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Tips & Tricks for Unreal Engine 4

Posted By StyleMarshal 6 Years Ago
Rated 5 stars based on 2 votes.
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toystorylab
toystorylab
Posted 5 Years Ago
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TonyDPrime (12/17/2020)
AWESOME!
I had 2 soundtracks running through my mind for this
1) Music from Lord of the Rings 1, the music for the uruk-hai orcs at the end where they charge through the forest 
2) Eye of the Tiger - from the training montage in Rocky

Thanx ;)
Though no big efforts done here, simply test follow terrain...



Toystorylab on Vimeo : https://forum.reallusion.com/uploads/images/ce44ea78-6984-47d8-9bf4-b783.png    Crassitudes (my "Alter Ego") on Youtube: https://forum.reallusion.com/uploads/images/fcc4df30-b3a8-40a5-a427-0735.png

JoeGideon
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I've posted the FBX export / Motion Plus eye bug on the Feedback Tracker. Could some of you please upvote this problem there? If we work together, we can motivate Reallusion to fix this problem. Thank you!

https://www.reallusion.com/FeedBackTracker/Issue/Eyes-Shake-and-Look-in-Wrong-Directions-When-Animation-Exported-To-FBX
StyleMarshal
StyleMarshal
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Yepp, DONE!
rosuckmedia
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Hello everyone,
Power IK Test
I managed to make a video recording.
I can't tell why it works again (miracle)
I still have to correct the offset for the feet.
I added the camera myself.
Iclone Live Link Camera is not working yet.
When I use Blender Groom Hair.
It crashes while rendering.
Greetings Robert:):)
StyleMarshal
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haha Rob , you got it  :)
When UE4 crashes while rendering with Groom it is mostly a GPU Ram problem.
Try IK also with fbx import , it is crystal clean :-)

Yepp and feet offset in IK ... rest is cool.Where are the Wonder Sisters? :D:P:D

StyleMarshal
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Exploring UE4.26 Control Rig - "Aiming"  (only one Eye & Head)  ... but can be controlled over Sequencer additiv to any animation .. so cool :cool:
Over X-Mas I will try to complete it ... :P
I know , Live Link Face first :)


TonyDPrime
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Bassline303 (12/17/2020)
Exploring UE4.26 Control Rig - "Aiming"  (only one Eye & Head)  ... but can be controlled over Sequencer additiv to any animation .. so cool :cool:
Over X-Mas I will try to complete it ... :P
I know , Live Link Face first :)




Bassline - can you link the other eye to another box, and the link the 2 boxes together, so that when you move the 2 boxes you move both eyes?
StyleMarshal
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Sure , you can build your own face rig , will work with all CC3 Characters with Mannequin Skeleton ... so all exported from  CC3 or IC with FBX Unreal settings....but the best is , you can rig the morphs too....so cool :cool:
So you only have to build one rig and it will work with all CC3 Characters :)
Also with aiming you can aim your pistol or whatever to a target...a.s.o 
JoeGideon
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Wow - this looks promising! Excellent work!
JoeGideon
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I have been having problems with iClone not exporting subdivisions to Unreal Engine. I read in another thread that subdivisions are a GPU thing and can't be exported. I followed the tutorial on how to smooth an iClone character in Unreal Engine ( https://www.youtube.com/watch?v=pdWFvTGAMJ8 ) by using PN Triangles Tessellation. This technique actually works - UNTIL the character moves and dark triangular spots appear at stress points on the skin. I searched and found Bassline303's instructions on minimizing this problem by going into Project Settings > Engine - Rendering > Optimizations > Support Compute Skin Cache (enable this), set Maximum Quality for Compute Skin Cache Per World to 512.0, and Engine - Rendering Overrides (Local) > and enable Force All Skinned Meshes To Recompute Tangents (Also Forces Compute Skin Cache). 
For me, doing this Skin Cache procedure causes an unwanted seam to appear on the character's arms, and also didn't entirely get rid of the triangles until I turned down the Tessellation from 1.0 to 0.25. 

I'm very frustrated about this. Still looking for a better solution to get the characters to look as smooth in Unreal as they do in iClone. 

https://forum.reallusion.com/uploads/images/47ab05a4-28ec-46e6-9972-cb7c.jpg

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