Unreal Engine 5 (&4): Build a Control Rig from scratch.
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- čas přidán 11. 09. 2024
- Starting from a simple, freely available skeletal mesh from the Epic Games Marketplace, this tutorial will take you step by step on how to build a Control Rig, and demonstrate why it is a great skill to have!
(NOTE - for UE4, you'll need to enable the Control Rig plugin)
Once you understand the basics from this video, you'll be able to expand on the use of Control Rig to more advanced characters as well - even your own!
Also, when you make it to the end: this is the link I mention:
/ @sharksuitstudios
(Please Subscribe and like his videos too - AND he replies to comments!!)
#UE5 #UnrealEngine #ControlRig
Patient explanation of a complicated subject in the simplest of terms, pleasant voice and pronunciation, perfect pace. I felt compelled to compliment, because I've never seen a tutorial as good as this one in my 8+ years in gamedev.
Wow, N N, thanks for the compliments!!! That’s a great note to read on a Friday morning, and good motivation to keep them coming!! I’ll keep the UE learning party rolling… Cheers!
I've been Computer Arts instructor at the School of Visual Arts for 10yrs+ You, my friend are an outstanding instructor. If you're ever in the NY/NJ area... the bourbon is on me : )
Sounds good, I’ll find you 😀. Thanks for the feedback!
Yes, the community needs more in-depth stuff like this on the control rig...there are very few that show you more than the bare bone basic stuff.
Thanks, really hoping to find time to make more content soon!
@@3dJC Yeah I was trying to reverse engineer some of the stuff from the UE5 templates but man, I am really struggling to wrap my head around their use of Project to new Parent. I have a general understanding of how it works now but I still don't understand it enough to actually make use of it. I really wish there was a breakdown of that template and why they are doing all that stuff. I don't have the time right now to brute force my way to understanding it.
Thank you so much for NOT just copy-pasting everything, I feel it's a lot more beneficial to do everything from scratch to make sure your understanding of what you're doing and why is solid.
Thanks! Totally agree
As someone who is working on a custom rig of a monster with 112 legs, this tutorial has saved me so much time and effort. Thank you.
112 legs!! Daaaang....
Only halfway through but this is really fantastic. You have a rare ability to pitch the information at low levels. A rare gem of a tutorial!
Great to hear, thanks for the feedback!!!
Honestly, I haven't seen this good of online 3D training since the days of Jason Busby (GRHS) and Zack Parrish over at 3D Buzz back in the day. Well done! My only complaint is you don't have even more content! You're a top notch teacher! Thanks!
Wow, thanks! Hoping to add more soon… cheers!
For anyone who can't use Mirror option as shown on 29:32, what worked for me is before you mirror, you need to change the gizmo's space from local space to world space (in the 3d viewport of this window, look at the top right you see an icon of a cube with three axis coming out of it, when you click it, it will change to globe icon). Then select your left side controls and right click > Mirror. Then in the box, select X and X for both options. This will correctly mirror (My pole vector point direction flipped 180, easy fix but the other controls came in perfect) and will be ready to plug and play as the tutorial shows.
Absolutely awesome tutorial btw, really appreciate it! Subbed immediately for such detailed step by step UE5 videos breaking down complex topics like this!
Thanks for the fix!
This is a very good tutorial for control rig, probably one of the easiest to follow and I would love to see more of this.
Things like heel controls, full IK FK switching.
One that I would personally like is a way to set up a switch to have both hand IK driven by an object held in both hands.
Keep up the great work!!
I’ll put those on my list for future vids, thanks!
@@3dJC This tutorial was that easy to understand that I've gone and worked out how to do the ik/fk switch as well and the 2 handed weapon switch.
Defiantly something other people will find useful.
This is an awesome tutorial. Thank you for taking the time to make it, explain it as you went, and left in your trial and error as you were setting everything up.
