UE5.4: Game-Changing Rigging Update (You Won't Believe How Easy This Is)

2024 ж. 15 Мам.
75 317 Рет қаралды

In this video, we're diving into Unreal Engine 5.4's powerful automatic rigging updates! Auto-Retargeting, Auto IK Rigs and Modular Control Rigs.
0:00 Intro
0:55 Import Mixamo Character
3:33 Automatic Retargeting
6:00 Auto IKRig
7:40 New IK Retargeter
13:00 Modular ControlRig
17:44 Experimenting with a Daz Character
21:15 Outro
Kiaran Ritchie has a post on X regarding this:
x.com/kiaran_ritchie/status/1...
#unrealengine #mixamo #retargeting
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  • Man this is awesome news!! Now retargeting will be wayy easier and faster 🔥

    @GorkaGames@GorkaGames2 ай бұрын
    • Really It's the best update. Want to know the release date

      @YoriPlayzz_Official@YoriPlayzz_Official2 ай бұрын
    • I follow your channel and love seeing your comments on other videos I watch! All credit to OP but I gotta show love for Gorka!

      @Braydon.W@Braydon.W2 ай бұрын
    • Brother, your video has been moved everywhere in our country. As soon as I heard your voice, I knew it was you😇

      @yujack5910@yujack59102 ай бұрын
  • Oh man... this is so much better. Props and thanks for the thrill! 🍻

    @outtoplay@outtoplay2 ай бұрын
  • Awesome, thank you for the preview!

    @TheAF01@TheAF012 ай бұрын
  • that is actually insane, this will save so much tedious headache inducing time. I'm sure in real production you wouldn't just throw everything into the auto retargeted but surely you'd be able to get away with a significant amount of assets done this way!

    @thegamedevcave@thegamedevcave2 ай бұрын
  • Thanks for blazing the trail, very happy about the future. Keep up the great videos.

    @3djimmy@3djimmy2 ай бұрын
  • This comment will be about all your tutorials and shares. So clear, easy to understand, useful and helpfull. Trying not to miss any. Thanks

    @muvifx@muvifx2 ай бұрын
  • The one thing that slows me down during dev. Incredible. UE5 is the best

    @carljthatsme94@carljthatsme942 ай бұрын
  • Oh, my goodness. They finally improved it!! Retargeting is pain in the ass. Thx for the develop team and Jobutsu.

    @nothing6yen@nothing6yen2 ай бұрын
  • 🎉🎉🎉 this is so life changing. I have spent so much time and frustration with retargeting.

    @GoodguyGastly@GoodguyGastly2 ай бұрын
  • 7:05 - I just jumped out of the chair. Thank you!! Such amazing video explaining the features. Instant sub.

    @activemotionpictures@activemotionpicturesАй бұрын
  • This is incredible! Can't wait for this

    @HakaiKaien@HakaiKaien2 ай бұрын
  • Omg... I need this now. So freaking happy about this.

    @ErichToven@ErichToven2 ай бұрын
  • This is awesome!, i know how much i've struggled and wasted time to learn retargeting since 4.27 lol

    @IsaacCode95@IsaacCode952 ай бұрын
  • This is awesome , thx 4 making this video , so great 👍

    @StyleMarshall@StyleMarshall2 ай бұрын
  • JUST when I learned to do things the old way...! Great news, thank you for sharing this.

    @RomeoVarga@RomeoVarga2 ай бұрын
    • this is exactly how I feel 😭im glad that the modular control rig exists now but of course it's just as I finally got the hang of the original UE5 control rig setup lmao

      @Darkstar623@Darkstar623Ай бұрын
  • Great news!! Finally be able to get my head around retargeting.

    @TheDigiVault@TheDigiVault2 ай бұрын
    • It will speed things up and free up time for creativity for sure.

      @Jobutsu@Jobutsu2 ай бұрын
  • Thank the Gods I've been putting off retargeting and animations!

    @dreadtrain2846@dreadtrain28462 ай бұрын
  • WOW, awesome. Thanks!

    @user-jd1io4zj1e@user-jd1io4zj1e2 ай бұрын
  • Now that 5.4 is out im trying to follow this despite you saying its not a tutorial, its the best resource we have. Props again awesome video, make more!

