AdvancedSkeleton
AdvancedSkeleton
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Rigging Blaze Part2
Part 1 here:
ua-cam.com/video/wanRtwnXSaw/v-deo.html
0:00 Intro
0:20 Offset Parent Matrix
1:15 Control Curve Colors
3:26 Remove BuildPose
4:49 IK Local
6:04 T-pose
6:54 Custom TwistAmount
8:34 SkinCage re-use
10:23 Shoulder Aim
12:09 Hair inc Ctrl from edgeLoop
14:27 Render Error
Переглядів: 1 002

Відео

Rigging Blaze
Переглядів 4,7 тис.21 годину тому
Rig available for download here: animationstudios.com.au/rigs/ Modelled by: CauHi ntchitam/ www.artstation.com/chitam/store?tab=digital_product Showing rigging using AdvancedSkeleton functions such as: SkinCage, SkinSliders, DrivingSystems, CustomControllers and FaceSetup. And testing of the rig using both Face and Body motion-capture clips.
Mannequin & Face Rig
Переглядів 1,9 тис.Місяць тому
Mannequin & Face Rig
Modular Control Rig
Переглядів 2,8 тис.2 місяці тому
Modular Control Rig for Unreal 5.4 AdvancedSkeleton Mannequin export
CharacterCreator4
Переглядів 3,2 тис.4 місяці тому
Adding a AdvancedSkeleton rig, to CharacterCreator4 model
Gimbal Lock Visualizer
Переглядів 1,9 тис.6 місяців тому
Gimbal Lock Visualizer
Hidden Features
Переглядів 2,8 тис.6 місяців тому
0:00 - Intro 0:31 - TwistJoint attributes 1:39 - SetBuildPose function 2:47 - Setting a Key to preserve custom values upon re-build 4:10 - SubmitToSupport 5:05 - Ctrl Shift Selector-function 2 shelf 5:58 - Ctrl key on faceBuildStep Tongue & EyeLashes 8:10 - Ctrl key on AutoPlace Oribits camera 9:34 - Ctrl key on Export Unreal ControlRig for more options 10:51 - Ctrl key on Create DrivingSystem ...
Multiple skin clusters
Переглядів 2 тис.6 місяців тому
Multiple skin clusters
Offset Parent Matrix Update
Переглядів 1,9 тис.6 місяців тому
Offset Parent Matrix Update
quadruped legs
Переглядів 2,1 тис.8 місяців тому
Looking at the quadruped legs ( Q-Toes ) function, in AdvancedSkeleton.
Bendy Limbs
Переглядів 2,1 тис.9 місяців тому
Looking into how Bendy Limbs are created and controlled in AdvancedSkeleton
Control Orient (part 2)
Переглядів 2,2 тис.9 місяців тому
Control Orient (part 2)
Control Orient
Переглядів 3,7 тис.9 місяців тому
Control Orient
Offset Parent Matrix
Переглядів 2,6 тис.10 місяців тому
AdvancedSkeleton now has a "Offset Parent Matrix" option. Allowing for rigs to be using "Matrix Nodes" instead of "Constraint Nodes"
Metahuman Animator to AdvancedSkeleton, Face ROM (Range of Motion) Test
Переглядів 11 тис.11 місяців тому
Metahuman Animator to AdvancedSkeleton, Face ROM (Range of Motion) Test
Wonder Studio
Переглядів 6 тис.Рік тому
Wonder Studio
AdvancedSkeleton Metahuman
Переглядів 15 тис.Рік тому
AdvancedSkeleton Metahuman
Metahuman Animator
Переглядів 7 тис.Рік тому
Metahuman Animator
Squash & Stretch
Переглядів 7 тис.Рік тому
Squash & Stretch
Control Mesh
Переглядів 9 тис.Рік тому
Control Mesh
Auto-Fit (auto-place)
Переглядів 15 тис.Рік тому
Auto-Fit (auto-place)
Quickly rig Character-Creator model
Переглядів 10 тис.Рік тому
Quickly rig Character-Creator model
Audio2Face
Переглядів 11 тис.2 роки тому
Audio2Face
Rigging Sam
Переглядів 57 тис.2 роки тому
Rigging Sam
FAQ part3
Переглядів 13 тис.2 роки тому
FAQ part3
Plask.ai, Mixamo, Tiktok, & Unreal live link face
Переглядів 12 тис.2 роки тому
Plask.ai, Mixamo, Tiktok, & Unreal live link face
Unreal5
Переглядів 9 тис.2 роки тому
Unreal5
Embedded picker
Переглядів 5 тис.2 роки тому
Embedded picker
WrinkleMap
Переглядів 10 тис.2 роки тому
WrinkleMap

