Sharing my knowledge about Unreal Engine, especially when it comes to Control Rig and Animation tools. My goal here is to help Artists to unleash their creativity and spread their art in many different formats to the world. 🚀🎮🎨
Oi Kamila,tudo bem? Conheci seu canal a alguns dias e estou adorando o conteúdo. Confesso que vc tem me inspirado a tentar carreira como Technical Animator. Tenho 27 anos, apaixonado por games e apesar de conseguir alguns freelancers na indústria nos ultimos anos, ainda não consegui me encontrar em uma posição concreta, o que tem me gerado muitas frustrações. Já passei por modelagem, criação de cinematics com camera sequencer na ue4 e 5, e agora estou focado em animação para games no Maya. Depois de assistir seus vídeos eu vejo que talvez exista um espaço para mim como Technical Animator. Adoraria saber se possível como seria um portfolio de um Technical Animator e algumas maneira de conseguir trabalho nessa area. Muito obrigado pelos vídeos :)
Oi Flavio, obrigada pela mensagem! Como eu disse no video (e alguem comentou aqui), eh dificil comecar uma carreira como Technical Animator diretamente. O que eu indicaria no seu caso seria tentar focar em Animacao, mas que seja mais procedural, algo que possa ser replicado facilmente em outros personagens. Tipo, mostra algum sistema que vc criou de procedural, depois mostra esse mesmo sistema em outros personagens. Se for foco em Unreal, tenta mostrar algum personagem que vc criou andando e pulando por exemplo. Evite usar o mannequin do Unreal, pq fica muito mais do mesmo. Mas nao precisa criar o personagem mais completo do mundo, se ele andar bem e pular corretamente, vc ja demonstra 90% das habilidades. Control Rig tambem eh algo que nao tem muita gente usando, e vc pode se diferenciar. Mas como falei, essa area muda muito de empresa pra empresa. Eu tentaria entrar em contato com pessoas da empresa que sao dessa area e perguntar como eh o dia a dia deles, quais areas vc poderia focar pra aplicar pra uma vaga, etc. No mais, boa sorte!
@@kamilabianchi Muito obrigado pela resposta Kamila, vou estudar sistemas procedurais e tentar entrar em contato com outros profissionais. Ótimo vídeo mais uma vez :)
yep! basically that's it, nice video! personally I started from animation, and then shifted the focus more into the technical things, like rigs, setup in engine, state machines, and creating tools for animators I'd add that knowing how to animate really helps a lot, you know what to expect from animators and what animators expect from you. That's why there is probably no such thing as "junior technical animator" unfortunately if start from programming, then it might be easier to be "animation programmer", where you don't have to deal directly with maya, but more with things like c++ and make sure everything works great from both performance and visual perspectives
Thank you so much for sharing your wisdom in a family friendly way on a topic that is so key to creating natural looking animations across a range of art styles. Especially considering you're such a heavy hitter in the industry, you've worked on some incredible projects. It seems really difficult to see "behind the scenes" and how it's really done at top gaming/animation studios around the world.
I couldn't make it work deforming the same 'bones'. But you could use Control Rig node for the parent of a chain, and AnimDynamics for the children of that chain, for example.
How to add another animation with the same skeleton? I imported different animation from Move One to Unreal with the same ( previous one ) skeleton on the import selection, But I exported the animation from the previous IK retargeter and the animation goes messy. I am not sure what went wrong, Or should I do retarget every animation I import even thought they are the same skeleton?
They might be the same skeleton (in naming of bones), but somehow the orientation of the bones is different. If they are the same skeleton, you shouldn't need to retarget at all.
Hey this is great, one quick question how do you get your bones to colide with the body? I´ve created the pyshics assets but seems that is not taking it into account.. I was just using control rig but now added to the an anim blueprint and still not having collisions.
If you are using Control Rig it won't collide with the Physics assets. Physics Assets will only collide with Physics Asset. If that makes sense? In Control Rig, you could create a node that tells you when something is 'hit'. Lots of FootIK tutorials use that technique.
Hi Kamila! Would this same method apply to cloth physics? I am trying to create a game character where the dress has physics, but I've heard the best way is to use bones as cloth sim is really prone to errors and bugging out during gameplay
Hey, I have another video on cloth: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-bzg9RrpBWKw.html&ab_channel=KamilaBianchi But yes, cloth sim is definetly not the most reliable one, it's hard to debug when it's not working, etc. So with bones you can have more control over the movements, although, it might not look as nice/ realistic, especially if it's a thing / light cloth.
Hi thanks for this. I'm having a little issue. I have a setup similar to yours but the center ball is knee so it gets animated with the character. And when I. The running animation. The knee seems to just pop into the clothes physics bodies in front of it. Other times it works fine with the physics any advice will b great. Thanks
Hey, unfortunatelly the only way is by adjusting the size of the capsules in a way they won't collide as much. Also make sure to tweak the constraints, so it's not moving so 'freely'.
@@kamilabianchi thanks for the update. I look forward to your course. One thing him really anticipating is the entire process to import a character and create a control rig inside unreal for body and face
so I'm currently using this rig and whenever I close the eyes there's a black thing on the top eyelid, I'm still kind of a beginner to Maya do I don't really know how to fix it lol
Hey! I don't provide support on this rig anymore. I am guessing it's the pupil that is coming through? Can you add a transparent material when that happens? Haha it would be a way to cheat it.
