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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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zen.parvez
zen.parvez
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Bassline303 (1/14/2021)
1. DForce hair is not always "Strand Base Hair" it is often made with hair cards , you can convert hair cards to groom too , looks really good but the physics are not as good as with strand base hair.
2. Did you take the right DAZ Obj export settings ?  Important is to tick " Write Polylines".

Yes i followed everything you have shown in the vid but haven't got any spline when imported on c4d. I tried with dforce classic long wavy hair btw.
StyleMarshal
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DForce classic long or curly hair are hair cards.... with hair cards you will not get any splines or curves exports.
Are you working with Ornatrix in C4d? Then you have to convert the hair with "Hair from Mesh Strips".

If you take "Stand Base Hair"  you will get splines or curves and you can convert it also with the C4d Native Hair System.

For Hair Cards you need Ornatrix.
zen.parvez
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Bassline303 (1/14/2021)
DForce classic long or curly hair are hair cards.... with hair cards you will not get any splines or curves exports.
Are you working with Ornatrix in C4d? Then you have to convert the hair with "Hair from Mesh Strips".

If you take "Stand Base Hair"  you will get splines or curves and you can convert it also with the C4d Native Hair System.

For Hair Cards you need Ornatrix.

Yes i am working with Ornatrix in C4D. Is there any tutorial of yours showing how to convert them ? I am relatively new in this grooming thing and i am kinda puzzled on how to do it.
JoeGideon
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Bassline303 - what are the advantages of using Cinema 4D for groom hair vs. using Maya? I understood that Unreal Engine's Groom was somehow directly related to Maya. 

In the tutorial, C4D is used to convert Daz hair for use in Unreal Engine. Are C4D and Maya interchangeable? Could one just as easily convert the Daz hair in Maya?

I'm asking because I was intending to subscribe to Maya in order to make custom Groom Hair for my characters. 
StyleMarshal
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I can do a Tut at the WE how to convert hair cards to groom.
Look for "Strand Base Hair" in Daz , this will work like in the Tutorial....

Strand Base Hair example :

https://www.daz3d.com/dforce-ingrid-hair-for-genesis-3-and-8-females

StyleMarshal
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JoeGideon (1/14/2021)
Bassline303 - what are the advantages of using Cinema 4D for groom hair vs. using Maya? I understood that Unreal Engine's Groom was somehow directly related to Maya. 

In the tutorial, C4D is used to convert Daz hair for use in Unreal Engine. Are C4D and Maya interchangeable? Could one just as easily convert the Daz hair in Maya?

I'm asking because I was intending to subscribe to Maya in order to make custom Groom Hair for my characters. 


I am not used to Blender . but it should be possible too.
For Mayas XGen hair you need some scripts to make it work...WETA Digital used "Yeti Hair"  I am used to Ornatrix...for me it is the easiest one and it works....Ornatrix is available for 3dsmax and maya too....but also have a look into Blender...you only need a spline/curves to hair converter.
Rosuckmedias Reggae Rob did some Groom with Blender....:D
zen.parvez
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Bassline303 (1/14/2021)
I can do a Tut at the WE how to convert hair cards to groom.
Look for "Strand Base Hair" in Daz , this will work like in the Tutorial....

Strand Base Hair example :

https://www.daz3d.com/dforce-ingrid-hair-for-genesis-3-and-8-females


That would be great, havent found any daz3d to ornatrix tuts anywhere so would be something new and a good one for noobs like us.Also on the tut i see u hide the model before exporting, is it necessary to have a model to begin with or just loading the hair and exporting the hair would do ?? 
mechatrex69
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looking forward to the tutorial!!
will it on youtube?

thanks for sharing your knowledge
TonyDPrime
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Hey Bassline -
can we record animations of material parameters in Sequence Recorder as they happen, like while the mesh actor is being recorded?
Or you can only just key them in manually to the music after the fact.
It looks like in Sequence Recorder you can only add in "Actors", but not the actual pieces of that actor, say like a material.  Or other non-actor parameters, like a midi sequence. 
And it doesn't let you add in a "sub track" of the actor to be recorded. 

Once in Level Sequencer you can key things in and turn things on and off like in iClone timeline, but with materials you can't really link one thing to another, you know?  
Or is this possible, to record things with a material live as it happened?  

Basically, is it
(a) Yes - can you record the changes in materials with Sequence Recorder for later playback without ever keying them in, or
(b) No, you only have the option of keying them in afterwards.

I think Matinee used to let you record all live stuff (effects, materials, actor, etc) as it happens, almost like a glorified screen recorder, but they don't have that anymore....
Although, what could you really get live-realtime with Raytracing, a Matinee would stammer and skip constantly.

It would be cool if we could Sequence Record the material reacting to the music as it was played, not just be keyed in after the fact.
Bassline look at this, I recorded first with LLink using the Face Key off to the side in realtime, so it's not blinking as it was not played through the timeline. 
Then I was able to do like you did with the stretching-bouncy neck walk and set up with an animation.  You have to apply it with every single animation after the fact, it not like it innately works as 'part-of' the mesh.




StyleMarshal
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I am not sure , but I guess Recording Material changes is not possible with sequence recorder.
But why sequence recording when you have it already as sequence (keys)
You can save the Sequence as " Create Linked Animation Sequence" or "Bake Animation Sequence" and load it any time you want....reassign a Character , as long as it has the same Skeleton/Material Names ...so CC3 should do it.

but to be really sure I would need to have a deeper look....

oops , or do you mean recording material changes from IClone via LL?


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