Quick tutorial to show how to use Spline in Control Rig to create a Spine Rig
https://dev.epicgames.com/community/learning/tutorials/Mv6r/unreal-engine-control-rig-bungeeman-spine
very cool!, how would you build your nodes to backwards solve?
Bungeeman includes a Backward solve.
If you download the asset from the market place (it’s free) you can take a look
Hi Jeremie,
I’m not sure this is the best way to get hold of you, but I’ve been trying to follow this tutorial for some time and keep encountering problems.
Whenever I set a bone’s transform from the Transform From Spline node, I see various horrific distortions. I’ve tried multiple models and many different export settings, but keep seeing distortions.
I am using Blender to model and rig these rat characters, and each export type seems to come with a unique mutilation. Is there something you can see I am missing, or anything you can recommend me try?
Thanks,
Hello Jeremie,
at 3:12 in the video you use a parameter at length percentage node to evenly distribute the bones on the spline.
I don’t understand why this works !
The output from the previous for-each node ( ratio ) is a parametrized 0 - 1 value.
The node Parameter-at-length gives 0 - 100%. So why does a ratio going from 0-1 work on a node where the input requires 0 -100% ?
Unless its just incorrect wording. i.e the Parameter-at-length actually takes in values between 0-1 (and not 0 -100% ).
Thanks for clarifying this.
Cheers for the awesome series.
b
On this node the percentage is expressed in a 0-1 range
0 = 0%
0.5 = 50%
1 = 100%
Thank you Jeremie.
Thank you for creating one of the most educative series on the topic.
I help studios upgrade to UE. One of the biggest bottle necks is Rigging & Deformations.
The first thing animators from Maya want to see is a close representation their rigs in UE.
You tutorial series are invaluable and better than others.
I hope you will continue.
Cheers,
b