I've seen many videos throwing around the words "inverted hull outlines", but this is the first video that actually explains how the technique works. Thanks for that!
The attack animations not playing on the outlines during attacks is actually really easy to fix, all you need to do is use the Set Master Pose Component node in the character's Construction Blueprint, and set the main character mesh (the one actually playing the attack animation) to the Master Bone Component input, and then add the outline mesh to the Target input (along with any other additional meshes you're using, since it lets you assign more than a single mesh), and it will forward any and all animations played on the main mesh onto any other meshes that are assigned to follow it, so long as they're using the same skeleton. I've used this a bunch for modular character mesh setups for customizable or multi-part characters where the meshes are split up into separate parts for whatever reason, and I've never had any issues with it.
Hi! the outline mesh is match every animation now. But the outline mesh is cling to the main mesh and the outline material doesnt render in the game now. Does anyone know how to fix it?
thanks, this was very helpful. Just a pro tip: if you right click on the text "Location" / "Rotation" / "Scale" you can copy/paste XYZ values together instead of going one by one.
If you go to construction script and "Set Master Pose Component" Then connect your Character to "Master Bone" and Mesh to "Target" everything should sync up to your main meshs animations.
hey dude thanks so much for this helped me tons, to anyone it may help: the author of this video mentions that this dosent work well on simulated objects. its true you cant just copy and paste a simulation because it may calculate slightly differently, but what i did was in the DCC make a copy of my mesh to be simulated (in this case a piece of hair) and changed the material to a second mat and merge the copy with the original overlapping in the same spot and skin the bones to both sets of mesh. then you can apply your two mats after importing in unreal
as far as the outline not lining up i attached the outline mesh to my main character mesh in the viewport and assigned the same animation blue print after tweaking the width etc the ghosting u had shown in the video was corrected for me
Just a heads up, the Distance from Camera section does not seem to work on Unreal Engine 5.3 At least not in my current project. I plug in all the relevant values and the outline just does not change size no matter what I do.
very good tutorial thank you, the attack problem might come from the way the animations are applying to the mesh in the original code. i'll search for that. thank you again !
Yeah, I suspect the same. I'm jut not familiar enough with the animation blueprints to pin down exactly where it's applying that animation to just the one mesh/skeleton. I just think it's odd that all of the other ones work, it must be being treated differently.
@@ESgsPhysics my guess is that the attack animation is played as anim montage inside the character blueprint and because you didn't set the character mesh to be master pose for outline mesh in the construction script the character mesh plays the attack montage but outline mesh doesn't
Great video! So is this method not performant, because it renders both sides of the model? Is there a more performant method to do outlines? I want to use character outlines on VR (quest)
I noticed on your Amber model from your Cell shading video that her skin's outline isn't black and is instead a beige colour, not to mention it seems to only affect the exterior and not the eyes and mouth. How did you accomplish that?
Nevermind, I figured out that I just create the face plate from the model separately, making sure there's no eye or eyelashes, and just use it as the object for outlining the face. In case anyone else needs to know
any idea why my inverted hull mesh is not synched with my other skeletal mesh? it's an exact duplicate(same skeletal mesh, same animbP), just changed the materials to inverted hull
Nah. They're from a pack (that doesn't look like it's on the UE store anymore). But they are from a company called Mixamo and it looks like they're still available through them directly.
Thanks. Instead of setting the shell mesh emissive color to just black, you can either set it to be any colour you want. But If you want a better result, instead of applying a single colour you can apply a slightly darkened version of the base model's texture. That way all the outline colours match the models' colours.
Oh inverted hull is totally performant. I'm just not sure if this method of creating the hull is performant. I'm under the impression that it would normally be part of the actual model and not a shader trick. but I guess shaders are used to manipulate foliage positions in the same way and that's performant enough, so it might be an unfounded concern.
I've seen many videos throwing around the words "inverted hull outlines", but this is the first video that actually explains how the technique works. Thanks for that!
The attack animations not playing on the outlines during attacks is actually really easy to fix, all you need to do is use the Set Master Pose Component node in the character's Construction Blueprint, and set the main character mesh (the one actually playing the attack animation) to the Master Bone Component input, and then add the outline mesh to the Target input (along with any other additional meshes you're using, since it lets you assign more than a single mesh), and it will forward any and all animations played on the main mesh onto any other meshes that are assigned to follow it, so long as they're using the same skeleton. I've used this a bunch for modular character mesh setups for customizable or multi-part characters where the meshes are split up into separate parts for whatever reason, and I've never had any issues with it.
Thank you! You save me !
Thanks, this was actually the information I was looking for.
