бұрын

    The Primary and secondary axis invert for the Right leg.. Is this a problem with Manny or have a missed a step? I know i can just use a seperate Basic IK for my right side, but the For Each loop is really cool, and I'd love to still be able to use it. If anyone has any idea on what i can do to still use the for each loop, then let me know please!

  • @amerboss99

    @amerboss99

    7 ай бұрын

    the thighs dont move in my case, any idea what could be wrong?

  • @olliveraira6122
    @olliveraira612211 ай бұрын

    Is it possible to control skeletal IK directly from BP or do you need to use the controlrig graph? I feel like logic like this makes more sense in the same place where you are moving the actual actor, otherwise you could end up in a scenario where the actor is standing in a slim area and the feet have basically nowhere to go

  • @LincolnMargison

    @LincolnMargison

    11 ай бұрын

    You can, in certain ways, do it directly, but the way I prefer is still via control rig, but you do the calculations in BP and pass it the final foot target positions. Although for your example, even if it's figured out from the same place in BP I'm not sure how you'd solve it. If it can't find any way to place the feet where they would connect to a floor, there's not much you could do in BP either. Having the player movement affected based on the animation (eg. falling because there's no foot position) would be annoying/inconsistent I think.

  • @italianjack
    @italianjack2 ай бұрын

    sorrry dumb question from a newbie, how do you lock your camera on the selected object while it moves when you simulate the scene?

  • @machielras7028
    @machielras702818 күн бұрын

    Can we get a updated version for 5.4?

  • @raivo4716
    @raivo47167 ай бұрын

    All works. Crazy stuff. You did do it from scratch? How it is possible to comprehend it all. Twisted. Thanks.

  • @LincolnMargison

    @LincolnMargison

    7 ай бұрын

    Just built up little by little. There's nothing hugely complex going on, it just appears a bit complicated seeing it all in one go. Building a similar system for yourself and fixing/improving as you go will seem a lot more understandable. You just get the most basic form of the animation to work, then try to improve it wherever you see an issue

  • @raivo4716

    @raivo4716

    5 ай бұрын

    @@LincolnMargison Interesting to note that when I updated my project from UE 5.1 to 5.2 everything worked fine. But when I updated to UE 5.3 this control rig did not work. Legs did not move. Just wobbled little bit but failed to follow character controller.

  • @LincolnMargison

    @LincolnMargison

    5 ай бұрын

    @@raivo4716 This may be a fault with the migration, or perhaps some important node got removed/changed too much in 5.3 and broke it. Check for any errors throughout the controlrig graph

  • @TheEightfoldPath_
    @TheEightfoldPath_ Жыл бұрын

    A+ tutorial, Goddamn! As a side note, how is this on performance? Something reserved for player characters or could it scale to be used on some enemies as well? And how would this fare in a networked environment? I suppose it wont have any issues as everything is done client side anyways, as long as latency is smoothed out

  • @LincolnMargison

    @LincolnMargison

    Жыл бұрын

    Yeah all clientside so as long as the player movement is replicating properly it should work. If you need something more specific where the feet are moving in sync across the server, you could do the timing/cycles in a replicated way (ie. blueprint which passes the timer to control rig, and since it's deterministic you'd get the same leg placements). As for performance, I've done the same with 100 characters doing 10 traces per frame each, with the same kind of movement logic, with no issue. But also keep in mind that this tutorial is more a 'here's how to figure things out' not strictly an optimized/best way of doing it. For example, this loops through more bones than it needs to, and does traces when the legs aren't moving and such. So there's definitely room for improvement but it seems to have no impact on FPS.

  • @joedoe6737
    @joedoe67374 ай бұрын

    Great stuff ! Just one question : Can it work with, let's say , a creature which has more than 3 joints in its legs ?

  • @LincolnMargison

    @LincolnMargison

    4 ай бұрын

    Sure, but you'd need to use something other than the Basic IK node. EG Fabrik, or FullBodyIK. FullBodyIK probably will give you the best results

  • @joedoe6737

    @joedoe6737

    4 ай бұрын

    got it, thanks,, I'll see what I can do !

  • @phonicgl
    @phonicgl3 ай бұрын

    Hi! No idea if you still (or ever) checked these comments. First of all, GREAT vid! it helped me a lot. I applied your logics and it works for the most. my question is; after moving the character for a couple of seconds the front and back legs start moving at the same time (sync'ed). how do I get rid of this? Is it a hard coded timing issue? Thank you very much for your help!

  • @LincolnMargison

    @LincolnMargison

    3 ай бұрын

    Yeah the method/approach here means that if they all go out of range at the same time they will all end up in sync. So you'd want to add something to force them offset, or the way I normally approach it now is by using a cycle time that controls when the feet move, rather than distance

  • @phonicgl

    @phonicgl

    3 ай бұрын

    @@LincolnMargison thank you very much!!

  • @drinksoft5191
    @drinksoft51918 ай бұрын

    Can someone share the completed BP? I'm having some problems and I want to deconstruct it at my own pace.

  • @itsbunbunni
    @itsbunbunni Жыл бұрын

    did they get rid of the setup event? im not finding it. Update: they replaced it with construction event, and if the editor crash when you hook anything up to it, go verify your build of unreal engine.

  • @indira4435

    @indira4435

    Жыл бұрын

    thank you, was just encountering this!

  • @LincolnMargison

    @LincolnMargison

    Жыл бұрын

    Yeah construction event replaces setup. I think searching 'setup' still finds it. I hadn't encountered the crashing issue but good to know for future reference.