КОМЕНТАРІ

  • @DavidCamiro-o3b
    @DavidCamiro-o3b 14 годин тому

    Thank you very much for sharing this tool and all this knowledge.

  • @notmyself9279
    @notmyself9279 19 годин тому

    Amazing instructions, step by step to the point and concise. Please do a follow up to get all these features working in unreal, using UE5 Pose driver connect, control rig, deformer graph can use deltamush in ue5. then ML Deformer but thats maybe unnecessary . it would be such a awesome integration. hard to find any resource for using them, your works incredible.

  • @SuperMontana2008
    @SuperMontana2008 День тому

    Possible to do a tutorial showing how to rig clothes, belts and bags to him?

  • @HmadaMems
    @HmadaMems День тому

    amazing tutorial, thank you sir

  • @emmanueladusei5437
    @emmanueladusei5437 День тому

    hello, would there be an update where by we can just highlight on the bibed to select controls instead of selecting them one by one

  • @MAM_Movies
    @MAM_Movies 2 дні тому

    Can anyone tell me please where to find this S item, I don't have it on the shelf and don't know where to search😭

  • @MAM_Movies
    @MAM_Movies 2 дні тому

    Can anyone tell me please where to find this S item, I don't have it on the shelf and don't know where to search😭

  • @SproutPix
    @SproutPix 3 дні тому

    Hi I have problem with the scaled the character, when scale sking going to mesh, I think its the slidesystem or bends I try everything :(

  • @aaayerus
    @aaayerus 4 дні тому

    Can we skipsome of the fit features if the model doesn't have the corresponding feature or we are obliged to do all?

  • @metafluencer6340
    @metafluencer6340 4 дні тому

    Will mocap matcher be compatible with xsens? I'm looking forward to this

  • @animtonni
    @animtonni 5 днів тому

    You are amazing, thank you so much for this tool!

  • @chair8401
    @chair8401 6 днів тому

    lol whoever coded this is terrible at their job - half of this plugin is just errors! LMAO !

    • @AdvancedSkeleton
      @AdvancedSkeleton 6 днів тому

      Feel free to send any Error messages to: support@animationstudios.com.au or use the realtime chat-tech-support on the website: animationstudios.com.au/ And we will assist you as best we can.

  • @lightningg252
    @lightningg252 7 днів тому

    Hello, does advanced skeleton work well with ngSkinTools?

  • @andych56
    @andych56 8 днів тому

    The ultimate AS rigging tutorial, thanks mate. Awesome job.

  • @nathunterstudio8391
    @nathunterstudio8391 8 днів тому

    Great video, wish this can continious for wrinkle expression, blendshapetuto, correction some muscle movement. But hope to see a video tuto with a character non human, hard work .

  • @rachelvachaudez7389
    @rachelvachaudez7389 8 днів тому

    When i use the autoplace, all the skeleton disapear. All that's left are the green and yellow lines and i don't know what to do, where is the skeleton ?

  • @marcusk9483
    @marcusk9483 8 днів тому

    just gets better

  • @SuperMontana2008
    @SuperMontana2008 9 днів тому

    Great tutorial, can you show how to rig clothes, bags, belts, capes on him next?

