
We create a Control Rig Asset for Asuki "The Included Character"
Learn the very basics of Control Rig Navigation
Creating Controls we can use to manipulate bones
Making Shape and Control Offsets used to offset either the control shape or the control itself
Making the Mesh's Rootbone controllable with a simple "SetTransform" Setup on the forward solve
Backwards solving the control so we can use that control to alter excisting animation data
How the order of selection affects things such as item arrays when we add multiple items into our graphs such as "Item Arrays"
Learn how to create a very basic Transform array solver
Optional: learn why we use the "For Each" What it does, how it works and how it can save us a lot of time and effort
Learn how to create a both Forwards and Backwards solved Function that can take a Control and Bone array and solve that for us.
This function will be used multiple times throughout the course
We are going to create a full body rig setup with controls for the entire body
Master basic inverse kinematics in control rig using IK nodes to drive limbs from the root control, then re-parent feet safely after disconnecting the forward solve, compiling and saving.
Adding a Basic IK node, A group for Pole Vectors and the Polevectors themselves plus a brief explanation of Null Groups
We are going to setup and apply our BasicIK node, giving it the cordinates it needs from our controls
Diagnose arm tangling from axis offset when adding a pole vector; set primary axis to X (1) and remove secondary axis (0) to align the elbow with the pole vector.
Apply inverse kinematics to mirrored arm bones in Unreal Engine control rig, duplicating nodes, adjusting primary and secondary accesses, and aligning hand controls for consistent animation.
Apply the feed ik to the legs using thigh, calf, and foot bones, setting the primary axis to negative one on c. Validate with pole vectors and hierarchy adjustments.
Debug lines are commonly used to draw a debug between the bone and control for stuff such as Polevectors and lookat's
Let's create a Function that can draw debuglines when we want them
We can aim bones at controls by using an Aim node and set it up to work with out specific character mesh.
Let's do that and let's use our Draw Debug function to draw a line between the bone and the control
Let's dive into how we can set the Eye rotations using positions and also clean up a bit of our graph to make everything more organized
Let's add Local position controls for the eyes.
We will be offsetting the actual controls since we are going to use them in local space
Let's add our controls into the graph and also explore the difference between Local and Global Spaces
We'll be making a Math Function that allows us to convert a Quad, into a rotator, split it and "Add/Subtract" a value from it using a position control
Let's add a strength multiplier and a negate option to our function!
Let's explore curves/morphs and what they're used for in our example
Let's create float controls for our character's eyes we'll be using to set how closed they are
We should always check that our cuves in our Curve container works.
Let's go over a simple way we can do that
Instead of copy pasing "Set Curve value" for each curve, let's create an array solve function that can solve multiple curves from multiple controls with individual divider values
Cleaning up our function keeps us organized.
Since we don't need our make arrays anymore, we can incorporate all that into the actual function itself that we've added unto our graph
Lets create some more controls, this time for our facial features such as
"Angry, Joy, Sorrow, Surprised" and make them adjustable using our "Morph Control" function we created earlier
It's time to make our facial features controllable
Lets clean up and categorize functions as well as mark logic by commenting.
To Comment
"Mark what you want to comment and click ""C"""
The basics of using Fabrik and CCDIK
We'll add multiple Item arrays that will be used with a single Fabrik or CCDIK ik node
Solve Multiple groups with a single Fabrik node using a "For Loop" Method
Clean up the For Loop function we created by collapsing node graphs
We can easily switch from Fabrik to CCDIK or wise-versa by simply switching out our node
Chain Dynamics is kinda like an interpolated version of CCDIK "Using Spring Interpolate"
Let's also use a branch to add an option to select what we wanna use
Explore full body IK in Unreal Engine, learn how to combine it with basic IK and CCD, set root and spine bones, and manage control offsets and sway.
Master full-body ik setup with foot and hand controls, addressing head and neck offsets while tweaking rotation stiffness for future animations.
Create a basic cinematic scene with a glowing moon and stars
Add Lightrays to your scene that looks really cool and is fully adjustable using the excisting "Directional Light"
Learn to set up a level sequence in sequencer, import a control rig, position the character, adjust lighting, and keyframe the first pose by adding frames for all controls.
Controls:
SpaceBar: Play Sequence
S: Add Keyframe for selected control
You can also use the Play controls located under the Sequencer hierarchy
Add in-between frames to avoid things such as clipping
Let's add facial expressions to make our animation more expressive
Learn how to use Anim layers to furthermore smooth out movement and add additive keyframes
Let's export our animation, take a duplicate and make it play in reverse.
Since we've made a crouch animation, we can play that same animation in reverse to have a "Un-Crouch" animation
Edit excisting Animations using the Control rig's Backwards solve
Adjust and bake character ear animations using a dedicated animation layer in Unreal Engine's control rig, keyframing ear movements in world space and baking a fixed, reverse-play sequence.
Easily Create IK Rigs.
Whilst we won't be using the UE5 Mannequin, we can take it's animations to help us a bit with Walking and Running animations we can adjust later using our Control Rig
For users of Unreal Engine 5.6 or later.
Bone auto alignment amongst other features are available to simply the process.
If you're using 5.6 or later, you can use these features
Creating a basic looping idle by keyframing it
Spawnable actors only excist without a level sequence and this is great since we only are using our mesh within the sequence we are working in
Add actors to your level sequence by simply adding them via the add option in the sequence
Layered Control rigs allows us to put a Control rig on top of animations in our sequencer given our rig is backwards solved
Adjust a walk animation by resetting arms and spine controls to their default positions, backwards solve the rig to adjust existing animations, and ensure the first and last frames match.
Let's adjust our walk cycle and see if we can fix it up to match our character
An optional step:
Let's add some smooth in-between frames to smooth out our animation
Learn to refine a running cycle in Unreal Engine with control rig, bake and save a walk/run animation, adjust end frames, hand and shoulder motion, and add subtle morphs.
Unreal Engine: Control Rig For Cinematics and Game Animation:
Is a course targeting small creators and teams by showcasing a solo friendly way of Creating animations and cinematics using the Unreal Engine.
In this course, we will be making a Control rig for the included Character "Asuki"
We'll be taking our fully rigged character and practice some animation basics such as Keyframing before we dive into creating game animations.
Then we'll retarget some animations that we then will use in a Cinematic and to end it all off, we'll be diving into creating a custom Animation and Character Blueprint from scratch using Unreal Engine's built in Scripting Language.
This course teaches multiple skills that can be combined into one single pipeline making it ideal for Indie Developers and small teams wanting to create content completely solo or anyone really who wants experience using Unreal Engine 5 as a creation tool.
All Games needs some sort of trailer and 3D games generally need a whole lot of animation and thankfully Control rig makes that a breeze especially when you nail down the basics off it as it allows for a Drag/Drop/Animate/Render Approach.
What we will learn
1.Creating Forwards and Backwards solved ControlRigs
2.Sequencer Navigation, Anim Layers and Anim Baking
3. Creating basic Cinematics using sequencer
4. AnimationSequence Blending
5. IK Retargeting from Character to Character
6. Creating Character and Animation Blueprints and make a controllable and animated character
7. Rendering out Sequences and stich them together using Davinci Resolve"Free"
If you want to Create your own, very uniquely styled animations as a solo creator or small team, this course is for you!
Song: Warrior by Yoitrax