    @unknownuser3000@unknownuser300010 күн бұрын
  • really awesome without extra plugins or software ! i love it

    @v1duk4@v1duk42 ай бұрын
  • That is game changer. Bye bye long hours of frustration

    @baziztsahy3927@baziztsahy39272 ай бұрын
  • This is amazing news! My jaw dropped when I saw the Modular Control Rig. This is approaching workflow heaven!

    @zablade@zablade2 ай бұрын
  • excited about the IK rigs!! thank you for this! UE5 is getting better and better, looks like they want to compete with other DCC now as well as game engines!

    @ukmonk@ukmonk2 ай бұрын
  • Awesome update! 🤙🏿🤙🏿

    @JonathanWinbush@JonathanWinbush2 ай бұрын
    • Agreed they did an amazing job !

      @Jobutsu@Jobutsu2 ай бұрын
  • I'm exited now for 5.4

    @crazyAlexander23@crazyAlexander232 ай бұрын
  • This is great!

    @_azterisk@_azterisk2 ай бұрын
  • With Daz characters you have to snap it to the floor in daz before you export, & A Pose

    @holdthetruthhostage@holdthetruthhostage2 ай бұрын
  • DAZ incredible... _it works!!!!_

    @davidedemurodominijanni9889@davidedemurodominijanni9889Ай бұрын
  • OMG, I swear to god that today I suffered from this retargeting sh**, and now thank god they will release an update to solve this painful sh** Thanks a lot

    @Hello-cq6re@Hello-cq6re2 ай бұрын
  • Wow. Just wow

    @TronikXR@TronikXR2 ай бұрын
  • This is great. NOTE: I think most people automatically default to adjusting the pose of the Target but I think that this may actually be a bad idea because it prevents you from using those animations on the target unless you set that target to use that pose or you setup the animations as being Additives with that post as the Base Pose. What I would suggest, is that you match the Source's Pose in the Retargeter to the Targets Pose. That way when you retarget those animations they will be based on that characters Base Pose, allowing you to use the animations you already have for it alongside the animations that were retargeted for it.

    @unrealdevop@unrealdevop2 ай бұрын
    • Great info !

      @Jobutsu@Jobutsu2 ай бұрын
    • @@Jobutsu Yeah I came to that realization at some point after doing the same thing only to realize I had to possibly swap out the base pose and if I did that, any native animations would naturally get screwed up because they were using a different base-pose. I haven't tried it but I'm pretty sure setting them up as an additive....or only playing them as a Dynamic Additive with that pose being the base...would fix it...but then your adding a bunch of extra runtime stuff that could be avoided.

      @unrealdevop@unrealdevop2 ай бұрын
  • I’m glad you got your Mojo back

    @michaelhallamdigiart-cgi9152@michaelhallamdigiart-cgi91522 ай бұрын
  • Counting the days until ue 5.4 now after watching this and you mention daz and i almost fainted cant wait to see genesis 9 usjng any animations

    @unknownuser3000@unknownuser30002 ай бұрын
  • Thank you bro

    @user-kb2qz3gj6k@user-kb2qz3gj6kАй бұрын
  • This will save a lot of my time and mental health

    @curioussoul5151@curioussoul51512 ай бұрын
  • Amazing, i have had so many issues and wasted so much time this is a godsend

    @arjaywheeler@arjaywheeler2 ай бұрын
  • mid blown. such a ballache before. great vid!

    @MrToroburn@MrToroburn2 ай бұрын
  • Spent the last month building control rigs and now that work seems useless hahahaha. Amazing tutorial!

    @nourhassoun7099@nourhassoun70992 ай бұрын
    • Maybe doing it your way, is better. I wish I had your knowledge !

      @Jobutsu@Jobutsu2 ай бұрын
    • yesterday was the 3rd time I gave up. bought "auto rig pro" today and now not sure if i should still try or just wait for this version. lol

      @leandroalmendras@leandroalmendras2 ай бұрын
    • Knowledge is power, and it provides you the tools to fix something when the latest gizmos have hiccups. Your knowledge will never be obsolete.