Heck yeah, this method is also good for adding custom clothes to characters as well.
Hi! the outline mesh is match every animation now. But the outline mesh is cling to the main mesh and the outline material doesnt render in the game now. Does anyone know how to fix it?
I can't state how greatful I am to see this amazing video. Dude you are a great person, wish the best for your life
That explaination at the beginning was epic!! Thanks for going to the effort to do that.
This is a very good tutorial, I got sad when you said you weren't gonna do another please keep up the good work !!
thanks, this was very helpful. Just a pro tip: if you right click on the text "Location" / "Rotation" / "Scale" you can copy/paste XYZ values together instead of going one by one.
The attack can be fixed by pushing the animation to all the meshes. I had a similar problem with modular characters
If you go to construction script and "Set Master Pose Component" Then connect your Character to "Master Bone" and Mesh to "Target" everything should sync up to your main meshs animations.
hey dude thanks so much for this helped me tons, to anyone it may help: the author of this video mentions that this dosent work well on simulated objects. its true you cant just copy and paste a simulation because it may calculate slightly differently, but what i did was in the DCC make a copy of my mesh to be simulated (in this case a piece of hair) and changed the material to a second mat and merge the copy with the original overlapping in the same spot and skin the bones to both sets of mesh. then you can apply your two mats after importing in unreal
6:44 --> mixamo maw. How did you get that?
as far as the outline not lining up i attached the outline mesh to my main character mesh in the viewport and assigned the same animation blue print after tweaking the width etc the ghosting u had shown in the video was corrected for me
Man you are a genius thanks for sharing
Just a heads up, the Distance from Camera section does not seem to work on Unreal Engine 5.3 At least not in my current project.
I plug in all the relevant values and the outline just does not change size no matter what I do.
I feel like you should do more unreal material tutorial, your video are really good and detailed
my name is not mathew :P but this video sure did help alot
thanks for sharing! this is the best & simple tutorial I've ever seen ! :D
When the vertices changes abruptly, such as a cube, the vert on the invert hull seems to break, how do you fix it?
very good tutorial thank you, the attack problem might come from the way the animations are applying to the mesh in the original code. i'll search for that. thank you again !
Yeah, I suspect the same. I'm jut not familiar enough with the animation blueprints to pin down exactly where it's applying that animation to just the one mesh/skeleton. I just think it's odd that all of the other ones work, it must be being treated differently.
@@ESgsPhysics my guess is that the attack animation is played as anim montage inside the character blueprint and because you didn't set the character mesh to be master pose for outline mesh in the construction script the character mesh plays the attack montage but outline mesh doesn't
Thank you Man. I hope you do it for environment as toon which no one explain this
Great video! So is this method not performant, because it renders both sides of the model? Is there a more performant method to do outlines? I want to use character outlines on VR (quest)
I noticed on your Amber model from your Cell shading video that her skin's outline isn't black and is instead a beige colour, not to mention it seems to only affect the exterior and not the eyes and mouth. How did you accomplish that?
Nevermind, I figured out that I just create the face plate from the model separately, making sure there's no eye or eyelashes, and just use it as the object for outlining the face. In case anyone else needs to know
any idea why my inverted hull mesh is not synched with my other skeletal mesh? it's an exact duplicate(same skeletal mesh, same animbP), just changed the materials to inverted hull
How do you do this for a normal static mesh? Do you to make a new blueprint class?
my outline just completely invisible and i dunno why. EDIT: I got it fixed, i unchecked the two sided
Well done! Thanks for sharing!
I got a whole nother Peter Pan effect going on LOL!
so does it double the tris-count right?
It does.
Characters are freaking sick, did you make them?
Nah. They're from a pack (that doesn't look like it's on the UE store anymore). But they are from a company called Mixamo and it looks like they're still available through them directly.
Does this work on props or any meshes?
GREAT VIDEO!
Thanks.
Instead of setting the shell mesh emissive color to just black, you can either set it to be any colour you want. But If you want a better result, instead of applying a single colour you can apply a slightly darkened version of the base model's texture. That way all the outline colours match the models' colours.
Do you have a twitter i can follow?
Actually, its quite performant. On genshin for example, they use this because post processing would be too expensive for mobile.
Oh inverted hull is totally performant. I'm just not sure if this method of creating the hull is performant. I'm under the impression that it would normally be part of the actual model and not a shader trick.
but I guess shaders are used to manipulate foliage positions in the same way and that's performant enough, so it might be an unfounded concern.
@@ESgsPhysics Ooh I see. Will have to run some tests then to see the render times
很棒的分享教程,非常棒