Unreal Engine 5.3 is the FUTURE 🚨 ! Skeletal Editor Tutorial

Фильм және анимация

What if I told you that in the near future you'd be able to model, skin, rig, animate and render without using any software other than Unreal Engine?
Say no more, it's already possible thanks to a new feature in Unreal Engine 5.3 preview: Skeletal Editor.
Even if this feature is experimental, you can get a lot of interesting results, believe me! Just take a look at this project I did in an afternoon.
🎁 Support my caffeine addiction fund and ensure I stay awake enough to keep creating content :
/ projprod
🧤Our courses :
www.projprod.com/courses-1
♥️ Follow us on :
Instagram : / proj_production
LinkedIn : / stephane-biava
00:00 Intro
00:20 Explanation of the project
00:39 Unreal Scene Setup
00:53 Enable Sekeletal Mesh Editing Tools
01:11 UI Overview
01:22 Edit Skeleton / Creating Rig
02:50 Bind Skin
04:04 Control Rig Overview
04:15 Enviro Setup
04:24 Animating in Sequencer
05:02 Post Process Stylized Mat Overview
05:15 Final Touch
05:31 Final Result
05:40 Outro
#unrealengine5 #skeletal #5.3 #animation #rig
Royalty free music:
Produced by Danya Vodovoz • Work in Progress - De...

Пікірлер: 111

  • @kiaranr
    @kiaranr10 ай бұрын

    I'm one of the developers at Epic working on this feature. Thanks for the excellent coverage. I'd love to hear any feedback you have about what you'd like to see in future updates.

  • @ProjProd

    @ProjProd

    10 ай бұрын

    Thank you for your comment! I'm honoured and pleased to read it. In fact, I've noted a few remarks for future updates, and I'll be happy to share them with you. I send you a request via LinkedIn to talk about it!

  • @kiaranr

    @kiaranr

    10 ай бұрын

    @@ProjProdSounds good! Keep up the great work. Sub'd!

  • @dimfury4003

    @dimfury4003

    10 ай бұрын

    this feature is a great addition!

  • @pierreseaumaire6988

    @pierreseaumaire6988

    10 ай бұрын

    What about modifiers animation, bend ! like in blender ? Could be cool...

  • @kiaranr

    @kiaranr

    10 ай бұрын

    @@pierreseaumaire6988 A generic deformer system is under development

  • @SageGoatKing
    @SageGoatKing10 ай бұрын

    Now if they let you sculpt morph thargets, including corrective shapes to use with Pose Driver, that would be amazing.

  • @ProjProd

    @ProjProd

    10 ай бұрын

    I couldn't agree more! I'm sure it'll be in the next update!

  • @badimagerybyjohnromine

    @badimagerybyjohnromine

    9 ай бұрын

    @@ProjProd I hate to be so negative but dont expect it anytime soon, there is a addon that imports morph targets that costs thousands of dollars, hundreds for indies, while unity has a multitude of morph target importers and editors available bunch of which are free. Its not a matter of they cant its they decided it isnt important at the moment and I dont think it will become very important soon. My best guess is its at least a year off maybe more.

  • @CinematographyDatabase
    @CinematographyDatabase10 ай бұрын

    This looks really great, thanks for the workflow video

  • @blackdoc6320
    @blackdoc632010 ай бұрын

    Oh my lord blender needs to get that bone influence previewer ASAP, super nice being able to just increase and decrease the amount of influence on the fly

  • @Blue_snapdragons

    @Blue_snapdragons

    10 ай бұрын

    It does? That’s just normal weight painting. If you select the armature and then the mesh before going into weight paint mode, you can switch between bones to paint weights without leaving weight paint mode.

  • @prodev4012
    @prodev401210 ай бұрын

    Wait so there actually might be a day where I don't even need blender anymore at all along with its hierarchy problems!? YAY!

  • @alyasVictorio

    @alyasVictorio

    10 ай бұрын

    I think Blender will be primarily for making meshes from scratch only since its animation tool goes to UE5.3 now

  • @fury1072
    @fury10726 ай бұрын

    Amazing!!