  • @makismakis277
    @makismakis277 9 днів тому

    niceee

  • @Aitor
    @Aitor 9 днів тому

    Thank you sooo much for keep updating AS with newer features, Oyvind! You turned one of the most technical, complicated and out of reach discipline of 3D to most artists into a joyful and fun experience!! I haven't use AS in a while but it's very relaxing seeing you rig a new character.

  • @saunguyen-gc9rj
    @saunguyen-gc9rj 9 днів тому

    Great Model and Rigging..

  • @HmadaMems
    @HmadaMems 9 днів тому

    Amazing video, thank you

  • @user-kq2tz1td3y
    @user-kq2tz1td3y 9 днів тому

    My character has only one eye and one mouth, or has three eyes and two mouths. Can I separate the expressions and bind one eye and two mouths separately?

    • @AdvancedSkeleton
      @AdvancedSkeleton 6 днів тому

      The "Face Setup" currently requires all of parts of the Face to exist, This is because parts of the face, depends on knowing about other parts of face. My suggestion for "non-standard face" characters, is to set-up the face, using the Body-section of the tools. More information about this can be found here: ua-cam.com/video/n1L40oitizU/v-deo.html

  • @herokingsman7587
    @herokingsman7587 9 днів тому

    Great!!!!!!

  • @siennaluo1096
    @siennaluo1096 9 днів тому

    Awesome tool!! The only thing is that it's hard to find this tutorial. I found the "Export to Unreal Control Rig" video then found you then found this video on your homepage. The video title is confusing as well. "Mannequin & Face Rig" seems to be about how to rig the face in UE.

    • @siennaluo1096
      @siennaluo1096 9 днів тому

      Also, could you make the content in the help box clearer, if possible? Like to create a Modular Rig instead of a Control Rig. I had failed with Control Rig on both 5.3 and 5.4 until I found this video and figured out how to do it correctly.

    • @siennaluo1096
      @siennaluo1096 9 днів тому

      But anyway, thank you very much for making such a useful tool and tutorial!!

  • @siennaluo1096
    @siennaluo1096 9 днів тому

    Has anyone used this method successfully on UE5.3 or 5.4?

  • @ReceiveMusic
    @ReceiveMusic 10 днів тому

    -Made my own timestamps and notes below.- PLEASE remake a new in depth rigging tutorial for MAYA 2025 and Unreal Engine 5. I bet you'll a bunch of new viewers for this. I don't mind if the tutorial is an hour long just add chapter markers (timestamps) to follow along. The more recent "Modular Control Rig" video for Unreal 5 is too short that doesn't explain all the controls. Also as a content creator and online teacher you need to answer people's questions and troubleshoot things in your comments. It's your plugin. Who else can they ask? It'll help out new Maya users with frustrations. Newbie Blender users leave us in the dust since they get more frequent and up to date tutorials than us Maya users. 0:00 Start 0:50 Download & Install plugin 5:06 Reference(Import) model in fresh new maya scene 5:27 Skip over random useless empty joints 12:40 *THE REAL MODEL RIGGING TUTORIAL STARTS BUT IT GOES TOO FAST* (why make this the timelapse when this is the important part of setting up the bone\joints?) While editing bones - Open Edit tab under Fit and scale bones with Display:joint slider Foot label aligns on ankle, Keep Hip and Root bones on same flat plane X-axis Fat parameter no longer available, Cannot scale cylinders after enabling geometry Switch to "Select by Component type" (F8 Key) Click more easily on curves 15:20 Orient knee joint BODY-Fit-Display-Enable "pole vector & Joint orient" 17:24 Skinning Start- Deform option 2 -Open the Selector button from the AdvanceSkeleton Custom shelf (White humanoid button) Select Display-Hotkey 17:46 Create skin cage automatic _ Scale green curves to 3d model in place then scale red curves 19:38 Check model with rig applied- Deform-copy weights 20:00 Tools- AnimationTester- Apply test animation 20:50 Test individual limbs Select elbow joint - only selected control 21:30 Face rigging -Face-Pre Create face skeleton node Position chin and top head curves- All Head geo- Weight face to head joint 22:36 Select only head geo then All Head- New skin _ Define smaller face geo apply to to eyes, teeth, tongue geo 23:30 Continue individual face geo in the fit panel with smaller geo parts eyes, lips, eyebrows, forehead, jaw, cheeks edge loops/ faces 30:00 Face- Build controls for the face rig 30:00 Skin weights to eyebrows, lashes, eyelid blinking 31:40 Tweak face setup in Face- Layers have face geometry selected Check for proper blinking, mouth opening "Go to Build" button to reset face rig 32:55 Example tweak jaw- select paint weights button (brush icon) 34:28 Blend shapes tab "Convert toBlendShapes button" open pie menu 35:12 Edit Blend Shapes tab Move selected control like eyebrow control then create Blend shape target button Move brows to the desired position then delete target button. Keeps blend shape info. 36:26 Start blend shape wizard- checks rig again then extract all target buttons 37:30 New Blend Shapes tab- create preset facial expressions "attribute named" like angry face applies to Control Name- Use control- pick eyebrow. New Angry control available in the Channels tab (right side window) with Brow geo selected 38:22 Cluster controls tab - extra face controls -example squinting eye -select outer eye verts - move verts - then create new control- apply the name "squinting eye" 39:25 "Convert to BlendShapes Only" explained - Simplified shapes to export with game engines - Select tools tab -WalkDesigner -Starts to apply automatic simple walk cycles - test rig controls again- Select Deformation System(Rig/Bones) and Geometry(character geo, duh)- File-Export selection(small box) - File as FBX file animation enabled (checkbox) and bake animation, Deform models enable all options-Export selection 42:10 (Outdated probably)Unreal from 2018 import - new folder-Name rig Test -Import fbx file -Import Options apply X-axis 90 degrees then IMport all button Open character-check and uncheck "import morph target - then animation tab - USe Animation asset option- choose animation from Maya to play

