Hi, at 18:51 im having a problem where the debug square dosent show up?
@tiopillar9670
Жыл бұрын
My bad, i did not show in the video that you have to right click the result pin of the add and select "add debug"
@JammyJacker
Жыл бұрын
@@tiopillar9670 it’s fine, I figured it out 👍
@王旭旭-r7k
3 ай бұрын
After following the video, when I popped up the controller and manually rotated the camera's rotation, the head rotation did not match the camera's rotation, and the corresponding Yaw, Roll, and Pitch were all messed up. What is the reason why the head rotation was not completed?
@robertadams3925
9 ай бұрын
A follow up to this video with some improvements would be the greatest thing thats ever happened on the internet. Thanks for sharing this, hope to see a follow up sometime. Subscribed.
@ricardorise
11 ай бұрын
Opa, cara voce foi o primeiro basileiro a fazer um tutorial excelente sobre o uso de control rig. Esses tutoriais que voce mostra no começo eu tambem havia visto. Mas o seu de longe é o melhor. Meus parabens pelo empenho e saiba que o seu video vai me ajudar muito e tambem a muitos desenvolvedores. Valeu
@tiopillar9670
11 ай бұрын
Obrigado, meu canal é mais voltado pra eu mostrar as updates pro meu jogo, mas se precisar de algum tutorial eu posso fazer, um cara tinha pedido um tutorial de IK então eu fiz esse vídeo pra ele.
@ArtfulRascal8
11 ай бұрын
i had to crawl through tutorial hell to find this video. WHY IS IT NOT AT THE TOP OF THE LIST WHEN I GOOGLE HOW TO MAKE FULL BODY IK?! smh. Thank you so much for this tutorial
@Xantir135
6 ай бұрын
I'm up to 24:16 - Testing Incomplete and my hands do not track whatsoever, they just stick to the origin at 0,0,0. I've been watching this video for hours and cannot figure out what could be wrong...
@steen_is_adrift
2 ай бұрын
Does your pawn have motion controller components? Are they assigned to left and right in the details under Motion Controller -> Motion Source and Index set to zero? Try to add a static mesh like a cube as a child of the controllers to see if the cube follows the controllers in game. Then ensure your Mesh (of your character) on the pawn has its Animation mode set to Use Animation Blueprint, and the Anim class is set to the Animation Blueprint you made. Lastly in your animation blueprint on the Anim Graph make sure the control rig node output is plugged into the Result of the Output Pose.
@LeandroDomingues-ux9cy
Ай бұрын
Refiz o projeto do zero novamente, mas na parte 18:50 eu coloca o "add visual bug" no resultado da "add" o icone fica com o desenho da aranha mas mesmo assim nao aparece o ponto vermelho de referencia do cotovelo. Voce sabe me dizer oque eu possa fazer pra este ponto aparecer?
@tiopillar9670
Ай бұрын
Eu deixei um comentário fixado porque eu esqueci de mostrar isso no vídeo: clicka com botão direito no result pin do node add e seleciona "add debug"
@LeandroDomingues-ux9cy
Ай бұрын
Sim, eu fiz isto, o pin Result do add fica com um formato de aranha, mas mesmo assim não apareceu para mim. Estou fazendo em um projeto "Blank" talvez seja melhor Fazer em outro projeto?
@LeandroDomingues-ux9cy
Ай бұрын
Alem disso aos 16:35 a mão do meu mesh NAO esta mudando de posição.
@LeandroDomingues-ux9cy
Ай бұрын
Ola preciso de um avatar para realidade virtual com as maos rastreadas com meta quest 3 sem controles e os pes rastreados com tracker vive, voce faz este servico?
@tiopillar9670
Ай бұрын
Boa noite, não tenho experiência nenhuma com hand tracking ou com vive trackers, mas tem dois canais muito bons de tutoriais voltados pra VR que pode te ajudar a fazer hand tracking: VR Playground: kzitem.info/news/bejne/w6eEyHmqm5N_Y4I GDXR: kzitem.info/news/bejne/qaaMyoCOnGtnlGk Já a parte de usar vive trackers pros pés, a maioria dos tutoriais é voltado pra usar o tracker como uma câmera então não vou conseguir te ajudar com isso; Porém se os vive trackers funcionarem que nem os controles então é só adicionar mais dois motion controllers pro personagem e fazer algo parecido com 11:25 até 20:20 mas pra cada perna.
@LeandroDomingues-ux9cy
Ай бұрын
@@tiopillar9670 muito obrigado pela atencao!
@LeandroDomingues-ux9cy
Ай бұрын
Ate os 29 minutos me ajudou, porem eu vou usar tracker para os pes, oque muda na animacao?
