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Pixel Prof
United States
Приєднався 19 сер 2013
I teach Virtual Production and performance capture at Drexel University.
Before teaching, I worked in feature film VFX working on Matchmoving (Syntheyes, PFTrack, MatchMover Pro, etc.), Compositing (Nuke, AE, Shake), Pipeline Programming & Scripting (C, C++, Python), 3D (Maya, C4D), Photogrammetry, and Motion Capture (Vicon, Optitrak, MotionBuilder), but after Epic's Unreal Engine Fellowships in 2021 and 2023, most of what I do now involves Unreal Engine for in-camera-VFX, nDisplay, live greenscreen VP and of course mocap/Metahumans. That doesn't mean that I've left my MotionBuilder / Maya / Nuke / Houdini roots behind. :-)
I'm particularly passionate about the power and potential these technologies have for communications and interaction in general, and I hope this channel helps others get up to speed with these tools more easily and quickly.
Have fun.
Before teaching, I worked in feature film VFX working on Matchmoving (Syntheyes, PFTrack, MatchMover Pro, etc.), Compositing (Nuke, AE, Shake), Pipeline Programming & Scripting (C, C++, Python), 3D (Maya, C4D), Photogrammetry, and Motion Capture (Vicon, Optitrak, MotionBuilder), but after Epic's Unreal Engine Fellowships in 2021 and 2023, most of what I do now involves Unreal Engine for in-camera-VFX, nDisplay, live greenscreen VP and of course mocap/Metahumans. That doesn't mean that I've left my MotionBuilder / Maya / Nuke / Houdini roots behind. :-)
I'm particularly passionate about the power and potential these technologies have for communications and interaction in general, and I hope this channel helps others get up to speed with these tools more easily and quickly.
Have fun.
Rename LOTS of Actors at Once in Unreal Engine 5.5 Motion Design
This short video shows how you can rename LOTS of actors at once using the Batch Rename tool in Unreal Engine 5.5's Motion Design Outliner.
Переглядів: 31
Відео
Using Older/"Obsolete" Assets with FAB
Переглядів 17712 годин тому
This video shows how you can use the FAB plugin in Unreal Engine 5.5 to add old, "obsolete" assets to a newer project, even if the assets are not listed as compatible with new versions of UE5.
Editing Skeletal Meshes in Unreal Engine 5
Переглядів 1,1 тис.19 годин тому
This video shows how to edit the skeleton of an existing skeletal mesh in Unreal Engine 5 using UE5's Skeletal Editing Tools plugin. In this example, we add joints to a free F/A-18C (available free on FAB) and add functionality for folding wings and articulated launch bar that didn't come included with the asset from FAB.
Unreal Engine 5.5 Motion Design Countdown Clock
Переглядів 36521 годину тому
This short video shows how to easily create a 3D Countdown clock using Unreal Engine 5.5's Motion Design plugin tools.
Sub-Layer Transition Logic in Unreal Engine 5.5 Motion Design
Переглядів 524Місяць тому
This video tutorial demonstrates how to use the Sub-Layer transition logic features new to Unreal Engine 5.5 Motion Design. This feature allows for the creation of motion graphics template levels that can selectively update portions of their layouts during transitions, leaving unchanged areas unaffected during Rundown page transitions.
Quick Tip: Default Frame Rate for Motion Design Projects in Unreal Engine 5.5
Переглядів 272Місяць тому
This quick tip video shows where you can find and change the setting for the default frame rate for Motion Design animation in UE5.5
Fixing "Auto" Retargeting Issues in Unreal Engine 5.5
Переглядів 753Місяць тому
This video shows workflow for addressing issues that can be encountered in Unreal Engine when Auto Retargeting doesn't really do the "Auto" part so well. By generating retargeting assets and making logical adjustments to the source and target regarting poses, what initially looks like a very problematic retarget can be made quite effective.
Creating a Motion Design Project in Unreal Engine 5.5
Переглядів 668Місяць тому
This video is part of a series for beginners showing how to create a new project in UE 5.5 configured for Motion Design work. In addition to setting up the blank project and plugins, this also shows how to add a free set of material assets that can be used when creating motion graphics elements.
Install Unreal Engine on a PC
Переглядів 148Місяць тому
Just a quick video showing how to install Unreal Engine. The screen captures are from a Mac, but the install process described is for a PC.
Broadcast Transition Logic in Unreal 5.5 (For Beginners)
Переглядів 589Місяць тому
This video, intended for beginners, is a step by step demonstration on how to setup a simple lower thirds broadcast graphic template using the Transition Logic features of UE5.5's Motion Design plugin.
