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Thanks so much for this breakdown. Really straightforward step by step. Just a question, how to add facial rig/animation from here onwards? What are your thoughts on that
This tutorial is fantastic! New to Unreal. Everything worked to end of tutorial, but it's not letting me attach my staticmesh object to the actor handle. I have a race track and want the staticmesh car to follow along the spline on track. So close and appreciate the help!
OMFG! finally! you are the frst one who mentioned the "save for cineware" all the other tutorials I watched just said save and this was causing my animation to get all buggy when importing to UE. I mean it's my own fault that I didn't see this option 😅 But thank you very much nontheless 😄
This is super useful! Thank you! I’m really curious if it’s possible to create the same (or similar) animation in Unreal. Do you know if there’s a way to bend/deform the mesh using splines in unreal? (like the way you have the petal bending and unfolding using a spline wrap)
I am working on a few different ways of stacking pieces to build it in Unreal. There are a number of ways to rebuild it in Unreal, but none of them are simple and I need to build something to start from in C4D or Blender.
What you can also do is use a PerInstance Random node, multiply that with a Parameter and add it to the time before the noise. This way you dont have to use multiple instances of the material.
I tried this out, but I got this error when I link it before the vector noise node. [SM6] (Node PerInstanceRandom) Invalid node used in hull/domain shader input!
Thank you so much! Can you bind/parameterize keyframe values, for example if I want to set different values for how high something goes, per blueprint instance?
Sorry, I haven't seen a way to directly tap into keyframes. There might be a way to multiply or range map an animation or something with a timeline node in blueprints, but that is beyond me.
Ahh so that's how you do it. Thanks for this. I'm a C4D user and recently started learning Unreal. I found this tutorial because I was trying to figure out how to do the equivalent of C4D's animated vertex maps. Trying to recreate things that are easy to do in Cinema 4D so far have been FAR MORE complicated and cumbersome to do inside of Unreal so I'm not surprised that this process takes so much lol. Right now I'm trying to find a way to do this same effect using some kind of field object with a falloff. Something I could grab and physically animate over the mesh instead of dealing with the linear gradient and all those nodes. Similar to how C4D allows you to drive the same effect with a simple box field ya know?
This was super useful, but I'm a little confused by the vector noise (I'm completely new to using Unreal let alone using node editor.) when I added the vector noise, my blue material started changing colors to red, orange, and cyan. What's happening and how do I make my material stay blue. I'm trying to make a "broken" neon sign as context
I also have a big question I haven't been able to solve. Whenever I try to import GSG materials by locating the GSG asset folder, I get the error "No Greyscalegorilla materials found". Any hints on how to solve it? I do have the plugin activated, and I'm 100% sure is the correct folder. I have those assets under the plugin folder for C4D.
Very nice. Question though, when you made your own custom asset, did you make sure that it's the same width and length as the original asset in the bp?
Yes. I generally either open their road asset or export put a mesh from Unreal. That way I have a safe bet for swapping out a variety of models that I feel confident will work.
@cartandhorse do you have any idea on the following? Not sure if the sounds in your example are spatialised but I found this issue: If I try to render a .wav using the render queue: Audio sources will only be included in the outputted .wav if there is NO spatialization activated on their attenuation settings (regardless of where that attenuation is added at: sound, cue or map level). You can have all other forms of attenuation on but for some reason spatialization means sounds wont render. If I try to render using the movie scene capture The audio and visuals start rendering at the same time but the audio is done it real-time while the video is done as fast as it can render each frame. Problem is the audio is responding to changes happening in the video render so if my camera turns to the right in the visual render then all spatialized sounds shift to the left at that point in time, even though its completely out of sync with when that should happen in the scene I don’t mind which one I use but just need a reliable way of doing this, I’m aware I could just use an internal routing software on my computer and record the output of unreal while playing it back in the sequencer window but I cant believe we are at UE5 and people would still have to do that. Any help greatly welcomed.
I am sorry to hear. Unfortunately, I am not that smart when it comes to audio. This was meant to be a more simple or "quick and dirty" solution for audio. Sorry this wasn't more helpful.