Unreal Engine 5 Beginner Tutorial Part 14 - Clone Characters
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- Опубликовано: 3 окт 2024
- In this episode, we show you how to create an army of Stormtroopers using the pattern tool. We create variations of Stormtroopers by creating static meshes from animation sequences. We also teach you how to enable Nanite to optimize your meshes for better performance.
Console commands 💾:
Nanite Raytracing - r.RayTracing.Nanite.Mode 1
Important Links 🔗:
Epic Launcher Download - store.epicgame...
Reference Viewer - www.pureref.com/
Texture Download - www.textures.c...
JSplacement Download- archive.org/de...
JSplacement Web - jsplacementweb...
HDRI - rendercrate.co...
Stormtroopers - sketchfab.com/...
Blaster - sketchfab.com/...
Thanks to Polycam for sponsoring this entire course! ❤️
Here is that sweet promo code we promised you guys:
Type the code "BADDECISIONS" on poly.cam/ to save 30% on their Pro Plan.
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Podcasts mentioned in this course 🎙️:
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Pwnisher - • Internet's BIGGEST 3D ...
Felix Jorge - • Virtual Production wit...
Emonee LaRussa- • The Art of Motion Grap...
Reference for making the spaceship 🔍:
1. www.10news.com...
2. blenderartists...
3. / 507077239286068548
4. starwars.fando...
5.veniceogar.xyz...
Chapters 📚:
Unreal Engine 5 Beginner Tutorial: Introduction
Part 01 - Installation and using Templates
Part 02 - Navigating the Interface like a pro
Part 03 - Modelling Tools Basics
Part 04 - Modelling Tools Advanced
Part 05 - Lighting
Part 06 - Intro to Materials and Textures
Part 07 - Material & Texture Basics
Part 08 - Material & Texture Advanced
Part 09 - Scene Decoration
Part 10 - Post Process Volume
Part 11 - HDRI
Part 12 - Importing Assets
Part 13 - Importing Character Animation
Part 14 - Clone Characters
Part 15 - Adding Details with Decals
Part 16 - Cameras, Rig Rail, and Crane
Part 17 - Animation and Sequencer Basics
Part 18 - Animation and Sequencer Advanced
Part 19 - Render Setting & Console Commands
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#unrealengine5 #unrealenginebeginnertutorial #ue5 #unrealengine #unrealenginevfxtutorials #unrealenginetutorial #blender3d #blender
We are getting close to the final moment, and I just want to thank you guys for all of your efforts
You are most welcome buddy! Can't wait to see your final result
The main thing I’ve loved about these tutorials is the fact that it’s all real time so it doesn’t skip over any of the steps. It’s been incredibly useful for someone like me with absolutely zero experience with 3d stuff and unreal
Good job guys! Super helpful series so far
This is by far the greatest tutorial series I've ever had the pleasure to follow. I hope, once this project is finished, that you are gonna do more. Keep up the greatness. Ps I'm a lil far behind, going into materials tomorrow morning, but can't wait to share with you my result!
Another one bites the dust! This is insane, I'm still amazed by how much I'm learning only from this series w/o no significant prior knowledge in UE5. Thanks guys!
Glad to hear it buddy!
Congrats on your soundboard my dudes. And THANKS FOR POLYCAM FOR SPONSORING THIS SERIES, RIGHT GUYS?!
hahahahhaha thanks a lot buddy we love the soundboard ...And yeahhhhhhhh shoutout to Polycam
Yall are incredible. I’ve learned so much in these videos. Cheers! Keep the amazing content coming!
Glad to hear it helped ❤️❤️
Hey guys thanks for this. A quick tip i found. when comping over the rifles to the other static meshes you can actually copy and paste the rifle in one static mesh group to another. For example select the blaster on ST_1, (copy, whatever your hotkey is), highlight the ST_2 static mesh component, then paste.