      @s.patterson5698@s.patterson5698Ай бұрын
    • @@leandroalmendras Ive used "auto rig pro" for 2 years. It's helpful but also annoying because of bugs/changes. Ive had to redo my Blend file too many times, just to fix things that the new version gives. (Then I had to re-import all my meshs, anims in to UE. Lost too much time.) But I think it's the only way for me to [use it] to make my model UE compliant (root) and rename to UE bone names (which I hope allow me to use paid UE anims). Another problem with ARP is the proportions dont seem to work with retargeting. (Ive downloaded 20 Mixamo character differences (different proportions), then down an anim using that character (to get that skel proportion). But still, there is an auto scale button [in ARP] that never works for me, and makes my anims worst. So after retargeting anims in ARP (Blender), I have to manually fix keyframes > angles of arms or legs. Hopefully the UE5.4 tech will finally fix/allow proportional retargeting.

      @kenalpha3@kenalpha3Ай бұрын
    • @s.patterson5698 Not true, but it will likely remain useful here and there for awhile. Plenty of skills become useless over time.

      @vincestevenson9430@vincestevenson9430Ай бұрын
  • Damn, this is huge!

    @M-gf9gu@M-gf9gu2 ай бұрын
  • This is phenomenal! So much game dev time will be saved now... UE is the best!

    @shotakhakhishvili8640@shotakhakhishvili8640Ай бұрын
  • Wow this is such a game changer

    @RictorScale@RictorScaleАй бұрын
  • love it !!!!!

    @amigoface@amigoface2 ай бұрын
  • This is so much better than the Mixamo to UE Retargeter plugin I bought on the marketplace! Looking forward to doing more animations in UE5.4

    @DigitalStaff@DigitalStaffАй бұрын
    • to be truth: what you really need in Unreal, are 3 Things: 1. - some generic Avatars, like Unitys Humanoid. It do not matter, if you now can "auto generate" Bones searching for. The problem is, to double every animation in the project, for every other called bone. What do you want with 1000x sit Animation ? it s pointless. 2. - the point, that Unreal raytargeting, can understand Blender rotatet bones. (This includes Part 3) and: 3. - the point, unreal understand Blender rotatet bones of reworked Daz 3d Charakters. so long this not work, this is stoneage. also the behavior to work with "Animation Puzzle Parts" in "Montages" is just a time & work amount, what is so much far away from every "good usage" ... shortly: The Unreal animation system, was stoneage, is stoneage, and so long it can not handle the easyest basic things, it will stay stoneage. Do not matter if it can find "some bones" stoneage, is stoneage.

      @smokingheadstudiogerman5299@smokingheadstudiogerman5299Ай бұрын
  • holy fuck this is awesome, retargetting is a pain that needed this

    @fernandodesa952@fernandodesa9522 ай бұрын
  • This is a big help to me. When I decided to learn Unreal and other 3D stuff a few months ago I thought it would go better tbh. The reality for me has been like leaving a nice comfort zone and going directly to hell. 🤣

    @cgxlv@cgxlvАй бұрын
  • Great news 🎉

    @baturalpk.456@baturalpk.456Ай бұрын
  • I recently purchased 'Easy Pose' which does pose matching in the retargeter. The dev mentioned that often certain bone need to be left 'unmatched' like spine bones as they are unique to each rigged character. I guess you'd have to go back into the the match and not align certain bones if the default match made the target move oddly. Still damn cool.

    @outtoplay@outtoplay2 ай бұрын
    • I have that, havent used yet. Is it working for A to T pose conversions?

      @kenalpha3@kenalpha3Ай бұрын
  • Ah, thanks man. Was about to dive into retargeting, but now I´m probably just gonna wait until this is out officially...:)

    @samuelenslin1850@samuelenslin1850Ай бұрын
    • Still learn retargeting if you have the time to do so.

      @Jobutsu@JobutsuАй бұрын
    • @@Jobutsu to be truth: what you really need in Unreal, are 3 Things: 1. - some generic Avatars, like Unitys Humanoid. It do not matter, if you now can "auto generate" Bones searching for. The problem is, to double every animation in the project, for every other called bone. What do you want with 1000x sit Animation ? it s pointless. 2. - the point, that Unreal raytargeting, can understand Blender rotatet bones. (This includes Part 3) and: 3. - the point, unreal understand Blender rotatet bones of reworked Daz 3d Charakters. so long this not work, this is stoneage. also the behavior to work with "Animation Puzzle Parts" in "Montages" is just a time & work amount, what is so much far away from every "good usage" ... shortly: The Unreal animation system, was stoneage, is stoneage, and so long it can not handle the easyest basic things, it will stay stoneage. Do not matter if it can find "some bones" stoneage, is stoneage. in short: Time Amount and workfow Quality: Unity vs. unreal. unity win, Fatality.

