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Export Alembic Animations to Unreal Engine the correct way (WITH MATERIALS) 

Animator Artist Life
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25 авг 2024

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Комментарии : 306   
@AnimatorArtistLife
@AnimatorArtistLife Год назад
🔥🔥🔥Would you like access to the assets and project files I use in my tutorials, from Maya, Unreal and After effects files, to even full character models!? Behind-the-scenes demos of real client projects? AND have access to me to ask questions and get FREE advice? Support my channel at: 👉 www.patreon.com/animatorartistlife and join me in building a VIP group. Thank you, I REALLY appreciate any support, from David 😊
@joseabboud2223
@joseabboud2223 3 года назад
No words can express how thankful I am for this video. I simply can't believe I spent the past few years limiting myself to just bone and rigged animation for Unreal, not being able to go crazy in Maya with deformers, clusters, jiggles, cloth, etc... Man! Just can't forgive myself for this! hahah. And the most fantastic thing is that you can also drag your cached animation to the Sequencer. Superb!
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
wow , thanks I glad it helped 🙂 I would love to see our work, come join the private facebook group and share your progress: 👉 facebook.com/groups/animatorartistlife And subscribe for more tutorials coming every month
@rakeshpaudiyal9542
@rakeshpaudiyal9542 2 года назад
If you match the names of materials inside Unreal with that of the shading groups inside maya(not the materials but the shading groups associated with materials inside maya), then the materials will automatically connect too. You won't have to reconnect them one by one inside Unreal. So basically you have to rename all materials inside Unreal just once for each asset.
@AnimatorArtistLife
@AnimatorArtistLife 2 года назад
Awesome! thanks for sharing
@user-xd4yn7ct5q
@user-xd4yn7ct5q Год назад
Is that be right with blender?
@Goefrei0516
@Goefrei0516 4 месяца назад
I've been stuck here for an hour or so maybe, trying every damn alternative I can, to the point I was gonna hand animated my object, really thankful and lucky that we already have this gem of a tutorial. I'm very grateful and now I'm closer to finishing my project :)
@AnimatorArtistLife
@AnimatorArtistLife 4 месяца назад
Thank you! I'm glad it helped. I've started a new discord community of you'd like to join? discord.gg/g6REvhbWGP 🙂
@albertusbodenstein1976
@albertusbodenstein1976 3 года назад
Thanks for pointing out the "devil-himeslf" ~Awesome!!
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
Your welcome 😆
@marcstatz
@marcstatz 3 года назад
dude you are a life saver. thank you!
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
Happy it helped.
@matthewisikhuemen8907
@matthewisikhuemen8907 3 года назад
This is the best tutorial I have found, after weeks and weeks of searching... Thanks so much for this. God bless Brother
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
You're welcome, I'm gad it helped 🙂 come show your work in the private Facebook group: facebook.com/groups/animatorartistlife
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
🔥 BRAND NEW PRIVATE FACEBOOK GROUP LAUNCHED FOR ALL LEVELS OF ARTIST! Want to share your work, learn from others, get industry advice? Lets build a community, join and share here: 👉 facebook.com/groups/animatorartistlife/
@lucianaaranda9150
@lucianaaranda9150 Год назад
OOOOH MY GOD, IT IS INDEED THE DEVIL´S BUTTON, you are a life saviour. I spend the last 8 hours trying to separate textures, and spend hours in maya just selecting every single face to apply a material because I saw it in other tutorial, but that guy in the other tutorial mention to have that bloody button tun on! So I spend my time just trying to makes textures work with that button. Thanks a lot for this video!!!!
@AnimatorArtistLife
@AnimatorArtistLife 10 месяцев назад
You are welcome, thanks for commenting, much appreciated, I also have a blog with free articles I'm building at animatorartistlife.com
@shoreydesigns3064
@shoreydesigns3064 3 года назад
Thank you so much for making Video, It help me with getting Marvelous Designer Simulations into UE4
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
You're welcome, thanks for watching, spread the word 🤘
@vindaravind876
@vindaravind876 3 года назад
How did u do that bro ..
@fabianoperes2155
@fabianoperes2155 2 года назад
@@vindaravind876 In MD export the animations as .abc, same process as you would do in Maya or any other 3D software.
@ferlaur113
@ferlaur113 3 года назад
Terrific! It works also with C4D. Same issue, same solution : untick the Devil's button, haha!
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
Awesome! glad to know it helped for C4D as well, thank you
@kzukez
@kzukez Год назад
YOU HAVE THE ANSWER. I"VE BEEN SEARCHING FOR IT. TURN FLATTEN TRACKS OFF. THE DEVILL
@AnimatorArtistLife
@AnimatorArtistLife Год назад
Thanks for watching, I'm glad it helped 😊 If you really found them helpful you can now support me by buying me a coffee at www.buymeacoffee.com/animartistlife . You can donate a one-time very small amount, or there is a monthly membership, where you get rewards and VIP treatment 😊
@Janovich
@Janovich 3 года назад
Just a heads up When you export the model fbx to get the materials, don't do so from a reference because it doesn't work. Also, when putting the materials on, its going to compile the materials and take a long time. Its easiest to check the part with a material thats already compiled, so you don't have to wait for it to load. Even though its the wrong texture initially you then see what part it is and can put the good one on immediately.
@princevasimalla
@princevasimalla 3 года назад
OMG JESUSSSSSS THANKSS FOR THIS MANN
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
You're welcome, thanks for watching!
@princevasimalla
@princevasimalla 3 года назад
@@AnimatorArtistLife I had 3 objects in an alembic sequence which are placed far away from one another, I exported them and imported in unreal but I can only get middle object and they got vanished:( Why is this happening
@JoJosDankAdventures
@JoJosDankAdventures 3 года назад
You're a legend s2fg 7:50
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
I wouldn't go that far! lol.. but I'm glad it helped
@bharanisivakumar880
@bharanisivakumar880 7 месяцев назад
From Unreal 5 all the Alembic meshes can be Auto textures Assigned Based on Naming Shader Group where it should match with Unreal and Maya Naming .
