you are amazing, thank you for this series, and i hope you will post more tutorials for animation and motion capture animation in ureal engine😍
@RoundTableAnimation
3 ай бұрын
That's the plan!
@xIStefzIx
6 ай бұрын
I never normally comment at all but this mini series is exactly what i needed, you are incredible, thankyou 🔥
@RoundTableAnimation
6 ай бұрын
Glad you enjoyed it! Thanks so much for commenting!
@user-gh9iy2oy6t
6 ай бұрын
Amazing tutorials, there is only one thing I might have missed: what is your thought process when adding delays to the animations? What do you look for? If I started animating something right now, I would probabily use them randomly and make it worse
@vidayperfumes7514
5 ай бұрын
Thank you so much
@IliaSancher
6 ай бұрын
❤❤❤
@hotsauce7124
5 ай бұрын
Hello, when “animating” the metahuman IK/FK switch in 5.4 Sequencer, my metahuman arms pop when switching between the IK and FK. Is there a snap to Pose feature so I do not get any popping? When testing the IK/FK on a single key frame the IK/Fk ‘will not’ show any issues. However, when animating the IK/FK switch in Sequencer the switch from IK to FK will reveal a pop. The pose for the FK is different from the pose of the IK. May I ask, is there a feature similar to the HIK rig in Maya? In Maya’s HIK rig, when I switch between the IK and FK, the poses of the rig match, there is no popping of the poses seen when switch IK/FK, when animating. In UE 5.4, is there a workflow that I need to use in Sequencer so the IK to FK switch does not pop when animating between poses? For example, how would I do a hand stand flip using IK/FK switch?
@FraserMalik
6 ай бұрын
How do you get a second view port?
@RoundTableAnimation
6 ай бұрын
Under Window, you can select a second viewport, and then I attached it next to each other!
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