UE4: Control Rig – First Steps

https://i.ytimg.com/vi/CP0C_8xNiyw/hqdefault.jpg



This is my very first tutorial video for an experimental series of videos about me learning rigging and animating with the help of Control Rig in Unreal Engine.

Unreal Engine Version: 4.25.1
Blender Version: 2.82

I briefly talk about my background, what Control Rig is and how to prepare your model in Blender.
We then import the model, enable Control Rig and check out the Control Rig Editor.
At the end we create one control and use the Distribute Rotation Solver to move the scorpions tail.

There is a brief outlook what comes next.

Also check out the Control Rig Mannequin Project on the Marketplace for further studies:
https://www.unrealengine.com/marketplace/en-US/product/control-rig-mannequin

#UE4 #gamedev #Animation #ControlRig #Rigging

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26 thoughts on “UE4: Control Rig – First Steps

  • February 21, 2022 at 19:59
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    I am still trying to find time to update this series. Meanwhile I made an official video that goes deeper into the auto walk in a much better way using Full Body IK solver. I hope to move this over to the scorpion soon.
    https://youtu.be/Z8eqaFG7lZQ

  • February 21, 2022 at 19:59
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    I would love to see a little bit on your blender animating, I'm having tons of issues getting a clean model that doesn't warp all over the place when IK is setup in Control Rig. Do you have any recommended resources?

  • February 21, 2022 at 19:59
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    But the bones at the end of the hierarchies are missing after you export them to unreal, how do I solve this? compare 3:22 and 8:22 if you dont get what i mean, and please answer, I have been stuck here for 3 weeks

  • February 21, 2022 at 19:59
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    Help plz …I am trying to figure out how to use the absolute function inside on sequencer inside unreal engine? I want to be replace the animation below with new keyframe then ease back. now the character just slides off

  • February 21, 2022 at 19:59
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    How do you reference the created control rig in animation blueprint, everyone seems to gloss over this and NONE of the online docs match 4.27s flow

  • February 21, 2022 at 19:59
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    A quick question on the distribute rotation node you added; has that changed? The current node in 4.27 doesnt have any boxes for start and end bones…

  • February 21, 2022 at 19:59
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    Hey man, very glad I found your channel, saw your video on the Unreal Engine channel and wanted to learn more! Was just curious about Root Motion with control rig, so in order for me to animate something that takes advantage of root motion, I just literally have to animate or affect the 'root' bone? (of course I still have to enable Root motion in the animation sequence etc but just asking purely from an animator perspective)

  • February 21, 2022 at 19:59
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    If anyone watching this has the skills and time, Malber's Animations needs an Unreal Dev/animation specialist to help him port his really successful riding system and animal controller- Horse Animset Pro from Unity to Unreal (and I need to buy it when done). So if you have the skills, negotiate for a cut- it would sell a lot of units.

  • February 21, 2022 at 19:59
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    In Blender, when recalculating the roll of the bones in a limb. (Armature > Bone Roll > Recalculate Roll> …) Is there a recommended orientation for Unreal? Or how does your choice affect the fbx output options?

  • February 21, 2022 at 19:59
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    Hello, can you explain how you create the skeleton in blender ? Did you merge all meshes ? How when you are in edit mode, can you select only the leg if all the meshes are only onle object ? Thanks for your help.

  • February 21, 2022 at 19:59
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    I saw that as you rotated your control rig circle, all the rotation axis were changing when it should have only been rotate x? Is that just because when you brought in your rig that the rotations weren't set to zero? Thanks for this tutorial! Great stuff!

  • February 21, 2022 at 19:59
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    How could i create my own gizmo in unreal? :O
    (sorry if it seems a stupid question, but i would like to know it if its possible please) :3

  • February 21, 2022 at 19:59
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    11:55 for making a Control Rig.
    he left clicks in the blank area below all the rigging bone names to deselect any bones, and creates a new control right.
    probably.
    ive no idea tbh. im as lost as any one

  • February 21, 2022 at 19:59
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    I really like your content and the way it is presented. The official Unreal channel video was a little bit cloudy and rushed but this is great. I also don’t mind no editing. Maybe unedited is better.

  • February 21, 2022 at 19:59
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    hey andi what are the benefit´s creating a rig, wouldent you animate in another software

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