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Unreal 5.3 - Creating Skeleton and Skinning + How to add root joint to Mixamo skeleton rig 

Kamila Bianchi
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11 сен 2024

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Комментарии : 27   
@thearthematix
@thearthematix Год назад
Thanks Kamila! Really interesting to see where it's all going in Unreal)
@ozkancagatay
@ozkancagatay Год назад
These days I am making proxy anims for our game in Ue5.2. Your vids are so helpful for me. Ty so so much Kamila!!!
@kamilabianchi
@kamilabianchi Год назад
That is so good to hear. :)
@Punisher1992
@Punisher1992 11 месяцев назад
you can use "volume" for wheight paint, it will only paint on the vertain mesh part.
@emintaskirunreal
@emintaskirunreal Год назад
Wow, this channel is a treasure.
@macxike
@macxike 11 месяцев назад
The best Skeletal Mesh Editor tutorial so far. Thank you!
@franklingamedev
@franklingamedev Год назад
Obrigado Kamila! É muito bom ver vídeos brasileiros fazendo sucesso!!!
@kamilabianchi
@kamilabianchi Год назад
Ahh muito obrigada!!! 😊🇧🇷
@ollienicholls9513
@ollienicholls9513 Год назад
Super insightful overview Kamila, will be sharing with my team 😁
@kamilabianchi
@kamilabianchi Год назад
Ah thanks Ollie!!
@ghislaingirardot
@ghislaingirardot Год назад
Very cool, thanks for sharing!
@Sky-hl8iw
@Sky-hl8iw Год назад
yeah i need this, still i can c d weight painting is not matured yet unlike in maya, hope it will get better as pro as maya, TQ4this god fellas!
@jasondobra8881
@jasondobra8881 Год назад
you rock! thanks Kamila! :)
@SlySk
@SlySk Год назад
Great video! Thanks a lot 😊
@Gonzo3DLab
@Gonzo3DLab Год назад
Very cool, thanks!
@ptolemyculvenor4603
@ptolemyculvenor4603 9 месяцев назад
Great video thank you!
@7Deer7
@7Deer7 7 месяцев назад
Preem video. Can't wait to be rid of blender! :D Big thanks.
@Anafeyka
@Anafeyka 4 месяца назад
To add root you can actually do it in a faster way Right-click on hips -> New Bone Transfer your skeleton hierarchy (Spine, RightUpLeg, LeftUpLeg) to joint You will get the hierarchy Hips -> joint -> (Spine, RightUpLeg, LeftUpLeg). Highlight Hips, on the Transform tab, Enter coordinates 0,0,0 this will drop hips to zero coordinates. Next, rename hips to root, joint to hips.
@kamilabianchi
@kamilabianchi 2 месяца назад
That's good to know! thank you
@hotsauce7124
@hotsauce7124 10 месяцев назад
Hello, can you please do a tutorial for using morph targets with Control rig? Face morph targets with Control Rig. And a bicep flex with Control Rig?
@StephenMinkin
@StephenMinkin Год назад
They really need 'select element verts' then add add weighting to element verts.
@StoicScape
@StoicScape 10 месяцев назад
Hey Kamila, any tips to migrate the newly converted skeleton assets to an older version of unreal? The migrate function did not work. I exported them and imported them but it's still kind of finnicky. Might just have to wait until this plugin has been polished. Great tutorial!
@kamilabianchi
@kamilabianchi 10 месяцев назад
Hey, maybe if you export the asset as fbx, and import again in the other project it would work?
@StoicScape
@StoicScape 10 месяцев назад
I ended up just creating a new 5.3 project to convert and then exported/imported into my 5.2 project :) Thanks for the video though!@@kamilabianchi
@mamoruk4143
@mamoruk4143 Год назад
I would say not needing Maya/Blender/etc. is incorrect since there are still aspects of rigging in UE5 that con only be done in those programs.
@kamilabianchi
@kamilabianchi Год назад
I would say it all depends of the requirements of the project. There will never be a 1:1 match. Some things you can do in Houdini that you can't in Maya. But that doesn't mean you need Houdini. What this new tool provides is that Maya or Blender becomes a choice, not an obligation.
@EnterReality
@EnterReality Год назад
We can finally get rid of Maya :D
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