      @smokingheadstudiogerman5299@smokingheadstudiogerman5299Ай бұрын
  • Very cool.

    @PatrickTheDM@PatrickTheDM2 ай бұрын
  • Finally!! so much problems will be solved in this version!

    @mind0242@mind02422 ай бұрын
  • HOLY CRAP!!!! THEY FINALLY DID IT!!!! THEY FINALLY FIXED RETARGETING!!! I am actually so excited for this, i am going to go install 5.4 as soon as i get back to my work station!!!! I am so excited about this!!!!

    @PolyRidge@PolyRidge2 ай бұрын
    • 5.4 has not been released yet, you will have to compile it.

      @Jobutsu@Jobutsu2 ай бұрын
    • ​@@Jobutsu NOOOO dang... that sucks... but this is actually so amazing... Could you do a video more in depth about the control rig, and animation retargeting? My process in blender is Retarget to a control rig, then using layered animations, cleaning up/tweaking/blending animations... And I'm 1000% sure this same workflow can be done in Unreal, especially thanks to this video... But I'm not sure how to get the control rig to work as a controller on top of the retargeted animation... I hope this makes sense... But thank you so much for sharing this... i am so excited!!!!

      @PolyRidge@PolyRidge2 ай бұрын
    • @@Jobutsu Im building my copy right as we speak. Hit build and don't make big plans involving your pc for at least 4 hours. lol

      @ErichToven@ErichToven2 ай бұрын
    • @@ErichToven where do you find that? I only see up to 5.32 on epics github

      @jaypurrington6573@jaypurrington65732 ай бұрын
    • @@ErichToven can you link a tut on how to build/compile UE engine versions? What are the exact search terms?

      @kenalpha3@kenalpha3Ай бұрын
  • Thank you

    @hotsauce7124@hotsauce71242 ай бұрын
  • Animation, retargetting, rigging was one ofmthe biggest pain points for me in game development trying to use daz and unity assets together, this seems if it works with genesis 8 and 9 is the solution for daz not working without having to spend hours fixing the rigs. Ill definitely give unreal 5.4 a try now to see this in action. Wish youd make a tutorial video as you said this isnt a tutorial but many myseld included are followinf your steps as if it were one.

    @unknownuser3000@unknownuser30002 ай бұрын
    • Yesterday, I ran some quick tests with G8/G9 and with less hassle than before, they seemed to work. Any tutorials will come after release because they always lock down features before release and some don't make it through.

      @Jobutsu@Jobutsu2 ай бұрын
    • 🎯

      @theone8625@theone8625Ай бұрын
  • DAMN! 5.4 is gonna be amazing! I can't wait to see how good 5.20 is :)

    @TorQueMoD@TorQueMoD2 ай бұрын
    • Coffee will taste so Unreal...

      @davidedemurodominijanni9889@davidedemurodominijanni9889Ай бұрын
  • This is all fine and dandy but no one's making tutorials on animation blending, at least none that work. I just hope that UE5.4 lives up to what they say it will do regarding animation

    @brocscogmyre5592@brocscogmyre5592Ай бұрын
  • wow. just wow.

    @VirtualRealityHub@VirtualRealityHub2 ай бұрын
  • Finally!

    @kakarotsan3030@kakarotsan30302 ай бұрын
  • That is nuts

    @roja@roja2 ай бұрын
    • I agree, it is great work from them.

      @Jobutsu@Jobutsu2 ай бұрын
  • Would love to see how this is done with animals/monsters similar to the long Chinese dragon that you can see at the beginning of this video's intro. I've been playing around with 5.4 trying to make it work with a snakelike creature and I'm clueless if I set up my skeletal mesh correctly and which control rig modules I should be setting it up with it.

    @frgmnt7313@frgmnt7313Ай бұрын
  • be great if they implement a hand slider to open close hands, that would be amazing! time saver!