  • @jakubkachel7842
    @jakubkachel784210 ай бұрын

    I love this guy. First he bets, that we can do every single job in Unreal Engine, and his first step to turn on Adobe softwate and create a mesh xD

  • @navirobayo
    @navirobayo9 ай бұрын

    This is so helpful. Thank you so much

  • @ProjProd

    @ProjProd

    9 ай бұрын

    With pleasure 😊 thanks for your support !!

  • @Abeloroz
    @Abeloroz10 ай бұрын

    Thanks for the walkthrough. Handy, although hardly a tutorial.

  • @neriverso
    @neriverso10 ай бұрын

    AMAZING!

  • @belekass
    @belekass8 ай бұрын

    At last I found the true help, thank you

  • @topnumbers9228
    @topnumbers922810 ай бұрын

    Perfect tutorial:)

  • @24vencedores11
    @24vencedores1110 ай бұрын

    You're wonderful!.

  • @ProjProd

    @ProjProd

    10 ай бұрын

    Thanks a lot 😃😃

  • @ZaynNaz
    @ZaynNaz10 ай бұрын

    I am simply amazed by Unreal’s development.

  • @infinnite4938
    @infinnite493811 ай бұрын

    damn, nice video! thought youd have much more attention , but going like this it wont be long ;) !

  • @ProjProd

    @ProjProd

    11 ай бұрын

    Short but effective ! I hope 🤞 😅 thanks for your support !

  • @beyawnko290
    @beyawnko2908 ай бұрын

    I hope we can custom shape and add morph targets for making in-game customizable characters with this tool at some point. if everything outside making the actual model (for complex stuff) can be done to morph, modify, and animate in UE, itll make workflows much easier, as well as boost in-game customizations. i cant wait for more tutorials utilizing this stuff come out to see whats capable within UE. hopefully theres also gonna be an easy way to convert facial shape blends from stylized custom models to the metahumans control rig.

  • @ProjProd

    @ProjProd

    6 ай бұрын

    Looking forward to seeing these features inbuild within Unreal ! I completely agree. I would love to create and modify Morph targets directly in Unreal, as you don’t actually modify the topology of your mesh. Hope it will be released soon 🙌

  • @steinmov
    @steinmov10 ай бұрын

    I would like to see more details on how to create the individual controls for parts of the skeleton.

  • @ProjProd

    @ProjProd

    10 ай бұрын

    We'll be bringing you a Control Rig tutorial at the end of the month 😜 (the 28th) 😊

  • @kthxbye1132
    @kthxbye113211 ай бұрын

    that flower looks hilarious. thanks for the tut.😂😂😂

  • @ProjProd

    @ProjProd

    11 ай бұрын

    So much fun to animate ! 😊

  • @IstiakAhmed_UE5_VR-Dev
    @IstiakAhmed_UE5_VR-Dev11 ай бұрын

    So Awesome , man. Very help. Will you make a beginner tutorial for the post-process like on this video?

  • @ProjProd

    @ProjProd

    11 ай бұрын

    Thank you for your support! Yes, I intend to make one in the near future. It's something that's often asked for and also something that's a lot of fun to do! 😇

  • @lifeartstudios6207
    @lifeartstudios620710 ай бұрын

    wish epic would just focus on performance and fixing the years of legacy bs that's going on under the hood. We also need a scriptable render pipeline and some mobile optimization.

  • @AlmazovS
    @AlmazovS9 ай бұрын

    Thanks for the tutorial! Great workflow! Could you explain more info about animation templates mb in another videos?

