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unreal auto set up head is off

Posted By Jbowdoin 2 Years Ago
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Jbowdoin
Jbowdoin
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hi any one know what this is about?

unreal 5.2 and lates updates for the plug in

the head material  is clearly off.
also how can I add a toon effect to match the toon shaders ? 
 for ref this is how she look in CC4 right now 
Jbowdoin
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ok that was a bug in the HQ import setting , standard works fine 
still like to now how to adjust it foe cel shading 
any tips on that ?

StyleMarshal
StyleMarshal
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You have to build a cell shader by yourself or buying one in the Epic Store 
Here is an advanced but expensive one , there are cheaper once too ( watch for the UE Version you need )  :  https://www.unrealengine.com/marketplace/en-US/product/advanced-cel-shader-pack


Jbowdoin
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thanks, I will look into options

right now im struggling to figure out how to do equable clotting
in unity I had set up out fit changes for my protagonist in unity fallowing these steps
  • export the base character
  • expert the clothing with  merge material by type and the characters body hidden  (to delete the body but keep skeleton) 
  • then in unity using a script provided , I would replace the skeleton of the clothing with the skeleton of the base 
thus allowing mutable outfits to be "equipped"  by toggling the game objects 


how would this be done in unreal ?
I can imagen its doable but not sure were to go to set the clotting asset to use the skeleton of the main body. not sure how to toggle the visibility of a single item ether.
but this one future of the project i like to keep    


StyleMarshal
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1. Export only the cloth with skeleton from CC4 ( there are tutorials around how to do it )
2 Watch this Video , but beware the Master Pose Component is renamed to Leader Pose Component since UE5.1 ...



Jbowdoin
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thanks, that helped a lot.
 to get back to were I was I just need to figure out how to turn of pacific parts.
example; in unity I cloud turn off the game object tat had Shirt A while leaving the rest of out fit A on.
turn on the game object with Shirt B while leaving the rest of out fit B off.

I just need to figure out how that translates to Unreal now  
spent the last day searching how to do that but the only salutations I see seem inefficient
and I don't know how to re ward may search lol   

Jbowdoin
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https://drive.google.com/file/d/1AHm77r1dETqzFYkKylG_4PqGnFFOT1wC/view?usp=drive_link
guess im not using the physics asset  that was made with the auto set up tool ?

StyleMarshal
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Important !  No name spaces or dots , just underscores ( _ ) are allowed for naming in UE , or you will have trouble 🤪  

There is a "visible" button for each mesh in the BP :


Jbowdoin
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"Important !  No name spaces or dots , just underscores ( _ ) are allowed for naming in UE , or you will have trouble 🤪  "
good to know. did I do that some were lol 

ether way that helped me fill in all the blanks 
now I can make a real effort to reset my contestation system.

looks like I will need to export outfit sections separately from CC4 as UR will read a full outfit as one mesh on like unity 
and it looks like the Auto set up tool is not setting up Physics .
I may open a support ticket on that one  
other than that I know how how to handle the rest

thanks for your help. 
StyleMarshal
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Cloth physics should be exported to UE5 :




I can't see your BP but in your error video I can see name spaces and dots in your BP naming :

https://forum.reallusion.com/uploads/images/cdfe28d3-2dc5-4c3a-b6bd-f850.png

When exporting only cloth or body parts from CC4 to UE,  be sure to tick "delete hidden meshes" in the CC4 export settings :



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