    @ukmonk@ukmonk2 ай бұрын
  • Awesome! Can you please make a tutorial for biped as well?

    @erfanrostami1814@erfanrostami18142 ай бұрын
  • Oh damn. Literally two button clicks? I've been putting off making an IK rig for ages, this is huge.

    @IAmBael@IAmBaelАй бұрын
  • Automatically COOOOOOL ! Auto IK rig, Auto Re target, Auto Pose 😎 AUTOBOTS ASSEMBLE! Ive been here since the start - only those who were retargetting in 5.0 EA know the pain LOL --- I learnt a lot of my initial re-target from you buddy, thanks for putting out quality EDUCATIONAL tuts. next up HDAs from Houdini + MH vertex animations>?! hehe Cheers Jobutsu!

    @LoganPinney@LoganPinney2 ай бұрын
    • Niagara Metahuman goodies are next.

      @Jobutsu@Jobutsu2 ай бұрын
    • @loganPinney exactly what I am into! VAMPs and HDAs!! Mechdawn has an amazing plug in for vertex anim

      @busesart@busesart2 ай бұрын
    • @@Jobutsu can you do this with Synty Characters as well? I assume you can!

      @synastershred2269@synastershred22692 ай бұрын
    • Next step needs to be the IK Foot adaption to slopes and irregular surfaces active *by default* ... that's what I'm looking forward to! I've been using UE5 since EA myself and I know the pain... I've been looking for the way to make it work since day 1!!!! I honestly do not understand why is not by default as already part of the Control Rig setup. Real life is not only steps...

      @davidedemurodominijanni9889@davidedemurodominijanni9889Ай бұрын
    • @@davidedemurodominijanni9889 do you mean motion matching with Motorica?

      @busesart@busesartАй бұрын
  • 6:50 they told us they had to make it easier for the UE users. They just started giving us documentation this year XD Very glad i get to jump in and learn it like this though, truly. Seemed super tedious before.

    @LionUnchained@LionUnchained2 ай бұрын
  • I spent last year tweaking the hands on the retargeter😢 and now they released this automatic one😂😂😂😂. Better late than never!!!!

    @piyushpandey6576@piyushpandey65762 ай бұрын
  • great

    @ForeverNils@ForeverNils2 ай бұрын
  • DUDE... this saves so much time. Wonder how it works with quadrupeds

    @Ninjagato465@Ninjagato4652 ай бұрын
    • I am testing that today.

      @Jobutsu@Jobutsu2 ай бұрын
    • @@Jobutsu will that be a video? I'll be eagerly awaiting your results

      @Ninjagato465@Ninjagato4652 ай бұрын
  • Been Praying for this as a Unity User where its just drag & drop. Unreal Approach was just to frustrating to the point I had to buy an asset & even then its just a labor intense for nothing

    @holdthetruthhostage@holdthetruthhostage2 ай бұрын
  • "This is not a tutorial... let's call this project Tut1!"

    @freedomofspeech2100@freedomofspeech21002 ай бұрын
    • Technology Update Tips 1

      @Jobutsu@Jobutsu2 ай бұрын
    • hahahha nice! :)@@Jobutsu

      @freedomofspeech2100@freedomofspeech21002 ай бұрын
  • fucking amazing

    @not_who_you_think@not_who_you_think2 ай бұрын
  • Unity had this years ago glad to see its in unreal finaly.

    @omega1543@omega15432 ай бұрын
    • I have never used Unity.

      @Jobutsu@Jobutsu2 ай бұрын
    • I would summarize the difference like this. Unity while extremely powerful is a no free lunch ide. Its a developer environment that makes games its light and easy to jump into a project just be prepared for a never ending amount of tedium compared to ue. While on the flip while unity is a ide that makes games unreal is a game engine that has a ide the trade-off being there's to much handed on a Golden platter adding often unneeded completely and a feeling often like this is way more than I need or want for those in and out projects that you don't need to have compile for a entire day it can be less than ideal.

