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Tips & Tricks for Unreal Engine 4

Posted By StyleMarshal 6 Years Ago
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animagic
animagic
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I may just wait for UE 5, if the claim that they are aiming at filmmakers is correct. I'm impressed at what you guys are accomplishing, but it's a bit above my head. I just want to make films.

If it was easy to get iClone projects in UE, it might be of interest to me, but reading through the thread it's a challenge...:unsure:


https://forum.reallusion.com/uploads/images/436b0ffd-1242-44d6-a876-d631.jpg

TonyDPrime
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2 quick recordings I did, not much animation just trying the LLink-to-render flow

Both are RT, but the closeup had all RT shadows off:






charly Rama
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animagic (8/27/2020)
I may just wait for UE 5, if the claim that they are aiming at filmmakers is correct. I'm impressed at what you guys are accomplishing, but it's a bit above my head. I just want to make films.

If it was easy to get iClone projects in UE, it might be of interest to me, but reading through the thread it's a challenge...:unsure:


You're absolutely right Animagic. Every forward step you make with unreal bring always problems. If Bassline was not there to help me,it' could be longtime  I gave up 

@TonyDPrime, nice. I gave up Llink .because fbx is faster and more fluid for me




     


TonyDPrime
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charly Rama (8/27/2020)
animagic (8/27/2020)
I may just wait for UE 5, if the claim that they are aiming at filmmakers is correct. I'm impressed at what you guys are accomplishing, but it's a bit above my head. I just want to make films.

If it was easy to get iClone projects in UE, it might be of interest to me, but reading through the thread it's a challenge...:unsure:


You're absolutely right Animagic. Every forward step you make with unreal bring a lot of problems. If Bassline was not there to help me,it' could be longtime  I gave up 

@TonyDPrime, nice. I gave up Llink .because fbx is faster and more fluid for me



@CharlyRama - thanks!

@Animagic - I will attempt to put myself in your shoes.  Let me say this - it is not 'over' your head at all, it is more 'outside' of your head, but absolutely within reaching distance.
UE4 runs fast because it bakes in lighting, but it is a slower annoying wait, akin to an Iray render.  Whereas, UE5 will both run faster than UE4, but then also operate more like iClone, where every light source is dynamic and changeable.
I would say also, do not wait for UE5, start in now with UE4 and let the cards fall where they may.  Let the mess happen.  But this way, you will be already up and running when UE5 starts up.   
Since RL released the DH shaders, UE4 doesn't feel as weird, because you are already familiar with what you get from them in iClone.   It will just be the things iClone-UI you haven't translated to the UE4-UI yet.
If I may make a suggestion, export in one character into UE4, with no expectations, but no hesitation either, and mess with the shaders and the lights.  Again, no expectations.
Then import a character into one of the free scenes, and try the same.
Now, you are in....
And then, if you have any questions....well, here you are!  The journey awaits!
PS - 4U2ges, if you are reading this, this goes for you too!
rosuckmedia
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@TonyDPrime,
Very nice clips, they did it.:):)
I'm looking forward to more.
Best regards Robert
nealtucker
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Animagic or anyone who reeds this thread I would also say "give it a go", it's free and has great free content to play with, start off small with one scene you like the look of, the best place is the learning section where there are some great project assets....nothing to build, just load and play, there is a nice film studio that looks gorgeous and runs so smooth.
It does take time to learn and I think I have spent most of the time just staring at the screen and then just playing around for hours, you then slowly start getting used to the ecosystem and how it looks and works but things do get easier as time goes on....heck I have only just had the confidence to get into live link and am still at the playing and learning stage to be able to use it with confidence but it's getting there.
I know big things are coming to UR and IC but I feel learning the fundamentals early on will reap huge rewards for anyone giving it a try and save time later down the line.
N.  

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View my latest Iclone project THEY ARE HERE Renegades versus the overlords Resize Editor
mtakerkart
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just my 2 cents

Many old Icloners have adopted Iclone for its extremely short learning curve. period.
This is the only way for a one man band to make a film that tells a story.
Unreal is like all other professional software. Its learning curve is pharaonic.
It is unsuitable for carrying out a descent project alone in a reasonable timeframe. It is also unsuitable for making films.
It is a video game editor to which have added modules to generate cinematics in video games.
So far the only descent film productions I've seen have been made by video game technicians.
who have asked to produce films with a linear timeline.

From what I've seen of UDK 5, the most useful benefit is that optimization of the created objects will no longer be necessary.
The originals can be used directly. The time savings in production will be tremendous. It certainly won't be easier to use. The new generator of
 particle , Niagara, is proof of this. More powerful certainly, but how much more complex to use.

