Thank you for these great tutorials! I'm subscribing to your channel as I see you make very interesting and useful content. All the three approaches shown in these tutorials are very interesting, it would be great if you make a fourth tutorial to tell us which is the best approach, the one you would choose, based on different case scenarios.
Thank you so much for making the series. Pretty clear and understandable for everything. Really nice explain for every single step and show the real workflow. This is the most amazing tutorial for control rig I've watched so far. Thanks a lot for making it!☺
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!
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? 🙏
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.
Thank you so much. Amazing tutorial. Do you know how I could use this to make a selfbancing active ragdoll like in games such as exanima halfsword or gangbeasts?
Hello, I would have a look at the Examples from Epic. They have an example in the Content Project, with a Mannequin character 'driving' a car that might be helpful. dev.epicgames.com/documentation/en-us/unreal-engine/physics-driven-animation-in-unreal-engine
It's so helpful, Thanks a lot. I wonder what kind of route you took to become a rigger. I'm a 3d designer in VR and I'm learning unreal engine with C++ language, it so challenging, I want to your advice for me.
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.
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
I was understand previous two tutorials. Rigid body is for real phycis simulation, Anim Dynamic is for faster, but not accurate (more fake) simulation. Both totally legit usecases. But I completely lost here. Why anybody would like to do it such extra complicated way? Why is the purpose of this method? I would welcome some more explanation. It is maybe because I'm still quite lost in all there Rigs which are in UE.
One way of using control rig, instead of other methods, is that you can more easily expose the parameters into the animblueprint, or the character blueprints, and tweak them live. Or if you are working on an offline render, you can have this simulation, but then tweak the values in sequencer and adjust the animation as it goes. The thing with Unreal is that there isn't just one way of doing things. Neither the correct way of doing things. You pick one method and if it works for you, great. Just stick with it.
@@kamilabianchi Thank you! Of ocurse that there are always many way how to do stuff, but it is not possible to choose the right one when you don't understand the benefits enough :-(