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kevstew13
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kevstew13
Posted 4 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 22,
Visits: 398
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These LUTS look pretty great! Did you make them or did you buy them from somewhere? Could you point me in that direction? Thanks! Bassline303 (7/10/2021) Testing UE4 - LUTs :D :
Love the Replica Plugin :D
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StyleMarshal
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StyleMarshal
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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toystorylab
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toystorylab
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 4.6K,
Visits: 29.9K
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kevstew13 (7/10/2021) Hi ToyStory - I was wondering how to do this myself? How did you figure out the specific opacity maps to paint out parts of the body? Thanks in advance! Trial and error... Loaded diffuse map in Photoshop. New layer on top with 50% opacity Painted black and white Opacity back to 100% Import and added in blueprint same way as tutorial how to add MH to different body:
Toystorylab on Vimeo : Crassitudes (my "Alter Ego") on Youtube:
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toystorylab
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toystorylab
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 4.6K,
Visits: 29.9K
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As far, I always used LL and recorded. As I discovered the advantages of FBX export, now I have a question regarding link/attach. I have my female cop carrying evidence bag :D.
Exported both cop and bag + animation but it is very fiddling to get them working combined in UE4. What is the best way to do that?
EDIT Besides that, pivot of bag is way of in Unreal...
EDIT attached instead of linked in iClone and exported, works...
SO, HOW do I work when I want to link (pick up things, release...)??
Toystorylab on Vimeo : Crassitudes (my "Alter Ego") on Youtube:
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TonyDPrime
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TonyDPrime
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3.4K,
Visits: 12.4K
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toystorylab (7/11/2021)
As far, I always used LL and recorded. As I discovered the advantages of FBX export, now I have a question regarding link/attach. I have my female cop carrying evidence bag :D.
Exported both cop and bag + animation but it is very fiddling to get them working combined in UE4. What is the best way to do that?
EDIT Besides that, pivot of bag is way of in Unreal...
EDIT attached instead of linked in iClone and exported, works...
SO, HOW do I work when I want to link (pick up things, release...)??
I think in UE you need to add a socket to the skeleton or something, and then attach to that, and then press a button to pick up or release like a weapon, or in iClone just key frame the transition. As far as iClone doing it, that’s an iClonian thing there might be a tutorial on already somewhere. Edit - maybe have a look at Bassline’s earrings thing for UE, maybe you can even keyframe in the Sequencer
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toystorylab
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toystorylab
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 4.6K,
Visits: 29.9K
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TonyDPrime (7/11/2021) [quote]I think in UE you need to add a socket to the skeleton or something, and then attach to that, and then press a button to pick up or release like a weapon, or in iClone just key frame the transition. As far as iClone doing it, that’s an iClonian thing there might be a tutorial on already somewhere. Edit - maybe have a look at Bassline’s earrings thing for UE, maybe you can even keyframe in the SequencerIn iClone I surely know how to do that and with Live Link pick up/release works fine, though jitter sometimes. But you are right, it probably is better to do that directly in Unreal. Though not sure if I have that much/that easy control over my object as in iClone. Will check that earring video and some other tutorials regarding pick up/release things in Unreal. ;)
Toystorylab on Vimeo : Crassitudes (my "Alter Ego") on Youtube:
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TonyDPrime
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TonyDPrime
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3.4K,
Visits: 12.4K
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toystorylab (7/11/2021)
TonyDPrime (7/11/2021) [quote]I think in UE you need to add a socket to the skeleton or something, and then attach to that, and then press a button to pick up or release like a weapon, or in iClone just key frame the transition. As far as iClone doing it, that’s an iClonian thing there might be a tutorial on already somewhere. Edit - maybe have a look at Bassline’s earrings thing for UE, maybe you can even keyframe in the SequencerIn iClone I surely know how to do that and with Live Link pick up/release works fine, though jitter sometimes. But you are right, it probably is better to do that directly in Unreal. Though not sure if I have that much/that easy control over my object as in iClone. Will check that earring video and some other tutorials regarding pick up/release things in Unreal. ;) Hmmm....now I am wondering too, if imported through FBX, why the bag is off. Maybe an import setting somehow? I would think it should match exactamundo, (like how with the sliding vs not sliding feet thing existing in Live Link, but then in FBX there is no sliding.)
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kevstew13
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kevstew13
Posted 4 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 22,
Visits: 398
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toystorylab (7/10/2021)
kevstew13 (7/10/2021) Hi ToyStory - I was wondering how to do this myself? How did you figure out the specific opacity maps to paint out parts of the body? Thanks in advance! Trial and error... Loaded diffuse map in Photoshop. New layer on top with 50% opacity Painted black and white Opacity back to 100% Import and added in blueprint same way as tutorial how to add MH to different body:
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kevstew13
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kevstew13
Posted 4 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 22,
Visits: 398
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StyleMarshal
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StyleMarshal
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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Toy , did you find a way? Is it possible to bake the keyframes of the linked prop in IClone for fbx export? There is a way to link in UE4 (no attach) ...
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