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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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Tips & Tricks for Unreal Engine 4

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rosuckmedia
rosuckmedia
Posted 4 Years Ago
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Hello Charly
You can remove the cameras from the asset.
Greetings Robert
charly Rama
charly Rama
Posted 4 Years Ago
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Yes, I though to that , thank you Robert :)


     


TonyDPrime
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rosuckmedia (4/26/2021)
Hello Charly
You can remove the cameras from the asset.
Greetings Robert


Charly and Rosuck - what camera is part of an asset, or is attached to an asset.  Is it a main master camera of some type that you have linked to another object.
(I feel like I have to tell Unreal what to do with cameras very specifically otherwise it goes crazy.)

charly Rama
charly Rama
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I've removed all cameras and it's ok now, I just leaved my cameras. Tony, I don't know much but these cameras  was there for the demo of the scene and the creator forced every rendering to take these cameras and I could render nothing I created.


     


StyleMarshal
StyleMarshal
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Charly , there must be a "LevelSequenceActor" in the world outliner  (film clapper symbol) that gets started by a BP as far as play gets started. Delete it out of the world outliner.
Maybe you can show us a picture of the outliner?

StyleMarshal
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TonyDPrime (4/26/2021)
jonathanwood45 (4/26/2021)

TonyDPrime (4/21/2021)
Bassline303 (4/21/2021)
What? I don't understand how you attached a MH Head to a CC3 Character body without any mesh breaks at the neck while moving, also the skin looks like it is made out of one Character.
How did you do that?

Meta Human head merged to a CC3 Body would be a perfect Character !

P.s , are you showing spring physics or spring break ?   :D:D:D


Yeah - that's what RL should do, just update a bust-like head and we could bypass the MetaHuman altogether. 

But in the meantime!...



PS - the character can drive both the MH face with the BP and then the character itself, which is CC3

TAKE THAT, AWFUL METAHUMAN CLOTHES! 



Ooh that's my video, glad it was helpful for people!



Yes!  Mega Helpful!  Your videos are GREAT....
Please join the discussions in this thread when you can....
We are aiming for 300 pages, and then have to get it up to 400 pages, and then 500 pages.  We need all the help we can get.


yeah that would be cool!  +1

Hope we can start a new thread UE5 soon :D
TonyDPrime
TonyDPrime
Posted 4 Years Ago
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charly Rama (4/26/2021)
I've removed all cameras and it's ok now, I just leaved my cameras. Tony, I don't know much but these cameras  was there for the demo of the scene and the creator forced every rendering to take these cameras and I could render nothing I created.


Oh, I see, it was camera linked to a Blueprint, for the map. 
I was thinking Rosuck was referring to a single asset in the actual scene.  But the whole scene itself was the "asset". :hehe:

TonyDPrime
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luke (RL) (4/26/2021)
TonyDPrime (4/26/2021)


Pity, the Fixed-Frame rate had no effect on the sliding.  No matter what combination of fixed frame or reduced keys or everything else I used, it keeps sliding on playback.
And with camera switch, the camera does warp from spot to spot like I imagined it would...but, it happens too fast for the viewer to see.
But I think I know what has been happening with the dancing and sliding.  Most videos of dancing had feet cut off, so it wasn't ever too apparent.

Obscuration....
This is the Unreal way :cool:


Hi, Tony
just curious why can you have seamless neck? can you tell me your workflow? thanks


Hi Luke!  Let me come back later, I am on a project right now that has more advanced than these I showed.
I have to say my brain gets like 50,000 ideas and Bassline keeps me focussed, will make quote the duo if you have anything else upcoming :)


 
luke (RL)
luke (RL)
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TonyDPrime (4/26/2021)
luke (RL) (4/26/2021)
TonyDPrime (4/26/2021)


Pity, the Fixed-Frame rate had no effect on the sliding.  No matter what combination of fixed frame or reduced keys or everything else I used, it keeps sliding on playback.
And with camera switch, the camera does warp from spot to spot like I imagined it would...but, it happens too fast for the viewer to see.
But I think I know what has been happening with the dancing and sliding.  Most videos of dancing had feet cut off, so it wasn't ever too apparent.

Obscuration....
This is the Unreal way :cool:


Hi, Tony
just curious why can you have seamless neck? can you tell me your workflow? thanks


Hi Luke!  Let me come back later, I am on a project right now that has more advanced than these I showed.
I have to say my brain gets like 50,000 ideas and Bassline keeps me focussed, will make quote the duo if you have anything else upcoming :)

 


hehe, defiantly, please redesign my brain and I will love to do that : )

singularity3100
singularity3100
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Hello! I am complete new here, and I would like to get my MH working with prerecorded face animation in Iclone. I usually export animation for Character Creator characters via motion plus file, the pipeline is make face animation in Iclone, save as motion plus file, then export from CC3 my character with the file motion plus. In UR it unpacks like one animation file (if I have body and face animation, it still unpacks as one file, and results are pretty good) I just apply that in sequencer as animation track and everything works perfect.

But how get that working for Metahuman? If I export animation for the face as fbx file, it doesn’t give me the option to apply to MH face directly. What would be a solution , maybe through simulation live link, but instead of iPhone input put directly somehow the animation file (as a source in live link blueprint?)

Please help, I can’t find any tutorial and Google completely fails, too

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