One thing that helped me better with the drifting, was changing the pivot of the car to the front wheels, so when you rotate it, it will keep the nose position.
Awesome video, Vaas! Just noticed something on your previous city sample video. Do you use default materials on the vehicle while animating to take the load off your system? I've been using custom game modes to toggle between high quality, proxy and render modes but never thought of substituting materials.
Me again, I successfully made the control car rig. I animated my car and it looks awesome in my sequencer viewport. But when I rendered it out it's not showing normally. The car would stop randomly in the road or just suddenly despawn and disappear. I need some help.
I take my car models from cgtrader or sketchfab. There are some nice free car models. And rig them according to my tutorial here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-vGPOuI0C0ZI.html
When i am importing fbx model of my car in UE5 it looks like a plastic toy i didn't get the texture and shining of a car. Can you please help me for this problem
For anyone who came here to check how to make spline animation 100% smooth (as when you attach a car or the camera you will see shakings at some spline points). From my experience, you won't be able to fix this( Only one working thing to fix this - use a blueprint for following the spline (find on the internet a ready blueprint for following the spline, epic released it somewhere) make a spline, attach this blueprint to the car or any object you want to move and then use the recorder to capture all movements. Yes it's quite harder than just rigrail but it will give you a 100% smooth movement.
Can you or do you have a video on how you built the track? I'm working on a project in Maya and Modo and wondering how you created this track? Question for you. Lets say you created a track in Maya with road lights and all road assets. How would you import it all into Unreal 5? Do you import certain things at a time of set up the track in Maya and (save as-->?) Thanks
Okay Thank you so so so much for this video! very helpful, However I'm making just a video showing that my car is in motion, but I also want to display a speedometer & the gear on my camera which shows the car in motion as if I am Playing a game, can you help please?
can you please give more context? OR maybe you accidentally pressed "L" button? it makes sequence play x2 speed. UE uses same hotkeys as video editing software J K L - are for playback. K for stop. J - backwards. L - forward. Double pressing L makes it x2 and one more time makes playback x4
When doing this in the Matrix City Sample project the car remains in the initial spawn point when I render but works properly in the viewport, has anyone else experienced this problem? It only happens to me in the City Sample pack and I’m not sure why
You should make Car and Rail and basically any object in sequencer a Spawnable object. than it works. To convert it - right click it in sequencer -> Convert to Spawnable
Great Thanks.... One question plz... Can we make a loop car animation in UE? like A to B point, once it reaches B point, it will return to A point and loop on B point.?
Hey! Check my other video with fix here: WHEEL SUSPENSION FOR CAR CINEMATIC RIG | Unreal Engine ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-r4ebm0XCkhg.html
I have a strange problem. When I add a key frame to the end my car spawns in the middle of the map. At the first key frame the Car is at the beginning of the camera rail rig.
New to Unreal, but my fbx imported Mustang doesn't look real like yours. I still have opaque windows and it looks like plastic. How do I make it look realistic?
hey man check UE marketplace and there is free automotive material pack. Use it for shading car and making it look as in the video. I skipped this process in the video as it is basic process
@@postprocessed I found one pack you mentioned in a different video. That one was only compatible up to 5.1 I think. I'm on 5.2 now, going to switch to 5.3 later. To fix the issue I just tweaked the materials to get a more desired look. Thanks for the feedback.
Thank you, really great video. How do i add multple skeletal meshes at different points in the spline anyone? I cant find a fix for this other than duplicating the spline multple times XD
You can transform each car also. So they will be at different point of the spline. May not work very good, but it is what it is. If drives straight - it is fine
@@postprocessed really appreciate the fast response, I have tried experimenting with the transforms of the cars and the camera rail rig to no avail. Thanks anyway. as long as duplicating isnt to expensive ill do that :)
You have awesome content, thanks for what you do) If it's not too much trouble, can you please show me how to make an animation of a car with traffic and people walking from the game itself?
ooof. Traffic is unstable, but with people - check out tutorial using "Crowd Sample" I used this crowd sample from UE marketplace and added people on the scene. But with traffic - it is a bit harder to disable traffic in particular areas where your car is driving
Perfect video, thank you so much! you are the best, I like so much how you explain and how you talk professionally in all of your videos! because nowadays unfortunately we see a lot of greasy trendy misbehaving people on social media! people like you are really rare, Keep it up, you are awesome ;)
I made a car animation in sequencer a year ago and animated curves by hand using the mesh transforms. Using the camerarig rail to move the car along the spline instead is really clever and I wish I knew about this last year... Would've saved me a lot of time hahah.
Hi, I have a problem that I can't solve, I position the car on the track and do "attach", set the keyframes and everything works if I go to play. But when I save or record the sequence the car ends up in a random position. Where am I wrong?
Check that your car "attach" track is also stretched on the whole duration of sequence track. That might happen, and also check that you car's position is set to 0 0 0. As it should be at zero position on the rail
Yeah, model doesn’t contain textures. You need to download free material pack called “automotive materials” it is available for free on unreal engine marketplace and after download add it to your project. You will have all what you need: car paint, rubber, plastic, chrome
Love your tutorials and I have learned a lot from your channel. When I try to use the Movie Render Queue to render my animation of a car attached to a camera rig rail, the car just stays at the beginning of the rail and won't move even though the camera is animating as it should. Every had that issue? I've linked everything in the Sequencer. Nothing is red. And it looks great in the Viewport. Just in the render, the mesh animated along the rail stays at position 0 on the rail. Even my particle effects trigger when they should. The car just won't move. Help!
