I love the way you teach, it is very easy to follow every step. I am just a bit worried, do we need to repeat the whole process for each new project? Or could we migrate folders? Thanks!
It all depends on the skeletons. For example if you do it for the xbot skeleton no need to rinse and repeat in another project. But if it's a different skeleton you would have to repeat. I think most of the mixamo animations do share similar skeletons.
You are welcome. Based on epic's documentation the fracture system is optimized for performance. However need to balance between realistic and performance. The more the number of shattered objects or the more the number of peices the more computation is required.
Sure it does work but it's not ideal. When you do that you do not have control over how the animations look. A lot of times migrating an animation may look a bit off and using the methodology you mentioned you won't be able to fix it. This is a sound proof way that works with any animation and skeleton.
In UE 5.4 It is now much easier to do this. Check this out if interested --> ua-cam.com/video/crTAui17wyk/v-deo.html
Excellent .I am waiting for the next video
So helpful, again many thanks.
I love the way you teach, it is very easy to follow every step. I am just a bit worried, do we need to repeat the whole process for each new project? Or could we migrate folders? Thanks!
It all depends on the skeletons. For example if you do it for the xbot skeleton no need to rinse and repeat in another project. But if it's a different skeleton you would have to repeat. I think most of the mixamo animations do share similar skeletons.
@@SipAndCode7 got it! Many thanks :))
@pucnaa This is now very easy to do in UE 5.4 . Check this out if interested --> ua-cam.com/video/crTAui17wyk/v-deo.html
Thanks! Will this impact performance in game?
You are welcome. Based on epic's documentation the fracture system is optimized for performance. However need to balance between realistic and performance. The more the number of shattered objects or the more the number of peices the more computation is required.
This is 100x more painful than it needs to be. Just import manny into mixamo and then export it with the animation. Boom. Works. Takes 30 seconds.
Sure it does work but it's not ideal. When you do that you do not have control over how the animations look. A lot of times migrating an animation may look a bit off and using the methodology you mentioned you won't be able to fix it. This is a sound proof way that works with any animation and skeleton.
@@SipAndCode7 I’ll look forward to learning more about what you speak of. So thank you for educating me.