Fantastic video. A question... You used alphas in order to mask out those parts of the body that may overlap with the clothing. Is there a way to select or mark a group the polygons and then store that as a selection set? And then be able to toggle the visibility of that selection set? Maybe via vertex painting or something? For example, that is how Bethesda did it for Skyrim (and probably for some other of their games). So each time you create a piece of armor, like say a pair of boots, you would export it with the selection set data (they called it BS Dismember/Deformer, something like that). And the selection set data would include the polygons of both feet and anything that the boots may overlap with, such as the lower portion of the calves for both legs. For an arm bracer, you would hide the hand and half of the elbow area, etc. All depending on what the armor piece is supposed to cover, and where the overlapping issues may occur. For a fingerless glove, you would leave the fingers visible, for example.
Привет 🙂 А как разные варианты одежды одевать и снимать? Получается все подключаешь через компоненты и потом делаешь видимым или не видимым отдельный компонент экипировки?
@oleksandrkorostylov6718 я думаю можно попробовать через нумерацию прописывать вкл. выкл. 🙂 У меня тоже кастомный персонаж в разработке, думаю как правильно это сделать
This is great. Although I'm having an issue with hair in UE5.5. The metahuman hair flickers when playing a simulation and in my thirdperson character blueprint the hair and eyebrows dont show at all. Anyone else experienced this?
@@oleksandrkorostylov6718 ok found the fix. Under details panel of Lodsync component had to update the index names for the face to the changed name FaceMetahuman
Now enable raytracing....does it crash for you as well then? Because I´ve been stuck on this for ever, getting a crash related to GPU skin cache when using raytracing with a character blueprint that uses Lead pose component. Couldn´t figure out why yet, would help me out if you could confirm, so I can further troubleshoot...:) Great tutorial nonetheless...:)
@@gavinm5750 It looks like you are using the new metahuman 5.5. Since 5.5 metahuman uses a single material for body and face. In case you want to use face and body masks separately for each other, you should make a duplicate of metahuman's base skin material and assign it to the body. Then you can use the body masks separately and the head masks separately.
Great tutorial.Looking for more from you.Thanks.Subscribed 👍
nice man demo worked like a charm you guys have nice models!
Nice work, very informative, thanks
Awesome video. Lets compare that to doing it with METATAILOR.
I would watch that video.
@@Feer50k please share your CC4 method, it would be much appreciated.
Fantastic video. A question... You used alphas in order to mask out those parts of the body that may overlap with the clothing. Is there a way to select or mark a group the polygons and then store that as a selection set? And then be able to toggle the visibility of that selection set? Maybe via vertex painting or something? For example, that is how Bethesda did it for Skyrim (and probably for some other of their games). So each time you create a piece of armor, like say a pair of boots, you would export it with the selection set data (they called it BS Dismember/Deformer, something like that). And the selection set data would include the polygons of both feet and anything that the boots may overlap with, such as the lower portion of the calves for both legs. For an arm bracer, you would hide the hand and half of the elbow area, etc. All depending on what the armor piece is supposed to cover, and where the overlapping issues may occur. For a fingerless glove, you would leave the fingers visible, for example.
I suppose, Vertex paint would work. Search for Vertex Paint Materials Blending etc.
Hi. The Set leader pose node does not seem to work with GASP. Do you know how to make a modular character with GASP please?
Привет 🙂 А как разные варианты одежды одевать и снимать?
Получается все подключаешь через компоненты и потом делаешь видимым или не видимым отдельный компонент экипировки?
Приверт. Да, можно или скрывать видимость или просто оставлять слот со скелетал мешем пустой.
@oleksandrkorostylov6718 я думаю можно попробовать через нумерацию прописывать вкл. выкл. 🙂
У меня тоже кастомный персонаж в разработке, думаю как правильно это сделать
This is great. Although I'm having an issue with hair in UE5.5. The metahuman hair flickers when playing a simulation and in my thirdperson character blueprint the hair and eyebrows dont show at all. Anyone else experienced this?
@@deunank I think you should check your LODs settings
@@oleksandrkorostylov6718 Thanks. Already tried it. Didn't make any difference. Might try in a clean project.
@@oleksandrkorostylov6718 ok found the fix. Under details panel of Lodsync component had to update the index names for the face to the changed name FaceMetahuman
@@oleksandrkorostylov6718 ok found it under Lodsync component details - changed the name in the index from Face to Facemetahuman!
Now enable raytracing....does it crash for you as well then?
Because I´ve been stuck on this for ever, getting a crash related to GPU skin cache when using raytracing with a character blueprint that uses Lead pose component.
Couldn´t figure out why yet, would help me out if you could confirm, so I can further troubleshoot...:)
Great tutorial nonetheless...:)
you should consider posting your problem on their official UE5 Thread. Sometimes develeoper themselfs respond. Its worth a try
Good job guys!
11:49 this makes my face disappear
@@gavinm5750 It looks like you are using the new metahuman 5.5.
Since 5.5 metahuman uses a single material for body and face.
In case you want to use face and body masks separately for each other, you should make a duplicate of metahuman's base skin material and assign it to the body.
Then you can use the body masks separately and the head masks separately.