When making the IK for the opposite side of the body, when you duplicate the nodes, you can right click, Search & Mirror/Replace. Mirror Axis X, Axis to Flip None, Search _l, Replace _r. This will change all of the names from _L to _R and should remove a few steps when assigning names.
Thanks, I’ll give it a try next time!
You wouldnt believe how long ive looked for a video like this. I finally found it!. Thank you very much for spending the time to do this
You're very welcome!
Incredibly useful! Thanks for the great explanations and not cutting corners or skipping steps for the sake of time!!
You're very welcome!
@24:30 Thank you for knowing exactly what you're doing. Precision is so much better for efficiency. It is appreciated greatly.
EDIT: And the shameless plug for your son at the end! Parenting done right.
Ha thanks!! Always looking to get some more eyes on his work 😀
Awesome tutorial; it's great to find someone who can really teach and is not just another teenager trying to sound cool on CZcams by throwing around slang and speeding up videos. A million thanks!
Ha great feedback, thanks! I'm not hip enough to use slang (so say my kids) so I am glad my teaching style is appreciated :)
In case you never figured out why the right arm blows up when you mirror, it's due to the lowerarm_ctrl pyramid facing the wrong direction. If you set its value to -90 it should work. Great tutorial BTW!
Ahhhh, good to know - I'll give it a try next time I build a CR!! Thanks!
Hey Sandy, were exactly do I need to set this new value? Thanks!
@@3dJC nope, that wasn't the problem, the problem was that you should put none on the Z value, after that just copy the axis values of the bones axis to match the controllers. Please do a finger part with arrows
For me what fixed it was getting rid of the set transform from the right shoulder, and adding it in via drag and drop.
Just finished following this to make a control rig on a simple Gumby character to learn Unreal 5. IT WORKED GREAT! Hats off to you, this tutorial is so well made, goes nice and slow, shows where potential problems or things to look out for would be, just phenomenal. Looking forward to the continuation of adding fingers and twist bones as an icing on this cake. Many thanks.
Wow, thanks! Great to hear, glad it was helpful. Coming soon: a tutorial that includes fingers!
@@3dJC Super useful tutorial and exactly what I needed to pose a model from Daz. But has there been any update on a separate fingers tutorial? Is there a simple way to select a finger and rotate all the joints in that finger at once in order to curl the finger? For example, in Maya, you can select the finger joint closest to the palm, then use the command Select Hierarchy to select all the joints in that finger and then rotate them all at once. Maybe this would be the best way to handle the controls in Unreal with some extra functionality to rotate the thumb (and the fingers a little bit) at their base where they connect to the hand?
I’ve the many tutorials I’ve gone through today yours was the first to work and easily follow, thank you for your work
Great to hear! Planning to do more control rig soon as well. Also Epic just released another control rig kit (I’ll try and get to that soon too!) www.unrealengine.com/marketplace/en-US/product/control-rig-samples-pack
@@3dJC I am very new to unreal, is there any reason fingers shouldn't be ik rigged?
Awesome tutorial! Although I already know fairly well this basic setup, I always like to watch these tutorials and learn new tricks, which I always do :) Regarding the bad mirror thing, I have an hypothesis ... I think the problem was that you mirrored controls that had different parents, at the same time. Clav was parented to pelvis, hand to root. I haven't tested but I think that might be the cause of the error. Cheers and congrats on the great tutorial!
Can finally understand what all this mess of nodes is here for. Great feeling.
That’s great!!
Great tutorial! I found this very helpful and informative. As an experienced Maya rigger and first-time Unreal rigger, I found this quite easy to follow. Thank you!!
Similar tutorials are available. But the delivery of the tutorial is super amazing. The way things are explained here are super easy to understand and follow. I immediately subscribed to the channel.
Thanks a lot!
indeed. This guy's videos has made me give UE5 another chance. JC you have a great talent for presenting the material in a way ...even I can understand.