    • @AdvancedSkeleton
      @AdvancedSkeleton 9 днів тому

      Thanks for your interest in AdvancedSkeleton. There is chat tech support both on the Website & the FaceBook page. And feel free to email: support@animationstudios.com.au

  • @filipmasiulewicz5036
    @filipmasiulewicz5036 10 днів тому

    hi. There is no such option in my Advanced Skeleton plugin. I tested it inside Maya 2023 and 2024.

    • @AdvancedSkeleton
      @AdvancedSkeleton 9 днів тому

      In AdvancedSkeleton, open the Tools section, and click on "Animation Tester". And in the "Animation Tester" window, choose "Face->range of motion". Or if you are a animator and only have access to the "Selector" tool (and not the full AdvancedSkeleton tool) then in the Selector, choose "Anim->mocap library" and choose "Face->range of motion".

    • @filipmasiulewicz5036
      @filipmasiulewicz5036 9 днів тому

      @@AdvancedSkeleton Thank You. My Advanced Skeleton was not responding properly for "check for updates" and stuck on 5.941. I reinstalled it manually and that helped.

  • @filipmasiulewicz5036
    @filipmasiulewicz5036 10 днів тому

    There is no "Add Metahuman Control Panel" option in my Advanced Skeleton. That's the newest version.

    • @AdvancedSkeleton
      @AdvancedSkeleton 9 днів тому

      Make sure to open the "Face->Tweaks" section. The button should be there. If not, you might need to double check what version of AdvancedSkeleton you are running. ( The version number should show in the "About" section )

  • @mikeluard
    @mikeluard 10 днів тому

    This doesn't seem to work if you use your own character, really messes up the face. Tuna's great but no one's using him in a real situation so unfortunately it's pointless? Advanced Skeleton is amazing but this doesn't work, at least for me.

    • @AdvancedSkeleton
      @AdvancedSkeleton 9 днів тому

      If you are having issues with a specific character. Feel free to email the file to: support@animationstudios.com.au and we can take a look what might be causing the issue.

  • @saminreysb
    @saminreysb 11 днів тому

    Hey! is there a way to bring the face animation back to Unreal? Thanks you are a pro!

