Unreal engine UE5 Control rig and physics actor walkthrough, make a procedural playable character!
**notes/changes: -ue5.6 has renamed the crazy node "make control rig component mapped element" (14:50 and 30:50) to a much simpler "Make Mapped Element". It also seems to convert the attach actor component reference into a soft component reference when you plug it in. Original Youtube Upload: • Alpha Betta - Furious Elegance Unreal Chal... Contest Upload Post, including screenshots and more info: https://forums.unrealengine.com/t/alp... Here's a walkthrough of how I created a playable physics actor that I used to make my fish animation in UE5.2.1 for the UE July 2023 Animation Challenge, "Furious Elegance". Things I forgot to mention: -world settings: override gravity checked, gravity set to -5 (default -980). -tail IK control is offset cause the IK effect only kicks in from translation not rotation alone, offsetting from the tail bone ensures rotation will also translate. 00:00 Intro 1:30 Maya new character from scratch 3:23 UE5 New scene import character 4:32 Set up physics bodies 8:41 Set up control rig 11:50 Set up blueprint 17:51 Attach physics actor to Third Person 19:07 Collision 21:49 Swap out third person to a ghost 24:32 Final Result 25:24 Fish Maya 27:29 Fish Skeletal Mesh 28:00 Fish Physics Asset 29:56 Fish BP 33:26 Fish FollowMe BP 36:36 Fish Procedural Control Rig 50:30 Fish set up a shot 51:27 Fish Take Recorder 52:43 Fish Subsequence 54:46 Fish Backwards Solve Rig 55:56 Fish Forwards Solve Adjuster Rig 1:00:51 Outro New Enhanced Input Controls setup: • Creating Character Movement With The New E... Credits to sourced content: Base fish model: “Betta Spendens” https://sketchfab.com/3d-models/betta... (Re-modelled, re-rigged, re-textured, re-skinned using maya and substance painter) Skylight setup, water warping and caustics effects from “Underwater Blueprint v2” https://www.artstation.com/artwork/Rn...

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