Setting up the control arrows and when I press compile the arrow reset to the default position really small and under the car. Not sure what I am doing wrong.
Hey mate👋 After clicking "switch to rig module" the car rig works perfectly in the blueprint tab preview window, but doesn't work in the viewport. On switching to "standalone rig" the car rig starts working in the viewport as well Can you give me something with this information 😅
your explanations are very very clear and easy to follow. can you please teach this technique step by step beginner friendly ? ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-KorpfKdH55I.htmlsi=x0SVMW_vGcSolF-a
Great tutorial🙏🏼 thank you. I’m new to unreal. And I don’t know why, suspension is not working. if I drop my original modular rig to the scene, it is dead. But if I apply the rig to another car, controls are working, but not suspension. I tried to follow tutorials twice in different projects and it is the same problem ! Maybe someone had the same problem.
hey! Rig works only when you have open sequencer and car is added to a sequence. When just STANDS in the scene - it will remain static... That's sort of... Unreal thing :D
hey man! I get some samples from artlist.io for sounds and also... Using one funny trick... I run Forza Horizon 5 and record car driving sound... :D not perfect solution, but well.. That's ain't stupid if it works!
Thanks for the awesome tutorial.. but what do you think about Rush hour and Cinematic car rig? If I have to buy one of these 2 plugins, wich one will you reccomend?
Bit of a weird thing going on, suspension works great as a standalone rig, but when converting to modular rig it stops working, all other features do work like turning wheels etc. Did I miss smth? or is this a bug in 5.4? Loved the vid! One of a kind <3
Why is it that only the suspension reacts, the car must also react to the terrain of the roadway. It looks pathetic. Even on the ps1, the cars behaved better)))
Just a tip that worked for me: at 15:02 you measured the diameter of wheel, but the "Sphere Trace By Object Types" needs a Radius. So, in my case, i divided the diameter by 2, to find the radius.
Hey 👋, I've made a rig from the "caliper for car rig in ue5" video I've used "UE4 vehical base rigging" plugin in blender for creating my rig Problem is Body bone in not showing in rig hierarchy in Unreal and I've checked in the caliper video your rig didn't had it either, so how can I get the body bone?? (Every thing else is working perfectly 😊)
@@maxpayne4118 you can duplicate bone just like a caliper one, but duplicate the bone connect to root, and assign the body to this bone (vertex group) as Blender addon doest create body bone :/
@@knuckles7410 this is faster for animation. Much faster. And if changes are needed you can easily adjust spline, position and other parameters, without re-baking animation. Chaos vehicle is gaming asset, making movies with it - is pain in the ass.
@@kingtree1993 by trial and error, looking tutorials, reading documentation and UE forums, communicating with other people and devs, trying to apply functionality from different assets. For example wheel trace is using ik “foot position” functionality from Third Person character BP 😁
I'm trying to make a Rig module, but when I open the module I copied, the controller disappears with the warning phrase 'Connector 'Root' is not resolved'. (33:37) What I need to do? ㅠㅠ
@@postprocessed I copied 'control rig' first and transformed the copied one into 'rig module'. However, there is a problem that the position of the tire and body changes when put in another car, so I'm trying to make rig from start with another car. ---------------------------------------------------------------------------------- And I think I found the problem. Connecting 'Wheel Trace Function/Set Z Offset' to 'sequence' causes the tire to move downward. I don't know what I did last time. If you know a solution to this, could you please let me know?
Thank you for always good tutorials. Can you implement the interior of the car? Door , Steering wheel, accelerator, brake, speed panel, mission control, etc.
yeah well it should be .uasset - that needs to be copied to "content" folder of the project.You take "Car_Rig" folder and copy that to Content Folder. If it is still not working for you I have uploaded .fbx too
I'm having issues with the rig once i convert it into a control module. when it's a control rig it works fine.... I have both controls in the sequencer but the rig module still refuses to move, but it works in the rig module viewport. anyone figure out how to make this thing work? btw I'm using 5.42
@@postprocessed Thanks I didn't realize you're not supposed to place the rig module in the scene. it does nothing.. but instead make a modular rig and then you can interact with that.
Hello, great tutorial! What happens if I need to apply this to a car that has the "body bone" inside root bone, same as the old tutorial on this matter? Is it possible to do it that way?
I just followed your other tutorial to get my model updated :) ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-W--lEovSOoE.html&ab_channel=PostProcessed
yes, you just need to add body bone I have a tut here how to edit bones for skeletal mesh inside UE: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-W--lEovSOoE.html
This video is awesome. I have some small questions, please help me. According to the video operation, the body controller cannot add tilt to the car body. When the body controller is rotated, the whole car rotates including the wheels. I don’t know what the problem is. Please help me. Many thanks!
@@postprocessed All functions are now available. Is it because the wheels are giving real-time feedback to the body shaking, so the blue 4-arrow controller on the body cannot adjust the left and right tilt of the body? Now according to the video operation, the controller of the car body cannot adjust the tilt of the car body. Please help me take a look. Thanks.
I just starting right now , and i struggle to import the mesh file, after a few hours trying to load the find, impossible to have it on unreal , i have a error message on my screen
Can you share the car in the case of binding, how to bake the binding animation to the car,distance traveled coordinates cannot be recorded at this time ,I need to import houdini to work,Hope the teacher can answer it
@postprocessed is it possible to have the car wheels rotate automatically based on the x-axis position of the car? This feature will elevate this car rig setup. The current wheel spin control can then be used to add extra spin for animating drifts and power slides etc
I am currently checking this, because I believe control rig can not feed rig world position and transform that to local space for wheel rotation. I am not very fond of control rigs as they seem to be quite limited compared to blueprints
@@postprocessed Thanks for the reply! Hopefully, it's possible to get this working. I am currently trying to get the car to tilt during drifting, so I re-enabled the body control. For some reason, the control rotates the entire car and not the body alone. I know you disconnected the body control because of the auto-suspension. I can't figure out why the control is affecting the entire car after the full rig is complete but it wasn't doing this at the start of the process.