@AnimatorArtistLife
@AnimatorArtistLife 7 месяцев назад
Thats awesome to know thank you!
@lordashwood
@lordashwood 3 года назад
That was exactly the info I needed; thank you
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
Thank you, I'm glad it helped you
@ksenja.
@ksenja. 2 года назад
Thank you! This is very helpful when importing from Houdini.
@AnimatorArtistLife
@AnimatorArtistLife 2 года назад
Thank you!, I'm glad it was helpful. Come and show your work in the private Facebook group: 👉 facebook.com/groups/animatorartistlife/
@navidumardaraz7163
@navidumardaraz7163 7 месяцев назад
Excellent thanks for sharing
@AnimatorArtistLife
@AnimatorArtistLife 7 месяцев назад
My pleasure, thanks for commenting - I now have a discord community channel just launched if you want to join: discord.gg/g6REvhbWGP 🙂
@Leon77Cruz
@Leon77Cruz 3 года назад
This information is Gold !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
Thanks, I'm glad it was useful
@sinewzhang
@sinewzhang 3 года назад
YOU SAVED MY LIFE THANK YOU!!
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
😊 That's awesome, glad it helped. you can support the channel and get rewards here: 👉 www.patreon.com/animatorartistlife
@fabianoperes2155
@fabianoperes2155 2 года назад
Thanks, bro! You saved my week.
@AnimatorArtistLife
@AnimatorArtistLife 2 года назад
Glad I could help! 🙂 Come and show your work in the private Facebook group: 👉 facebook.com/groups/animatorartistlife/
@user-fi7mi6gd6o
@user-fi7mi6gd6o Год назад
you are my hero!! THANK YOU 💖💖💖
@AnimatorArtistLife
@AnimatorArtistLife Год назад
wow, hero no, but it makes me happy my videos are helping others thank you. If you really found them helpful you can now support me by buying me a coffee at www.buymeacoffee.com/animartistlife . You can donate a one-time very small amount, or there is a monthly membership, where you get rewards and VIP treatment 😊
@MG_3D
@MG_3D 3 года назад
Thank you for sharing this tip. Super helpful. I'll tag you when I post the animation you helped me with!:)
@AnimatorArtistLife
@AnimatorArtistLife 2 года назад
You're welcome, glad it helped. Come and show your work in the private Facebook group: facebook.com/groups/animatorartistlife/
@ahmadshishani1195
@ahmadshishani1195 Год назад
Thanks a lot !! perfect
@AnimatorArtistLife
@AnimatorArtistLife Год назад
Great, thanks for commenting, I'm happy its helped you. You can now support me by buying me a coffee at www.buymeacoffee.com/animartistlife . You can donate a one-time very small amount, or there is a monthly membership, where you get rewards and VIP treatment 😊
@speedfreakpsycho
@speedfreakpsycho 3 года назад
Thanks, it helped a lot.
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
You're welcome 😁
@chrisjohnstone6164
@chrisjohnstone6164 2 месяца назад
Got it to work with Flatten Tracks on and without embedding media on the fbx export. To do this, import an static frame of the geometry as a fbx into Unreal, all materials attached. In Maya its important to do the following: named al the material nodes in the hypergraph the same as the Shading Group with a token such as "_mtl" on the end of the name. Once imported to Unreal the remove the _mtl token, it is important that the texture files have the Shading Group material name. When exporting the alembic use the strip namespaces option to clean up any prefixed naming from references. When importing the alembic as a geometry cache into Unity opt for find materials - The materials are found automatically this way, whether flatten tracks on or off - that's it -- let me know if you have any more questions... 🐦
@AnimatorArtistLife
@AnimatorArtistLife Месяц назад
Sorry I missed your comment!.. this sounds excellent, thanks for sharing! :) I hope to see you in the Patreon community 😊 patreon.com/animatorartistlife where you can get access to my project files, client project videos, and access to my new character animation rigs I'm building for all supporters!. Also Don't forget to join the discord group: discord.gg/g6REvhbWGP 🙂
@arielshtern4125
@arielshtern4125 3 года назад
7:54 That was unnecessary... Great tutorial! Thanks!
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
lol... you're welcome :)
@BigfootU
@BigfootU 3 года назад
Nice! So helpful. Thank you sir!
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
You're welcome, I'm glad it was helpful.
@avtpro
@avtpro 3 года назад
You're a BOSS!!!
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
Don't tell my wife that 😉... thanks for watching
@gustavoruivinho3317
@gustavoruivinho3317 3 года назад
Jesus you are my hero!!! Thank you so much for suffering for us !
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
LOL.. love the comment, glad it helped 😆
@gustavoruivinho3317
@gustavoruivinho3317 3 года назад
@@AnimatorArtistLife Maybe you can help me one more time, is it posible take out all motion blurs, I want to do a clean render as an playblast from Maya. I took off motion from the camera, from the post process and switched the AA and I’m still having blur from movements. Any idea how to fixed ? Thanks in advance !
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
@@gustavoruivinho3317 if your getting Motion blur in your playblasts from Maya , you must have it turned on in the viewport 2.0 settings. In the camera view main window menu under RENDER, NOT the main menu, the small one for each cam view. go RENDER then VIEWPORT 2.0 and click the little box for settings turn it off there.
@MrHarraga
@MrHarraga Год назад
And You are the 👼 itself, Thanks
@AnimatorArtistLife
@AnimatorArtistLife Год назад
lol.. thanks 😊... I'm just happy it was helpful. if you want to get the files from my lessons and behind teh scenes etc , you can join my patreon here: patreon.com/animatorartistlife . you can also Come and show your work in the private Facebook group: 👉 facebook.com/groups/animatorartistlife/
@creieru
@creieru 3 года назад
Thank you! Very useful !
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
You are welcome!
@alexzanderthegeek
@alexzanderthegeek 3 года назад
This is helpful!!!!