  • @danelokikischdesign
    @danelokikischdesign10 ай бұрын

    This is amazing, I would love to see a detailed tutorial on the Control Rig for this character, is very hard to find a step by step tutorial on this topic :)

  • @ProjProd

    @ProjProd

    10 ай бұрын

    Yeppaaaa !! Thank you !! Haha, that's the plan! I announced it in my last short with Mr Dewies 😊 Next Thursday the subject will be tackled in depth, I've done it in two parts because it's a heeeeeaaavy subject 😅

  • @danelokikischdesign

    @danelokikischdesign

    10 ай бұрын

    Thank you so much! I really appreciate it, I'm trying to rig a simple insect mech and I haven't figured out how, there is a tutorial on rigging a space ship with blue prints, I will give it a try :)@@ProjProd

  • @ProjProd

    @ProjProd

    10 ай бұрын

    @@danelokikischdesign Let me know if you succeed and I really hope that next Thursday the control rig tutorial will help you! 🙏🏼

  • @tbb1985
    @tbb19858 ай бұрын

    amazing

  • @ProjProd

    @ProjProd

    7 ай бұрын

    Thank you so much ! 🙌🏼🙌🏼☺️

  • @IRONFRIDGE
    @IRONFRIDGE10 ай бұрын

    Nice , Unreal is getting really independent

  • @cyberatman8419
    @cyberatman841910 ай бұрын

    🔥🔥🔥

  • @samuelenslin1850
    @samuelenslin185010 ай бұрын

    Thanks for sharing! Im not doing a lot of rigging, but I´m happy it can be done in engine now! Would be interested in a more in depth tutorial about setting up the control rig! Coming from 3ds max and yeah, Sculpting for blendshapes and substance style painting would be great additions to start making Unreal Engine a one stop shop for production (especially non-game). Shame Adobe bought substance before epic could...:) Shame mudbox is sitting there, standalone and forgotten, while max could also really use a solid sculpting toolset...

  • @ProjProd

    @ProjProd

    10 ай бұрын

    Hey Samuel, I don't know if you've seen this, but we've put together a quick short to warn you about tomorrow's topic and.... It's the control rig! We've made a tutorial entirely devoted to this subject, and divided it into two parts to make it easier for you to digest 😅🤣 See you tmr :)!

  • @Polychi1998
    @Polychi19987 ай бұрын

    hey, what's that guitar riff sample you used in the background? I wanna use that!

  • @ProjProd

    @ProjProd

    6 ай бұрын

    Link in the description bro ! 😉

  • @rifat.ahammed
    @rifat.ahammed9 ай бұрын

    Great

  • @jamaalsineke2405
    @jamaalsineke24058 ай бұрын

    hank you for making this. Do you know if you can retarget animations from blender to the rigs you create in skeletal editor?

  • @ProjProd

    @ProjProd

    8 ай бұрын

    Hey Jamaal , I've just answered your question in my last video, maybe it'll be more useful than explaining everything in writing! I hope you like it 🤩

  • @jamaalsineke2405

    @jamaalsineke2405

    8 ай бұрын

    @@ProjProd Thanks for taking the time to look at this

  • @RAZORlukic
    @RAZORlukic2 ай бұрын

    I know you might not see this, but I have a question, I've been trying to make a rig for a Rifle, however I want my root bone to be in the middle of the gun, which is already a problem, because I can't move the root bone at all, I can only move the End-part of it. Also the bigger problem is that, for a gun rig, I don't want to have a lot of useless bones, when I rigged in blender, I would just have bones that are physically separate from each other but connected with parent-child relations, is there a way to do something similar in Unreal editor?

  • @ProjProd

    @ProjProd

    27 күн бұрын

    Hey man 👋 It's difficult to tell wihtout seeing the project and rig itself, but as I mentioned in the Lego "Rig and Animate" video I made, skin assignement for rigid rig was still a bit problematic in the Skeletal Editor. We might have some improvement in 5.4, which I have to test yet. Seperate bones may not be handle yet as well. We need more time to see the tool updated ! 😉

  • @RAZORlukic

    @RAZORlukic

    27 күн бұрын

    @@ProjProd Yea I thought as much, thanks for the confirmation

  • @stevenchristy6156
    @stevenchristy61566 ай бұрын

    Is there an Unreal Engine workflow that would let one "retarget" a skeletal mesh to a different skeleton or something similar? Like say you have some clothing intended for one skeleton and you wanted to transfer that mesh to a different skeleton while maintaining weights?