  • @user-sz8jc8zm5k
    @user-sz8jc8zm5k8 ай бұрын

    Hi! Thanks for sharing such a powerful technique so accessible. I have a problem with Foot timing calculation. For some reason array elements don't set from its own function at all, so I moved the calculation right into CaculateNewFootTargets, before the branch. But values I receive from delta time added to cached array element are too small, and never become greater than 0.01xx. Looks like the array doesn't cache the previous value and just writes a new value from delta time on each call. Any advice on how I can beat the issue?

  • @fabiomorini4281

    @fabiomorini4281

    8 ай бұрын

    I've found the issue, apparently they changed the behavior of "Set at" node in the increaseFootTime function (it went from passing by reference to copy), to make it work you have to add a Set FootTimings and connect the array to the result of Set at node

  • @Wiljami3D

    @Wiljami3D

    6 ай бұрын

    @@fabiomorini4281 Hey, sorry I don't quite get where this fix goes? Can you help some more please, picture perhaps?

  • @meloncolly9983

    @meloncolly9983

    5 ай бұрын

    Thank you for this!@@fabiomorini4281

  • @mamboroberts

    @mamboroberts

    4 ай бұрын

    G'day - hope this helps@@Wiljami3D . What works is everytime there's a 'Set At' node in tht tutorial, you need to add another node which is a 'set' (variable), ie. foottimings directly next to it, link the execution pin to the 'set' and link the array out link from the 'set at' to the array in of the 'set'. It helped me but you have to find them all. I found one in IncreaseFootTimings function (add a set FootTimings straight after the Set At), and a few in the CalculateNewFootTargets function: A new 'set WorldFootLockedLocations, a new Set FootTimings, and a new SetWorldTargetFootLocations after each of the relevant 'set at' nodes with the input array matching those I stated. In short, everytime the tutorial uses as 'set at' node, also add a 'set' node by dragging in the array variable and link the output of the 'set at' to the input of the 'set' then continue the execution as described. Hope this helps a few - I got stuck here for a few days! \m/

  • @davidtamaslaszlo4922

    @davidtamaslaszlo4922

    4 ай бұрын

    Every time i do that the whole engine crash :(@@fabiomorini4281

  • @jsogman
    @jsogman3 ай бұрын

    can you/someone please explain how the initial skeletal mesh must be set up/imported? does it need to have an animation already ?

  • @oofnoof9024
    @oofnoof9024 Жыл бұрын

    10/10 stopped me from pulling my hair out

  • @orestmp4
    @orestmp48 ай бұрын

    Thanks for tutorial. I noticed that all foots of my spider don't react to holes on the floor. How to detect floor for target location and tell it to find the closest floor or stay on locked location if there is no floor?

  • @LincolnMargison

    @LincolnMargison

    8 ай бұрын

    It's basically just the logic of the traces, you can do multiple, and do backup ones if nothing is hit, and so forth. You could turn it into a pretty complex function that scans an area or multiple spots etc, depending on your needs.

  • @orestmp4

    @orestmp4

    8 ай бұрын

    @@LincolnMargison Thank you, but I already figured out it by myself. Thx for tutorial again, very helpful)

  • @Wrath1991
    @Wrath1991 Жыл бұрын

    good video, how about slowing down the transition for a more realistic walk? is there a way to do that?

  • @LincolnMargison

    @LincolnMargison

    Жыл бұрын

    Sure, everything can be tweaked by changing the values. Just play around with it whilst making the system and you'll see which numbers control what. A lot of it depends on the size and speed of the character, so it will need to be unique for each project anyway.

  • @findingmosey6447
    @findingmosey64475 ай бұрын

    Hey thanks so much for this tutorial, I got it working perfectly and adjusted some values to make it work for my project. Everything works perfectly in editor, but when I build the game the spider is just static (I added a character movement component to it to follow the player for now, which does still work but the animation is not). Does anybody have experience with this? If you have an answer or suggestions Lincoln I would really appreciate it!

  • @LincolnMargison

    @LincolnMargison

    5 ай бұрын

    Hmm what engine version are you using? This is an oldish video so there may be some tweaks needed

  • @findingmosey6447

    @findingmosey6447

    5 ай бұрын

    I'm using 5.0.3 at the moment, I'm also too far into the project to migrate it to a new version. Do you know what those tweaks could be?@@LincolnMargison

  • @Helgrind44
    @Helgrind449 ай бұрын

    Any tips on how to make the rig and export it from Blender to Unreal? I made one myself, but when I use the Basic IK, the legs goes spaghetti, no matter what combination of primary / secondary axis I use. Even changing the pole vector doesn't seem to help.

  • @jako-qo7so

    @jako-qo7so

    4 ай бұрын

    did u fix it? i got the same issue

  • @Helgrind44

    @Helgrind44

    4 ай бұрын

    @@jako-qo7so I did but it's been a while. There is a video on KZread called "UE4: Control Rig - First Steps" that explains how to properly set up the rig in Blender. I think that what helped me back then. Good luck, I remember that this was really frustrating!

  • @jako-qo7so

    @jako-qo7so

    4 ай бұрын

    Great thanks ,will look into it!!

  • @jamesonvparker
    @jamesonvparker11 ай бұрын

    I’d love to try and make the legs also go to walls when the spider is close to the wall 😮

  • @MiniZaraki
    @MiniZaraki11 ай бұрын

    Is it possible to make his spider walk from ground to wall then to ciling and back to ground?