Haha, your opening remark was after I just looked at the length of the video. But for me, I am so happy it's as long as it is!
Haha that's great!!
Okey first time I hit you, at first glance, 1h video I was afraid of "technical terms and conditions", but the job was executed flawlessly, enjoyed every minute of this video
Glad you made it through 😀
I subscribed just for this, because it was the only control rig tutorial out there that made sense to a non-professional rigger like many of us.
Thanks! I'm no pro-rigger either :) Yes, fingers soon... hot topic haha!
Thx for the tutorial, it is great. Just add one thing. When you mirror, you had to rotate 180 degrees the PV, and them redo the offset stuff.
BEST tutorial on the subject Hands Down! Thank you so much!
Glad it was helpful!
I've been looking for a video like this, twice now i've followed a video the first time was ok, it got me to an FK and IK switch, but not both at the same time, then the second one skipped over a point and I suddenly hadn't got what he got despite following him perfectly, thanks.
That’s great!
You are amazing! Your tutorial is the only one that I have understand, and it worked perfectly!
Great to hear!
Thanks, JC! Your CR From Scratch tutorial was exactly what I needed this weekend!
Ah so glad to hear that, and thanks for hitting the Super Thanks button and the big tip!!!
I don't plan on making my own rigs, but I will do this tutorial because I want to understand Unreal rigging in case I need to fix or modify a rig.
YOU ARE A FREAKIN AWSOME TEACHER!!!!!!! Please please continue to teach this way. I ran into so many horible tutors on this subject. I was ready to give up. AWSOME WORK!!!!!
By the way. Subbed and happy about it!
Wow, thanks! Aiming to make more vids, just need some spare time, ha!
This was very helpful, thanks. It doesn't totally translate into UE4, but I managed to get a full rig setup by doing everything manually. It was not fun.
Excellent video, exactly what the doctor ordered
Great to hear!
33:20 to 33:25 the voice changed as if someone else!! Thanks for the this amazing tutorial.
~29:30 ik what the issue is, the wording is ambiguous. "Mirror axis" is the axis along which you are gonna mirror, AKA something you're gonna use as a base line to project alongside of. "Flip Axis" is the axis that you are flipping. Change Mirror Axis to Z, as it's your character's vertical axis, and put Flip Axis to X, which is your forward vector.
best way to mentally visualise this is to imagine Mirror Axis as an infinite plane sitting orthogonally on the Flip Axis.
Absolutely top notch. Worked correctly the first time. Bravo!
Great to hear!
You ae so kind to intro like you have for this video. I'm going to stick around for the whole thing. You are a great teacher.
7:00 minutes and you have ALREADY blown away every other tutorial for control rigs. following your instructions is like cutting warm butter.
including all the explanations to the other options that we don't click [for now] and why we don't click them...hands down, no one else in any video I've watched to-date has offered as much great information. thank you thank you thank you thank you thank you.
thanks! Glad it is working for you!!
@28:39 - are you deleting the controls that you made? They disappear but you don't say you are deleting them.
@41:30 - must be something...because mine crashed the same time yours crashed. LOL picking back up here tomorrow.
Thank you so much! I look forward to more videos from you! I am going to be learning rigging. I modeled my own robot character and finished UVs. Now I'm in Substance Painter and then I'll be rigging him for Unreal.
That’s great!! Are you doing the initial skeleton and weight painting in Maya or Blender or?
Thanks for this amazing tutorial !
For information at 30:50 for the problem with mirroring, don't know exactly why, but the hand and shoulder control have to be turned 180 degree on Z and then "set offset transform from current" in order to work. :)
28.54 - the reason the mirror controls don't work, is that the rotation axis of the Clavicle & Hand Controls are also mirrored on your skeleton. Both these Controllers need rotating 180 degrees on 2 axis (it'll be obvious which), then right click and 'Set Offset Transform from Current'. That'll fix it
Ah!! Interesting!! It’s a rigged character I grabbed from the Marketplace so I’ll compare to other chars like metahumans and default mannequins to see what’s normal/expected- good catch, thx!