@tiopillar9670
Ай бұрын
Já que vai usar trackers para os pés então não precisa de nada depois dos 29 minutos do vídeo, pula pro 33:00 até 33:40 e copia o node basic IK da perna esquerda, mas pro effector vai ter que fazer algo parecido com o das mãos, é pro final ficar parecido com os nodes de 19:26 Vai ter que adicionar 2 variaveis Transform, expor elas com o icone do olho que dai na Animation Blueprint tu vai pegar o transform dos trackers e plugar pro Control Rig usar. Feito isso é só plugar essa variavel transform com um From World na parte do effector, que nem em 19:26 Pro pole vector do joelho acho melhor fazer algo parecido com o 34:54 assim o joelho vai estar sempre apontando pra frente e pra cima. Não tenho vive trackers então tu vai precisar mexer um pouco na rotação do pé pra ficar igual do vive tracker, que nem o segmento do "Fixing Hand Position" e também no 14:56 que usei o node combine rotators pra consertar as rotações dos controles e cabeça
@LeandroDomingues-ux9cy
Ай бұрын
@@tiopillar9670 Muito Obrigado pela ajuda, vou tentar e depois te falo se deu certo.
@moyujun-u5n
10 ай бұрын
Hello, I followed your steps, but my character is suspended in the air and does not land on the ground. What is the reason for this?
@YaroslavKolieba
8 ай бұрын
What is CR_Tutorial in your video? It seems like now forward solve is deprecated
@steen_is_adrift
2 ай бұрын
Its the Control Rig blueprint. I made my own since im using a custom skeleton, but you can see him copy and migrate the one from manny at 8:50
@Tommyboi7566
Жыл бұрын
Your a true lifesaver thank you i will be forever grateful
@KuroSabbath
9 ай бұрын
Bom video, mas acaba sendo meio confuso em certas partes por conta de parte da logica já ter sido feito, fica dificil de acompanhar e confuso por não saber o que é para fazer e o que ja estava pronto
@Eliteownage
7 ай бұрын
Do you know how to get this working with metahumans? I tried doing this with the metahuman animation blueprint and control rig but couldn't get it to work properly. When I right clicked the hand in the control rig there wasn't an option to add a socket. I think my problem is I need to make some modifications to the MetaHuman_ControlRig, but not sure what I need to change. The only tutorials I've seen for getting metahumans to work involve using the mannequin skeleton instead of metahuman's which seems like a hacky, bad way to do it.
@tiopillar9670
7 ай бұрын
I have never touched meta humans, so i don't know their skeletons. If they still have the hand bone parented to the forearm and the forearm to the upperarm, then an IK should still work. If there isn't an option to create a socket it's probably something in the Metahuman ControlRig, better duplicate it then make changes to that one.
@Eliteownage
7 ай бұрын
@@tiopillar9670 Thanks for responding. it is parented that way. I will mess around more and see if I can get it working.
@jjke3050
19 күн бұрын
Can you please tell me how you got the Get Hand Offset node in the animation blueprint i dont have that option
@pixelgamer6819
16 күн бұрын
It comes up later in the video, its a custom function. Just leave it blank for now
@oshev1
11 ай бұрын
Thank you so much for this great video! I tried all other tutorials you mentioned and I like your apporach the most because, like you said, you use UE capabilities of control rigs and it gives you the most control of what to do. I managed to follow all your steps and get the same result. The only problem I have is that hand movement looks jittery in VR. On the flat screen, hands move smoothly, but in VR, when I move my hands quickly, they don't move smoothly in the air. They have a small jitter (there is a slight motion back-and-forth around their position). Do you have the same thing? The same actually happens with the body. I wonder if it's an artefact of using IKs for moving the rig and some kind of interpolation between locations of components is necessary.
@oshev1
11 ай бұрын
Found the issue. It is Capture Component Cube, which I use for the mirror. It causes massive perfomance drop from 120FPS to 45FPS, and low FPS causes this hand jitter. When the app runs at high FPS, the hand and body movement is perfectly smooth with your approach.
@BenderBendingRodriguezOFFICIAL
8 ай бұрын
I was going to say, what you're describing is reprojection. Not an issue with the engine itself.
@JammyJacker
Жыл бұрын
When i turn the whole model turns with it and makes the movement choppy, do you know how to fix it?
@tiopillar9670
Жыл бұрын
Sorry for the late reply. If you mean that when you rotate your head the body follows 100% the rotation of the camera, then it's because the code shown in this video is a really simple implementation of Fullbody ik. To have a better body rotation you would have to take both motion controllers + camera into consideration, another video of mine showed this exact problem and my solution to it: Body rotation based on just head: kzitem.info/news/bejne/rXhpyo5samh9iqA Body rotation based on controllers + head: kzitem.info/news/bejne/rXhpyo5samh9iqA
@JammyJacker
Жыл бұрын
@@tiopillar9670thank you 👍😄
@moritzpollich8252
3 ай бұрын
What is CR_Tutorial??? Please help
@steen_is_adrift
2 ай бұрын
its the control rig. you can see him copy and migrate the one from manny at 8:50
@Reisleague
Жыл бұрын
insane
@dawidchoptowy8161
Жыл бұрын
@Tiopillar is it working with thumbstick movement as well? Or it is just room scale solution?
