Author
|
Message
|
rosuckmedia
|
rosuckmedia
Posted 4 Years Ago
|
Group: Forum Members
Last Active: 1 hour ago
Posts: 3.1K,
Visits: 4.7K
|
Hello Bassline303, Very nice their examples, unfortunately I don't have Cinema 4D. Well anyway I will continue to learn the basic UE anyway. Incidentally, today was an update UE 4.25 Regards rosuckmedia
|
|
|
wendyluvscatz
|
wendyluvscatz
Posted 4 Years Ago
|
Group: Forum Members
Last Active: 3 Weeks Ago
Posts: 2.5K,
Visits: 19.4K
|
pity Zbrush doesn't export alembic curves either I suspect the Poser hair I convert from lines with Hair Converter would work too if only Alembic possible likewise Carrara hair interestingly Octane render sees both as hair so under the hood things very similar yes tried both LAMH and strandbased hair from DAZ using Alembic exporter, no luck not even in Octane hair is something terribly software specific
|
|
|
Bassline303
|
Bassline303
Posted 4 Years Ago
|
Group: Forum Members
Last Active: 2 hours ago
Posts: 5.6K,
Visits: 14.0K
|
@wendy ,
If you want to test groom , I can send you some test hair. Send me a PM.
Here is how to Activate Groom Physics in UE4.25 :
|
|
|
rosuckmedia
|
rosuckmedia
Posted 4 Years Ago
|
Group: Forum Members
Last Active: 1 hour ago
Posts: 3.1K,
Visits: 4.7K
|
@Bassline 303 Very nice tutorial Thank you very much Many regards rosuckmedia Unfortunately I only have the short hair from you
|
|
|
Bassline303
|
Bassline303
Posted 4 Years Ago
|
Group: Forum Members
Last Active: 2 hours ago
Posts: 5.6K,
Visits: 14.0K
|
haha , I will send you some longer hair :-) But you will have to use UE4.25/3 !
Edited
4 Years Ago by
Bassline303
|
|
|
rosuckmedia
|
rosuckmedia
Posted 4 Years Ago
|
Group: Forum Members
Last Active: 1 hour ago
Posts: 3.1K,
Visits: 4.7K
|
Thank you very much, I will do
|
|
|
TonyDPrime
|
TonyDPrime
Posted 4 Years Ago
|
Group: Forum Members
Last Active: Last Week
Posts: 3.4K,
Visits: 12.4K
|
Hi Bassline, Do you know why the physics passes through the character? Think this is just a limitation yet? Like, it moves but it is passing through the shoulders and chest. (I see you modeled the hair with a rested avatar shape already, so it obscures it well in the A pose, but the actual hair is passing through the mesh. It is not practicing good social-distancing.)
|
|
|
Bassline303
|
Bassline303
Posted 4 Years Ago
|
Group: Forum Members
Last Active: 2 hours ago
Posts: 5.6K,
Visits: 14.0K
|
yeah I guess it's me , I was to lazy to fine adjust the capsules. I also had to create shoulder capsules and tweak the Niagara Collision physic settings. I didn't find the time for it. But I will do an Update to see if I can get it right.
;-)
|
|
|
TonyDPrime
|
TonyDPrime
Posted 4 Years Ago
|
Group: Forum Members
Last Active: Last Week
Posts: 3.4K,
Visits: 12.4K
|
Bassline303 (3/21/2020) yeah I guess it's me , I was to lazy to fine adjust the capsules. I also had to create shoulder capsules and tweak the Niagara Collision physic settings. I didn't find the time for it. But I will do an Update to see if I can get it right.
;-)
You know, don't go adjusting on my count. Though it is interesting that at default the capsules would let it right through. But looks really really good, I doubt the average viewer would in fact notice.
|
|
|
unit23
|
unit23
Posted 4 Years Ago
|
Group: Forum Members
Last Active: 2 Years Ago
Posts: 115,
Visits: 380
|
TonyDPrime (3/21/2020) Hi Bassline, Do you know why the physics passes through the character? Think this is just a limitation yet? Like, it moves but it is passing through the shoulders and chest.This depends on your collision settings, of the character mesh, the character capsule, and the object it physically should interact with. If you have additional gear attached which goes beyond the capsule boundaries, they usually go through. Though, gear can also have its collision set - it really comes down to your needs and how you approach collisions. Be aware that the character usually does not uses physic simulations, if enabled requires a hall array of character related settings to change, in order to work properly. If you use the Unreal inbuild cloth tool for hair, it will respond to your character mesh, assigned physics asset. A tweaked one is available on the market here https://www.unrealengine.com/marketplace/en-US/product/active-ragdoll However, the default physics asset usually is good enough, or only requires small tweaks (resizing upper body capsules of the physics asset) Advanced physics can be seen in the addon I linked above, outlined in this video https://www.youtube.com/watch?v=WIHPF0XgosI
Edited
4 Years Ago by
unit23
|
|
|