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
I'm happy it helped 🙂
@rexmediastudiox307
@rexmediastudiox307 Год назад
I just drag and drop materials directly to the character in the viewport... saves me from tries and errors
@AnimatorArtistLife
@AnimatorArtistLife Год назад
Yes you can do that also, thanks
@JavierGonzalez-qg5el
@JavierGonzalez-qg5el 3 года назад
This setting is the devil himself is the best catch phrase lolz
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
😆
@KamalBhattacharjee
@KamalBhattacharjee 3 года назад
You are like God.... Thank you very much...
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
That's a bit strong... but I'll take it LOL, joking aside, I'm just glad it helped.
@bolee2344
@bolee2344 4 года назад
thankyou verymuch ~! it helpful~!
@AnimatorArtistLife
@AnimatorArtistLife 4 года назад
You're welcome, glad you found it useful
@pixelstresd2971
@pixelstresd2971 3 года назад
Oh! Thankyou very much!
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
You're welcome :)
@itsrabar
@itsrabar 3 года назад
so useful, thanx bro
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
You're welcome, thanks for watching.
@serjsergeev1441
@serjsergeev1441 4 года назад
Man you are the best !!
@AnimatorArtistLife
@AnimatorArtistLife 4 года назад
lol.. you're welcome, thanks for watching
@MaMa-km2do
@MaMa-km2do 3 года назад
Thank u so much, it's awesome
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
Welcome 😊 glad it was helpful
@tondekiran4181
@tondekiran4181 6 месяцев назад
thank so much sir thise is realy helpfull video thank you😊😊😊
@AnimatorArtistLife
@AnimatorArtistLife 6 месяцев назад
Thank you for the feedback, much appreciated! ... I now have a discord community channel just launched if you want to join: discord.gg/g6REvhbWGP 🙂
@AiYaXuanDa
@AiYaXuanDa 3 года назад
COOL!Thank you!
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
You're welcome, glad it helped
@yiding215
@yiding215 Год назад
thankyou!you helped me a lot!!!!!!!!! 😀😀😀😀😀
@AnimatorArtistLife
@AnimatorArtistLife Год назад
Glad I could help! thanks for the feedback. Come and show your work in the private Facebook group: 👉 facebook.com/groups/animatorartistlife/ And if you want to get the files from my lessons, you can join my patreon here: patreon.com/animatorartistlife
@ThilinaSJ
@ThilinaSJ 2 года назад
Thanks a lot! Keep up the awesomeness! 🙏🏽
@AnimatorArtistLife
@AnimatorArtistLife 2 года назад
thanks I'm gad it helped! Come and show your work in the private Facebook group: 👉 facebook.com/groups/animatorartistlife/
@lozanosky
@lozanosky 3 года назад
You are my hero, thanks!
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
lol.. glad it helped 🙂
@rcompanyinternational879
@rcompanyinternational879 11 месяцев назад
thank uuuuuuuuuu dear❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤
@AnimatorArtistLife
@AnimatorArtistLife 10 месяцев назад
You are welcome! thanks for the comment... If your interested, I also have a blog with free articles I'm building at animatorartistlife.com
@rcompanyinternational879
@rcompanyinternational879 10 месяцев назад
@@AnimatorArtistLife yaa.sure 👍👍👍👍
@imnhantran
@imnhantran Год назад
OMG thank you so much!!!
@AnimatorArtistLife
@AnimatorArtistLife Год назад
You're welcome! I'm glad it helped - You can now support me by buying me a coffee at www.buymeacoffee.com/animartistlife . You can donate a one-time very small amount, or there is a monthly membership, where you get rewards and VIP treatment 😊
@ronydey2696
@ronydey2696 3 года назад
Great tutorial sir these is really a much helpful hi myself Rony an VFX student from India please also on CG PASSES class over maya to nuke
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
Awesome, I'm really pleased it helped, thanks for watching. At my studio we use After effects for compositing because of the motion design we also produce, but I know Nuke is awesome for vfx and film. I was thinking of making a tutorial on rendering and compositing Cryptomatte passes when I can Thanks again 🙂
@pronatabiswas8233
@pronatabiswas8233 3 месяца назад
Hello sir, would you please show us how we can use more than one alembic/usd caches( as like run, walk, dance etc. on the same character and keeping the all materials?
@AnimatorArtistLife
@AnimatorArtistLife 3 месяца назад
Hey, I don't think you can, that's the thing with alembics, they are their own entity for each animation. I still prefer to export a master rig fbx, then any animations you just export the joint anims, then in UE you can use your master character and easily swap between animations
@ARMORHOUS3weplay
@ARMORHOUS3weplay 4 года назад
Well done!
@AnimatorArtistLife
@AnimatorArtistLife 4 года назад
Thanks!
@creaturezilla1210
@creaturezilla1210 2 года назад
Thanks for this tut!
@AnimatorArtistLife
@AnimatorArtistLife 2 года назад
you're welcome - Come and show your work in the private Facebook group: 👉 facebook.com/groups/animatorartistlife/
@pedromiralles7697
@pedromiralles7697 2 года назад
Great content!! Yes helped a lot!! Thanks
@AnimatorArtistLife
@AnimatorArtistLife 2 года назад
Thanks very much, I'm happy it was helpful. Come and show your work in the private Facebook group: 👉 facebook.com/groups/animatorartistlife/
@raptorstudiosmx
@raptorstudiosmx Год назад
Hi, first of all awsome video, thanks! I am having a peculiar problem at importing my alembic to unreal is there any way i Can send you a vid of whats happening, hope you Can help me.😅
@AnimatorArtistLife
@AnimatorArtistLife Год назад
Hi, thanks for the feedback on my tutorial, it really helps me to make more. What exactly is your issue? I have just started a Patreon page where I intend to offer personal feedback, help, and give away my project files, you can support and join here: 👉 www.patreon.com/animatorartistlife 😊
@mythsfuture3201
@mythsfuture3201 3 года назад
When I tried importing the alembic file I got an error saying "Unable to import mesh due to a face consisting of 5 vertices, expecting triangles (3) or quads (4) " not sure how to troubleshoot this issue. If you can help that would be greatly appreciated!