Thnx for this mate!
yeah I was about to say
itd be cool if you guys had a discord like some of the other tutorial channels so that people could share screenshots and ask for help! love the tutorials you guys are so wholesome and silly love it!
Anything that can beat this series of tutorials is the enthusiasm of these brothers (and the hair style too 😉). Very helpful tutorials....Best wishes for the channel.
This is incredible and the ease of your explanations makes this possible. Thank you!
Absolutely my friend ❤️❤️
honestly its the best Tutorial ever i watched i realy learned a lot from your videos love you and respect to my Iranian Brothers IR ❤AF
One small note, you can copy ALL the transformations by right-clicking next to the [ \/ Transform ] and selecting "Copy all properties in category". It will copy the rotation, but that will save some back-and-forth.
To apply you do the same thing when you add the blaster on the next trooper - right-click on the transform and then "Paste all properties in category"
Amazing tutorial, now lets hope that by keeping all video settings on low, I can actually make it to the end of the series before my vram decides its done with my shenanigans.
13:35 Instead of adding the blaster again you can just copy and paste the blaster itself from the first stormtrooper Then it will be copied with the scale, location and rotation directly.
This unreal engine series is dope! 🔥💯👌 Thanks alot
Glad you like them! You are most welcome
You guys are the funniest RUclipsrs I encountered. Thank you for making me laugh when I'm passing through hard times in my life.
I have managed to follow all the way along and build this ship on a zenbook 15 lol. Its running a geforce gtx 1060.
Wow perfect! 😊I should have waited for this part, things would not have messed up last day.
Hahahah … it’s ok .. just remove the extra part and continue from here
Guyssssssss Do not stop these tutorial pleaseeeeeee I didn't have the time to see them all
we have 5 more episodes
Nooo!!! I do a lot of Tutorial stuff and this guys are the most entertaing duo on the market! Learning with fun is better learning! Plz don't stop and make more of it :D
If you have low fps like me, you can turn off HDRI and PostProcessVolume and that has changed a lot for me
Quick tip: if you copy/past the blaster from one trooper to the other it also copies the postition and the scale.
1:02 - Part 13 Recap
1:44 - Duplicating Stormtroopers With OR Without Armatures
2:37 - What Is A Static Mesh
3:57 - Converting Skeletal Mesh Into Static Mesh
7:14 - Bringing Converted Static Meshes Into Scene
7:48 - Adding Props To Static Meshes
9:16 - Editing Static Mesh Component
13:24 - Adding Other SM_Blasters To the Rest Of The ST_Stormtroopers
15:31 - Creating Patterns for Stormtroopers (TIP: If Stormtroopers Are Next To Each Other Just Change The Extent X Or Y Value)
17:55 - Creating Different Stormtrooper Formations
18:20 - Changing The Four Main Stormtroopers With Jitter
20:28 - Grouping Patterns
21:01 - TIP: If PC Crashes ( My PC Crashed As Well, Make Sure You SAVE!!) 😫😫
25:33 - Convert Blasters to Nanite And Fixing Stormtrooper Meshes
28:04 - Console Variable aka Console Command
29:48 - Understanding What A Command Does
31:25 - Order 66 aka Adding the Other Stormtroopers
Thanks Legend! You know people are asking for this on every episode :)
@@badxstudio lol I'm not surprised. I was doing this just for me but I'd figured it would help those who watch.
You're such amazing tutors - you explain such complicated things in easy to understand ways :)
you're killing it bois!
Thanks a lot
Soundboard hype! Thanks guys, still sticking with you
Our pleasure!
On this part 14:39 you also can click at Transform with the right mouse button and select "copy all properties in category"
Or you rightclick the element in the detail tree and copy paste it in the other models details tree ;) more efficent.
Btw: the blaster should be 448mm long so import with scale of 0.11 matches allmost
What's funny is, the different levels of detail at different distances in 2D is called mip mapping and has been part of game consoles since Nintendo 64. You actually disabled this feature in your HDRI video if I remember.
Oh for reallll?????