Your answer is the only correct answer to the mirror problem.
good job thanks. the only one real tutorial about CR
You're welcome!
Oh my god. This is like, the first tutorial I have ever seen on youtube that was smooth despite being effectively one take recording!! It even beats many scripted tutorials that include commentary to an edited recording. Super easy to follow, and just made my life 10000x better as I'm trying to do manual targeting mocap for UE5 with Leapmotion. (They don't have full support for rigged full body characters in 5.0 yet.) Hopefully you get the fingies out soon, as I wanna catch anything I could have done differently from what I'm about to do. Thank you so so so so so very much.
I couldn't find a link to any socials, and I couldn't find any donation(aka TIP) button on the page. Do you have any public facing methods I could by proxy buy you and your kiddo lunch for making this?
(Side note: Unreal's blueprint style coding is so much nicer than Unity's UX. Coming from Blender spending literal days amount of time in the material node sheets made adaption to the blueprint/node style so much nicer than trying Unity's through effectively what was sight reading. I still, and it is amusing to any old Blender nerds, find Blender's UI and Shortcut Key style as S tier above others. (Post the 2.8 Revamp that is, hehehhe. 2.79 and below was a bit... Okay a lot obtrusive.)
Wow, thanks Natasha, your comments made my Sunday even better!! Glad you found it useful. Yeah I'm a "one take" type - I'd like to think it is because I like the "keeping it organic" vibe, which is true - but more because I don't ever want to do it twice :) I don't have a tip jar anywhere, but if you wanna subscribe to my son's stop-motion channel and watch a few vids, that'd be totally appreciated! I'm soon going to deconstruct the brand new UE5 mannequin Control Rig - it's a bit different so it'll take me a bit... but for yours if you wanna look at that (as of 5.0.2) or even the 4.27 control rig from my video, you can check out what they did on the fingers... I'll try soon but not sure when that'll be... Thanks again for the feedback!! Oh and totally agree with the Blender post 2.8 analysis!
@@3dJC Hehehehe. Deal, Yeah, I've been binging his vids, they are fun. :D
And thank you! I should just check out the mannequin and see how they did the fingies.
Howdy Natasha! Looks like CZcams has finally added the "Super Thanks" feature (tip jar), so if still interested to support the cause (and kid's lunch :) ), give it a spin? Curious to know how it works for viewers too...and what I see on my end... Cheers!
I might be wrong, but I think your issue at 29:22 is because it twists the rotation on of the limb upon mirroring and without quarternion interpolation, it goes past 360 degrees and twists the limbs in a weird way.
Hello,
You've got a great lesson.
Also, thank you very much for choosing my adventure character for your lesson.
Yeah thanks! He's quite handy for the tutorial, nice work! I may continue to use him for an upcoming finger tutorial as well...
@@3dJC That would be great, there is also a free model of Renigata, he looks good too.
I hope your lessons will be popular
Your Video was very helpful. thank you. You've done a very good job!!!
Glad it was helpful!
Thank you so much, great explanation! I just subscribed to your channel.
Welcome!
Man, this is awesome, thank you so much!!
Maybe, extend this tutorial to create control on facial blendshape... it would be sweet 🙏
Good idea! One of these days…
Love this video, the epic tutorial on rigs was absolute trash. I have done control rigs 8 times all of which had different issues. i wasn't putting the controls off the root bone so you fixed my rig!!
Great to hear!!
Great video saved me so much grief. Fully set up my control rig and forgot to save. screeee
Second time always faster :)
This is by far the best instruction on the topic. Thank you!
You're very welcome!
For the arm mirror portion. Takes a bit of tinkering but it does work....ish.
I did Mirror axis X and Z for the mirror flip, then I just needed to adjust the pole vectors directions on the ik and rotate the shoulder and hand a bit.