  • @ProjProd

    @ProjProd

    6 ай бұрын

    I’m not sure what you mean here but I think Retarget is the only solution. You can transfer one skeleton to another and match weights via several features included in the Retarget. As long as you have two different skeletons with weights, you can transfer datas. Concerning clothing, you might figure out something if you have a rig on the clothing mesh. Otherwise it’s going to be complicated. I’m preparing a tutorial on clothing, I’ll cover that in depth don’t worry 😇

  • @stevenchristy6156

    @stevenchristy6156

    6 ай бұрын

    @@ProjProdThat's awesome thanks!

  • @1AnimeFinder
    @1AnimeFinder10 ай бұрын

    can u do a full tutorial

  • @ProjProd

    @ProjProd

    10 ай бұрын

    Let's think about it

  • @clkdiv3271
    @clkdiv327110 ай бұрын

    Unfortunately this is way too fast. I'd appreciate it very much, if you could come along with a tutorial for beginners, focusing on the usage of the skeletal editor only. I'd also be happy if really everything was done using only UE5.3, i mean using the built in modeling tools. However, thanks a lot!

  • @ProjProd

    @ProjProd

    10 ай бұрын

    Thanks for your feedback ! I'll try to cover that in another video, in depth, from modelling to texturing, all in Unreal!

  • @pierreseaumaire6988
    @pierreseaumaire698810 ай бұрын

    Tha't mean doing animation under unreal... Blender maya ... all of this are way more powerfull ? thx for the tour !

  • @redragon1229
    @redragon122911 ай бұрын

    Dunno, you could do this in free Blender 5 times faster Thing is, in-editor tooling will never reach the level of specialized software, perhaps this is a waste of resources.

  • @ProjProd

    @ProjProd

    11 ай бұрын

    Unreal is also free for everyone and I understand what you're saying. But the Skeletal editor is still at an early stage, rather in Alpha, so we have a lot to see in the near future. The aim is to try to concentrate and stay with a single piece of software and avoid using several softwares with the problems that this can cause when importing/exporting.

  • @redragon1229

    @redragon1229

    11 ай бұрын

    @@ProjProd Wouldn't it be easier to just solve these export/import problems then?

  • @ProjProd

    @ProjProd

    11 ай бұрын

    @@redragon1229 Not really, because it depends on the project and the animated objects/characters in question. There is no universal solution, given that tools and scripts are often developed for each workflow, as in Maya for example, and it's always difficult to transcribe everything for import. Developing a common eco-system would make things easier, but it also requires an in-depth understanding and learning of the engine, which I admit is no mean feat.

  • @redragon1229

    @redragon1229

    11 ай бұрын

    ​@@ProjProd But UE already has a Blender Plugin\Maya Live link, so it's half way there and absolutely doable. You don't need a universal solution, just a convector-plugin for each software. Common ecosystem is cool, but I doubt UE animation will ever be on par with Maya, tbh

  • @ProjProd

    @ProjProd

    11 ай бұрын

    @@redragon1229 In the end, everyone is free to choose their own workflow! We'll see what the future brings with this development !

  • @hgsupertramp
    @hgsupertramp7 ай бұрын

    How can I edit those created bones later through sequencer?

  • @ProjProd

    @ProjProd

    7 ай бұрын

    You can only animate through sequencer. You can do it either by right click - bake FK controls or right click- create control rig and select the ctrl you created. You’ll be able to animate using bones directly or your Ctrl Rig.

  • @hotsauce7124
    @hotsauce712410 ай бұрын

    Can we do morph targets in the new UE Skeletal Editor?

  • @ProjProd

    @ProjProd

    10 ай бұрын

    Not yet, but I'm sure we'll be able to do it soon!

  • @daviddelayat-dnapictures
    @daviddelayat-dnapictures11 ай бұрын

    That's great !!! Does it simplify the retargetting system ??

  • @ProjProd

    @ProjProd

    11 ай бұрын

    Thanks for your comment ! 🙏 Not really, because the retargeting system is something apart from the skeletal editor.

