for integrate mixamo characters is better pass them true blender and use the Autorig to make the skeleton then import to unreal ,or use the Acurig ..(all free software) ...you will get perfect result on the characters
Absolutely correct, so i avoid going into those workflows just to keep things easy and in a few steps as possible for new commers, but you are correct the right way is always in a tool like blender / maya where you can setup the skeleton for what Unreal Engine wants / needs.
@@Rforge this is minor problems ,now days tools are so easy and automaticaly does the job for us ....Im curently try to figure out how to make and integrate a custom MotionMatching Database intoo this GameAnimationSample Pack ...(so like walking with a rifle locomotion database and when changing pistol to walk with pistol and aim) ....this is a nice chalenge for everyone ...because the default and all the animation they provide is not for rifle and all that like ALS was :D ....so yea if you figure out share if you want (also as a tip you can grab lyra pistol,rifle animations wich are anim seq ) but ofcource youl have to make also a changing weapons logic :)))) (curently did all that but the biggest chalenge is to integrate the new database intoo theyr system because they use alot databases and new stuff not as simple as we show them here :D
100% correct, you could right click an animation and auto-retarget it for a new skeleton (we have a video on this btw) but since we are not transferring animation (auto-retarget) but getting the mixamo char to work with the retargeter, i went down this route
looks sick ! That most have taken some time to make. In fact if you would be up for it, We are making a horde shooter And we are currently looking for another programmer ! In the game you deliver cargo from point to point while defending yourself from all kinds of monsters. We have all sorts of concept art, animations and models just let me know where I can share some of them with you ! (might be a cool thing to drop into portfolio as well !)
I was about to K-word someone and only after your video my guy ve started to walk! Thank you! (wasn't able to make it work with original top down and switch to third person just changed the camera to top down one)
Hi! mostly in visual effects / post production. Rather than rendering the shot again you can use a popular tool like NUKE or Fusion / AfterEffects to make adjustments to certain parts of a pass to help it blend better into the scene (or add more) In the my case: I wanted the engines to GLOW blue. So i had a separate 'pass' with only the engines and then added glow to that in after effects. If i would just add glow to the whole image, it would take me more effort to isolate those engines / animating the mask etc Hope this helps! Shaun
Hi, I'm stil new to PCG system, just wanted to know what is the difference between : 1) by adding mesh directly on static mesh spawner through the mesh entries 2) by adding mesh into the instance and using match and set attributes as seen on your videos
I haven't tried it personally, but you might consider using Reallusion Character Rigger for Mixamo. You'll need to manually identify some bones in the rigger, but once that's done, you can export a skeleton compatible with UE5.
I have tried it it's fantastic, solid alternative to mixamo, maybe Thay could be the next video rigging in actor core to the animation sample Thanks for the suggestion !
Hi could be as this is experimental right now but it should work, what error are you getting maybe push that to the unreal engine forms so a potential but can be identified
Godot is FANTASTIC!, daily practice is the key everyone has their own progression really, hard to put a time line on it just like if one were to pickup painting or any other skill. The more you put in the faster / more comfortable you will start getting.
Thank you this is brilliant. Quickly find out how to practically implement a feature without slogging through pages of manual. This style of video is saving me a lot of time!
Hi ! I have a big problem, but when I am trying to set the parameters from the graph settings(min 5:14) it seems that there is no array button near the static mesh one and i don’t know what to do 🥲. Anyone else have this problem ?
Hi! this is more about compression PNG is lossy so you are losing something but you get low file size vs RAW RAW has more data in it Comes down to what you want from your heightmaps, low file size ? PNG Max Quality ? RAW Hope this helps -Shaun
Hi! They are changing the mesh so not just visual (as you can see in the nanite triangles view) very different result to just using a normal map -Shaun
So as a noob it may be a silly quesion but how does this work on first person? I assume it is the same process and the character legs and arms would move as the TPS would?
A question regarding the TextureVariation node from the master material. Was the HQ Edge Comparison (SB) input also Promoted to Parameter and specified a value? I saw a node connected to it at 13:33, but it wasn't addressed in the video.
Hi ! No to keep it simple I just used random scale and rotation, however you can promote all of them to parameters to experiment with for the purposes of learning Just using random scale and rotation (true) will work just fine -Shaun