This worked for me but it would've probably been easier to just start from scratch on the right arm honestly.
I'm learning new ways to animate and just found your channel recently. Very good wealth of knowledge and excellent explanation. Looking forward to more of your tutorials.
Ha nice job kicking on it! Thanks for the feedback, gonna try and get more animation related vids up soon!
Might as well add another comment instead of editing the previous one (feed the algos :D ) Right at the end, after demonstrating baking to the control rig, you could have also explained how to add an Additive track to the control rig. This way you can make all the adjustments and fixing needed, in an additive fashion, while still keeping the underlying baked animation :) Just a suggestion ;) Cheers and congrats again!
Totally agree! I’ll slip that in for next control rig video!
Thank you for this control rig tutorial! The way you teach it makes so much sense for a beginner like me.
That’s great to hear!!
Thank you for this ue4 mannequin control rig using ue5 control rig techniques. It took me awhile to find one. however, arrays are very nice and saves space.
Thank you so much ! This is more usefull than the offcial documentation
This helped me a lot, thanks!
No problem!
I should add 10 thumbs up for this accurate and deep tutorial. Thank you!
Thanks for the great feedback!!
Thanks a lot for this tutorial! extremely easy to follow and I really liked that you actually show how to come around mistakes! Thanks!
Thanks! I like to keep it real 😀
Amazing amount of useful and straight-to-the-point knowledge. Thank you so much!!
Thanks!
thanks man, I really struggled witht the basic IK and this is how easy it is. :D 27:00
Glad it helped!
Your tutorials are the best. The real best.
Love to hear that - thanks for the feedback!!
Very nicely done
Thank you! Cheers!
This vid was excellent! - most helpful!
great!
Hey, awesome tutorial!
I have figured out a workaround to make the mirrored controls work properly. After mirroring with default axis parameters, your controls may "seem" to look correct. But their rotation is still wrong.
After mirroring the left hand IK control to right, I rotated the control by putting -360 in X and +180 in Z. And then, right click on the control and "Set offset transform from current". now my control is perfectly mirrored and also doesn't break anything. After rotating I notice the shape is not symmetrical to the left control, so i manually had to adjust shape transform too.
But yea, this sucks that it doesn't work out of the box.
edit: this value only worked for my hand IK control, it wont be the same for other mirror controls. we also have to check the orientation of axis of the original control, understand it and try to keep the axis flow of our mirror control similar to the original one.
It's a tedious thing to manage.
In summary, I follow this workflow:
Create new controls for your other side of the character (yes, from scratch again)
Mirror the controls you want and just copy the offset translation and paste it in your newly created controllers (I do this because I sometimes offset the original controls and I want them to be symmetrical on the other side, for instance - the position of the pole vector). Delete this mirrored controls, we don't need it.
the angle of controls should now work fine as you created them from the bone and because of that, we now have correct rotation, so everything should work fine without breaking.
Thx bro you just made my day :)
Glad to hear that!
this is the most helpful thing ive found on control rigs thank you!
That's great to hear!!! You're welcome, I'm hoping to get more useful vids up here soon...ish...
Dude! Thank you, such a great explanation and one of the best overviews I have seen!
Glad you enjoyed it!
Amazing job I mean I might have to go back and watch cuz of the pole vectors and axis lol but great job I'm glad I have this video saved cuz I was so confused but you made it much better and I can always go back and rewatch
Loved this tutorIal i actual decided to use a FK Chain for my spin bones tho still came out nice thats a ton dude!
Nice work!
What was the shortcut to move the transform without moving the joint?
Thanks a Lot, I learned a lot. (When you do the mirror legs and hand it has wired movement because the Effector and Polevector are switched mirror, Calf_r switch to Effector and Foot_r switched to Pole Vector) Thanks again 🌍🌺❤❤❤❤
A complex topic demystified here. Thank you! Liked and Subbed👍
Great!!
