Profile Picture

Tips & Tricks for Unreal Engine 4

Posted By StyleMarshal 6 Years Ago
Rated 5 stars based on 2 votes.
1
...
306
307
308
309
310
...
507

Author
Message
TonyDPrime
TonyDPrime
Posted 4 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)

Group: Forum Members
Last Active: Last Year
Posts: 3.4K, Visits: 12.4K
200!!!

Bassline!
You continue to wow us all with you power and excellence.  Congratulations on your legacy of inspiring everyone to create amazing things and grow this thread!
Very Proud of your success!  You have earned it and you deserve it.

What I find most enjoyable are the little details - soccer cleats, a stop sign, a MD-clothing item that falls to the floor right as the video starts, a random extra character in the background wiggling around.  They make exploring your videos and tutorials so much fun.
 
Can't wait to see what comes next!  Great job working that 3090!
TonyDPrime
TonyDPrime
Posted 4 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)

Group: Forum Members
Last Active: Last Year
Posts: 3.4K, Visits: 12.4K
Robert, Sie können Ihr eigenes benutzerdefiniertes Material für Ihre Zähne in UE4 speichern und es dann von Projekt zu Projekt kopieren und anwenden. Stellen Sie einfach sicher, dass die gesamte Ordnerhierarchie in jedem Projekt genau den gleichen Namen hat und es funktioniert. Dankeschön!
tomautobahn
tomautobahn
Posted 4 Years Ago
View Quick Profile
Junior Member

Junior Member (168 reputation)Junior Member (168 reputation)Junior Member (168 reputation)Junior Member (168 reputation)Junior Member (168 reputation)Junior Member (168 reputation)Junior Member (168 reputation)Junior Member (168 reputation)Junior Member (168 reputation)

Group: Forum Members
Last Active: 4 Years Ago
Posts: 50, Visits: 609
Bassline303 (1/31/2021)
Ezra Hair - Groom Simulation :
Yeah , she is hot...isn't she ?   :D:P




Mm yes :D :D  And it looks like you solved the collision problems with longer hair, at least somewhat! I can imagine all the tweaking of the physics capsules it must have taken..
rosuckmedia
rosuckmedia
Posted 4 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (9.4K reputation)Distinguished Member (9.4K reputation)Distinguished Member (9.4K reputation)Distinguished Member (9.4K reputation)Distinguished Member (9.4K reputation)Distinguished Member (9.4K reputation)Distinguished Member (9.4K reputation)Distinguished Member (9.4K reputation)Distinguished Member (9.4K reputation)

Group: Forum Members
Last Active: 7 Months Ago
Posts: 3.2K, Visits: 4.8K
TonyDPrime (1/31/2021)
I have a question for everyone here...

What do you feel makes more sense
(1) record an animation in iClone and then export the FBX from direct to UE4, or
(2) in iClone save the motion as a motion clip, and then export it out along with an avatar from CC3

Any differences, or is one better?


—-
Ich habe eine Frage an alle hier ...

Was ist Ihrer Meinung nach sinnvoller?
(1) Nehmen Sie eine Animation in iClone auf und exportieren Sie die FBX von direkt nach UE4 oder
(2) Speichern Sie in iClone die Bewegung als Bewegungsclip und exportieren Sie sie dann zusammen mit einem Avatar aus CC3

Irgendwelche Unterschiede oder ist einer besser?


@TonyDPrime
I recently exported everything from Iclone as FBX.
From CC3 send to Iclone7 and then the character
from Iclone with FBX to UE.
The facial animations without saving,
The range 1-1800 frames example as FBX exported to the UE.
The import in UE Character FBX with HQ shader
The import animation with standard shaders is super fast.
For Standard Animation Dance Sponky Moves example.
I do everything via LIve Link.

What strikes me again and again is that the brightness within the UE has to be readjusted for the teeth and gums.
No matter where I export from
Greetings Robert:)

StyleMarshal
StyleMarshal
Posted 4 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (14.4K reputation)Distinguished Member (14.4K reputation)Distinguished Member (14.4K reputation)Distinguished Member (14.4K reputation)Distinguished Member (14.4K reputation)Distinguished Member (14.4K reputation)Distinguished Member (14.4K reputation)Distinguished Member (14.4K reputation)Distinguished Member (14.4K reputation)

Group: Forum Members
Last Active: Last Year
Posts: 5.8K, Visits: 14.3K
TonyDPrime (1/31/2021)
I have a question for everyone here...

What do you feel makes more sense
(1) record an animation in iClone and then export the FBX from direct to UE4, or
(2) in iClone save the motion as a motion clip, and then export it out along with an avatar from CC3

Any differences, or is one better?


—-
Ich habe eine Frage an alle hier ...

Was ist Ihrer Meinung nach sinnvoller?
(1) Nehmen Sie eine Animation in iClone auf und exportieren Sie die FBX von direkt nach UE4 oder
(2) Speichern Sie in iClone die Bewegung als Bewegungsclip und exportieren Sie sie dann zusammen mit einem Avatar aus CC3

Irgendwelche Unterschiede oder ist einer besser?


My workflow now is to previz with LL ... if it looks good in UE4 I export the animations ... after saving IC ...