      @ErichToven@ErichToven2 ай бұрын
    • This is where the Dunning-Kruger effect comes into play. I'll list it out for ease of understanding: 1. Unity and Unreal have both had access to animation retargeting tools for quite a while. 2. Unity, unlike Unreal, has IK tools that are so "good" that FinalIK - a 3rd party asset that costs about $100 if I recall correctly - is considered necessary for VR development. Unreal just has good IK out of the box. 3. Unreal is providing the ability to import a skeletal rig and generate a control rig that your animators can use to deform and animate the mesh, even including blueprints for easy procedural animation or rigging adjustments. This includes quite challenging tasks out of the box like stretch deformers - something that I wanted but gave up on in Unity. You can't so much as half-decently animate in Unity the way that Sequencer allows for, let alone with the character animation tools. Unity can retarget characters, but Unreal can already do that and unlike Unity it isn't limited to humanoids and it respects bone offsets. Unity only retargets characters if those characters are skinned to their Humanoid rig - and Unreal does have their Metahuman / Manny rig that everything can be skinned to in the same way, but I can retarget a spider queen to the human animations under the proper circumstances, and wind up with at the minimum salvageable upper-body animations, and I can use the control rig interface to build out the leg controls, thorax, add a control for any props, and so on. This reminds me of the difference between probuilder and Unreal's modeling tools. A few months ago Unity released a very cool Probuilder tutorial showcasing the ability to: 1. Import a 2D picture of a floorplan of a very basic trailer home level of intrigue. 2. Build out the walls "You can get it done in just a little over an hour!" Bruh I built out a proper map with all kinds of shapes and caves and whatnot in about 30 minutes and I didn't even have a plan getting started. That looked tedius as all fk. Also it takes me about 20 minutes to build a project for release. It only takes 11 hours on a 5600G to compile the engine from source the very first time, after that it's seriously about 3 minutes to compile from source. How many ENGINE modifications do you need to make? You don't need to even build from source if you're modifying the rendering code and the engine is made to be "extend and replace" for basically all of the core classes. Don't like how something works? Make a child of its' parent and replace it. Want to change / replace just a few things? Copy and paste the old code or just child the class that you want to replace and override the functions or properties that you want to change. I have yet to run into a problem that required me to build from source more than a single time per engine version. Yes it sucks to do that, but they release two builds a year and you're not really supposed to move your projects across engine versions unless you must because it's a great way to create nasty bugs that require recreating your project to fix. For instance, I moved to Unity for 2 months because I thought that Unreal sucked azz for moving characters around. Nope, on a fresh build I can get tons of moving characters all at once. It just turns out that my project from UE5 5.0 -> 5.1 -> 5.2 -> 5.3 corrupted at some point and runs like garbage as a result. It's not really the fault of Unreal, either - any project under any Engine can just corrupt for no reason. And while I have source control, the reality is that I simply don't know when or why the problem happened so I'm just spending a day or two copying and pasting and setting everything up the way that it was, while taking notes as I go because 5.4 is only in Preview so odds are that I'll want to do this yet again for 5.4 release so that I don't run into problems later. That's unfortunate, but I'm not duplicating the work or thought that went into everything the first time - just copying and pasting and testing as I go to make sure that I catch a problem if there is one. Thankfully most of my code is C++

      @OverbiteGames@OverbiteGamesАй бұрын
  • About F'n time! Never thought I'd say this but..."Thanks Fortnite!"

    @robertdouble559@robertdouble559Ай бұрын
  • Thank you very much for the impeccable content as always!!! Could you analyze 5.4 about Mass AI? If it left the experimental version in the version it has? :)

    2 ай бұрын
    • It is on my list but my guess is 5.4 will be released before I can make a video.

      @Jobutsu@Jobutsu2 ай бұрын
  • So many steps no longer needed. It was such a pain before.

    @greystorm_digital@greystorm_digitalАй бұрын
  • Excellent. I hope they do a metahuman update soon to make a better and easier attaching head to body work flow.

    @jonos138@jonos1382 ай бұрын
    • I hope also and hopefully soon also mesh to metahuman compatible for mac os!

      @Bakahira@Bakahira2 ай бұрын
    • ...and maybe they will actually add soom good-looking MetaHumans while they are at it😂😂😂. We do need some prime boys and gals.....and some clothing variety with mix and match options.😊

      @s.patterson5698@s.patterson5698Ай бұрын
    • @@vincestevenson9430 Thanks for the heads-up!!

      @s.patterson5698@s.patterson5698Ай бұрын
  • watching and liking for your hair!