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
Hi, its because you have one or more polygons with 5 sides, Unreal can only accept quads or triangles, so three or 4 sides. In fact this is generally good practice in Maya also. To fix in Maya select the mesh and go to mesh > cleanup, and open the options... check look for polys with more than 4 sides, but make sure select is checked not fix... it will highlight the exact poly that is giving you the trouble, then fix it manually, hope that helps
@mythsfuture3201
@mythsfuture3201 3 года назад
@@AnimatorArtistLife Thank you I got it to work! However, my animation has a constraint. So how can I import an animated mesh with another mesh constrained to it? (its naruto mesh holding a rose mesh)
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
@@mythsfuture3201 you need to bake the animation on the rose mesh he's holding, then export as a separate alembic. if its in a group node you may need to use a locator to remove the parenting and get it into the root and bake all keyframes. try it, once exported just open the alembic cache in a new scene to check it plays ok
@mythsfuture3201
@mythsfuture3201 3 года назад
@@AnimatorArtistLife I did bake it and import it into unreal. however, its not following the same direction as it was in Maya. So it doesn't fit into Naruto's hand animation like it did in Maya. Do you mind if I email you my maya and unreal project files so you can see what I mean?
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
@@mythsfuture3201 Maya and Unreal have different axis, Maya is Y up and z forward but Unreal is X forward, I normally ahve to rotate 90 degrees. Just play with rotating your alembic in unreal till it fits
@mx472000
@mx472000 Год назад
How do you add the alembic cache animated file to the level sequencer when rendering out an image sequence?
@AnimatorArtistLife
@AnimatorArtistLife Год назад
Hey, select your geometry then go add to sequencer, then add a geometry cache track. Now as you scrub your timeline it will play it back, You can now render this with the movie render queue 🙂
@opeyemisamuel4443
@opeyemisamuel4443 Год назад
This was useful thanks but I need to export my almebic animation with materials from maya to blender ...pls can you make a video on that
@AnimatorArtistLife
@AnimatorArtistLife Год назад
I don't use Blender but it would be the same process. Alembics cannot store materials. so you export your alembic as in the video with UVs, then in Blender, create new materials and apply your texture maps, the add to your character
@TheSiimur
@TheSiimur 2 года назад
oh my fucking god! thank you so much! Ive been stuck on the process of creating cloth animation in Marvelous design then texturing in substance painter but when I imported alembic file into U4, I couldnt get textures correct.
@AnimatorArtistLife
@AnimatorArtistLife 2 года назад
you are welcome! I'm glad it helped. I'd love to see your work, Come and show it in the private Facebook group: 👉 facebook.com/groups/animatorartistlife/
@TheSiimur
@TheSiimur 2 года назад
@@AnimatorArtistLife thanks for the invite mate. Just requested :)
@mjfabian86
@mjfabian86 3 года назад
Sadly, I think this creates a material slot for every object. So if you have rigid body destruction animation cache with hundreds of objects, that means hundreds of draw calls.
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
Hey Fabian, that's not the case for me, or I would have more materials for all my characters geometry parts. like eye lashes, accessories etc. if I have one material assigned to 5 objects, I will only get that one material in my alembic. Can you check your simulation is not assigning different materials or ids to each particle perhaps? thanks
@mjfabian86
@mjfabian86 3 года назад
@@AnimatorArtistLife That's a good point. I was using Blender but I'm trying to switch to Houdini. I'll check that in blender though and let ya know
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
@@mjfabian86 that'd be great thanks, as it may help others
@mjfabian86
@mjfabian86 3 года назад
@@AnimatorArtistLife Blender allows you to assign the "interior" mesh (e.g. broken concrete) material ID, but that's about it. But I'm not sure you avoid my issue using Maya.. why would your left and right eye take up two material slots (0 and 2) at 14:09? I haven't tried Houdini yet but since I'm doing a rigid body destruction sim, my backup plan is to layer a bunch of (single material) allembics on top of one another :)
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
@@mjfabian86 hey, sounds like your software is automatically applying a separate material to each particle. can you do a standard geometry cache of the simulation, then delete history (or equivalent in blender?) then apply a single material to everything, then do your alembic cache? if not try and ask on teh blender forums possibly. ps, you can join the private facebook group I created here: facebook.com/groups/animatorartistlife
@jso19801980
@jso19801980 Год назад
thankyou v much
@AnimatorArtistLife
@AnimatorArtistLife Год назад
You're welcome, thanks for commenting. If you want to support the channel I've started a Patreon page where you will get most of the files from my lessons, and when we reach 25 members Ill open a discord channel for personal feedback on your work. patreon.com/animatorartistlife thanks 😊
@huawenxuan4975
@huawenxuan4975 2 года назад
Can you explain how to export the particle system to Unreal Engine 4?
@AnimatorArtistLife
@AnimatorArtistLife 2 года назад
Hi, I'm not sure what particle system you mean? I am exporting character animation here. But you can probably convert your particle system animation to geometry then cache as an alembic to bring into Unreal
@ThrillDaWill
@ThrillDaWill 2 года назад
can you do this in blender?
@AnimatorArtistLife
@AnimatorArtistLife 2 года назад
I don't use blender much, but I'm sure you can export alembic cache to use in Unreal
@ThrillDaWill
@ThrillDaWill 2 года назад
@@AnimatorArtistLife everything I’ve tried doesn’t import materials and I can’t find any tutorials on it
@pierobejarano9749
@pierobejarano9749 Месяц назад
Thanks for the tutorial, do you know why some faces of the model appear totally black? I can't solve it
@AnimatorArtistLife
@AnimatorArtistLife Месяц назад
HI, it sounds like you have some faces with reversed normals. In maya select the geometry then go >Display >Polygons >Face normals and see if those faces are facing inwards.. you get little makers indicating which way, they should all be coming off the geometry. You can select that face and hit reverse to fix... let me know if this fixes it, cheers
@pierobejarano9749
@pierobejarano9749 Месяц назад
@@AnimatorArtistLife I appreciate your answer, exactly, the problem was the normals.