I've heard that Autodesk stopped Mayas XGen development....don't know if it's true....
TonyDPrime
TonyDPrime
Posted 4 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)

Group: Forum Members
Last Active: Last Year
Posts: 3.4K, Visits: 12.4K
Bassline303 (1/31/2021)
Ezra Hair - Groom Simulation :
Yeah , she is hot...isn't she ?   :D:P






*** APPLAUSE ***
TonyDPrime
TonyDPrime
Posted 4 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)Distinguished Member (13.4K reputation)

Group: Forum Members
Last Active: Last Year
Posts: 3.4K, Visits: 12.4K
I have a question for everyone here...

What do you feel makes more sense
(1) record an animation in iClone and then export the FBX from direct to UE4, or
(2) in iClone save the motion as a motion clip, and then export it out along with an avatar from CC3

Any differences, or is one better?


—-
Ich habe eine Frage an alle hier ...

Was ist Ihrer Meinung nach sinnvoller?
(1) Nehmen Sie eine Animation in iClone auf und exportieren Sie die FBX von direkt nach UE4 oder
(2) Speichern Sie in iClone die Bewegung als Bewegungsclip und exportieren Sie sie dann zusammen mit einem Avatar aus CC3

Irgendwelche Unterschiede oder ist einer besser?
StyleMarshal
StyleMarshal
Posted 4 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (14.4K reputation)Distinguished Member (14.4K reputation)Distinguished Member (14.4K reputation)Distinguished Member (14.4K reputation)Distinguished Member (14.4K reputation)Distinguished Member (14.4K reputation)Distinguished Member (14.4K reputation)Distinguished Member (14.4K reputation)Distinguished Member (14.4K reputation)

Group: Forum Members
Last Active: Last Year
Posts: 5.8K, Visits: 14.3K
Ezra Hair - Groom Simulation :
Yeah , she is hot...isn't she ?   :D:P


2020pierovarda
2020pierovarda
Posted 4 Years Ago
View Quick Profile
Junior Member

Junior Member (101 reputation)Junior Member (101 reputation)Junior Member (101 reputation)Junior Member (101 reputation)Junior Member (101 reputation)Junior Member (101 reputation)Junior Member (101 reputation)Junior Member (101 reputation)Junior Member (101 reputation)

Group: Forum Members
Last Active: 4 Years Ago
Posts: 21, Visits: 205
TonyDPrime (1/31/2021)
2020pierovarda (1/30/2021)

Hi!  Im trying to recreate this animation regarding the tentacles in the characters head.  I cant get it to  work the same way it did here. Im not even sure how this was made.  Ive tried clothing physics and the plugin I mentioned before. The tentacle are from the market place. They  have bones. I tried others 3d rigged objects like worms and snakes from CGtrader but they got me more confused.  The animation I’m refereeing  is in  the instagram link. 

This was an old  test. I haven’t been able to get this far again. Im completely lost.  

I need the tentacles to move with physics rather than animate them individually. 

When i tried clothing physics the tentacles  ended up moving in a crazy fashion. I know the trick for clothing physics is in getting the right settings but the truth is that  at the end they end up  loosing their real shape. They become too thin. I’ve been working with this other tutorials but it  focuses in animating a tail  rather than on physics. The other tutorial uses the  Spring joints plugin. I thought this might be the way to work with bones  but the tentacles become crazy. Im doing something wrong and obviously above my level. Looking for some guidance or link for a different solution. Thanks ! 


https://www.instagram.com/p/CHdLPLCJScq/
https://marketplace.reallusion.com/iclone/set/props/search/D040
https://www.youtube.com/watch?v=d3K47etvgUk&t=4s
https://www.youtube.com/watch?v=xcGS3f1V3Gs
https://www.youtube.com/watch?v=Yg5CcQg7RQo




When I see the actual animation, I know it has nothing to do with a Groom.  it looks to move like a flag, it kind of drapes, not dangles physically. 

This could be 2 things:
(A) it was composed rather than physically computed.  Meaning, it wasn't interacting physics but rather just a frame-by-frame animation.
To that point you could try your best to animate it given you have bones....which will take forever and sucks.

(B) It was a garment of some type attached to the character's head made to look like tentacles
I have 2 ideas beyond iClone:
1- make it an OBJ items, and then animate it as a clothing in Marvelous Designer -  I don't know too much about the process, but what I do know is MD will approximate a physically interactive garment to your chosen animation.   So, you could make it like a head piece that drapes over the avatar, and then MD wil compute it draping against your character during the animation while in MD.  Once computed, you will be able to export it out as an alembic, which means it is a one-off...you will never have ongoing physics.  But as for the animation, you could let MD do the work of computing the movement between the garment tentacles and the avatar.  Just a thought.  
2 - bring it into UE4 and have UE4 move it like a flag or a cape.  For that, just look on Youtube at flag and cape physics in UE4.  Make that OBJ act like a flag or a cape.  Then, your character will have ongoing physics with the tentacle-cape-flag attached to its head.  





Thanks you this is very helpfull ill look it up right away ! 


2020pierovarda
2020pierovarda
Posted 4 Years Ago
View Quick Profile
Junior Member

Junior Member (101 reputation)Junior Member (101 reputation)Junior Member (101 reputation)Junior Member (101 reputation)Junior Member (101 reputation)Junior Member (101 reputation)Junior Member (101 reputation)Junior Member (101 reputation)Junior Member (101 reputation)

Group: Forum Members
Last Active: 4 Years Ago
Posts: 21, Visits: 205
Thank you this is very helpfull ! Ill look it up right away ! 

1
...
306
307
308
309
310
...
507



Reading This Topic