  • @daviddelayat-dnapictures

    @daviddelayat-dnapictures

    11 ай бұрын

    I'd love to see a tutorial from you about it !

  • @ProjProd

    @ProjProd

    11 ай бұрын

    @@daviddelayat-dnapictures let’s do it 🤩!!

  • @daviddelayat-dnapictures

    @daviddelayat-dnapictures

    11 ай бұрын

    Man if you do so you're the best !

  • @spaceidiot200
    @spaceidiot2009 ай бұрын

    only useful feature I see in this is the ability to re-parent joints, and thats only because UE's importer sucks if you need to change the hierarchy of a joint chain in skeleton meshes.

  • @derptweaker945
    @derptweaker94510 ай бұрын

    Imagine if the AI did the skinwaight and rigging part and you do the fun part.

  • @nioocasal744

    @nioocasal744

    10 ай бұрын

    If the AI does the skin and rigging part will definitely do the fun part

  • @derptweaker945

    @derptweaker945

    10 ай бұрын

    you imagine it wrong ;) @@nioocasal744

  • @shashwatkauraw8085
    @shashwatkauraw808510 ай бұрын

    Any idea how to edit metahuman bones by using this?

  • @ProjProd

    @ProjProd

    10 ай бұрын

    Not really, I haven't tried it yet but I don't think it's viable at the moment.

  • @plasid2
    @plasid210 ай бұрын

    Yea we got some tools, but in practise much fuster will make other programs and import,

  • @prodev4012

    @prodev4012

    10 ай бұрын

    FOR NOW

  • @lawrence9713
    @lawrence971310 ай бұрын

    I won't use it, I'll keep doing it in maya. The only nice thing for me would be to have it directly in the game environment, but I do not need it to be. Nice nonetheless.

  • @YoungBlaze
    @YoungBlaze10 ай бұрын

    I need to donate you a lav microphone 🎙️🎤

  • @ProjProd

    @ProjProd

    10 ай бұрын

    Hey Bro, I just do a video especially for you with a Lav Microphone 🤣

  • @chris09423
    @chris0942310 ай бұрын

    I mean... You can also do a lot on roblox studio as well just sayin

  • @kamiloitovocaloito
    @kamiloitovocaloito10 ай бұрын

    But I wanted it 🅱️oneless

  • @impheris
    @impheris10 ай бұрын

    ?? sorry but i do not understand why the excitement, this workflow is pretty old in any 3d software o . O

  • @ProjProd

    @ProjProd

    10 ай бұрын

    Not on a game/rendering engine! Especially in real time 🤓

  • @phamtheanh9101
    @phamtheanh910110 ай бұрын

    Sorry but this is only suitable for people who want to animate for fun. UE5.3 is definitely not the future of animation unless it has built-in AI. Try doing a walking cycle and you'll see how limited it is. We don't need to reinvent the wheel, sir. Let's bring back landcape tessellation and enable bake camera shaking.

  • @ProjProd

    @ProjProd

    10 ай бұрын

    Evolving is the future ! It's just come out and it's still experimental. Give it some time and I'm sure you'll change your mind! I'll be demonstrating in the near future how you can animate almost anything in Unreal with various videos and projects I'm currently working on !

  • @phamtheanh9101

    @phamtheanh9101

    10 ай бұрын

    I think being able to do everything is not really as meaningful as being able to do your role well in the pipeline. I believe no 3d artist uses 1 software. UE can evolve, but so can other specialized software. I've seen a lot of people waiting for more features or patches from UE. They have been raising issues since UE4, but so far there has been no easy solution. You can animate anything with UE but if it's not faster or easier than Maya or Blender it's pointless. Especially when Blender is free software.

  • @mae2309
    @mae230911 ай бұрын

    new susbcriber here... baddass tutorial.. thumbs up. I will check out the rest of your channel.. thank you mate

  • @ProjProd

    @ProjProd

    11 ай бұрын

    Thanks so much ! 🙏🙏🙌

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