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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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StyleMarshal
StyleMarshal
Posted 5 Years Ago
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Haha ... UE4 can be so funny :D
Especially watch at 11.00min


TonyDPrime
TonyDPrime
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I know, I know...have to start animating them, I am getting closer to putting up some.
I have just really become fascinated with the Raytracing and some of the blips you experience when working with it in UE4.
For example, saving a scene as a new level is sometimes inadvertently a disaster, because it will reset EVERYTHING back to an 'on-default' state
If you load a scene and start working, it may not in fact be the exact way after saving and loading it back in it.
If starting a new scene, create a new level and save at the beginning, and then work from there, that way it will retain your changes with you knowing everything 'on-defaul't is already active.
charly Rama
charly Rama
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These facial animations are incredibles. That I can't find at Iclone facial animation (faceware and facelive) is this fluidity. there is always  mmm.... some rigidity that makes little fake the animation. I think facial  blend shape need to be reviewed.It should be so great if we have this fluidity


     


TonyDPrime
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charly Rama (8/26/2020)
These facial animations are incredibles. That I can't find at Iclone facial animation (faceware and facelive) is this fluidity. there is always  mmm.... some rigidity that makes little fake the animation. I think facial  blend shape need to be reviewed.It should be so great if we have this fluidity


Do you really think so?  I think looking at the 2, LiveFace is just as good.  Faceware you really have to nail every operational facet, it is not as plug-n-play as LiveFace, which is easier to get more accurate movements from.
There is no rig in UE4 that supports this right now, you have to create your own blend-shapes in Maya or something.  The baby is an earlier prototype rig with less # morph targets, that alien looks to have more morph targets.
Also, look at the blue alien sequence, do you notice the tracking, it is not consistent.  Sometimes it is going completely mirror-opposite of what he is doing, and other times it matches exactly left to right. 
This tells me he did a couple takes and settled on this.

But anyway, I wonder if it works with an iClone character with Blendshapes?

TonyDPrime
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Here is another tip:
If your project asks you to build lighting, build it. 
You will avoid A LOT of problems because you may start a project and then tweak things to the lighting.  But then you build the lighting, and the lighting changes to what it really actually was, leaving you with a big needed re-do of the lighting. 

Can't wait for UE5, building lighting is a buzz kill.


StyleMarshal
StyleMarshal
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Yes , light baking , don't use so much polys.. bla bla... ..all these things are typical for a game engine and make it so complicated to work with.
I am not interested in Game compiling , I want to use UE as a powerful render machine , with UE5 we hopefully are on the right way :-)



nealtucker
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Great video and info, it seems that this face and mocap thing is the future for fluid interactive content storytelling, and it seems more fun than hand animating things, for face it seems the best and affordable way is the iPhone way, Reallusion did hint that they were working on there own face webcam software plugin, rather than the "in my opinion" ridiculously priced £1200 webcam one at the moment, this could be a big seller if it can be used with UR etc, you could still use a head rig and light with the face CAM in place of the iPhone,
N.

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View my latest Iclone project THEY ARE HERE Renegades versus the overlords Resize Editor
charly Rama
charly Rama
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Yes, I already love the current results of iphone/facelive but I plan to try facemojo =>DAZ=>CC3 with facial animation=> Iclone=>UE  what does the GURU Basseline think about it ?


     


StyleMarshal
StyleMarshal
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Charly try it , it is good for all of us to see your results . I plan , when I have the time to do it  , to write a - "morph target name and head bone converter blueprint" - so that we can use the Iphone directly in UE4 for any CC3 or IClone Character. (like in the video)
Then you can mix up all morphs RL is giving us to generate other facial morphs (like in 3dxchange) and it should be fluid.
But bare in mind , all the IPhone solutions on the market are working the same , they all use Apples ARkit , the Morph Targets on the Character are the key.
Also since I have a direct ethernet connection with the IPhone (no wifi) live-face is really fluid and works great. What I am missing is to clean up the facial animations or edit them in IClones Curve Editor.
In UE4 , all morph keyframes are editable in their Curve Editor.

Lets see...  :-)
TonyDPrime
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Bassline303 (8/27/2020)
Charly try it , it is good for all of us to see your results . I plan , when I have the time to do it  , to write a - "morph target name and head bone converter blueprint" - so that we can use the Iphone directly in UE4 for any CC3 or IClone Character. (like in the video)
Then you can mix up all morphs RL is giving us to generate other facial morphs (like in 3dxchange) and it should be fluid.
But bare in mind , all the IPhone solutions on the market are working the same , they all use Apples ARkit , the Morph Targets on the Character are the key.
Also since I have a direct ethernet connection with the IPhone (no wifi) live-face is really fluid and works great. What I am missing is to clean up the facial animations or edit them in IClones Curve Editor.
In UE4 , all morph keyframes are editable in their Curve Editor.

Lets see...  :-)


Please be careful with this ...you might exceed 100% with this, to point where we cannot save you from your own mind's journey to infinity!...

UPDATE:
Do it!...Do it - Do it - Do it- Do it - DO IT!!!!

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