Dynamic Materials in Unreal Engine 5.5
Переглядів 952Місяць тому
This quick-tip video shows how to use Dynamic Materials in Unreal 5.5 (should also work in 5.4 ...and maybe.. in 5.3?) Dynamic Materials allow a single material instance to have lots of different looks in a single level, without the need to create duplicate instance assets in the Content Browser. This is particularly useful in Motion Design so template levels can be configured to use different ...
Animate Metahumans Using an Audio File in Unreal Engine 5.5
Переглядів 8 тис.Місяць тому
One of the "under the radar" demos at Unreal Fest 2024 was the new ability to use nothing more than an audio dialog file to animate Metahuman lip sync animation. This video shows a Pre-Release walkthrough of how to use this functionality using the 5.5 Metahuman Plugin. This video was recorded using the initial Pre-Prelease version of UE5.5, so there are still a few things to be ironed out, and ...
NDI Alpha Channel with Motion Design in Unreal 5.5
Переглядів 1,2 тис.Місяць тому
This video shows how Unreal Engine 5.5's native NDI Output plugin can be used with the Motion Design Rundown Playlist feature to output graphics with alpha channel that can be composited for live broadcasting and live streaming outside of Unreal Engine. This video is recorded using an early, pre-release version of UE5.5 downloaded from Epic's Github source repository, so features are subject to...
Native NDI Output in Unreal Engine 5.5
Переглядів 2,2 тис.Місяць тому
Let's take a look at the built-in NDI Media output functionality in a pre-release version of Unreal Engine 5.5! This video is the first in a series taking a look at some new features and updates found in the source code release of UE5.5. Since this is built from source ahead of the official pre-release, anything shown could change between this recording and the official release, but it's always...
Installing Unreal Engine 5 on a Mac
Переглядів 4,5 тис.2 місяці тому
This video walks through the process of installing Unreal Engine onto an Apple Macintosh, (in this case, an M2 MacbookAir). Included in the video is a demonstration of creating a first-time Film, Video & Live Events project, and adjusting some of the Engine's performance settings to improve the frames per second achieved. In this case, the FPS improved from 19-21fps to a more respectable ~30fps...
Triggering Different Sequences in Unreal Engine
Переглядів 4523 місяці тому
Triggering Different Sequences in Unreal Engine
Free Movella Mocap Asssets: Retargeting in Unreal 5.4
Переглядів 5253 місяці тому
Free Movella Mocap Asssets: Retargeting in Unreal 5.4
Create Custom Metahuman Template Project in Unreal Engine
Переглядів 5973 місяці тому
Create Custom Metahuman Template Project in Unreal Engine
SIGGRAPH 2024 - Revopoint 3D Handheld Scanners
Переглядів 2363 місяці тому
SIGGRAPH 2024 - Revopoint 3D Handheld Scanners
SIGGRAPH 2024 - Move4D Volumetric Capture System
Переглядів 4473 місяці тому
SIGGRAPH 2024 - Move4D Volumetric Capture System
SIGGRAPH 2024 - Machine Learning & USD Tools in Nuke and Katana with The Foundry's Christy Anzelmo
Переглядів 2433 місяці тому
SIGGRAPH 2024 - Machine Learning & USD Tools in Nuke and Katana with The Foundry's Christy Anzelmo
SIGGRAPH 2024 - ArcEye/Sony Volumetric Capture System
Переглядів 5293 місяці тому
SIGGRAPH 2024 - ArcEye/Sony Volumetric Capture System
SIGGRAPH 2024 - New LookingGlass "Holographic" Displays
Переглядів 4483 місяці тому
SIGGRAPH 2024 - New LookingGlass "Holographic" Displays
SIGGRAPH 2024 - Vicon Performance Capture
Переглядів 2373 місяці тому
SIGGRAPH 2024 - Vicon Performance Capture
SIGGRAPH2024 - How Manus Mocap Gloves Work
Переглядів 3163 місяці тому
SIGGRAPH2024 - How Manus Mocap Gloves Work
Virtual Production Camera Calibration with Vicon Shogun
Переглядів 7283 місяці тому
Virtual Production Camera Calibration with Vicon Shogun
Quick Tip: Importing older "Incompatible" Assets into new versions of Unreal Engine
Переглядів 5554 місяці тому
Quick Tip: Importing older "Incompatible" Assets into new versions of Unreal Engine
Automating CSV Data Updates for Unreal Engine Motion Design
Переглядів 7764 місяці тому
Automating CSV Data Updates for Unreal Engine Motion Design
Great handy tip! Thanks alot! 💯👍
very nice video! subbed!
Now in "FAB" - no "free" "twinmotion" contant. So the video are not more relevant.
