https://i.ytimg.com/vi/knbZ_g8Hgvk/hqdefault.jpg
For the full tutorial playlist:
Check out an overview of the Animation and Rigging Toolkit! This is the toolset Epic Games’ lead technical animator Jeremy Ernst created for our own internal projects, and now Unreal Engine licensees and subscribers can have it too!
A link to the wiki for further notes is available here –
https://wiki.unrealengine.com/Animation_and_Rigging_Tools_Tutorial:_Intro
Installation instructions can be found at:
https://docs.unrealengine.com/latest/INT/Engine/Content/Tools/MayaRiggingTool/index.html
20 responses to “ART: Animation & Rigging Toolkit Overview | 01 | Tutorial Series | Unreal Engine”
really Want this for 3ds max….
Found a temp solution to switching and using IK and FK here .. this video, go to the right of the animation toolkit and find the select button with the red selector mouse arrow and select "select rig settings" which opens up the controls of what the rig is doing in maya, so in maya you can now alter things in the channel boxes. I am getting there!!
https://www.youtube.com/watch?v=xXo5lEhChlE&feature=youtu.be&t=3m35s
Can someone please explain how to switch the entire animation from FK to IK. This is the main thing animators use and it isn't clear. I am getting weird results doing this and not understanding how this rig is working. What controls are doing what. Now my rig is in a mess and its blending from ik to fk multiple times and I have no idea what it is doing.
Maya 2018?
Who watching this 2019?
Vrey nice
Can we use this plug for rigging animals.
Why this plugin is discontinued? Seems very usefull to create rig, and specially to create root motion.
Amazing
I wish you have this 3dsmax
when I try this in maya 2017, with engine 4.21, artv1 I keep getting error "no object matches name: skin_geo_*" when trying to skin to either proxy character or my own. can't get it to work at all, any solution for this?
"Just switch out the mesh with the final when you're done!" He never really says One Word about HOW! I walk away from 2 successive viewings 100% unsure how to make ANY use of this on an existing character. (I have zero interest in animating 'mannequins' (GOOD LORD…) In the first 10 seconds of the video, I should have understood the basic paradigm of the tool, I am left wondering WHERE TO EVEN FIND IT much less how to actually incorporate it! I have Unrea open, I have my rigged character I made in 3ds Max loaded… Now What? LOL… USELESS. He bounces around like he's on Adderal.
I have watched way too long to still be wondering: How to use this on an actual character instead of the silly, useless pointless mannequin that might have been relevant for a few years in the early 90's, but now, we just make and work on our assets, not create everything out of order!! (Else the assets LOOK like they were animated, before they existed!)
so how do i apply my own character on to this rig???
HEY PEOPLE! If you are watching this tutorial in the first time don't worry about his speech speed. The video is Overview, just keep going watching tutorials by playlist. The next video is going to be for beginners.
Its easy to export the rig and mesh (the character) from Maya 17 student to Unreal , but what DOESENT follow are the morph targets/ blendshapes. I've edited the AnimRig mb file and it works great to import for different projects. but when exporting to FBX and into Unreal, the Blendshapes/ morph targets wont follow. with different settings sometimes even the mesh that have blendshapes wont follow. When opening the Export File for exporting, the blendshapes arn't there.
I've searched everywhere for a solution and this is my last hope… help please?
Absolutely Useless, To fast slow down. this is not teaching this is showing off your skills to people who want to learn.
to fast its call down
Maya??? are you crazy?
forget it, I already worked with Maya and hope not to use Maya ever again,
release tools like this for 3DS Max and then we're talking
man you need to show the people how to enter here and open all this come im noob in this :I