I've been using my free time for several months to learn UDK. I have not yet managed to get out of descent result of what I want.
The tutorials are to die for because you never find suitable content for pure movie production. It's always a mix of video game features 
and  you have to sort out what you need .
The worst part is that every time I face a problem that cannot be solved. My creations are based on the use of
particles. It's hell to use them in the sequencer. I find no tutorial to publish the particle settings
like for example the color or the velocity for keyframing in the sequencer.

Just this video that explains how to get around some UDK stupidity is proof of that:




The day I would see a course to realize this scene in a sequencer and not in game mode with facial mocap dialogues
so maybe I would think about it more seriously ...




As for the facial mocap, Like Charly Rama I have never succeeded in having the result I am looking for. I bought Faceware
that I definitely gave up and the liveFace has a serious problem of data broadcasting, even with an usb cable.
Broadcasting the data is the worst thing to do. My iPhone captures my face very well but Iclone misses a lot of data.
It's the same when I broadcast with the Axis Neuron software, I have much better results importing the fbx files from Axis to
Iclone. There should be the same function with the live Face. The iphone saves the data then we should have the possibility to export the file
into Iclone.

The new cc3 + is breathtaking.
Iclone's renderer is my favorite because it's unique and broadcast quality. If Reallusion had as much motivation to develop the particle generator to make it as easy as character creation,
I am convinced that we will see some very entertaining productions.

Finally , Thank you very much Bassline trying to motivate us to use UDk.


charly Rama
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mtakerkart (8/27/2020)


There should be the same function with the live Face. The iphone saves the data then we should have the possibility to export the file
into Iclone.




Exactly. the day iclone will  offer us a tool to have this 52 blenshapes for ARKit , we'll be so happy (we can dream) :)


     


StyleMarshal
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To all the writers above :

Every 3D software has its pros. and cons. 

I don't think that it will be easier to use in the future , when I see whats coming , there will be always a learning curve. (that goes to all 3D apps)
You all here have the basic knowledge of 3D animation , so you all can put your imagination into movies.
It doesn't depend on the software you use :-) 


TonyDPrime
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I will add this in to the mix of tips and trying out the Unreal Engine:

-Do NOT buy a huge amount of assets for it now - 2 reasons:

(1) likely there will be a whole new series of optimized assets coming for the UE5...think Daz Genesis 2 and Genesis 3.  Don't buy for Genesis 2 if you know a Genesis 3 is coming out.

(2) this whole thing with Apple and Epic is a big deal, and could stifle Unreal moving forward. 

Epic has a game called Fortnite (on many platforms) but was really raking in $ on in app purchases on mobile IOS devices (iPad, iPhone), in particular.  Apple charges 30% on an app's intake, and so both took in $ (Epic 70%, Apple 30%).
Epic then F'd it up by stopping in-game transactions, moving the purchases directly to its site via linked accts to iOS, in an attempt to take in all of the Fortnite $.
As Apple saw no more portion of income, it then removed Fortnite from the app store, basically F-ing Epic by blocking all future Apple IOS customer downloads and purchases. 
Apple then also said - and here is the BIG part for us -  it was blocking Unreal Engine on an ongoing basis from being used to support apps on iOS.  This part could CRUSH Epic as a company, per Epic. 
A CA judge has now ruled that while Apple can block Fortnite from being on its app store, it felt inclined to issue a temporary restraining order to stop Apple from blocking development on iOS, as this could wreck the lives and business agreements with Unreal-iOS business arrangements. 
But, this fear alone now will drive developers away from Epic and Unreal Engine...Now, Apple is facing scrutiny to being too powerful as it could CRUSH Epic, and Epic is trying to sway the public from Apple, but as of now Apple holds all the cards.
But, this move will definitely drive developers away from UE.  Unreal developer's livelihoods and business deals involved with iOS devices are ALL at risk now.  Moving forward there is now risk attached to Unreal Engine - really because Epic attempted to take all revenue and not split with Apple.  Fortnite $...aka VBux    

*Google Play Store followed suit and banned future downloads of Fortnite on Android.  It just so happens that you can upload your own APK onto Android, thus you can go straight to Epic to get an Android installer.  But, the move also limits Fortnite use moving forward.  This, though, did not affect The Unreal Engine directly, it was just more about Fortnite on the Play Store. 

Basically learn Unreal, because someone will ultimately be developing with it, but right now the potential is no longer as open-ended as $ is now at risk. 
Just some reasons to hold back on $.

On the other hand, if you are in a position to get $ from Epic, do it NOW.  Don't wait for hiring freezes and expenditures to be cut internally as profit $'s start to drop and investors get nervous.
But, at the same time, If you are in a deal with Epic....careful what you buy with prospective $...it may not last or come to pass...that's all I will say.

NICE, right? 
PS - I have often wondered what "UDK" was, it is what Unreal Engine was referred to in earlier iterations (Unreal 1, 2, 3, etc) - it is an acronym meaning the "Unreal Development Kit".  

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