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    Control Rig For Unreal Engine 5

    Posted By: ELK1nG
    Control Rig For Unreal Engine 5

    Control Rig For Unreal Engine 5
    Published 3/2024
    MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
    Language: English | Size: 7.85 GB | Duration: 7h 16m

    Learn Control Rig within Unreal Engine 5 to create procedural animation systems.

    What you'll 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

    Requirements

    No Unreal Engine skills or animation skills are required. This course takes you through every step, starting very slowly and gradually increasing in complexity until you fully master ControlRig for procedural and dynamic animations.

    Description

    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.

    Overview

    Section 1: Introduction

    Lecture 1 Introduction and overview

    Lecture 2 Basic tips & troubleshooting

    Section 2: Creating a Procedural Walk Cycle

    Lecture 3 Initial Character Blueprint setup

    Lecture 4 Initial Animation Blueprint setup

    Lecture 5 Creating the ControlRig class

    Lecture 6 Make ControlRig DO something

    Lecture 7 Create an array of FootNames

    Lecture 8 WorldSpace vs RigSpace explanation

    Lecture 9 Save the default foot transforms to a new array

    Lecture 10 Visualize the foot transforms with DrawTransform

    Lecture 11 FullBodyIK node explanation

    Lecture 12 Add one leg into the solver

    Lecture 13 Add the rest of the legs into the solver

    Lecture 14 SAVE FIRST! Collapse to a function

    Lecture 15 Convert World transform to Rigspace transforms into the solver

    Lecture 16 Explanation of how we will calculate the velocity

    Lecture 17 Create the CalculateVelocity function

    Lecture 18 Calculate how far the character has moved in the world

    Lecture 19 Calculate how far the character moves per second and draw it

    Lecture 20 Smooth the calculated velocity

    Lecture 21 Add comments to the calculate velocity function

    Lecture 22 Cycle explanation

    Lecture 23 Creating the CalculateCycle function

    Lecture 24 Test our cycle with a print node

    Lecture 25 Creating the MoveFeetTransforms function

    Lecture 26 Creating a FootLocked array of booleans

    Lecture 27 Is the foot locked or unlocked logic

    Lecture 28 Create the Swing Percent and unlock condition

    Lecture 29 Unlocked logic and lock condition

    Lecture 30 Include and test the MoveFeetTransforms function

    Lecture 31 Making the unlocked foot snap back to the default pose position

    Lecture 32 Creating the foot timing offset array

    Lecture 33 Creating the PerFootCycle array

    Lecture 34 Using the PerFootCycle instead of Master Cycle

    Lecture 35 A basic interpolation for the swing phase

    Lecture 36 Creating the foot prediction function

    Lecture 37 Projecting the landing spot forward in the direction of velocity

    Lecture 38 Scale the prediction time based on how long until the foot lands

    Lecture 39 Change cycle speed based on the characters movement speed

    Lecture 40 Creating the stride length variable, and calculating the cycle time in seconds

    Lecture 41 Save the foot lift-off spot to a WorldLockedFootTransforms array

    Lecture 42 Accurate interpolation between the lift-off to the landing spot, based on cycle

    Lecture 43 Make the legs lift in an arc using a custom curve

    Lecture 44 Make the lift height based on the movement speed

    Lecture 45 Overview of the plan for foot traces

    Lecture 46 A basic trace for every landing spot

    Lecture 47 Random body motions and general improvements

    Lecture 48 More advanced traces explanation and testing on a landscape

    Lecture 49 Implementing more advanced traces

    Section 3: Porting control rig to another character

    Lecture 50 Porting the procedural animation system to another character

    Lecture 51 Changing variables for the new character

    Section 4: Various ControlRig features and tips for procedural animation

    Lecture 52 Using controls to move the character

    Lecture 53 FullBodyIK settings, and interpolating control targets

    Lecture 54 Value Over Time to delay movements

    Lecture 55 BasicIK node instead of FullBodyIK, when, where, how

    Lecture 56 Finding the Primary and Secondary axis

    Lecture 57 Automatically compute the pole vector

    Lecture 58 Make a bone point in a specific direction

    Lecture 59 Aim more bones at a target with various weighting and interpolation settings

    Lecture 60 Randomize the target point

    Lecture 61 Simulate character breathing with chest scale

    Lecture 62 Combine with an idle animation and create a character class

    Lecture 63 Make the character target a position in the actual game level

    Lecture 64 Creating functions that can be used in any other ControlRig

    Lecture 65 Create the RotateAroundPoint function, to rotate in RigSpace

    Lecture 66 Incorporate the translation change when rotating around a point

    Lecture 67 Create a function to rotate a single bone in place, in RigSpace

    Section 5: Turn-in-place animation system

    Lecture 68 The challenge, the goal, and the starting point

    Lecture 69 Saving the accumulated rotation

    Lecture 70 Negate any rotation of the character to keep the same world rotation

    Lecture 71 Make the spine always look in the correct direction

    Lecture 72 Adding the solver and starting a rotation timer

    Lecture 73 Compensate for pieces of the total rotation offset

    Lecture 74 Applying the calculations to see the result on the character

    Lecture 75 Offset the rotation timing of each foot

    Lecture 76 Searching for issues and the next steps to improve

    Lecture 77 Problem solving

    Lecture 78 Weight shift towards the grounded leg

    Lecture 79 Make the movement more natural and bouncy

    Lecture 80 Bug fixing, finalizing, and looking to the future

    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