Mastering Static and Skeletal Meshes in Unreal Engine 5.1: Tips and Tricks
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- Опубліковано 22 тра 2024
- Ready to take your game development skills to the next level? Join us as we dive deep and explore the fascinating subject of mastering static and skeletal meshes in Unreal Engine 5.1! In this video, we'll share with you some of the top tips and tricks to help you master these crucial elements of game design.
From understanding the differences between static and skeletal meshes, to optimizing your game's performance, we'll cover it all in this comprehensive guide. Whether you're an experienced game developer or just getting started, you'll learn valuable techniques to help you create stunning visuals and realistic game characters.
So grab your mouse and keyboard, and let's get started on this exciting journey through the world of Unreal Engine 5.1 and static and skeletal meshes. Don't forget to like and subscribe for more game development tips and tricks!
00:00 - Introduction, Hi! :)
01:25 - What is a Static Mesh?
02:06 - SM Export Blender
03:19 - SM Import Unreal Engine
04:25 - Fix Normals Warning
05:26 - Reimport SM
06:17 - Solution to Apply Materials Automatically
06:56 - Filters are amazing
07:36 - Show Import Dialog Box on Reimport
08:18 - Solution to Adding Materials Automatically
10:23 - Creating a Blueprint for Static Meshes
14:48 - Create Blueprint Class from Selected Objects
15:23 - Nanite Explanation
19:15 - Skeletal Meshes Example
22:02 - Auto Rig Pro FBX Export Blender
24:31 - Import Skeletal Mesh Unreal Engine
26:20 - Textures for Material
27:52 - Skeletal Mesh Explanation
29:14 - BONUS!!!!! Fun with Skeletal Meshes and Blueprints
29:48 - Blueprints Prerequisite
33:15 - Creating Gundam Pawn
34:55 - Camera Boom Construction Script
38:23 - Setting Up the Framework
38:49 - First Test!
39:40 - Fixing Character Movement Component
41:05 - I tried to stop talking...
41:55 - Skeletal Meshes Nanite Quick Tip
42:30 - Blueprint to attach nanite mesh to skeleton
44:06 - Outro Bye! :) Please Like and Subscribe! - Фільми й анімація
Hello everyone! Thanks for tuning in to our video on mastering static and skeletal meshes in Unreal Engine 5.1. I hope you found this tutorial helpful in expanding your game development skills. If you have any questions or comments, feel free to drop them below and we'll do our best to help you out. And don't forget to like and subscribe for more videos on game development tips and tricks. Thanks again for watching, and hope this helps!
The game you are remembering im pretty sure was Zone of the Enders it was sick af, nice vids thanks for all the info
I'm a huge Kojima (Metal Gear) fan and I still haven't played Zone of the Enders... yet! haha I own it which is the sad part. It's another obscure PS2 game :) I'll try to do a quick google search. And thank you for watching :)
Ah I found it! it's called "RAD - Robot Alchemic Drive"! very obscure but I always thought the idea was cool
That last tip about the nanite socket parenting was amazing and deserves its own video! I was struggling to figure out how they did that in the Valley of the Ancients project for so long. They basically skinned the skeleton to a tiny cube in Maya and then masked it out like you said. I couldn't figure out how to get the nanite meshes to work with the control rig properly though, so if you'd ever be willing to do something on that it would be super helpful!!
I couldn't agree with you more! I really should make a smaller focused video on that exact topic. Thank you so much for the feedback! Cheers!
Great vid! I am currently working with rigging a character model now. I am in the same mindset as you were thinking autorig wasn't the way to go. I ended up making some progress creating idle/walk and attack animations using the rigify rig in Blender and imported them over to unreal. Would you recommend me to continue with this workflow or learn the autorig workflow that you showed us here? Cheers!
Great tut! Thanks a lot! One question - how did you set those filters to appear as buttons in your content browser?
Thank you so much! Once you click on the filter icon (looks like a funnel) you have all the check boxes appear for the category. Just click on one of the check boxes and it will appear as buttons that you can toggle on and off. Kind of weird to explain but you will understand when you try it in person haha. Cheers!
@@GlassHandFilms no no I know how those toggles work - I meant how did you get those filters to appear as a separate vertical stack to the left of the content window. Or was it like that by default? Maybe it's something they changed in 5.1 (I'm still using 5.0)
@@defonten yep it is something they changed in 5.1. Once you toggle them they will show up as vertical buttons stacked now
@@GlassHandFilms Roger that! Upgrading to 5.1. Thanks for all the great info you shared!
@@defonten awesome! And no problemo. Cheers!
what about parenting static mesh to a skeleton like they did in a demo?
You can absolutely do this! In the past I've just attached the meshes in a blueprint
I just found animation rigging convert static to skeleton mesh
бля"гениальный с"офт
hello
2:42 wtf ?? why does everyone give different information on this?
I've heard it's Forward: X, Up: Z and for armature X Axis, -Y Axis
wtf???
I searched for a while to find an image 😁 I'm not at my computer at the moment. But notice this image here: i.stack.imgur.com/iO3A8.png
Notice how the x is flipped if we keep the y orientation the same. Z up is the same.
As for the primary and secondary bones, I will try and make an image tomorrow to showcase this. I at least hope the first image answers your first question. Cheers! And thanks for checking out the video
@@GlassHandFilms It's all good, I already believed you the most when I heard you said it in the video since you seem to have a lot more experience. It's just frustrating cause now I've been using the wrong settings for so long
@@senpoo1 I understand how you feel! Part of being a 3D artist is the technical baggage that comes along for the ride :) at the end of the day, as long as you are happy with your work, that's all that matters. There will always be new things to learn. I hope that this allows you the freedom to create assets exactly how you want them to be created. Cheers :)