Nice. Looking forward to these features. Btw, do you have experience with the USD formate? As far as I understood its a collection of your scene, that will be updated in all programs, if you change anything. Like changing a bone role or adding weight, flip normals or other stuff. Seems like you do no longer need to export or reimport stuff from blender or Maya as it will be updated live once saved. Heard that UE is also capable to handle this format.
Yes I have XP with USD. However, my overall take on it was that it wasn't the silver bullet it could be, MOSTLY cuz of rigging. It did not handle the various rigging nodes, methods, etc. However, with all the cool new control rig stuff, I was thinking that if all your rigging was done in Unreal, then maybe USD could work cuz it's really just the model file at that point. If you find cool workflows with it let me know
In 5.4, when I have Skeletal Mesh view open like this I do not see "Editing Tools" as an option (there is nothing between Reimport Base Mesh and Activate Cloth Paint).. how do I enable this?
@@livinfreestyle6727 okay thanks a lot. I just want to ask if you can assist. I have character with a puncho. The puncho has some part of it skinned to give it some unique animations. I am using half cloth sim and the skinned part of the mesh to make some animations and drive the rest of the cloth sim. Is it better to skin the whole clothing asset and use something like kawaii physics or rigid body dynamics. Because I want the clothes to follow the arms until the animations is played. I have tried using the location of the arm joint/bone. I want the cloth joint to follow but the results are not working properly. If you look at something like doctor strangest cape in marvel rivals. It seems to be animated. Because I don't think it's wise to bake an alembic for all types of motion the character can take. Sorry about the long explanation. I just want to be clear
Cloth is a beast of a setup and wherever possible I prefer to use something like Kawaii physics (very cool that you are familiar with it). Apparently the latest version even allows for cross chain constraints so something like a skirt is much more achievable. The downside of this method is you have to put a lot joints in there to get fidelity. As far as the rest, it depends. If it's a super heroic moment it can even be hand animated and you can use blend curves to turn it on and off in engine.
I love that Unreal's heading towards having full rigging capability, but I don't see any vertex weight mirroring options in 5.4. Is this possible? It would save a lot of time painting skin weights
There is a mirror button. If you click "verticies" I have not personally tried it to see how well it does in armpit regions and overlaps, but it is there
im so happy you took the time to look at this when i asked a few months ago, AND that you immediately followed up to see if any of your issues were addressed in 5.4@@livinfreestyle6727
5.4 is amazing, so many great features im loving it ! Thanks kevin
It really is and you're welcome
Nice. Looking forward to these features. Btw, do you have experience with the USD formate? As far as I understood its a collection of your scene, that will be updated in all programs, if you change anything. Like changing a bone role or adding weight, flip normals or other stuff. Seems like you do no longer need to export or reimport stuff from blender or Maya as it will be updated live once saved. Heard that UE is also capable to handle this format.
Yes I have XP with USD. However, my overall take on it was that it wasn't the silver bullet it could be, MOSTLY cuz of rigging. It did not handle the various rigging nodes, methods, etc. However, with all the cool new control rig stuff, I was thinking that if all your rigging was done in Unreal, then maybe USD could work cuz it's really just the model file at that point. If you find cool workflows with it let me know
Thank you very much for all of this!
I would suggest to add this video in the playlist of Pet Series
sounds like a good idea. Thx for watching
In 5.4, when I have Skeletal Mesh view open like this I do not see "Editing Tools" as an option (there is nothing between Reimport Base Mesh and Activate Cloth Paint).. how do I enable this?
Thank you! Very helpful.
So glad!
And the new 3.0 metahumans, currently usable in uefn, come equipped with a massive control rig and a procedural walking blueprint.
I saw the meta announcement as well. I haven't even had time to play with UEFN
New component for metahumans coming in 5.4 full release. Togglable correction bones for better performance
Im curious to see what this actually is cuz you can setup your own toggles now
Great tutorial. Is it possible to switch the weighting of a mesh. Like a skin weight profile. As they removed it from 5.4
I had not looked into this. As far as I know its still in there...a.t least its in the docs for 5.4
@@livinfreestyle6727 okay thanks a lot. I just want to ask if you can assist. I have character with a puncho. The puncho has some part of it skinned to give it some unique animations. I am using half cloth sim and the skinned part of the mesh to make some animations and drive the rest of the cloth sim. Is it better to skin the whole clothing asset and use something like kawaii physics or rigid body dynamics. Because I want the clothes to follow the arms until the animations is played. I have tried using the location of the arm joint/bone. I want the cloth joint to follow but the results are not working properly. If you look at something like doctor strangest cape in marvel rivals. It seems to be animated. Because I don't think it's wise to bake an alembic for all types of motion the character can take. Sorry about the long explanation. I just want to be clear
@@livinfreestyle6727 Hi please can you help with my previous comment when you have the chance
Cloth is a beast of a setup and wherever possible I prefer to use something like Kawaii physics (very cool that you are familiar with it). Apparently the latest version even allows for cross chain constraints so something like a skirt is much more achievable. The downside of this method is you have to put a lot joints in there to get fidelity. As far as the rest, it depends. If it's a super heroic moment it can even be hand animated and you can use blend curves to turn it on and off in engine.
@@livinfreestyle6727 okay I will give it a test thanks so much
Thank you, is there a tab that allows the user to type in specific weights values on a cluster of verts? Will the typed in values also auto normalize?
Yes there is. WHen you pick a vert there is alitte table and you can type or slide weights
@@livinfreestyle6727 Thank you, Sir
I love that Unreal's heading towards having full rigging capability, but I don't see any vertex weight mirroring options in 5.4. Is this possible? It would save a lot of time painting skin weights
There is a mirror button. If you click "verticies" I have not personally tried it to see how well it does in armpit regions and overlaps, but it is there
@@livinfreestyle6727 Ah thank you! I'll take another look!
Epic are on fire!
I know this is a little thing, but overall it's really hard to keep up with the speed of updates!
They have been stepping up the speed and quality of their engine updates
Wowowow
Simple stuff is cool right :)
im so happy you took the time to look at this when i asked a few months ago, AND that you immediately followed up to see if any of your issues were addressed in 5.4@@livinfreestyle6727