Thanks so much for this tutorial Kamila! Very helpful when trying to learn how to do dynamic chains for swaying hair with control rig. Do you have any tips on how to allow this jiggly motion to be influenced from character (root) movement too? Right now I can only get follow through animation from motion from anim clips, but not when the game character moves in the world. Found you can get a decent look if interpolating towards a target in world pos (using the To World -> Interp -> From World -> Set Transform) and using a Interp on the position too works okay, but leads to bone length getting stretched like crazy as the interp tries to keep up. Any tips? 🙏
To add root you can actually do it in a faster way Right-click on hips -> New Bone Transfer your skeleton hierarchy (Spine, RightUpLeg, LeftUpLeg) to joint You will get the hierarchy Hips -> joint -> (Spine, RightUpLeg, LeftUpLeg). Highlight Hips, on the Transform tab, Enter coordinates 0,0,0 this will drop hips to zero coordinates. Next, rename hips to root, joint to hips.
in unreal how would you go about simulating/setting up lets say a "chain" that is connected on both ends on pants or something knowing that both the first and last bone need to be kinematic and the rest simulated?
It would probably have to be a layered approach. 3 layers, one that deforms the chain. One with the control in the beggining, one with the control in the end. And then a switch that would automatically pick which control is the active one, and then deform the chain. I think
The option for clicking in the middle of the rotation gizmo has been available for awhile but it was hidden in editor prefs under 'Enable Arcball Rotate'. Also I don't know how you ended up finding the new TRS gizmo plugin I looked everywhere for info on how to activate it, in typical Epic fashion they show off new features and give no indication how to actually enable them, so thank you for that!
Hi Kamila! great video.. at the beginning, unchecking the boxes to save space 🤯 I never knew this! Thank you! still learning from you even though we don't work together anymore ha
I've been stuck for like a week trying to figure out how you got to what you did at 2:30 . I even did your Unreal IK Rig tutorial, but I am still clueless. Did you edit the hair mesh in unreal?
I edited outside Unreal, you could use Maya or Blender for that. Created more 'spheres' for the hair and extra joints, and skinned them. Is that what you are asking about?
@@DRockafella Yes, sorry. There is a way of doing it using the new skinning tool, but it can get a bit complicated: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-t7EQ5AtXHWY.html&ab_channel=KamilaBianchi
@@kamilabianchi Thank you again! I will do this tutorial too. I've managed to get the hair into blender and add a few blobs for the hair. Now I have a quick question about the new bones in the hair, is that done in Blender or Unreal?
@@DRockafella We converted the SKM to a static mesh within Unreal and used the new modelling tools. Tri select (Mesh), then flood fill (Selection Edits), create poly group (model, Mesh Edits), which you can then select and duplicate (also under Mesh Edits). Then simply convert the S back to a SKM using the exisiting SKM you can then add the bones in from there which is pretty straight forward. The UI is still a bit buggy though as the feature is still in beta. Thanks to @KamilaBianchi for this series!
Hello Kamila, thank you for this tutorial. This helps me a lot. 😀 I have a question and I don't if it's possible to do this. I want to manipulate 2d eyes (manipulate UV) in a 3D skeletalmesh (it's a manga character) but I would like to have a controller to do this. And so, I want to put this controlRig in my viewport and, if I want, manipulate bones controller and 2d eyes controller. I know how to do UV manipulation with a blueprint and static mesh coordinate. This static mesh coordinate is like a custom controller and I get his coordinate to move UV. It's working perfectly. But when I put my character blueprint in my viewport, all bones controllers are not presents. I have only my custom eyes controller. I analyze with your tutorial to use anim blue print but I don't understand everything very well yet because I'm a beginner. Do you think that this is possible ? Exemple Control Rig cdn2.unrealengine.com/blog-female-and-male-mannequin-1327x746-8b5389103b35.png
Great video, thank you for sharing the knowledge. In a GDC video they mentioned indirect manipulation and it took me a bit to figure out how to do it since it is kinda hidden. So I tried a bunch of key combos and noticed that if I click E while already in rotation mode, the gizmo changes slightly. Turns out this enables indirect manipulation via Middle-Click, anywhere in the viewport. Same goes for W and R, but in those cases the gizmo doesn't change so there is no indication of the mode changing. Anyway, leaving this here for others that are not a fan of having to click on the gizmo.
@@Pixelboyable Thank you, I tried the Game Rig Tools Add-on. It did not solve the issue with the 5.4 "leg Ik module" on a Rigify FBX, the UE 5.4 modular IK leg seems to evaluate the FBX differently. When I drag the IK leg module onto the Rigify rig FBX, the knee flips into the pelvis. But Game Rig Tools Add-on is "AMAZING" with FK animations in Sequencer. There is an Add-on called Auto Rig Pro, it works well with the UE 5.4 leg Module. But, it does not work with Rigify rigs.
@@hotsauce7124 I will have to try this myself. Perhaps GRT orients the bone incorrectly. Also are you using GRT for Unreal engine add on as opposed to the regular GRT? The UE GRT converts the Rigify rig into the ue5 mannequin skeleton.
@@Pixelboyable I believe I set GRT up correctly, however, I will admit I might have made a mistake in the GRT set up. Another user in Discord also tried GRT and it did not work with the 5.4 Control Rig IK modules. I'm using Blender 4.1.
Excellent! I watched all 3 of 3 and this was by far THE MOST competent tutorial I've found anywhere for UE5. I also agree it's hard to find this information on RU-vid without landing in nsfw hell. Great stuff thanks, subscribed!