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motionrig is planned as a plugin for exactly that, one node in the animgraph (or optionally controlrig if you want to control more specifics) which handles it all, with a bunch of profile/settings for configuring it for different styles/characters. My current limitation on it is I don't really know much about doing the UI implementation side. I want something kinda like the modular rigging system, except for motion. So you'd do setups like connect [bone->bone] distance to drive [other bone rotation], chaining things together like that in some visual way where you can see it simulating. Adding as much depth/control as you want. Then it all just gets plugged in as a data profile to one node. And also still working through some generalizable flexibility for proc locomotion. It's quite easy to make it work for one character, but to generalise it where it works for *any* character is harder. I don't want people to have to be doing stuff like setting specific primary/secondary axis things or defining things like foot lengths etc. Just want it all to work instantly but then be customizable for stylistic reasons if you choose to.
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🤩#DMC in @UnrealEngine 5.8! Too many controllers = “organized rig” 😄 (we’ve all been there) Enter #DirectMeshControls (DMC) - Click the mesh. Animate directly on the character. Done. Enjoy 😜: youtu.be/csZH8A9aPQw #UnrealEngine #UE58 #ControlRig #Animation #Rigging
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Are you going to be at #Annecy this year? Join us for a special 2 hour workshop in Unreal Engine 5.8 & learn how to get started rigging Stylized Faces. #unrealengine #ue5 #animation #rigging #controlrig lnkd.in/eiiDPD6a
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We have some exciting stuff in Unreal 5.8 - Skeletonize and weight complex meshes like Trees using Unreal's dataflow. Simulate and rig easily with the experimental Control Rig Dynamics plugin. #controlrig #unreal5 #animation #rigging #ue5
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Replying to @RyanMuoio
Looking good. I'm doing something similar atm (different approach I think, I'm doing it through controlrig/no plugin or code change, I'm guessing you're doing it through code to sample the future frame poses?) - I bet during this you also wished that animation assets could have more information stored? EG the notifies feel like a workaround, would be good if the animation asset could just hold vectors. Or even full alternate poses for info of every bone etc. Or animatable vectors without adding additional bones in. Would be so many use-cases for procedural animation if there was more than just curves and notify events.
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🙌🏼@UnrealEngine 5.8 just leveled up #Character #Animation! #ControlRig #Dynamics brings fast, intuitive physics directly into your rigs! NO heavy setup, NO complexity. You can now: Spawn dynamic solvers in sec, build & control chains! Enjoy! 🤩 youtu.be/tCSY0j60TE0
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I’ve quickly and a bit brutally tested the new #ControlRig #Physics #Dynamics in @UnrealEngine 5.8 😄 You’re definitely not ready for this feature! See you tomorrow at 10:00 AM CEST on the channel for the full tutorial 🔥 youtube.com/@ProjProd
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mixamoのモーションからBlendBase作ってControlRigでモーションの性格付けをするテスト。これパラメーター増やせば割と良い感じに動くのでは #UE5 #UE5_Study
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🤩 Unreal Engine 5.8 brings MASSIVE updates across #Animation, #ControlRig, #MetaHuman, #MeshTerrain, #Sequencer, physics workflows & more. Super excited about this one! 🤩 👉 youtu.be/sDLYd2keSwA #unrealengine #ue58 #realtime3d #gamedev #3danimation #epicgames
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Game Developer Abdul Haseeb showcased a system for animating a six-legged spider mech, avoiding the clipping issues. Check out how it's made in Unreal Engine 5: 80.lv/articles/developer-sho…
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腹揺れおじできたー! ControlRigイミフすぎてデザイナーさんはすごいなと思いました(KONAMI感
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Testing the new Dynamics – Particle Based Physics for Control Rig plugin in Unreal Engine. #UnrealEngine #UE5 #ControlRig #TechnicalAnimation #GameDev #Animation #Rigging #RealtimeAnimation #GameplayAnimation #UnrealEngine5 #TechArt #GameDevelopment
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😤 STOP wasting time on heavy renders just to preview a shot in @UnrealEngine ! Use #MovieRenderQueue Quick Render in #UnrealEngine to create fast playblasts, export MP4s, preview cameras, and even display your #ControlRig during renders. Enjoy! 🤩 youtu.be/OK0kaaEal_M #UE5
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Very smooth! Subds in UE. #controlrig #ue5 #rigging
Oh yes... being able to rig in Unreal is super cool! And being able to rig with much sparser meshes is even cooler ;) Go grab a free trial now to check them out: ozone3d.com/products/subdivs… @chasescooper
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🤩Use PHYSICS in your Animations in @UnrealEngine ! Build dynamic #animations in #UnrealEngine using #ControlRig #realtime physics only (no external tools). Clean, scalable secondary motion. 🎥 🙌🏼 Enjoy : youtu.be/iKxcXD2BuBY #UE5 #Animation #TechnicalAnimation
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Built a flying carpet system in UEFN 🪄 for @arthurUEFN Using Control Rig to handle real-time collision sampling surprisingly smooth in motion 👀 Commissions Open 💵 #UEFN #FortniteCreative #GameDev #ControlRig @FNCreate
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#ControlRig has some exciting things coming in #ue5 .8 . Get ready 🥳 #unreal #rigging #animation
New thingie in #UE5.8: you can select controls in control rig by clicking directly on the mesh! Called Direct Mesh Control. There's an example too (but they forgot the skeleton lol)
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🚀 From Blueprint to C — I built my first Custom Control Rig Node in Unreal Engine! #UnrealEngine #ControlRig #TechArt #GameDev #Cplusplus #TechnicalAnimation
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UE5にKawaii Physicsを導入。 ABPで設定が必要だからControlRigとけんかしないかな?と思ったけど問題なく動作しました。
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🔫 Today #Mechanical #Revolver #Rigging 🤩 Blender → @UnrealEngine #ControlRig. Clean bone setup, FK rig, constraints, gimbal lock, Remap RBF controls & Final animation 😄 Enjoy : youtu.be/gbfJVAIoLmQ #UnrealEngine #Blender #3D #Animation
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