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Thank you so much for the wonderful compliment. I concur. It’s likely because it’s like super underground niche and our industry isn’t as mainstream as we would like
@@TheGeneralSoundwave yes, but you know whenever i search this kind of topic youtube keep showing those same videos again and again and i have no problem watching a hours long video, if it's full of info.
1) The Targa that youre using for alpha; in mine, im using the green channel. make sure that you have an additional alpha that you want to use in the texture. you can add it to the red or blue channel of that same tga. You can use up to 4 alphas in 1 TGA. 2) duplicate the MatLayerBlend that already contains 2 separate materialFunctions. (CTRL+D) 3) when you duplicate the original MatLayerBlend, wire it into the SECOND matlayerBlend: wire it into 'Base' 4) you will need to add the NEW material Function (the one that contains your new material) into this material. You should now have 3 separate material functions in this 1 material that represent the 3 different materials youre trying to combine up. 5) you will need to wire that into the 'Top Layer' of the 2nd MatLayerBlend.
Dude, Seriously, I've been looking everywhere and even on professional forums and I could not find the solution until this video. Described the exact problem I've been having for weeks! I Seriously can't thank you enough. <3 Who even knew it was a Codec issue?
You’re welcome! Glad I can help. If you’re up for showing gratitude, maybe I earned your sub? Thanks for watching and leaving a comment. Keep on animating :)
I have an entire series on CAT, however, it is part of our paid Certification program. It's not something we are providing for free at this time. If you need specific help on a couple things, I dont mind sharing some stuff. What are you looking for help with exactly?
@@ADONAIGAMES Thanks for the reply. Whats the certification program you mentioned?, none of your contact detail links work. I'm interested in CAT to unreal setup and CAT game animation loops to unreal. CAT seems powerful but not much learning material around 😕
@@SuperMontana2008 Michael@YHWHGames.com New DiscordLink: discord.gg/462daq7E We offer an array of Certifications in Game Development. The ones related to Animation is: BIPED In-Game Animation - Focuses on In-Game Animation Fundamentals with BIPED. CAT In-Game Animation - Focuses on Advanced in-Game Animation using CAT. I usually don't recommend this class until taking the Biped Animation class. If you already know BIPED, then lets go! In-Game Technical Animation - Focuses on Getting Characters working in Unreal Engine Modeling for Animation - Focuses on Modeling Characters for Animation. Most Character Modelers have no idea what a Technical Animator needs for rigging. Cinematic Animation - Focuses on Story Telling Animation. Each one of these are different classes. The ones listed above are 5 of like 22 classes we offer. The next semester begins in June 2024 (i think! )
Was watching the video because it popped up on my youtube. I'm like that voice sounds like my old friend Vincent. Sure enough it is. How is everything going? Keep it up. James
I cant believe you're still going by Big Onion. Things are getting better. had a difficult year last year. Hope you and your fam are well. Phone numbers the same if you have time to reach out.
3D Max comes with a Biped. IF you want to learn more, take a look at my playlist; video 4 shows you how to create a Biped so that you can animate it. This video is also in that playlist. ru-vid.com/group/PL5-XdKmnVYPbBMzjWVlCK1BfqypT9KB7t&si=lf-K3q3E1-I24X1w
Exactly, It's even more scary when you realize this is not just in the video game industry literally everything else is like that!, I know someone who does 3D way better than any unicorn who has been in collage for 5~6 years or whatever but he's doing it from love and passion.
I really had fun watching this as a 3ds Max enthusiast while listening to you talking freely for something you enjoy doing felt like I was just watching live stream and ohh yeah I do love and play Street Fighter 5 and 6 :) also I suggest you to take a look at this animator: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-UBGFnuD1SmA.html
Thank you for the compliment! This method you are suggesting... it sounds foreign and I am willing to learn to incorporate it into a part 2 video! Do you have an example link available for me to look at? I don't know what to keyword search for.
Hello, I am trying to follow your video as a first time user and importing 3ds max to zbrush. When I import, the object does not pop into zbrush to scale or the right orientation like you show as you import. It would be helpful if you explained all of the steps in an intro video. I need to bring in my objects at right orientation and scale, not drag it in and have to arbitrarily scale. Thank you!
You're right. I have a different video explaining an important step that isn't in this video. I thought I had all the x-form stuff uploaded. I am checking my library. For now, this link will help you export the object from Max to Unreal. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Ah7Jyo9fXU0.html **Yea, I just checked my Library. I will get one out in the next day or two.
the explanation is good, but somewhat unfair about the bone count isn't it? I mean for exporting you can have the exact same bone count for CAT and for BIPED isn't it? so would be exactly same performant. In the viewport you are selecting bones, controllers, helpers, and even a camera in the head. I'm trying to figure out what to use from now on, I've been using CAT in the past, and it is true that has some issues, but somewhat for me is more practical... But i'm starting to think that I need to give Biped a new chance. Thanks for the video!
Ty for watching! What's critical about the bone count is that it's basically a major twofold issue: 1) A Hardware limitation issue; mobile, web3, Console, etc. Your phone is a phone and not a console. Too many bones on the screen at once can cause your phone to overheat and crash. Or it can just not build. 2) A Game-Engine animation compatibility thing. If Unreal uses a character with 81 bones, your character needs the exact bone names and bone count in order for your animations to work with theirs.
When you export your animation, you only need to export the bones themselves. For CAT, you don't need to export out all the Controllers because those actually count as bone objects and they add no intrinsic value in-engine. When exporting as an FBX, use the 'Bake Animation' tick-box in the FBX Export Menu.
You need to look into texturing and materials. I have plenty of tutorials on the channel for that. Before you get into texturing, you need to learn unwrapping. I have different play lists for all that stuff.
@@niku6151 im sorry, i dont understand what youre saying. I'm gonna take a crack at it. The "rough look" may in fact be, "faceted." Select the whole thing in polygon or element mode and then press the 'clear selected' button in the Smoothing Groups area.
Thanks a lot! I ased myself if Biped (beside bones the only tool I know) is bad or good or even the best tool? I love it and this helps a lot to keep it loving.
23:26 At this point you turn of the ik/fk switch, but what I think you don’t realise is that this ‘switch’ is not realy a switch, but a slider that can be animated. Your auto-key is still on, and you are at frame 5. If you (after turning off ik/fk ) would play the animation from frame 1 to 5 and you would keep an eye on the ik/fk slider, you would see that over the course of the 5 frames it will slide from 1 to 0. Because with the autokey on it will also automticly add a key for ik/fk at frame 1 with value 1 I have the impression that you have missed this. I noticed the same mistake in one of your other videos. But otherwise great video. I am so happy that someone has taken the tim to talk about these differences.