shen211
(shen211)
January 10, 2018, 2:54am
23
cyaoeu:
This is a new experimental feature in 4.16 that makes it possible to animate a rig by setting keyframes in a sequence on a Control Rig (IK effectors) and also baking the finished animation into normal animation sequences. I’m really excited about this so I made a quick guide. I’m not an expert though so if something’s wrong don’t hesitate to correct me.
Getting started
Enable the plugin in Plugins: search for control, it’s called Control Rig.
You need a character - SK_Mannequin from the anim starter pack works fine. Put it in the level for now.
In the modes panel (place, paint, landscape, foliage etc) there’s a new button called Animation. If you click that you’ll see a few new options: Sequence and Actor. First click the eyedropper for Actor and choose your character. After that click None in Sequence and create a new ControlRig Sequence.
In the sequence that popped up press Add and choose ControlRig - BaseHuman. You should now see a bunch of red, blue and gray shapes appear in the level and a control panel to the left that shows the bones of the character.
By manipulating these widgets you can move the character using either IK or FK. By clicking the yellow IK buttons you can switch from IK to FK.
You can use auto key to set keyframes when you move the controls. I don’t know if there’s an easy way to set keyframes using the control picker to the left or selecting a single control in the viewport.
When you’re done animating you can export your animation to an animation sequence. To do that click the box with an arrow in the sequencer window. Select the skeletal mesh, create a new animation sequence and click Convert and it will get exported.
Using a custom character
If you want to use custom characters you may have to set up bindings for your character. To do that go to the skeletal mesh editor and open Control Rig under Window. Press Add New and select Show Plugin content and Show Engine content in the view options. Then click BaseHuman. Then you’ll have to select the correct target bones for each control bone. I guess it would be nice if this could be done automatically if the names match like in the retargeting manager.
There’s also a Control Rig component which can be added to blueprints, but I’m not sure when this is needed.
It should be noted that the BaseHuman rig seems to expect the bones to have a certain orientation which can mess things up if you’re using a skeleton made in Blender for example. My character turned into a Bloodborne style monster which could be useful if you’re making a game like that but in most cases it’s not very useful. As a workaround you can create the animations with a character that works perfectly like SK_Mannequin and then retarget the animation sequence when you’ve exported it.
This thread is for feedback/testing and general discussion. I will post some thoughts after more thorough testing!
intoxicat3:
It would be great if Epic can try to create control rig for some Marketplace Characters that aren’t rigged to UE4 Manequin. They can rain into issues and make some workarounds.
Crashes when adding new variables into Blueprint extended from BaseHuman, (just send couple of reports)
Better UI for creating widgets/nodes - arrays aren’t so good for modifying,
When exporting animation from Sequencer please add possibility to chose which frames should be exported, (all, range, one frame)
Please create some examples for head anims, fpp arms - not only humanoids,
It would be nice if marketplace creators would need to prepare control rig for theirs characters, (the same goes for phys asset btw - it’s hard to find characters with them)
If you want to create custom nodes you need to create new blueprint extending from BaseHuman then:
Add new transfrom variable named lefteye_Ctrl,
Make sure variable is : “Expose to Cinematics”,
Now in class defaults in Nodes right click on Head bone and “AddNode”,
Name your node LeftEye,
In class defaulst in Constrains add new Constrain,
Source Node: LeftEye, TargetNode: lefteye_Ctrl,
In class defaulst in Manipulators add new Manipulator:
Sphere Manipulator,
Manipulator: Display name: LeftEye, Name: LeftEye, Property to Manipulate: lefteye_Ctrl,
Compile, add your blueprint as control rig in sequencer, and you will have your custom node ready to modify.
http://i.imgur.com/mhbxUL3m.png
btw - one of the best feature in the engine for indies! Thanks Epic!
I want to use ControRig Animating my custom character that has different Skeleton, I try to set up bindings in the SkeletalMesh editor, but it does not work fine, my character’s leg is deformity, how can I do with it? help me,Thanks.
YoshiakiN
(YoshiakiN)
March 13, 2018, 2:46am
24
Is there anyway to import animation to control rig sequence ??
Nerdsbeware
(Snacky Otter Studios)
March 15, 2018, 10:33pm
25
@JamesG @nikolobin Is this still being worked on? Or is Epic focusing on Live Link instead? I asked in the 4.19 thread, but pretty sure no one will see it there as it’s already buried.
I’m a big fan of what you guys have done with this already. I was able to use this and the animation editor to exclusively handle the cinematic and gameplay animations for my Game Jam entry a few months back. I felt the animations ended up being the best thing about it.
Snacky Otter Studios:
@JamesG @nikolobin Is this still being worked on? Or is Epic focusing on Live Link instead? I asked in the 4.19 thread, but pretty sure no one will see it there as it’s already buried.
I’m a big fan of what you guys have done with this already. I was able to use this and the animation editor to exclusively handle the cinematic and gameplay animations for my Game Jam entry a few months back. I felt the animations ended up being the best thing about it.
It is still being worked on. This was posted on twitter. https://twitter.com/nikolobin/status/979806290825371649
Nerdsbeware
(Snacky Otter Studios)
March 31, 2018, 4:55pm
27
That’s great!! Thanks for letting me know!
Is it possible to edit existing animations using this plugin? It doesn’t seems so
MagicBots
(MagicBots)
August 9, 2018, 8:55am
29
Is there any documentation available on how to build your own rigs with Control Rig Blueprint now that we must use this instead of base human in 4.20?
BaseHuman does not appear when I click to add new track. Where is it?
mflux
(mflux)
August 29, 2018, 7:26am
31
I don’t see BaseHuman at all in the Add New menu.
I figured it out. They removed it in 4.20. Run version 4.19 and it will be there.
Porshe911
(Porshe911)
September 28, 2018, 1:39pm
33
So could you upload it for us :]? btw finger control is there?