@mahammadul
@mahammadul 2 года назад
Unable to add Alembic cached animation in seqencer track , object is comnig on sequencer track but not the animation, please help.
@AnimatorArtistLife
@AnimatorArtistLife 2 года назад
Hi, after adding your almebic to the sequencer you need to go to the submenu on your sequencer layer and add a "geometry cache track", then select your alembic
@KintaroTakanori
@KintaroTakanori 2 месяца назад
why does the playback speed do nothing when i put it at 2x speed?
@AnimatorArtistLife
@AnimatorArtistLife 2 месяца назад
HI are you referring the the alembic playback speed?
@SoggyBreadBun
@SoggyBreadBun Год назад
Hello, i imported the alembic file from Maya but it imported the mesh all messed up and theres no animation 😨😣
@AnimatorArtistLife
@AnimatorArtistLife Год назад
Hi, It's difficult to tell without seeing it. Did you bake it out first in Maya?
@andreidenisenko1020
@andreidenisenko1020 2 года назад
Your tutorials are awesome, thank you so much! One question I have - is there anyway to import alembic to UE in order to make motion blur to work correctly with that alembic? For me there is always no motion blur on those alembics meshes, except only from camera animation blur.
@AnimatorArtistLife
@AnimatorArtistLife 2 года назад
Hi Andrei, thanks for the kind words, regarding your motion blur, sorry Im not sure how, as alembic isn't physically moving from point A to B, UE does not know how to apply blur. But there maybe another way, Id try asking in the Unreal forums, sorry I couldn't help on this issue, if you find a fix please post back for others to see. Come and show your work in the private Facebook group: 👉 facebook.com/groups/animatorartistlife/
@kapwinng
@kapwinng 2 года назад
Awesome stuff. And if you were exporting a bifrost liquid simulation, you’d just select the liquid mesh node before the alembic export or all the bifrost nodes too?👍
@AnimatorArtistLife
@AnimatorArtistLife 2 года назад
Huge apologies Dan I missed your comment! I'm not too sure with Bifrost, you would need to convert to polygons first I imagine, which I think there is a node in bifrost for. Let me know you got it working, thanks
@kapwinng
@kapwinng 2 года назад
@@AnimatorArtistLife yeah, got it working by selecting the make poly mesh option in the attributes I think it is.
@seanrodrigues8323
@seanrodrigues8323 2 года назад
Question: How do you import a Maya camera animation into UE5 to view the Alembic animation?
@AnimatorArtistLife
@AnimatorArtistLife 2 года назад
Hi, you can export your maya camera as an FBX, just bake the keys first 🙂. I think now you can even set up live link
@seanrodrigues8323
@seanrodrigues8323 2 года назад
@@AnimatorArtistLife Thank you
@johnhempstead2381
@johnhempstead2381 Год назад
I'm using C4D and UE 4.27 keeps crashing when I import the Alembic file... ? hmmm
@AnimatorArtistLife
@AnimatorArtistLife Год назад
Sorry John, I don't use C4D so not sure how to help this time. Have you tried upgrading your Unreal or even going to v5?
@paulcharisse7746
@paulcharisse7746 Год назад
Do you know if alembic into UNREAL can support multiple UV sets? Had no luck with so far.
@AnimatorArtistLife
@AnimatorArtistLife Год назад
I dont think it can, but UE is progressing so fast, I haven't tried in 5.2 it's probably best to ask in the unreal forums to get an answer, let us know what you find out, thanks
@freenomon2466
@freenomon2466 3 года назад
Thanks for this is great. however to take the guess work out of which goes where, in maya you can assign the name to the material part (the blue node right to the main material) and the name will show in unreal. : )
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
Awesome thanks for sharing, I think I tried this a while ago, and naming the shading group instead on the material etc but couldn't get it tow work, I'm glad you've done it, proves it can be done, thanks
@ravi5879
@ravi5879 3 года назад
@@AnimatorArtistLife I didn't understood what @free noman convey , please explain , Thank you.
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
​@@ravi5879 Hi... @free nomon was referring to the shading group node.. in your hypershade if you view graph view your input and output on a material you will see it at the end.. it has "SG" at the end. But I did try this once and could not get it to work. I'd be interested if others can, thanks
@ravi5879
@ravi5879 3 года назад
@@AnimatorArtistLife sure , will try and tell . Thanks . Your video was reall helpful to me :-)
@hicaneaotsuki2516
@hicaneaotsuki2516 Год назад
Hey, your tutorial was really useful, but as you said parented objetcs like guns books etc do not work even if I'm reparenting the object, in fact my character is holding a guitar on his back, I tried everything and it's seems like UE5 do not understand this parenting , even if I see that on my alembic the guitar came well setted on my character back, when i'm importing it to UE the guitar is on the ground.... I really want to find a way for it to work, could you help please ? :(
@AnimatorArtistLife
@AnimatorArtistLife Год назад
Hi, UE will pop it back to world zero, so you will need to bake out the guitar for in Maya, and it needs to not be in a group node in Maya. So you can create a locator and parent that to your guitar on constraint group node in Maya, ,… then bake this, bake all frames.. then remove your guitar from any nested groups, and parent your guitar to the locator, then bake the guitar all frames. Then you can export this as an alembic and it should be in the correct position. I hope this helps!
@thebensimon
@thebensimon 2 года назад
Thank you so much for this! Would you know how to import the material to the alembic file if it's an image sequence?
@AnimatorArtistLife
@AnimatorArtistLife 2 года назад
Hey thanks for the feedback. I'm not totally sure, but I imagine you would set up that material in Unreal , there are a few tutorials on how to use image sequences in materials, then just apply it to your alembic. Come and show your work in the private Facebook group: 👉 facebook.com/groups/animatorartistlife/
@xvirus6417
@xvirus6417 2 года назад
hi im getting an error Normals were supposed to be available but none were found, please how to fix this
@AnimatorArtistLife
@AnimatorArtistLife 2 года назад
Hi, Ive never heard of this error, are you exporting from Maya? make sure you have ok normals in maya, you can view the normals, and also go mesh display > Normals.. set to face, and other options. Also make sure you have done your UV unwrap.
