Control Rig for Unreal Engine 5
Control Rig for Unreal Engine 5, available at $54.99, has an average rating of 4.69, with 80 lectures, based on 278 reviews, and has 2622 subscribers.
You will learn about Learn the fundamentals of ControlRig for Unreal Engine 5 Create a procedural walk animation system Create a procedural turn-in-place animation system Learn various techniques to add dynamic motion to your character animations Master ControlRig functions, variables and logic, and how to incorporate it into your project Learn problem solving and debugging Learn how to turn your idea from a concept into a working system Gain an expert understanding of ControlRig's capabilities for use in your single & multiplayer games, videos and animations, UEFN projects and more This course is ideal for individuals who are Game developers looking to add procedural animations to their project. or Animators who want to make their animations more dynamic and interactive. or Anyone who is curious about procedural techniques and the future of real-time animation It is particularly useful for Game developers looking to add procedural animations to their project. or Animators who want to make their animations more dynamic and interactive. or Anyone who is curious about procedural techniques and the future of real-time animation.
Enroll now: Control Rig for Unreal Engine 5
Summary
Title: Control Rig for Unreal Engine 5
Price: $54.99
Average Rating: 4.69
Number of Lectures: 80
Number of Published Lectures: 80
Number of Curriculum Items: 80
Number of Published Curriculum Objects: 80
Original Price: $29.99
Quality Status: approved
Status: Live
What You Will Learn
- Learn the fundamentals of ControlRig for Unreal Engine 5
- Create a procedural walk animation system
- Create a procedural turn-in-place animation system
- Learn various techniques to add dynamic motion to your character animations
- Master ControlRig functions, variables and logic, and how to incorporate it into your project
- Learn problem solving and debugging
- Learn how to turn your idea from a concept into a working system
- Gain an expert understanding of ControlRig's capabilities for use in your single & multiplayer games, videos and animations, UEFN projects and more
Who Should Attend
- Game developers looking to add procedural animations to their project.
- Animators who want to make their animations more dynamic and interactive.
- Anyone who is curious about procedural techniques and the future of real-time animation
Target Audiences
- Game developers looking to add procedural animations to their project.
- Animators who want to make their animations more dynamic and interactive.
- Anyone who is curious about procedural techniques and the future of real-time animation
In this course you will learn to use Control Rig in Unreal Engine 5, with a focus on creating procedural animation systems.
This course is suitable for complete beginners, all the way through to professional animators and experienced game developers. It begins very slowly with detailed explanations and instructions to take you through creating procedural animation systems, which gives us a chance to explore and become familiar with various features of Control Rig.
After creating a procedural walk system, we take a general look at some useful features of Control Rig, and experiment with systems that allow you to create characters that interact with the environment and move realistically.
And finally we will create a procedural turn in place animation system, including troubleshooting, tweaking, and working through the logic step by step.
The project file includes the completed versions of everything we create for Unreal Engine 5.2 and 5.3. This will be updated to include a 5.4 version when that version of the engine releases.
The techniques and methods explored are suitable for single player and multiplayer projects. The techniques used within Control Rig are also suitable for UEFN. This applies to the fully procedural sections and the specific functionalities we explore inside of Control Rig (at the time of writing animBP access is not available in UEFN, preventing a combination with keyframed animation – but the majority of the concepts will still work).
This information in this course is not available elsewhere, and is the result of many years of experimentation with Control Rig and procedural animation systems. My goal was to condense all of my experience with Control Rig into an easily digestible and understandable course, with explanations and diagrams at every step, so that you can learn a full mastery of how to use Control Rig for your own procedural and dynamic animations.
I look forward to seeing you on the course, and for you to share your creations and ideas. I’m always available for a discussion of concepts/ideas/help with any project, even if your specific use-case isn’t covered directly in this course.
