Lead Technical AnimatorErnst joins us with Lead Animator Jay Hosfelt this week to talk about the latest updates regarding the Animation and Rigging Toolkit! This is a tool that we’ve been using internally at Epic for a little over a year, and we are glad to see so much interest in it from the community! Also, Dana and return from EGX with a quick look back at the show in London. Come hang out with us!
[QUESTION]]: Could you look into future improvements of properly handling IK targetting to, for example, handle the automatic placement of feet on slopes more accurately? The current system seems to have problems because of how the character collision capsule works in combination with IK targets.
Can we get an update on Open GL ES2 + Android Extensions integration so that we can have high quality rendering in Android/Android TV. Google IO was over 3 months ago and we can’t replicate the video from I/O using UE 4 even with INI changes and the source and I don’t believe it’s been announced for 4.5. I believe the change to be locked up in the private Epic only SVN. I’m really afraid at this point it will just get forgotten and never rolled into the code. Anyone who got a Tegra K1 to develop on Unreal Engine 4 has been waiting and there hasn’t been any change to the card in the road map for awhile now.
Recently the ‘Zen Garden’ showcase was released on the iOS app store. During the live-stream many weeks back showing this for the first time, you said that the source would be released on ‘marketplace’ soon after to enable subscribers to delve into the content to see how your team at Epic put it all together. Do you have a date as to when this will available?
Jeremy is going to kill me, but I would like to know if there is a release date ( sort of, kinda, more or less ) regarding the Facial Rig in ART Toolkit
More in depth:
Possibility to have a joint drive rig with the possibility of corrective shapes ( similar to LipService ), without the hassle of having Blendshapes all over the place.
Be able to add controls on the fly ( I mean pre-built )
Be able to swap skin weights between two different heads in order to re-use the same built rig
The joint rig is going to be build together with the body rig or it’ll be a separate thing? If its separate, an easy system which allows for connection without breaking the rig between the body and facial rig
Give us your questions below about new Animation and Rigging Toolkit in Unreal Engine 4.5 ?
Ok but where is UE4.5 ? i will put question if you want :o
Animation and rigging Tools for Maya LT , it’s possible (Mel Script why not ) ?
Did you look the new tools Send to Unreal Engine in Maya LT ? What do you think about it ?
How it’s work with Enreal Engine ? What is the best solution for working with it, Can you give us some tutorials ?