Yeah... they're still in Launcher (in the Fab Library) if you already acquired them, so they can still be used, but it doesn't look like you can add them to your library if you don't already have them. On the flip side, its much easier now (and getting even easier in the near future) to export content from Twinmotion to Unreal, so for now, easiest/best approach is probably just to install Twinmotion and send content to Unreal from there.
Hey, thanks for the video! Sadly, this didn't fix the issue for me. I am retargeting a mocap data from MoveOne and putting that one a MetaHuman body. I did this flawlessly in 5.4, but in 5.5 with the exact same method the hands get completely messed up. I checked the retargeter and everything is matching up exactly as it matched up in 5.4, but still the hands "break" pretty badly when playing the animation. I have no clue how to solve it :/
Mmm... assuming it's not a bug (the structure of Metahumans did change a bit between 5.4 and 5.5, but I don't know if this would be the source of the issue), here's a video that could maybe help... It focuses on hands retargeting specifically and shows how to create and use a finger movement test animation when setting up retargeting poses for hands that helps isolate finger retargeting issues: ua-cam.com/video/Ea1H4sWhqyU/v-deo.htmlsi=rRwXCUtGISsNkIzh Hope this helps.
@ thank you, will check it out
@@PixelProf What sort of structural differences are between 5.4 and 5.5 by the way? Thanks!
This is a great video! I have a question- I keep getting an error while trying to install the metahuman plugin, Error Code: MD-0011-0. Can't find any help online, was wondering if you know how to fix this. I heard that it's because of the fab migration.
Nice 👍👍
OMG been looking how to do this for past 3 months. I don't understand why this video never popped up. Thanks you sooooo much, this is amazing!
Glad it helped!
Hii… How do we play sequence which is on another level and then come back to gameplay in current level, specially when I have multiple sequences in another level and I want to call it by its sequence name?
Hmmm... only lets me download UE 4.27 on my M2. Any tips?
Not sure.. I have 5.5 installed on my M2 MBAir through launcher. Maybe uninstall launcher and start from a fresh install? Sorry I couldn't be of more help.
@@PixelProf strange. Was there anything I needed to do with xcode in. the way of installing? There's an install button on the lead screen that I didn't see you click. Can't explain it.
@@jrsoldano1444 Everything I did for the setup on my M2 is in this video. I suppose it wouldn't hurt to make sure you have the latest XCode updates applied (via Apple). In theory, once you've gotten as far as agreeing to the XCode license, there shouldn't need to be any additional installation steps on that side.
@@PixelProf Here's the answer. If you had previous versions of UE, you need to click the "+" button under Engine Versions to reveal newer versions. Thanks for the video!
for some reason when i try this the animation does not play in the sequencer? could this just be a bug for me?
Not sure.... I didn't do any "behind the scenes" tricks to get this to work, just what you see in this video. (I think the only edits were to skip waiting times)
Thanks for the tutorial. So, at the moment this can't be used by streamed audio and we basically need to bake the animation?
Yup. Currently bake animation from a recorded WAV file.
❤
I have placed a text actor over a rectangle actor. It looks great until I turn Translucency on for the Text Actor.The moment I do, the text is clipped. The clipping changes position if I move the camera across the scene. Do you know what could be happening here?
I've installed 5.5 and metahuman plugin is still missing from the content browser.. Do you have any advice?
The Metahuman plugin is installed from the "Fab Library" section of your Epic Launcher (on the Unreal Engine->Library page). Be sure that you have added it to your Fab Library (should be free or already added), search for "Metahuman" in Launcher and it should be found as one of the options with an "Install to Engine" button. Click that button and you can select a compatible, installed engine to add to. Hope this helps.
I can't open the 5.5 (preview) project after updating to the official 5.5. :(
This helped me out, thanks!
Glad it helped!
do you know how to animate the eyes?
Yup…. Add the face board control rig in layered mode, then use that to animate the eyes to taste. Will try to make time to record a tutorial video on this.
Great vid. But for distant elements you get clipping
Good, simple video. Thanks.
Exactly what I needed, thanks !
how did you import those materials to 5.5 version of Unreal? on Fab hub they are marked as supporting only 5.3 version... please guide, brother!
You can still install these in newer version projects. Here's a video I did a while back using the Epic Launcher's Library/Vault (this still works today): ua-cam.com/video/AcXU0uhi9wM/v-deo.html This also works with the FAB plugin installed in 5.4/5.5, but I haven't made a specific video for that yet.
Brilliant
This has come in clutch. Great Video!
can you make video of making that meterial
Which material? The “holographic” projection? (I think that’s the only thing somewhat custom here).
@PixelProf I am working on a construction vishuliazation, and I want the mesh come slowly like you did for the helmet. Can you make video of that
@@arjunkv3627 Ah.... I'll see if I can put something together on that.