@@postprocessed Yes, indeed! I tried basically everything and none of it worked. Then I just started a new Map file and rebuilt the scene and it is rendering great! I guess that level map was corrupt or buggy because I've got it rendering great now! Thanks for the reply and for your tutorials!
Привет! Спасибо за уроки! Возможно, я пропустил, а как ты делаешь колебания машины во время движения (дорога же не идеальна и машина чуть плывет верх/низ на рессорах)
When I get to the step at 4:30 , and press play it does this weird reverse and slow motion moving (even though I followed all the steps) do you know why?
@@postprocessedI'm sorry to keep coming back with more questions but I made sure there were no knots and there is transform in sequencer. Now the vehicle wont move at all. I have no idea how to fix it
@@dc_ghostpants try to do that with something simple, like basic shape. Cube, Sphere, doesn’t matter. Make sure you add cube to sequencer, add “attach” track and correctly attach it to Rail Rig. Rail should also be added to sequencer.
I followed your tutorial to the Tee but my car disappears when I try to render the sequence out -- please help! 😭 I don't know what I'm doing wrong. All the actors are loaded onto the sequencer (skeletal mesh with ctrl rig attached; camera rig rail; cine camera actor; etc) and it all works fine in the level sequence, but when I render, the car disappears. The camera still follows it's path properly, but my car doesn't appear in the final render. Please, please help. I've scowered the forums with no luck. Awesome tutorials btw. Absolutely amazing. ❤⭐
@@LestZA can you please test it in empty environment with just plane? City Sample is so damn bugged, over complicated and just poor performing. Looking cool though
Hey! Unfortunately both car would be moving at the same speed. So it is better to duplicate the spline and animate cars individually. This will allow them to be driven on the same spline but at different speed for example
Thank you so much for the high quality videos, they are always very helpful. Do you have any tire burnout effect methods you can share? I think it would be really cool if the car drifted and smoke billowed out along with the tire marks.
Really really gooood work mate, i love it, but i reaaaally need a fix for the wheel rotation not rendering in 5.2, i can not change version for my project in matrix city sample, waiting for you !
I have a few questions, how would I get the car to gradually accelerate from a standstill, also is it possible to get the wheels to automatically spin at the right speed, also how do I get suspension and can that also be automated.
Awesome tutorials thank you. Here I have something very specific. There is a road and my client wants me to place a camera to the hood and see the road from that POV. And he asks me to do this with switchboard ndisplay config on an LED. Can you be so kind to guide me on how to achieve this.. Thank you either way..
Hey! Yeah, well it is not something that I can explain in one comment, I don’t have video about it :( , but there are plenty tutorials on yt how to setup ndisplay m.ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-u5bgaze7aLw.html
Thank you for reply. I already have my nDisplay setup the issue I am dealing with is how to make this run in editor rather than hitting play. Because I am not using multi uer setup and that means I do not run any of my render nodes in play mode. Is this something achievable have an idea? @@postprocessed
@@sinanarts you can use “simulate” crtl+s if I remember correctly and place your sequence to level and check “autoplay” in details. If I understood it correctly
Do you have any idea why the wheels don't rotate when I render in path tracing? (working with LIT) yes I did key frame for the wheel spining (as in your tutorial)
great tutorial as Always!!!!! Can anyone kindly tell me why when I activate the pathtracing mode in the city sample project all the decals disappear? I tried both with ue5.1 and 5.3
yeah... well city sample is hell of a project... So thing is that decals are assigned to invisible meshes as materials and... well. For some reason it doesn't work. I didn't find solution yet. so I placed them manually. Pain in the ass tbh
I recently just answered to same question 😁 Answer is: Yes and no:) You cab duplicate rail and attach another car to this rail - and separately control each car progression. Alternatively you can connect multiple cars to one rail, transform position from one car a bit back or forward, but anyway “current position on rail” will control both cars and they will go both same speed
@@postprocessed Thanks a lot!🙇♂️I tried attaching multiple cars to one rig rail before and found that if a car is transformed too much, the motion became weird🤔 I will try duplicating rig rails instead...and thanks again for your fast reply!
you can make spline longer or on sequence timeline make distance between key frames shorter, so car will path this distance in shorter period of time thus resulting in faster car movement
Yeah so it works only in 5.3 properly, 5.2 has some issues with it. Or check my latest video with procedural suspension, there I tell how to initialize rig through using Blueprint Actor Class, which should make all workable all the time
This is UE bug. I am trying to make short rails and hide transitions with camera cuts. If it is absolutely necessary for you to make a long move for the car you can just transform rig position, without the spline
With railsplinecomponet selected, Under the "spline" tab, Go to "Advanced", set the "reparam steps per segment = 100" (default is 10). It worked for me, try if that helps!
excellent explanations. 👍 I got some nice shots setup in citySample - however, every time I output, it renders the game mode opening scene. Do you need to turn something off?
@@postprocessed - camera is Spawned... Game mode is none... still not working! I used your Mustang (although colors/shading not photoreal), used small_city_lvl. There is a BP runtime error: Accessed None trying to read property CallFrunc_GetCitySampleGameState_ReturnValue. - but I don't think its related.😔
@@davidwillno delete also Player Start or 3rd person BP in this level. And set player actor near game mode to none too. Seems you have deleted game mode, but not player actor which relies to this game mode
@postprocessed Deleted "Player Start" (no 3rd person BP) and it now renders a from a drainage grate somewhere on the map - so I guess that's progress! :Clicked on every BP in the outliner, but still can't find a solution. Argh - so close to having it work!
Great tutorial! One thing... im not getting my wheels turning in the renders...? I have them turning in editor while ive keyframed the rotation. And they rotate in simulation mode, but dont once i do a render. Any thoughts on what i may have missed??