Make Car Wheels SPIN in UE5 with a Simple Car Blueprint for Sequencer | Unreal Engine TUTORIAL
Автор: Dean Yurke - Unreal Engine and VFX Filmmaking
Загружено: 2024-12-14
Просмотров: 2472
In this video I explain how to animate a car in sequencer and have its wheels rotate automatically sticking to the ground. This is for Unreal Engine cinematic filmmaking, where you want to key frame animation of the vehicle and have the wheels automatically rotate to appear to be propelling the car.
In the traditional VFX pipeline, I would multiply the wheels rotation by the car's percentage along a spline using expressions in the animation timeline, however unreal doesn't work that way for sequencer, so you have to build an actor blueprint. So follow along as I show you how to make an Event Graph blueprint and discuss the logic of my approach. I am very much a beginner when it comes to blueprints but after searching for the answer for weeks a kind colleague at work explained the process so I'm documenting it here to share with the Unreal Engine community.
For those in a hurry, I've made timestamps for the pertinent information.
0:00 Introduction - make a wheel turn in sequencer procedurally.
1:14 Create an Actor Blueprint.
2:40 TIP - Build script in Event Graph and plug in event tick or sequencer won't render in MRQ.
4:11 Making basic car body heirarchy.
8:09 Creating Event.
9:00 Set Relative Rotation.
9:50 Split X,Y,Z into separate inputs - split strut pin.
10:15 Create float variable.
12:17 Create a Camera Rig Rail.
13:55 Create Sequencer.
16:37 Create Object reference variable.
18:23 Get position along rail and multiply by spin variable.
25:55 TIP - Test PIE for MRQ.
26:38 Bonus Section - Adding manual steering to front wheel.
32:13 Last thing - Animating inertia in car body in sequencer.
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