@xvirus6417
@xvirus6417 2 года назад
@@AnimatorArtistLife thanks alot for your reply I shall check them out
@hotsauce7124
@hotsauce7124 Год назад
Hello, have you come across the best UE5 "EXR" render settings for Alembic animated characters. When I render EXR's, I get ghosted blurry alembic assets in the output renders. Thank you for this video!!!!
@AnimatorArtistLife
@AnimatorArtistLife Год назад
Hi, are you using the high res movie render queue? you will get clear renders from this. There are a few good videos on youtube about the best settings, for anti aliasing etc
@hotsauce7124
@hotsauce7124 Год назад
@@AnimatorArtistLife Thank you
@hotsauce7124
@hotsauce7124 2 года назад
AMAZING!! Have you made a video exporting Alembic to Unity? Have you seen Alembic not working in Unity motion blur? Another question, have you tried USD to Unity and UE4?
@AnimatorArtistLife
@AnimatorArtistLife 2 года назад
Hey, sorry no I havent used Unity much, but I did import an alembic once and it just works out the box I think. Ive not used USD yet, thanks
@NeroForte_
@NeroForte_ 2 года назад
Hello again. I am having proble with one of the characters. her eyes hair and teeth gets off the face in certain frames,. its like they are separated from the body while I imported as a single file like you did here
@NeroForte_
@NeroForte_ 2 года назад
please help.
@AnimatorArtistLife
@AnimatorArtistLife Год назад
Hi Sorry for the late reply, I've been away. Are your characters eyes etc skinned and weighted or parented? If they are parented or even inside groups, Unreal snaps them to world zero position. You'll need to bake them first. Sometimes I've had to create a locator, parent it to the geo in question and back this. Then duplicate and parent the geo to this locator and bake again
@user-xg1gh8zm9b
@user-xg1gh8zm9b 11 месяцев назад
is it possible to run animation without hitting play in this method
@AnimatorArtistLife
@AnimatorArtistLife 10 месяцев назад
Hey, apologies for the late reply. Im not quite sure I understand,.. you want to playback teh animation without hitting play?
@rodrigosotoaltamirano3543
@rodrigosotoaltamirano3543 3 года назад
Thanks, have you tried the Livelink between Maya and Unreal? to change the animations in realtime?
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
hey, I haven't had a proper go yet, it doesn't work with alembic though, you'd have to reexport. For characters I've moved to a normal rig and exporting the joint data using Advanced Skeleton plugin., its easier and way smaller file sizes. I might try live link with this, but its very quick to re-export over the file and click reimport in unreal, Always open to hearing other work flows though 🙂
@kerenmendez4482
@kerenmendez4482 2 года назад
It didnt work for me... gave me this error Unable to import mesh due to a face consisting of 5 vertices, expecting triangles (3) or quads (4). Updated: I triangulated and was able to import into unreal However the eyes are at the origin.... how can i fix this?
@AnimatorArtistLife
@AnimatorArtistLife 2 года назад
Hey, yes you can only have quads or triangles, you should never have a 5 sided polygon in any 3D app. RE the eyes, you need to freeze transforms or their groups in place, so at 0,0,0, they are in place, or UE will always move them to world zero
@ryanc1304
@ryanc1304 2 года назад
Hello, i'm on maya 2022 and i don't have any file format, what can i do ?
@AnimatorArtistLife
@AnimatorArtistLife 2 года назад
Hi Ryan, sorry Im not sure what you mean? what are you referring to with "I don't have any file format"? You need to select your geometry in Maya and export an alembic cache file as show in the video
@charlesrobertson1860
@charlesrobertson1860 2 года назад
Thank you for the video! Can we control the animation? For instance in my game could I pause this animation?
@AnimatorArtistLife
@AnimatorArtistLife 2 года назад
Hey, you can add it to a sequencer in the normal way, and use a geometry cache track. Or if its for a game, yes you can use blueprints, but I'm not a game developer so wouldn't know exactly how, but yes definitely 🙂
@charlesrobertson1860
@charlesrobertson1860 2 года назад
@@AnimatorArtistLife thank you!
@DGFA-
@DGFA- 2 года назад
Hi, I work on Mac and on import of fbx I have no textures. I set all the options as same as you have. What did I oversee?
@AnimatorArtistLife
@AnimatorArtistLife 2 года назад
Hey, its tricky to tell without seeing it but first thing to ask is have you enable "embed media" on FBX export?
@DGFA-
@DGFA- 2 года назад
@@AnimatorArtistLife yes, and the export created a folder with those textures but ue will not recognize it.
@samantha-draws-stories2176
@samantha-draws-stories2176 2 года назад
Hi there! Great tutorial really insightful stuff! Not sure if his is possible but does this method work also for fluid simulations and biforst such as waterfalls just because I'm trying and it doesn't seem to working so I feel like I'm missing something :) thanks!
@AnimatorArtistLife
@AnimatorArtistLife 2 года назад
Hey , it should do, I remember someone else asking similar, I'm not sure how biFrost writes UVs and face sets, but check you have these on when exporting. For a fluid sim you might not need material from Maya, as you can make a good single material in Unreal perhaps
@AlexeyBorzykh
@AlexeyBorzykh 4 года назад
Well, despite the usefull note about the devil option, you actually missed the key trick which allows you to apply the materials automatically during the abc import, so you don't have to do it manually and painfully afterwards. If you read carefully through the white paper about the production pipilene of the Fortnite you can find a note mentioned there: in order to get the materials applied on your alembic cache you have to have them applied on a face level, rather than a mesh level. But there's one more thing to be aware of: the abc cache don't hold the matarial name, but it's parent shading group instead. So, as you imported the materials in first place , you have to rename them into shading groups (basically, adding SG at the end of the material name) so they can be found and applied during the import of the animated cache. Oh, and you do not need the "create materials" option to be turned on if you already have the materials you need. Best regards.