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction and overview
Lecture 2: Basic tips & troubleshooting
Chapter 2: Creating a Procedural Walk Cycle
Lecture 1: Initial Character Blueprint setup
Lecture 2: Initial Animation Blueprint setup
Lecture 3: Creating the ControlRig class
Lecture 4: Make ControlRig DO something
Lecture 5: Create an array of FootNames
Lecture 6: WorldSpace vs RigSpace explanation
Lecture 7: Save the default foot transforms to a new array
Lecture 8: Visualize the foot transforms with DrawTransform
Lecture 9: FullBodyIK node explanation
Lecture 10: Add one leg into the solver
Lecture 11: Add the rest of the legs into the solver
Lecture 12: SAVE FIRST! Collapse to a function
Lecture 13: Convert World transform to Rigspace transforms into the solver
Lecture 14: Explanation of how we will calculate the velocity
Lecture 15: Create the CalculateVelocity function
Lecture 16: Calculate how far the character has moved in the world
Lecture 17: Calculate how far the character moves per second and draw it
Lecture 18: Smooth the calculated velocity
Lecture 19: Add comments to the calculate velocity function
Lecture 20: Cycle explanation
Lecture 21: Creating the CalculateCycle function
Lecture 22: Test our cycle with a print node
Lecture 23: Creating the MoveFeetTransforms function
Lecture 24: Creating a FootLocked array of booleans
Lecture 25: Is the foot locked or unlocked logic
Lecture 26: Create the Swing Percent and unlock condition
Lecture 27: Unlocked logic and lock condition
Lecture 28: Include and test the MoveFeetTransforms function
Lecture 29: Making the unlocked foot snap back to the default pose position
Lecture 30: Creating the foot timing offset array
Lecture 31: Creating the PerFootCycle array
Lecture 32: Using the PerFootCycle instead of Master Cycle
Lecture 33: A basic interpolation for the swing phase
Lecture 34: Creating the foot prediction function
Lecture 35: Projecting the landing spot forward in the direction of velocity
Lecture 36: Scale the prediction time based on how long until the foot lands
Lecture 37: Change cycle speed based on the characters movement speed
Lecture 38: Creating the stride length variable, and calculating the cycle time in seconds
Lecture 39: Save the foot lift-off spot to a WorldLockedFootTransforms array
Lecture 40: Accurate interpolation between the lift-off to the landing spot, based on cycle
Lecture 41: Make the legs lift in an arc using a custom curve
Lecture 42: Make the lift height based on the movement speed
Lecture 43: Overview of the plan for foot traces
Lecture 44: A basic trace for every landing spot
Lecture 45: Random body motions and general improvements
Lecture 46: More advanced traces explanation and testing on a landscape
Lecture 47: Implementing more advanced traces
Chapter 3: Porting control rig to another character
Lecture 1: Porting the procedural animation system to another character
Lecture 2: Changing variables for the new character
Chapter 4: Various ControlRig features and tips for procedural animation
Lecture 1: Using controls to move the character
Lecture 2: FullBodyIK settings, and interpolating control targets
Lecture 3: Value Over Time to delay movements
Lecture 4: BasicIK node instead of FullBodyIK, when, where, how
Lecture 5: Finding the Primary and Secondary axis
Lecture 6: Automatically compute the pole vector
Lecture 7: Make a bone point in a specific direction
Lecture 8: Aim more bones at a target with various weighting and interpolation settings
Lecture 9: Randomize the target point
Lecture 10: Simulate character breathing with chest scale
Lecture 11: Combine with an idle animation and create a character class
Lecture 12: Make the character target a position in the actual game level
Lecture 13: Creating functions that can be used in any other ControlRig
Lecture 14: Create the RotateAroundPoint function, to rotate in RigSpace
Lecture 15: Incorporate the translation change when rotating around a point
Lecture 16: Create a function to rotate a single bone in place, in RigSpace
Chapter 5: Turn-in-place animation system
Lecture 1: The challenge, the goal, and the starting point
Lecture 2: Saving the accumulated rotation
Lecture 3: Negate any rotation of the character to keep the same world rotation
Lecture 4: Make the spine always look in the correct direction
Lecture 5: Adding the solver and starting a rotation timer
Lecture 6: Compensate for pieces of the total rotation offset
Lecture 7: Applying the calculations to see the result on the character
Lecture 8: Offset the rotation timing of each foot
Lecture 9: Searching for issues and the next steps to improve
Lecture 10: Problem solving
Lecture 11: Weight shift towards the grounded leg
Lecture 12: Make the movement more natural and bouncy
Lecture 13: Bug fixing, finalizing, and looking to the future
Instructors
-
Lincoln Margison
Game Developer
Rating Distribution
- 1 stars: 0 votes
- 2 stars: 2 votes
- 3 stars: 10 votes
- 4 stars: 61 votes
- 5 stars: 208 votes
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