For the mirror. You simply had to right click the controls and set offset transform from closest bone on them. Not sure if anyone mentioned that yet.
Ah, I'll give that a try next time, thanks for suggestion!
Thanks again for your tutorial, really appreciate it. Epic should make all of its metahuman Characters control rigged by default. Then it will be easier for non-character animators to use Metahuman for posing or animation... just a suggestion for Epic though....
sorry, now I found MH characters have control rig assigned.
How dare you not run around in third person after all of that. Sweet rigging job
Ha! Thanks!
Thank you, I follow from Saudi Arabia, brother
Super cool to have you follow the channel from so far away! Thanks!
so much effort you put in this video , totally appreciated :)
Hey thanks Faycal, that’s great to hear!
Thank you for the nice introduction - 1 hour must be as short as one can wish to get the picture of a rather annoying process, 👏🙏
After some diging, just to learn more about, I found a concept called procedural rigging. It seems all that controls-bones-procedure can be handled by not-so-complex BPs on construction and a forward-solve-event. Is it that procedural can handle all that eficiantly, so I can rather go precedural-way?
Great tutorial. Thank you very much. You got a great sense of teaching, You can grow. Please continue these tutorials. Subbed and liked
Thanks Zahid! Your encouragement made my day :) I'll for sure keep making them, lil by lil. cheers!
The only tutorial that made me do it. Thank you very much
That's great! Yes, I hope to make most of my videos as "follow along" as I'm a big fan of "learn by doing"... Thanks for the note!
I can honestly say you have been a shining beacon of hope for me. I follow your videos and you teach very well. Clean and well spoken. I now have simple question for you and even if you don't reply, know that you have helped me more than enough for that to be warranted. My question is this, is it possible to have a control over individual finger curls and on top of that a master control to grip all fingers at once? If you could manage to link me to any helpful advice that would be astounding. Regardless thank you for all the help you have provided freely!
Thanks for the compliments!!! I'm pretty sure that's possible - but I don't know for sure... but now I have a good challenge to figure out, and will try and make a nice clear video of the process if it is possible... it may be a few (+) days, but I'll be back :)
@@3dJC Well this is, by far, the coolest reply I have ever received. You are now my hero!
I added the Control Rig plug in and created the rig from the Skeletal Mesh and following along with your video but the "Forward Solve" is gray looking, not red like yours and I tried to following along future but cannot move the character with the rig in the preview window. Have you had this happen and if so know how to fix it?
Update, the preview is working but it is weird how the Forward Solve and other boxes are grey looking, even if you click on one of the boxes, Like Set Transform - Bone the title of the box does not turn blue like yours.
Ok, I am using UE4, that is probably the issue and also "Add Controls for Selected" is missing so UE5 Control Rig sounds like it has more options. The Control Rig is really amazing!
Thank you so much. Please tell your son he is awesome!
I’ll totally tell him, thanks for watching his vids!!!
nice one !
Thanks!
You are a good teacher! I am building a control rig for a car. Only a few bones. Can you point me in the direction of how to control wheel rotation with the rig? Thank you for producing a much needed tutorial in a format that is easily followed. Keep up the great work.
Let me put it in a different way, how can I get auto wheel rotation set up inside of the rig so that the wheels will roll as I move the car along a spline. I can then use my car rig to modify the animations in the sequencer.
Ok this is on my list now, but I’m outta action for a month so it may be a bit… but I’ll give it a go when back! Thanks for suggesting it!
@@3dJC I figured it out! I animated a Porsche via control rig in my latest video on my channel. Your control rig tutorial was invaluable in helping me accomplish this.
@@gypsyproductions9914 that’s great to hear, good job going for it and doing it!
At about 42 minutes you can see the control is on the foot bone but my always goes to the IK foot bone which causes issues. When you click snap to closest bone the foot and IK Foot are in the same spot but it only goes to IK Foot bone. Do you know of any way to make it snap to the foot bone?