    @pstwr@pstwr2 ай бұрын
  • Thanks for the vid. What distro are you running UE on?

    @KikoBarahona@KikoBarahona2 ай бұрын
    • I can't be that specific for reasons beyond my control. I hope you understand.

      @Jobutsu@Jobutsu2 ай бұрын
    • @@Jobutsu 😏

      @davidedemurodominijanni9889@davidedemurodominijanni9889Ай бұрын
  • Is it possible to create facial rig too? Would you please try rigging both body and face with Character Creator’s Character. Many Thanks

    @vivektyagi6848@vivektyagi68482 ай бұрын
  • that modular rigging system is making me feel things jokes aside, can you also cover the other features coming in 5.4? I'd test them out myself but the build takes too long and I get errors most of the time :

    @AKThem06@AKThem062 ай бұрын
    • If I find anything interesting and have the time, before it is released, I will yes.

      @Jobutsu@Jobutsu2 ай бұрын
  • esta bueno

    @GeekL30N@GeekL30N2 ай бұрын
  • WHAT?!?! so many hours has been saved OMG!!!

    @ryolinkinpark@ryolinkinparkАй бұрын
  • I just got the goose pimples!!

    @ErichToven@ErichToven2 ай бұрын
  • May I ask, does the modular foot have a reverse foot IK system where the user can use toe pivots and heel pivots? And does the arm have forearm twists? Do the legs and feet have IK/FK switches?

    @hotsauce7124@hotsauce7124Ай бұрын
    • I have not been any further than what you see here.

      @Jobutsu@JobutsuАй бұрын
    • @@Jobutsu Thank you, I hope the foot modules have toe and heel pivots.

      @hotsauce7124@hotsauce7124Ай бұрын
  • Thanks for sharing! Can I ask, why Linux? Is the feature support of Unreal at parity with the equivalent 5.4 Windows build? And does the auto Retarget Animations feature work with Metahumans?

    @jbach@jbach2 ай бұрын
    • 1. Linux is for a personal Houdini/UE R&D. 2. I have not spent enough time with the linux build to answer that. 3. Opening bridge crashes UE on my linux setup, so had no chance to test Metahumans. However, retargeting should work for Metahumans as they are compatible with mannequins.

      @Jobutsu@Jobutsu2 ай бұрын
  • Unity still has a leg up as it just allows you to use the fbx animations no need to retarget them one by one

    @holdthetruthhostage@holdthetruthhostage2 ай бұрын
    • I never tried Unity. You can batch auto retarget all animations and related assets with this. It is as simple as selecting and right clicking the assets.

      @Jobutsu@Jobutsu2 ай бұрын
    • @@Jobutsu oh multiple animations ok

      @holdthetruthhostage@holdthetruthhostage2 ай бұрын
  • i have seen in uefn one creator using costum animation for character we play in game but him said it’s glitched a lot right now

    @itscoldcoldwinter@itscoldcoldwinter2 ай бұрын
  • cool stuff, might be good to record your mouse cursor tho to follow 😀

    @Broockle@BroockleАй бұрын
    • It is a bug on my Linux box.

      @Jobutsu@JobutsuАй бұрын
    • @@Jobutsu o.. Linux box. Interesting.

      @Broockle@BroockleАй бұрын
  • cool. But do you know how to change the default ThirdPerson Mannequin Character with your custom character? Like a Mixamo Character, Methuman or DAZ Character? So you can use your character as the ThirdPerson Player Character? Looks like this changed in 5.4 Preview. Thx a bunch and keep rocking!

    @Hobnockers@HobnockersАй бұрын
    • Does this still work ? kzhead.info/sun/m8N8j8OEgapul58/bejne.html

      @Jobutsu@JobutsuАй бұрын
    • @@Jobutsu I couldn’t make it work. Wouldn’t there be a new easier way with 5.4 because of the change of their retargeting system?

      @Hobnockers@HobnockersАй бұрын
  • Does the modular rigging work with anything besides an epic skeleton? And does it come with full backwards solve support?? These look really powerful, but I'm more interested in the limitations after seeing showcases like this!

    @Kuuribro@Kuuribro2 ай бұрын
    • I struggled with non Epic Skeleton in the limited tests I did.

      @Jobutsu@Jobutsu2 ай бұрын
    • @@Jobutsu thank you for the response!

