I was just about to comment that you read my mind and then someone else read my mind and commented that you read their mind. So excited to dive into mutable with this video, nicely done!
I was going to say the same thing bro, I was reading about this plugin earlier today and he simply made a video explaining how to use it. How can it be?
@ you’ve got to aim higher with your professor x’s…. That’s like saying you feel like Wolverine but the Logan version… or really any character in that movie
Some questions that I don't have time to check myself, but would totally subscribe if you made a video on: 1) Runtime use - how easy is it to change those values during runtime, if at all possible? 2) Dynamically changing the components. Do you have to have it premade ahead of time, or can you add / modify the array of clothing items during runtime / with DLC / modular game features / etc?
I was just about to comment that you read my mind and then someone else read my mind and commented that you read there mind and then someone else read there mind and commented that you read their mind. So Can't wait to watch the video, Great Job!
Thanks for the video, the "Shirt for jacket" is redundant for this plugin, since what is is meant to do is to cut out the hidden geometry procedurally, which IMO is the most useful feature, like if you add a helmet it can remove the hair, if you add pants it can remove the leg geo, add shorts and it removed only the upper leg, etc, less polygons and no clipping.
I love this. I’m going to be trying to use blueprint interfaces with a menu system to toggle clothing. And eventually would love for adding gear to “equipped” will send the reference skeletal mesh as the option to toggle
Nice. Have you figured out how to really use the Shirt for Jacket when using the Jacket so that it auto-switches like it's supposed to? I'm sure it involves the Tags and the Modifiers (Remove Mesh & Clip Mesh With Mesh) nodes.
Interesting. How does it know which order to place the assets? For example, how come the shirt cleanly appears under the jacket instead of on top of it ? Anyway, really cool functionality. Im a Character Creator 4 user but its nice to know there are more alternatives ! Thanks for sharing this.
Nice tutorial, this was definitely worth it. You covered this subject with a good example case of how to use the plugin correctly. Thanks
I was just about to comment that you read my mind and then someone else read my mind and commented that you read their mind. So excited to dive into mutable with this video, nicely done!
I was going to say the same thing bro, I was reading about this plugin earlier today and he simply made a video explaining how to use it.
How can it be?
Y’all Read my minds 😂
I feel like Professor X... but from the logan version
@ you’ve got to aim higher with your professor x’s…. That’s like saying you feel like Wolverine but the Logan version… or really any character in that movie
@threepeatgames old, locked in a cave and refusing to take meds and now I'm reading minds, I'm him
didnt even know that this exists now. that will make creating inventory systems way easier. thanks for the introduction!
Some questions that I don't have time to check myself, but would totally subscribe if you made a video on:
1) Runtime use - how easy is it to change those values during runtime, if at all possible?
2) Dynamically changing the components. Do you have to have it premade ahead of time, or can you add / modify the array of clothing items during runtime / with DLC / modular game features / etc?
I was just about to comment that you read my mind and then someone else read my mind and commented that you read there mind and then someone else read there mind and commented that you read their mind. So Can't wait to watch the video, Great Job!
Great! Thanks! 🙂
Thanks for the video, the "Shirt for jacket" is redundant for this plugin, since what is is meant to do is to cut out the hidden geometry procedurally, which IMO is the most useful feature, like if you add a helmet it can remove the hair, if you add pants it can remove the leg geo, add shorts and it removed only the upper leg, etc, less polygons and no clipping.
Thanks that helps alot with understand
I love this. I’m going to be trying to use blueprint interfaces with a menu system to toggle clothing. And eventually would love for adding gear to “equipped” will send the reference skeletal mesh as the option to toggle
yeah that would be great let me know if you do manage to do it
@ will do!
Bro you're the goat, i really needed a tutorial for this. I looked everywhere but i didn't find one
glad it could help bro
great tutorial, would love to see more of the mutable plugin
Nice. Have you figured out how to really use the Shirt for Jacket when using the Jacket so that it auto-switches like it's supposed to? I'm sure it involves the Tags and the Modifiers (Remove Mesh & Clip Mesh With Mesh) nodes.
Interesting. How does it know which order to place the assets? For example, how come the shirt cleanly appears under the jacket instead of on top of it ? Anyway, really cool functionality. Im a Character Creator 4 user but its nice to know there are more alternatives ! Thanks for sharing this.
I was just looking for a video to help me start with mutable last night lol you read my mind
Look what you starter in to comment section lol
@@Clydiie everyone is reading everyones mind 😂
I would like a tutorial like this, but teaching with models from Daz Studio G8, G9 would be wonderful.
Are the options then selectable via blueprints? is there some way to manipulate it via code versus manually via dropdowns?
Ok but the question is what the point of this method versus any other current method to achieve this? Is it more performant?
omg how did I forgot about this video
@aidenallen1167 lool ur a busy guy
Nice vid bro I played with this in UE 5.4 but still need to figure out how to fully implement.
yeah same man im sure we will figure it out soon tho
What about blendshapes aka morphs? Can do tutorial on that next?
Here we go again another graph to learn wahaha
Stop reading my mind!
But how do you turn this into a changeable clothing feature in game?
How does it reference and use this information in editor and runtime?
More))