@PixelProf wow, that would be amazing thank you so much
hey man, great tutorial. i have a question. in 5.4 you cant bind a plate with a video to an actor. maybe this is the reason that this doesnt work anymore? i dont get the movement from the camera to the plate. is there any fix of it?
I think today, I’d set this up using world displacement within the material itself. Will try to make time for an updated version of this. 🙂
@@PixelProf that would be great. thanks for your good work 🙂
Is this only for 5.5 or is the Text Animator also available in 5.4?
It's in 5.4 as well. (might look or operate slightly differently there, but same fundamentals) 🙂
@@PixelProf Ahh fantastic thank you! I was just able to find where the animator is as it's slightly different. One other question, to control the count down from a rundown and be able to start and stop it on command, what property would you need to expose to the Remote Control? If this is possible yet...
@@lachlansmithfilms4967 Stop/start functionality doesn't seem to be something that's "built-in", but I can't be sure. I suspect this could/should be doable via blueprints, but haven't dug into the process yet myself.
@@PixelProf Ahh no worries, thank you very much for getting back to me. I have found some ideas of ways to possibly do this using the Rundown/Transition Logic Controls, but I'll also check out blueprints. If I'm able to work anything out that might be useful I'll drop you a message and let you know!
300 * 30 = 9000
Doh! 🤪
Need complete flying animation control with sound….❤🎉🎉🎉 thank you
BOSS-Can you tell me more about 5.5 material designers? Almost no one talks about it. , it’s just that the BUG problem of 5.4 has not been fixed yet. . .
The Material Designer in 5.5 is dramatically improved vs 5.4, with LOADS of new features and abilities, but there are a few glitches in the initial preview release that have been fixed in the github source code version, but not released through launcher yet. I'm holding off until the next 5.5. update on launcher before digging into those features so more users have access.
Boss. . How to build on an existing animation sequence. Implement modifications to add such animations in videos. . .
As long as the skeleton hasn't had existing joints removed, existing animation sequences should play on the new skeleton by using the "add compatible skeletons" step. Then those can be baked to the FK Rig in sequencer for editing and rendering to videos.
Thanks
👌💯 I love UE motion
Cool! Very handy. 💯👌 Thank you! #unrealengine
Do you know how to package an unreal project with a blackmagic timecode and genlock set in? I keep getting an error saying "Blackmagic cannot be initialized on your machine." But I don't know how to go about 'initializing' it.
Thanksss
Hi. Great tutorial. Do you know if it is possible to stream audio data into this instead of using a pre-existing audio file?
So far it just processes audio recording files.
THANK YOUUU!!!
😍😍😍
That's pretty awesome. What a great feature.
does it work for other languages other than english?
I haven't tried other languages, but my understanding is that yes, it generally works in other languages as well.
same here wanted to fina a solution when Xcode is installed and unreal doesn't see it not the normal install process
U saint!
Hey there, thanks for the tutorial! I'm trying to figure out how to set up multiple level sequences to be played similarly to how animation sequences are blended together. We have a character for an interactive film that needs to transition between animations but animation sequences dont hold complex data like lighting cues or prop interaction. So my question is there a way to trigger different cutscenes (level sequences) at different times
You can key data like lighting cues and prop interaction directly in sequencer. There's a full Constraints system for prop interaction, and lighting cues, fx cues, even blueprint event calls all be incorporated into level sequences. Unless you're looking to incorporate interactive input (and technically even that can be facilitated in parallel with level sequence playback) basically anything/everything in Unreal can be animated in Level Sequences. Are there any particular demos/tutorial content around this that could be of help?
Yes exactly, that's why I'm hoping to use level sequences instead of animation sequences because the project doesn't have a controllable character, it's like a interactive cutscene with a main character. So for example you have that cube in your scene with one level sequence moving it up and down. But what if you wanted to have 10 level sequences moving that same cube with different directions/animations. I'm assuming they'd all be able to be triggered through programming at different times but is there a way to blend those 10 level sequences together. I'm new to nodes so I'm not sure if there's some node that can do something like that. Also thanks for the response!
thanks
Yeah the "auto" retargeting option is garbage.
Data type selection was not visible, what will be the solution
Should be there if you installed the 5.5 version of the plugin into Unreal 5.5 It’s not available in earlier versions.
would be great if there would be an RBF node for all the RBF bones to move properly .... oh well
can you make video about animated texture when the game played? I tried this way it doesn't animated when u play the game
How can I get hold of you so you can consult us on an upcoming project?
I thought you need both circular for the lights and camera.
Circular polarizer on the lens and polarizing gel on the lights have been working great in our studio. We used Rosco Polarizing #7300 on the lights with a Tiffen Circular Polarizing Filter on the lens.