    • @saminreysb
      @saminreysb 10 днів тому

      For anyone wondering, in this video ua-cam.com/video/OYjq4aRgKWg/v-deo.html he exports metahuman face controls to fbx and import it in the face control rig sequence, just do the same as the video!

  • @camiroquai
    @camiroquai 12 днів тому

    i been trying...but the only way to make this works, is if the character is with the T pose only....with the arms down doesnt works

    • @AdvancedSkeleton
      @AdvancedSkeleton 9 днів тому

      Yes, having the Pose at the start of the video, closely match the default pose of the character can help. But not that any pose should work, as you can just apply any offset, by selecting and rotating any controller

  • @SuperMontana2008
    @SuperMontana2008 27 днів тому

    Also does the control rig export work with none human creatures?

  • @SuperMontana2008
    @SuperMontana2008 27 днів тому

    Can you update to export Unreal 5.4?

  • @MastersRoger
    @MastersRoger 29 днів тому

    Is there a way to create a control after creating everything, for example, if I create a tail on my already rigged character, is it possible to add extra controls?

    • @AdvancedSkeleton
      @AdvancedSkeleton 29 днів тому

      Yes, you can "Switch to FitSkeleton". as shown here: ua-cam.com/video/mTB9Yh_sWKc/v-deo.html

  • @asafilms
    @asafilms 29 днів тому

    Why its not working with custom models with custom rigs

  • @FPChris
    @FPChris Місяць тому

    How do you access a modular control rig from an Anim Blueprint? Is there a node?

  • @MightyZeusXo
    @MightyZeusXo Місяць тому

    please do this for DAZ and Unreal engine as well generating the facial is tough but if somehow the same feature can be worked with DAZ and Unreal models its a gem. or your can let the software select the joints for the facials that will also help. Thank you :)

  • @SuperMontana2008
    @SuperMontana2008 Місяць тому

    can you do more creature/unreal tuts please?

  • @baduc2154
    @baduc2154 Місяць тому

    Error: file: C:/ProgramData/Autodesk/ApplicationPlugins/AdvancedSkeleton/Contents/scripts/AdvancedSkeletonFiles/../AdvancedSkeleton.mel line 24062: Object:"FaceFitNoseSide" does not exists, the Face<Fit section must be completed.

  • @MightyZeusXo
    @MightyZeusXo Місяць тому

    Hope to see More development and improvement on this tech as well. BTW love the effort done on the plugin so far. thank you <3

  • @mingsu9264
    @mingsu9264 Місяць тому

    How was the tongue controller specially created? Copying control points as described in the video does not work because the points are not linked to the tongue curve

  • @dkcgch
    @dkcgch Місяць тому

  • @BritK-xh4gz
    @BritK-xh4gz Місяць тому

    How do you get foot role to work in Unreal. Does that transfer over

  • @joseelmersilvafernandez1806
    @joseelmersilvafernandez1806 Місяць тому

    Which versIon is this,the last?

  • @olivierschmitt37
    @olivierschmitt37 Місяць тому

    great!!!!

  • @JasonAdank
    @JasonAdank Місяць тому

    Its cool that this works with your pre-made character. But have the start templates been updated? So far, with every rig Ive created for my own characters, the start template always generates script errors in maya at import. And eventually after Ive completed the rig, while it works in Maya, when I export it to unreal, the skinning acts different with weird unexpected deformations, and the control rig script always fails to build. It seems like there's some problems with the starting templates.

    • @Levi_Zacharias
      @Levi_Zacharias Місяць тому

      That is interesting! I have had success with custom characters and rigs based on the template files. Something to keep in mind is that proportional differences between your characters and the mannequin will result in the default unreal animations morphing and stretching your character, forcing bones to match positions with the mannequin proportions. There is a setting in the skeletal mesh editor where you can change the source skeletal mesh (or something, the details are escaping me right now). Basically selecting your mesh instead of None or Manny will do a base retarget to correct the proportions. As for the control rig stuff, unfortunately I've only done it with demo characters.