      @Kuuribro@Kuuribro2 ай бұрын
  • I've been waiting for this since UE5.0 appeared. Dreams come true. This new features only works for models with a human skeleton, right?

    @unw3ee@unw3ee2 ай бұрын
    • For now, but on X the Devs said that it may evolve beyond that in the future.

      @Jobutsu@Jobutsu2 ай бұрын
  • Are you waiting for Reallusion to update their Auto Material setup plugin before retargeting their characters? I did it while following you...the textures look like blah...but the retarget and the control rig work!

    @nu-beings@nu-beings20 күн бұрын
    • Reallusion have great engineers. I am 100% certain they are busy doing something amazing. 100% ;)

      @Jobutsu@Jobutsu19 күн бұрын
    • @@Jobutsu Love your tutorials. How would you control the facial animations after connecting a non-metahuman character (eg. CC4) to Modular Control RIg? Is there a tool for facial rigging in UE 5.4? Or is this just for body animations?

      @nu-beings@nu-beings19 күн бұрын
  • Hello, may I ask, have you tried exporting a Blender 4 Rigify rig and using the modular rig set up in UE5.4?

    @hotsauce7124@hotsauce71242 ай бұрын
    • I have had not had the time to try much yet.

      @Jobutsu@Jobutsu2 ай бұрын
    • Does the modular foot have a reverse foot to do pivots on the toes and heel?

      @hotsauce7124@hotsauce71242 ай бұрын
  • Unreal Engine V is insane.

    @FatalMatter-sz6gs@FatalMatter-sz6gs2 ай бұрын
  • When changing the rig sockets in the modular control rig, does it pile more stuff into the RigVM execution stack? The problem I have with my modular procedural rig in 5.3 before was that it would be too complex to find the 65535 instructions cap in the 16bit address of the execution stack. I ended up turning it all into C++ to get it under 10,000 instructions now but it's still a cap as this evolves.

    @wywarren@wywarren2 ай бұрын
    • You need someone way smarter than me to answer that. Even trying to simply view the execution stack tab from within the Modular rig window, causes a crash for me.

      @Jobutsu@Jobutsu2 ай бұрын
    • @@Jobutsu yikes good to know. I'll try to pull down the main branch this weekend to see if there's a way to contribute.

      @wywarren@wywarren2 ай бұрын
  • do you think the in engine animation functions are getting anywhere close on the level of autodesk maya v2025? Im inexperienced with unreal engine but im making animations for a solo project atm.

    @megitsune714@megitsune714Ай бұрын
    • It is difficult for me to say. I would not describe myself as an animator. Some of the procedural and layered control rig functionality that is either here, or on it's way looks interesting.

      @Jobutsu@JobutsuАй бұрын
    • @@Jobutsu thanks for the reply, i think i'll just stick with maya for now and import when 5.4 drops. After that i'll learn scripting for them to be accessible by the player inputs so i can check how the animation works when im fiddling with that.

      @megitsune714@megitsune714Ай бұрын
  • i see ik rig mentioned for retargetting a lot, but is FK rig ever retargetted? if not, why not? just learning

    @illidoth@illidoth3 күн бұрын
  • I'm glad it's just as easy as unity now

    @Meowzors@Meowzors2 ай бұрын
    • And I am glad that you are glad.

      @Jobutsu@Jobutsu2 ай бұрын
  • Does this only works for free mixamo characters? What if i have my own custom made character straight up from my own model with no rigging?

    @Mirakuruuu@Mirakuruuu4 күн бұрын
  • Wow, imagine spending a decade or more learning and developing maya python rigging scripts and then unreal turns all your expertise into an auto button.

    @tactical-bucket@tactical-bucket2 ай бұрын
    • Bro if you can create rigging scripts in python you are an absulte god programmer, I am pretty sure those skills are transferable to another fields in game development, AI and animation

      @DavidSalamanca@DavidSalamancaАй бұрын
    • @@DavidSalamanca why do you think the mel and python script dialog exists? Its the only way to build sophisticated bug free rigs in maya

      @tactical-bucket@tactical-bucketАй бұрын
  • I was excited and then realized I can't even use the functions because it's not available. Bummer.

    @Skilar123@Skilar1232 ай бұрын
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