Hmmm, check the Basic IK node, and that the Effector Iten->Name field is set to the foot and not IK Foot bone? The snap part is just to get it into a particular location, it's not doing any attaching per se - just a handy way to make sure something is in the same spot as something else. The attaching is done in the Basic IK node. (I think that's what the issue may be, lemme know if I am not getting the question right...)
@@3dJC thank you so much! I will check what you said I really appreciate you, you got a great channel and great videos 👍🏻
THANK YOU SO MUCH!
You're welcome!
Thank you. Your tutorial helps me alot
Glad it helped!
This is an amazing tutorial, the only issue I encountered was with the leg, but I will keep trial and error. However, if you happen to know why it's not working that would be greatly appreciated. Great tutorial though. And in case I wasn't clear enough the problem is the foot is connecting to the calf_l_ctrl and the foot_l_ctrl isn't working at all.
Thank you for the video!
My pleasure!
after about 1 year of trial and failure, I was finally able to make an control rig for my custom character (which didn't work with mannequin shareable control rig), BUT can you please make a Part 2 Of this tutorial, dedicated to the fingers? that's the key factor to being able to pose characters properly.
Soon, very soon… ish. Waiting on 5.1 to release…
Great tutorial!))
Another excellent tutorial.
Thank you.
You’re Welcome!
You are awesome man.
Thanks!!
Really appreciated the manual long tutorial - I now have a better understanding of Control Rigs.... TY so much! I'm wondering if you can add an adendum video to Control Rig Fingers w/ Basic IK w/ Forward and Backward Solve - I would be forever grateful :)
Thanks! Yeah with the brand new Control Rig out for 5.0.2 mannequin, I may make a more updated version with fingers for those tricks - or maybe one of each... when I get some time! Cheers!!
How do you save the animation that you created with the rig in the Sequencer to a Animation Sequence?
ah, just right-click on the character's track in the sequencer, and choose back to animation sequence. choose a location, give it a name, and export. Then you'll have it to use as a standard animation sequence! Viola!
@@3dJC Thank you!
Amazing tutorial brother...thank you! Any chance of you adding fingers IK control's to finish this series??
Thanks!! And Yes BUT I’m waiting for 5.1 to release to see if any major changes before doing a finger video… but it will be coming!
Excellent Tutorial! Thanks.
You're welcome!
super helpful! thx!
Glad it helped!
I'm a big unreal noob but I'm also as a learning excercise I'm trying to make a model with attachable armor parts and a slightly customized rig from scratch and bring it into UE5 in a "marketplace ready" state. HOWEVER, I'm about to just give up on the idea of adding eye controls to the UE5 rig lol. Dudes just gonna look forward at all times cuz I dunno if it's worth all the added complications. If I just import it with the UE5 default rig, it works perfectly. If I import my literally copied (exported and imported into blender) version of the UE5 rig, and add eye controls to it... It's like a 1:1 copy of the UE5 rig but my fingers are all jacked up and dudes walking funny even though I can just basically copy the files that already exist for the UE5 skelly including retargeting. Hmm maybe there is a way to add bones from within UE5 instead. Or something.....
5.3 has skeleton addition tools! 80.lv/articles/epic-games-publishes-unreal-engine-5-3-roadmap/
@@3dJC Well, I wanted to give up but I didn't lol. Though I didn't quite make it through this video yet cuz of other issues BUT for the most part I got it working. And I made an eye rig...though at the time of commenting this I don't know what a forward solve or a reverse solve is still so I'm sure something is wrong. At least my fingers and stuff aren't super jacked up anymore though. In the end, I scrapped my eye controls that I had working in blender (bones that aimed at other bones) and just made new control elements in UE and told it to look at those with the "aim" command...if that makes sense. I'd send a screenshot but youtube likes to delete comments with links lol..... I'll try after this comment cuz I don't feel like typing it all again xD