@AnimatorArtistLife
@AnimatorArtistLife 4 года назад
Hi Alexey thanks for your feedback and contribution. I played with setting face sets etc before using this method but didn’t have much luck, maybe it was the Shading group names you have mentioned, that’s great thank you for sharing that. ..But I also found that adding face sets on some characters was quite time consuming and a bit of a headache, and once I got going on my method I found it didn’t take long to drag and drop the material onto the alembic in Unreal. I have since moved character animations away from alembic and using joint and blendshape based rigs, as my rigging tool advanced skeleton now has great game rig functions. But I will still be using alembic in unreal for many other things Thanks again, great to share, it helps everyone 😊
@Djmixtacy
@Djmixtacy 4 года назад
@@AnimatorArtistLife Hey what White Paper of the fortnite pipeline are you refering to? I really would like to read that . Thanks in advance
@AlexeyBorzykh
@AlexeyBorzykh 4 года назад
@@Djmixtacy Epic's blog post: www.unrealengine.com/en-US/tech-blog/explore-the-real-time-pipeline-behind-fortnite-s-trailer The white paper: ue.unrealengine.com/UE-Virtual-production-Whitepaper.html
@romangulyaev2383
@romangulyaev2383 3 года назад
So is there no opportunity quick way to apply new materials? It takes so much time to correctly apply materials to my car mesh as there is a plenty of materials and it irritates me to see Element 0, Element 1, Element 2 with a texture WorldGridMaterial.=((
@AlexeyBorzykh
@AlexeyBorzykh 3 года назад
@@romangulyaev2383 No, there IS a way to auto apply materials on import. You have to have them on a face level applyed and properly named in UE - use shading name instead of material name.
@francis_leigh
@francis_leigh 3 года назад
Thanks for this, very helpful. Is there away to attach an emitter to a geometry cache actor? and have it move with the animation? I've got it attached but since the actor itself isn't moving the emitter doesn't move. Not sure how to actually attach it to the moving object.
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
Hey Leigh, the only way I can think of is perhaps in Maya create a small sphere attached to the hand, then export this as an animated fbx. Then in Unreal position it to match your alembic, then hide at and parent your emitter to this. If not you can try asking in the unreal forums, let us know if it works, or find another solution. It would be great for everyone to know 👉 PS I'll be stating a Facebook group very soon, this is exactly the kind of conversations we can have more in detail there and help each other, keep an eye on the community tab of my channel for a notice of when its live in the next day or so
@francis_leigh
@francis_leigh 3 года назад
@@AnimatorArtistLife Ha! I did this exact thing, sphere and everything. It's a pretty convoluted workflow but it worked a treat. Did have some problems getting the FBX in at the right scale / position etc, but was easy enough to manually fit it in. Also posted on the unreal forums, linking to a skeletal mesh was also suggested, though for my purposes this seemed overkill, was a plane, not a character.
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
@@francis_leigh Awesome glad you got it sorted. I've actually moved away from alembic for characters but still use it for all animated props etc. For characters I export one character mesh, then all animation is just the joint data, much smaller files sizes. hey I just started a brand new private facebook group, be good to discuss things like this, would like to see you there: 👉 facebook.com/groups/animatorartistlife/
@01plaza20
@01plaza20 2 года назад
Great tutorial man, btw is there any way to tell the alembic when to start and stop the animation in unreal? I can´t find any information about it. Thank you so much.
@AnimatorArtistLife
@AnimatorArtistLife 2 года назад
hey thank you! I think if you use the sequencer, add a geometry cache layer and choose your alembic, then you can trim it and have different options there for playback. There will also be a blueprint way but I dont have much experience with them . Come and show your work in the private Facebook group: 👉 facebook.com/groups/animatorartistlife/
@01plaza20
@01plaza20 2 года назад
@@AnimatorArtistLife Yeaaah, i figured out that same thing yesterday and it works like a charm :D Thank you non the less
@MonsterJuiced
@MonsterJuiced 2 года назад
Hey, have you ever had issues when exporting an animation you duplicated from blender/ maya to alembic and imported to ue4 resets the location/rotation/scale of the bones/mesh you duplicated to their original positions from where you duplicated the animations from? I've tried everything but no matter what, only when I import into ue4 do the meshes reset their positions to the original location rather than the new one. In my example it's a vase of flowers and I just copied the first animated flower a few times but they all snap back to their original locations once they're imported into ue4 (as alembic).
@AnimatorArtistLife
@AnimatorArtistLife 2 года назад
hey sorry for the late reply, I missed your comment. The mesh by default in maya will be reset to world zero inside unreal. You can either include some positioner geometry in Maya to manually match the position in UE, or I think you could parent it under a single bit of geo like a sphere at world zero then it might respect its positions then hide it in UE. But Also make sure you "freeze the transforms" in maya in position you want before creating the alembic. then try exporting again, this may fix it, let me know if that works
@tranvantoan1502
@tranvantoan1502 Год назад
hi i have a problem at 3:32 when i import in UE, i can't see the textures. Please help me.
@AnimatorArtistLife
@AnimatorArtistLife Год назад
Hi, have you ticked the checkbox "Embed media" in the export FBX options?
@tranvantoan1502
@tranvantoan1502 Год назад
@@AnimatorArtistLife yess i have ticked "embed media" in maya same your clip, but i can't see textures in unreal engine 5. what do you know other problems? :(((( please help me. Thank you in advance.
@johnmckeon4498
@johnmckeon4498 3 года назад
Thanks. Is this compatible with AiStandard shaders or only Maya shaders?
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
Maya doesnt understand if shaders are Arnold or Vray etc, so they have to be standard blinns or phongs. I often add a basic material in maya, then in Unreal replace with a nice Substance source material
@karimdad3592
@karimdad3592 3 года назад
Hay can any one help with this! I have created a lottery ball simulation in maya and want to render them out in unreal Engine but its not working the textures are not coming on the balls, I have created alembic of the ball simulation and try to import it in unreal but the textures are not appearing properly ,the balls are half black and half textured even I have uncheck the “Flatten Tracks” option as well but its not working. if any one has solution please help.