    • @JasonAdank
      @JasonAdank Місяць тому

      @@Levi_Zacharias thanks for the tips! Have you ever gotten script editor errors when selecting the UE5 template? I mean at the ery beginning of the process. Id be curious... i get em everytime. And since Im prepping characters for UE, it seems like the most appropriate template to start from.

    • @Levi_Zacharias
      @Levi_Zacharias Місяць тому

      ​ @JasonAdank Hmmm. I just booted up a scene and didnt get any errors, and i dont recall any. If you are getting errors from importing the template fit skeleton it might have to do with the template file itself? You could check those (Just hit the export button next to the import to find where the files are stored). I have always started from the biped default when going to unreal, and usually the workflow is to make a new maya scene after, importing my character with the ue bones, and constraining it to a new fitskeleton for animation. The only thing to keep in mind is that the NameMatcher tool doesnt have a complete file for ue5-advanced skeleton transfer, last i checked it was still missing the twist joints and such. I wrote a complete one a while ago, at the bottom of this comment (just copy into a .txt file and place it with the other name matcher files, can find by hitting the export button in the namematcher). But back to your error issue, if the other templates dont work i would try a different version of AS, or building a biped from scratch. sideRight=r sideLeft=l sideMiddle= sideBeforeName=0 sideUnderScore=1 Root=pelvis Spine1=spine_03 Chest=spine_05 Scapula=clavicle Shoulder=upperarm Elbow=lowerarm Wrist=hand Cup=pinky_metacarpal IndexFinger1=index_01 IndexFinger2=index_02 IndexFinger3=index_03 MiddleFinger1=middle_01 MiddleFinger2=middle_02 MiddleFinger3=middle_03 RingFinger1=ring_01 RingFinger2=ring_02 RingFinger3=ring_03 PinkyFinger1=pinky_01 PinkyFinger2=pinky_02 PinkyFinger3=pinky_03 ThumbFinger1=thumb_01 ThumbFinger2=thumb_02 ThumbFinger3=thumb_03 Neck=neck_01 Head=head Hip=thigh Knee=calf Ankle=foot Toes=ball ElbowPart1=lowerarm_twist_02 ElbowPart2=lowerarm_twist_01 ShoulderPart1=upperarm_twist_01 ShoulderPart2=upperarm_twist_02 RootPart2=spine_02 RootPart1=spine_01 HipPart1=thigh_twist_01 HipPart2=thigh_twist_02 Spine1Part1=spine_04 NeckPart1=neck_02

    • @superpigstudio
      @superpigstudio 27 днів тому

      @@JasonAdank I had the same problem. Unable to export the rig to UE. Have u found any solution yet?

    • @JasonAdank
      @JasonAdank 27 днів тому

      @@superpigstudio I can get the skeleton in there, and mocap clips appear to work on it for the most part. Unfortunately, I get wierd deformations around the chin if the head gets animated, and I still have never gotten the control rig script to work. When I run the python script, its creates the controls, but they all fall to the floor and theres a bunch of binding errors (missing stuff aparently). Its like the control rig script doesnt work if you start from one of his UE templates for the bone system. So at the moment, I can only use mocap on the imported models.

  • @amineboufarguine6744
    @amineboufarguine6744 Місяць тому

    Will the script set up a post process anim bp for the character if I have made some corrective controls in advanced skeleton ?

  • @derpherp7432
    @derpherp7432 Місяць тому

    Why do people want to animate in Unreal Engine? It just seems like stepping down from maya to worse animation tools to achieve the same thing.

    • @Levi_Zacharias
      @Levi_Zacharias Місяць тому

      Mostly for pre visualization, often with making small adjustments to existing anims (like mixamo stuff) to help tell a story. It is very handy when you need to see your character in the environment and you just need to change where they are looking. Even though later in the pipeline final animations would be done in maya. I have also used it for non human objects like vehicles, which interact much more with the environment that was probably only built in unreal. I agree though, animating in ue is kinda annoying

  • @tomcatCfilo
    @tomcatCfilo Місяць тому

    Amazing Tut as always. Thanks