SPIDERMAN is here. 🕸️
IK Retargeting in #ue5 is so powerful and here is an example showcasing that.
I'll be covering IK retargeting and show how to set this up in my first YT video.
Pls do SUBSCRIBE and support my channel - https://t.co/1q2npzi615
#Spiderman#UnrealEngine5
Oh yes... being able to rig in Unreal is super cool! And being able to rig with much sparser meshes is even cooler ;)
Go grab a free trial now to check them out:
https://t.co/kE4j2JjkWJ
@chasescooper
@kiaran_ritchie@GregoryRich19 You’re an absolute legend and thank you so much for all the amazing tools you’ve built and contributed to. 🔥
Wish you all the best and can’t wait to see what you do next! 👍
If you have to prove millions wrong (devs and gamers alike) to sell your product, then it's not the right kinda sales pitch, and no one's buying it.
Instead, fix your mistake while you still have the chance to do so and stop forcing consumers to accept it.
What do you all think?
Jensen Huang has responded to the comments calling DLSS 5 AI slop:
"First of all, they're completely wrong. The reason for that is because, as I have explained very carefully, DLSS 5 fuses controllability of the geometry and textures and everything about the game with generative AI. It’s not post-processing, it’s not post-processing at the frame level, it’s generative control at the geometry level."
He has also added:
"This is very different than generative AI; it’s content-control generative AI. That’s why we call it neural rendering"
What are your thoughts on this?
Recently finished a 2-week UE Rigging workshop in 5.7 by @EpicGames, and here's my submission showcasing a biped rig setup in Control Rig.
It was intense and brain-melting, but I really enjoyed it.
As usual, more details in YT description
https://t.co/nfLycjXABY
#MadeWithUnreal
Metacritic has revealed the 10 worst-rated games of 2025, and chances are you've never heard about most of them.
Gamers and gaming journalists disagreed on which title deserved to be called the year's worst: https://t.co/98ksGGc26I
This turned out to be so good…🎃
Kudos to our amazing team at @RekindledStudio for putting in all the hardwork and making it happen in such a short time.
Watch the high quality version on YT - https://t.co/xNARKT1dxN
#UnrealEngine#Animation
How I made enemies rigs for the Cronos: The New Dawn, a small thread.
All deformations were done purely with corrective joints and pose drivers, with a minimal amount of bones:
Dev tip: rewatch your earliest WIP when you feel stuck.
Thanks for being here with me on this solo-dev journey.
Wishlists help a ton. (Link in first reply) ❤️
@clongmire42 @garrettsstudio Mover Component 😱
Sounds exciting!
Btw great thinking with this kinda implementation. You always come up with these smart ideas to make locomotion in games very intuitive. 🫡
Rubik's Cube in UE5 using blueprints and 26 individual static pieces. No Skeleton or Animations. Just one single BP.
As always, more details in the YT video description. While you're there, consider leaving a 👍
https://t.co/QpErFYt1MH
@WillFaucherVFX I totally agree. After using this engine for more than a decade, 5.6 suddenly feels like an entirely new software in terms of UI/UX changes.
It is a bit difficult to retrain your muscle memory to find even the simplest options.
Rubik's Cube Rig in Maya!
Tried to do a Dynamic Hierarchy setup in Maya inspired by @chasescooper's presentation during UE Fest 2023, where he showcased this feature in Control Rig.
Details in YT Description. (if interested)
Next - Recreate this in UE🤓
https://t.co/1ItSxgg7gn