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
Have you checked "write uv sets" "color sets" and "Fasce sets" when you are exporting alembic in Maya or your 3d app? Then what happens when you drag a material to the material slot in Unreal?
@PrasadNarse
@PrasadNarse 3 года назад
Question, I have a groom on my character, I am having a hard time binding groom to the alembic animation. Is there a way to bind the groom to alembic animation? I designed groom inside maya and cached it and imported in UE4, any help would be appreciated. Thanks for the process of importing the alembic animations, it was very helpful :)
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
Hi, sorry I havent done much groom work or tried exporting to Maya. I know when unreal first released the hair function you had to export the hair as a separate alembic, but know they have a better system now. I imagine you wouldn't bind the hair to the alembic, but bind to the original mesh, then export perhaps, sorry I don't have more knowledge on this Try the Unreal forums, they can be helpful Thanks
@LetsPlayWithMichal
@LetsPlayWithMichal 3 года назад
I have an issue where the alemic loads perfectly inside maya & blender but when I import it into ue it doesn't import some of the meshes/body parts
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
Hi Michael, this is strange, are you exporting as one combined alembic or separate parts?
@LetsPlayWithMichal
@LetsPlayWithMichal 3 года назад
​@@AnimatorArtistLife It's all one alembic, I went as far as re-exporting it from different programs just to get the same result, could the issue be with the mesh topology? Would ue skip the mesh if it was invalid?
@LetsPlayWithMichal
@LetsPlayWithMichal 3 года назад
Hey, I figured it out! ue4 doesn't know how to handle subdivided meshes, so if you had subidived enabled on export ue4 won't read those meshes! might be worth mentioning this in the description somewhere
@jzargo1795
@jzargo1795 3 года назад
thank you! one more question, Does 'material instance' support alembic geometry? becuz when I put material instance into my alembic geo cache, it becomes unvisible! xD only material (no instance) is working.
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
Hi, it should do, I haven't tried it but cannot see why not. You should be able to apply the material like a normal material. If not , it maybe worth posting if a material instance can be applied to alembic on the Unreal forums
@Dante02d12
@Dante02d12 2 года назад
Hello! Do you happen to know how to do that from Marvelous Designer? That software allows us to export an animated outfit as Alembic too, but I see no option to "keep" the material slots. No matter what I do, I can't get colors T_T.
@AnimatorArtistLife
@AnimatorArtistLife 2 года назад
Hi Lulu sorry for the delay in replying as I've been away. I don't know marvellous design sorry, but I'm sure its possible as another member recently commented that it was useful for their marvellous designer. You could reply to them and ask how they did it, many thanks
@Dante02d12
@Dante02d12 2 года назад
@@AnimatorArtistLife Hey, thanks for the reply! I eventually found a solution, I'll leave it here for everyone else: 1) Export from MD as FBX. 2) Open that FBX in Blender. 3) Export from Blender as Alembic. *Tick "Set Faces".* 4) Import the Alembic file in Unreal Engine. Untick "Flatten Tracks" and tick "Create Materials". 5) Import the FBX file (without its animation, there's no need for it). This gives you the materials. 6) Assign each materials to the proper slot in the properties of the Alembic file.
@davidhallows2389
@davidhallows2389 3 года назад
Hey, thanks for all these, super useful. For some odd reason when I try and bring in the body mesh it's unable as there is a face consisting of 6 vertices, expecting tri's or quads. When I triangulate or quadrangulate the mesh in Maya, it gives me the same error. Any ideas, I'm going maaaaaaaaad ;)
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
Hey, In Maya select the mesh and go to mesh > cleanup, and open the options... check look for polys with more than 4 sides, but make sure select is checked not fix... it will highlight the exact poly that is giving you the trouble, then fix it manually. Im sure it will find one, thanks
@davidhallows2389
@davidhallows2389 3 года назад
@@AnimatorArtistLife ​Thankyou! It was a bit of a needle in a haystack so I dug out an old mesh that was ok and rerigged. One last question please, my deadline is loooming!, when I import the model the smooth mesh is not enabled, making the alembic look blocky, any ideas? Thanks!!
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
@@davidhallows2389 make sure you have smoothed the normals before exporting the alembic, but don't forget unreal doesn't have a smooth key like the "3" key in maya, you need to have a high resolution mesh sometimes. once you have made that alembic you could also try subdividing by going mesh > smooth mesh but generally as long as you have smoothed the normals first it should look ok in Unreal
@davidhallows2389
@davidhallows2389 3 года назад
@@AnimatorArtistLife Thankyou! Yes, I brought the alembic back into Maya, smoothed the face, hair and other essentials then ran the alembic again, worked a treat. I'll look into smoothing the normals.
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
@@davidhallows2389 awesome, glad it worked out
@userchia
@userchia 3 года назад
hi, Is is possible to update the alembic with different cache? Example I have 4 similar characters, output as alembic cache, instead of going through the process of assigning individual characters materials. Can I have one master static mesh and assign alembic cache to that static cache?
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
Hi, I think the only thing you can do is add your alembic character actor to the sequencer, and add a geometry cache track. From here you can try and choose any alembic files you have imported, let me know if that works for you, thanks
@fangedorgasm3508
@fangedorgasm3508 3 года назад
was so excited about this tutorial but for some reason when I am at the stage of transferring the materials from the static, textured character (fbx in my case) to the alembic cache, the materials do not seem to scale correctly...? So for example, when you dragged the eye_mat to the alembic element 0, in m case the characters eye would just go completely white. Does anyone understand this struggle or could help me out? Much appreciated :)
@AnimatorArtistLife
@AnimatorArtistLife 3 года назад
Hey, the first thing to check would be if your uv layout is the same on the original and the alembic cache. If your using Maya just check both in the UV editor
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