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  [news] Learn how to create a character animation rig with Unreal Engine’s new Control
Posted by: Thunder - 07-08-2020, 11:22 AM - Forum: News - No Replies

Learn how to create a character animation rig with Unreal Engine’s new Control Rig Mannequin sample


By Epic Games Product Designer Jeremiah Grant |
June 15, 2020

Using Unreal Engine 4.25, creating animation-friendly rigs is easier than ever. With our new scriptable rigging system, Control Rig, at your fingertips, you can create animator-friendly rigs allowing artists to iterate in the engine, in the context of their environments, and with the power of the Unreal Engine’s animation system. Currently available in an experimental state, Control Rig enables users to create complex animation rigs for any character type. Our newly released Control Rig mannequin sample project illustrates how a basic character rig can be created and demonstrates how it may be animated in a scene using Sequencer. 




Leverage ControlRig to quickly pose and animate characters in Sequencer


It’s worth noting that Control Rig is Python-ready, which means you can create rigs, customize workflows, and automate your pipeline by leveraging Python in Control Rig. See the Unreal Engine 4.25 Python documentation for more information.
Quick start info
Upon opening the sample project, you will see the mannequin seated at the table. Sequencer will be open with the animation ready to play. To manipulate the rig, simply select and move an animation control from the viewport, animation panel, or Sequencer’s hierarchy view. 

Right-click on the actor in Sequencer and choose Create Animation Sequence to save your animation for use in Animation Blueprints, Blendspaces, and other animation systems. It is often helpful to disable Translation, Rotation, and Scale Snapping in the top right corner of the viewport to allow animation controls to move freely. The Animation Panel contains settings to filter viewport selections to Only Select Rig Controls, allowing you to quickly adjust animations without selecting the surrounding environment.
Control Rig editor
The Control Rig we created for the mannequin can be found within this directory: /Game/ControlRig/Mannequin/Character/ControlRig/Mannequin_ControlRig. Upon opening the file, the Control Rig editor will open, and you will be greeted with the mannequin in a reference pose. The rig graph is laid out in a way that’s easy to follow and grows in complexity the further down the graph you look. To start, you will see direct connections from Controls to Bones for the Root up to the Head. Next, Basic Inverse Kinematics with Pole Vectors are used to control the arms. Finally, math nodes are introduced to set up the feet, which is where the position of the IK effector is being calculated relative to the ankle and ball of the foot to create a reverse foot effect.




The Control Rig editor is where you can create control systems to drive Skeletal Meshes


Explore the Control Rig Mannequin sample project today to learn more about how a character rig can be created and used to animate directly in the engine. 


















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  [NEWS] sign textures are now added in our gallery
Posted by: Thunder - 06-01-2020, 07:13 PM - Forum: News - No Replies

sniffing around on my old hd I found some sign textures we use to have on our old site for mappers to use, so now you can go to:

https://thewolfteam.org/ezgallery.php?cat=4

and again use it to your mapping, free of charge Big Grin  Cool

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  Unreal Engine 5 revealed
Posted by: Ray - 05-14-2020, 04:31 PM - Forum: News - No Replies

[Image: 354-3547945_unreal-engine-4-logo-png-tra...nt-png.png]

Unreal Engine 5 was revealed on May 13, 2020 with expected launch in mid-2021, supporting all existing systems including the next-generation consoles PlayStation 5 and Xbox Series X. Work on the engine started about two years prior to its announcement.

Among its major features include Nanite, an engine that allows for high-detailed photographic source material to be imported into games as virtualized geometry, and Lumen, a dynamic lighting engine that can handle moving light sources and their impact on shadows and rendering.
Additional components include Niagara for fluid and particle dynamics and Chaos for a physics engine.
The Nanite technology allows Epic to take advantage of its past acquisition of Quixel, the world’s largest photogrammetry library in 2019. The goal of Unreal Engine 5 was to make it as easy as possible for developers to create detailed game worlds without having to spend excessive time on creating new detailed assets, allowing the engine software to handle these factors.
Nanite can import nearly any other pre-existing three-dimension representation of objects and environments, including ZBrush and CAD models, allowing the use of film-quality assets.
To demonstrate the ease of creating a detailed world with minimal effort, the May 2020 reveal of the engine showcased a demo called “Lumen in the Land of Nanite” running on a PlayStation 5 that was built by mostly pulling assets from the Quixel library and using the Nanite, Lumen, and other Unreal Engine 5 components to create a seemingly-realistic cave setting that could be explored.
Epic had worked closely with Sony in optimizing Unreal Engine 5 for the PlayStation 5, with Epic helping Sony with the console’s storage architecture, which Sweeney said is “far ahead of anything you can buy on anything on PC for any amount of money right now.
Epic plans to use Fortnite as a testbed for Unreal Engine 5 to showcase what the engine can do to the industry, with the game expected to use the engine by mid-2021.
Unreal Engine 5 will retain the current royalty model, with developers returning 5% of gross revenues to Epic Games, though this fee is forgiven for those that release their games on the Epic Game Store. Further, Epic announced alongside Unreal Engine 5 that they will not take any fee from games using any version of Unreal Engine for the first US$1 million in gross revenue, retroactive to any game from January 1, 2020 onward.
Source: Unreal Engine Wiki

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