@tiopillar9670
Жыл бұрын
There is no thumbstick movement functionality present in the video. And just the body following the camera doesn't work that well for room scale too, if you were to move the pawn in game with thumbstick movement it would be messy with the code shown. If you want thumbstick movement and be able to move with room scale check out this tutorial by GDXR: For UE5.1+ kzitem.info/news/bejne/0Yui1oyEcpyrgX4 For UE 4.27 to UE5.0 kzitem.info/news/bejne/lYWq1XiwgaZ3p44
@dawidchoptowy8161
Жыл бұрын
@@tiopillar9670 i have smooth locomotion setup already however i made full body ik along with some other tutorial on KZitem and its working fine for room scale problems begin when i want to move not in Real world but with thumbstick then virtual body start detaching from pawn
@robertadams3925
Жыл бұрын
@@tiopillar9670 I'm getting a weird elbow rollover issue, like the pole vector isn't working as intended or something. Any ideas? I can see it happen slightly to you too, sometimes your elbows swing around or inside your body, I suppose this would be fixed if we added the move with body & hands that you mentioned in your previous video? Hope you have plans to make a second video on top of this one, excellent work. BTW, that's a great tutorial from GDXR.
@SNBStudios
7 ай бұрын
Can you please release a free example project that I can use instead of the tutorial
@8bit-sage
3 ай бұрын
Hello. I have a problem. How did you get the yellow octagon? I don't see these yellow shapes in my viewport. in video 18:50
@8bit-sage
3 ай бұрын
I don't understand how we get elbow_l_pv_ctrl and elbow_R_pv_ctrl?
@8bit-sage
3 ай бұрын
All fine. I find it
@8bit-sage
3 ай бұрын
Help please, I have the character's camera seeing the VR helmet, but the hands are not attached to the controllers. I don't understand what the problem is
@8bit-sage
3 ай бұрын
This is not work for UE5 5.3.2?
@steen_is_adrift
2 ай бұрын
@@8bit-sage it does work. Ensure you have motion controller components on your pawn, and that they are properly set to left and right in the details and that their index is zero
@coper848
10 ай бұрын
Hi, this is an amazing tutorial. I've been following fully until 18min - left arm IK. From 9:02 you have a visible skeletal mesh in your preview screen of CR_Mannequin_Procedural, I don't have a visible skeletal mesh, my preview is blank, but I can add and see the control rings. Then when I try to create the debug square from 18:55, I can't see it. Can you please help me fix it. Thanks
@tiopillar9670
10 ай бұрын
To add a preview mesh, click the tab on the right of the Control right that says Preview S... It's right next to the details. As for the debug square, my bad, i did not show in the video that you have to right click the result pin of the add and select "add debug"
@coper848
9 ай бұрын
@@tiopillar9670 Thank you for responding to me! I followed the tutorial fully after taking a break & have it working almost perfect. I have a weird issue though & I can't understand where I went wrong. The mannequin's right arm is straight up in the air when I run the VR preview - left arm works perfectly. The hand follows the tracking of the controller & the arm will move around slightly with the hand, but stays well above my head. Is it a simple fix?
@robertadams3925
9 ай бұрын
@@coper848 Great opportunity to learn. Isolate the problem, its with your right arm, so start following the blueprints and changing things to see the results. Disconnect nodes and see if the problem persists until you isolate which node is involved with the result you're getting, then go through that node to and repeat the process until you find your mistake. Id start with the basic IK on the right arm, your primary or secondary axis might have a value of 1 where it should be 0 or something. Only you can troubleshoot your code, and that's what will make you better.
@robertadams3925
9 ай бұрын
Also look over your combine rotators, order of operations matters there, your right hand transform might be going into the B slot on combine rotators instead of the A slot, etc.@@coper848
@ArtfulRascal8
11 ай бұрын
really confused about how you got the hand offset node.
@tiopillar9670
11 ай бұрын
The Get Hand Offset node is a new function i made 25:04 to 26:15 is how to make that function step by step
@ArtfulRascal8
11 ай бұрын
ok! thank you! you tha man!
@ArtfulRascal8
11 ай бұрын
@@tiopillar9670 is there any reason my duplicated manny procedural has a empty preview, but still has the control rings?
@coper848
10 ай бұрын
@@ArtfulRascal8 I also have this issue, did you figure out a solution?
@ArtfulRascal8
10 ай бұрын
@@coper848 he goes over it later at around 25:04-26:15
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