Modify Unreal Mannequins in Blender - UnrealEngine 5.1

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  • Опубликовано: 17 окт 2024

Комментарии • 25

  • @hyunsookang8782
    @hyunsookang8782 Год назад +4

    This was the one of big reasons I gave up to make unreal skeletal mesh myself, but now it's solved!! thank you so much!!

  • @m0rph3u5.
    @m0rph3u5. Год назад +5

    Thanks for sharing, Just what I need. I am gonna take this one step further and take it to ZBrush and try sculpting the face or even replacing the body parts and see if that works without needing to rig and retarget :D

  • @Dhieen
    @Dhieen Год назад

    It finally works if i follow everything clearly from the beginning (at 4:23), i can now change the basic skeletal mesh by any custom skeletal mesh yeaaaah

  • @UNDERKING_UDK
    @UNDERKING_UDK Год назад +1

    That's what I really wanted to know :)
    Thank you for always making good videos :)

  • @nomorecookiesuser2223
    @nomorecookiesuser2223 Год назад +1

    You sir, are my hero. 🤩🙂

  • @ex_S1N
    @ex_S1N Год назад +1

    I need arms only. In Maya, you can UV select the mesh and delete things you don't want out of there after you've unparented the mesh from the skeleton. You can then delete by type the non deformer history (to keep the skin weights). After that you just export out the arms (which is still attached to the skeleton). Is there a way to do this is blender? I haven't seen any good videos on deleting unwanted meshes from the mannequin while keeping the skeleton. Any help would be awesome, thanks!

    • @Jobutsu
      @Jobutsu  Год назад +2

      In Blender (with no shape keys):
      1. Select the mesh and go into edit mode
      2. Use arm related vertex groups (under object data properties) or manual selection to select the vertices for the arms, then invert selection.
      3. X to delete the vertices

    • @ex_S1N
      @ex_S1N Год назад

      Wanted to add onto this, since I've got working results:
      4) export: object types armature and mesh selected (deselect empty, camera, lamp, other)
      5) deselect "add leaf bones" in armature drop down
      Seems a lot easier in blender! Hide the skeleton, delete what you want (or what you don't want, rather :p), and export using 2013 or 2016 and you're good to go. You're the man, Jobutsu!

  • @jhonysteak5512
    @jhonysteak5512 Год назад +2

    This way you can also easily replace the mannequin with a custom mesh by adding Blender's clothing process select your custom mesh then SKM_quin then object/linkdata/transfer then vertex group then all layer.
    Of course, the mesh that we add must be perfectly smoothed on the target mesh, namely the model, which in itself would make no sense.
    But in the video he shows how to modify the mannequin so just switch to sculpt mode then modify the mannequin to get as close as possible to the target mesh then add a Shrinkwrap modifier before transferring the weight.
    Which makes a new process for my export from Blender. With the mannequin it won't interest me but with a mesh that has a whole range of animations as well as a perfectly detailed face it would become interesting although the link in blender will become more difficult but I was already doing that on modes.
    Next step, test your method with a human meta that was previously converted for Ue5 animations then apply your method to replace it with one of my creations. Then compared that with retarging.
    Thank you for that, I perfectly master Zbrush, a little less Blender, and I discover Ue5 since can. thumbs up and subscribe.

  • @BartSakwerda
    @BartSakwerda Год назад +3

    great, but those plugins no loner feature on the EpicGames github ... checked January 2023

    • @Jobutsu
      @Jobutsu  Год назад +1

      Which plugins ?
      Name?

  • @PsycopatGameProject-rj4to
    @PsycopatGameProject-rj4to Год назад +2

    really like this since i failed hard my custom model, i was wondering if you will add a next vid about how to add bones without breaking everything ( like eyes mouth interior + teeths , upper mouth, lower mouth, side mouths, chin, cheeks, elbows bones. i want to do this so i can do custom anims and learn more ) ive try on my own only ends up with an abomination in the end xD ( and i know how paint weights works it's was just the import/ export method that failed hard ) + i got dismembrements set-up on mine (wish i want to learn how to make shaders not reflect underneat part and and up with wierd separations of dark areas near the cuts ).

    • @Jobutsu
      @Jobutsu  Год назад

      I have a single answer that you may not like, I know this because, as I do not like the answer.
      Autodesk Maya.
      I have made a lot of progress with Blender, I use it daily but the people at Epic Games design these characters with Maya, all the bone rotations, animations etc are therefore setup for Maya.

    • @PsycopatGameProject-rj4to
      @PsycopatGameProject-rj4to Год назад

      ​@@Jobutsu just tried something and it does works and perfectly fine tho ! made mouth, eye socket and more to the meshes, taken the head bone and duplicate it ( sinse it's a duplication it does keep the good rotation of the bone (blender : V:3.6.2 dho ) so by duplicating this bone you can set 'childs' bones to the head piece. only need to think about correctly and repair each time by reimporting ( with your setting ) the paint weight in unreal engine (5.2). ( sometimes you can forgot some spots and it make wierd shapes since the meshes stay at 0,0,0 location...)
      bassically : 1st use head bone ; duplicate. ( always start any new bones from there for head piece since it become childs (might work for any parts of the body at that point but always keep in mind it's a child bone so it's linked to that component mostlikely)
      2th : repair any weight paint for each bones.
      3th : export with jobutsu setting back to unreal.
      4th : profit.
      5th ( advance ) : split in part the meshes and make dismembrements settings for your game aka redo 1 to 4th stage in repeat for each skeletal meshes... xD

    • @PsycopatGameProject-rj4to
      @PsycopatGameProject-rj4to Год назад

      @@Jobutsu and by the way for anims you can set the character inside unreal bias the Ik rig system. from there you can create any animation and frankly it's quite powerfull when you get used to it.

  • @MaxStudioCG2023
    @MaxStudioCG2023 Год назад +1

    ok .what is the porpouse to modify those? nobody want them ingame :)) ...make a mixamo char to ue5 (but for example to put it on Ai character not on the char player play

    • @Jobutsu
      @Jobutsu  Год назад +3

      I can not answer your question. Only you can.

  • @lukewilliams7020
    @lukewilliams7020 Год назад +1

    Great unique video. Can you show us how to rig faces for live link speech?

    • @Jobutsu
      @Jobutsu  Год назад

      Short answer is yes 👍

  • @Joel-bg3cf
    @Joel-bg3cf Год назад +1

    Does anyone know why reimporting some things make them float in the air?

    • @Jobutsu
      @Jobutsu  Год назад

      It sounds like transforms are not applied/baked in Blender.

  • @Dhieen
    @Dhieen Год назад

    Lol when i duplicate manny and reimport with new file my unreal crashes

  • @Crovea
    @Crovea 8 месяцев назад +1

    Why do the bones look so messed up?

    • @Jobutsu
      @Jobutsu  8 месяцев назад

      In Blender ? The reason is related to Blender not supporting arbitrary bone orientation/rotation.