@@badxstudio check out James Lambert's N64 tech demo if you're interested in seeing just how far it could be pushed. He's the same dev that was doing Portal 64 demake before Valve asked him to stop.
Thanks!
good stuff, but i think making a character blueprint and putting your character there along with the gun would be a better future proof way of doing stuff, especially for animation or if you want to switch the gun afterwards
That's correct. Blueprints are definitely the way to go for the long term. However, we wanted to make it as easy as possible for beginners and as fast as possible for them to create an army. I believe that blueprints would not also work with the pattern tool and therefore we decided to go through this route.
@@badxstudio oh yeah, sorry, didn't realize BPs don't work with that pattern thing :)
@@MasekFilip True BUT u could create the "pattern" inside the blueprint and place all actors with the blueprint. I'm not 100% sure how to do this in the editor, but there are "construction scripts" or something that sounds like a solution here.
You guys are the best
خسته نباشید واقعا عالی بود💪
Do we know if left-handed Stormtroopers are a thing? Like maybe the clone settings got occasionally flipped during the Jango Fett bake-a-thon? Probably a good thing that they're all the same handed. A random column of lefties would likely disrupt the ominous vibe.
PS: Great work on the tutorials!
I'm still getting a bit of ugly shadows for the actors in the background with nanite at the stage after the console command. any ideas? it gets fixed on disabling the raytracing shadows in settings or using path tracing - shall I just stick with that? I'm on cinematic mode with an rtx 2080ti and I'm running between 20-50fps depending on settings
Also try adding this console command. r.RayTracing.Shadows.AvoidSelfintersectionTraceDistance 10. I found it helped.
Genius and simple method!!! Thanks!!!
You're welcome!
Good job. I learn.
;)
This Tutorial series is amazing! I am running into an issue where after I run the console command all the close up storm troopers are fine but all the distant ones still have those grey blobs. Any tip to remedy that?
Thank, very informative tutorial
It was LIT 🔥🔥
for those whose troopers looks bad just paste the command in cmd below...everytime when you open your unreal engine ......... Thank you!
hi. you can simple CNTR C CNTR V blaster
you dont need copy itch parametr
Hello, instead of copy and paste each properties of transform 3 times, we can right click on transform title pane and copy all properties in one time.
you are a super duo! thank you
Love you brother
Amazing! )))
Thanks!!
I'm imagining a scenario where I create an animation of these stormtroopers doing crab rave dance here in spaceship... That would be sick
hahah would love to see it
I did something like this :D Used the twerk animation from Mixamo and had a litte dance party at the Tie Fighter wings. Posted on instagram as Reel ;)
@@badxstudio Stormtrooper Rave video is out!!
Recently started watching these tutorials and loving it. Can someone please tell me if there is a way to not enter console command each time I open the project ? Thank you.
What about if its a bp character ? how to animate these things, as you know you can't animate static meshes
4:45 LMAO 😂
Happy ! 🤣🤣
HAPPY?????
❤️❤️❤️❤️
Hi, I have a question about the ray tracing nanite code. While it works, I'm finding that I have to re-enter every time I open up the file. Is there something that I'm missing to make that permanently stay?
Change in project file while running the project , or add path tracing in the post volume mesh
Guys please teach us how to animate this army and spawn them without too much fps drop! I'm making a zombie game and when about 50 zombies spawn and come towards the player, the fps drops from 60 to 35-40 and stays at 35-40 until they come towards the player and the player shoots them and kill them, after killing zombies FPS increases. Please teach us how to fix this problem and increase the FPS when a horde of zombies are coming towards the player?
Thats not a easy thing to do :D Reduce textures to 1024 or 512 and reduce the vertex count in your LOD levels, details do not matter im mass when everything is moving. Use simple collision Boxes. Reduce tick events in your blueprints maybe u dont need 60 updates per sec (FPS) on your Zombies for Pathfinding and player searching. 50 Zombies times 60 updates per second, you can save a lot here. Publish a event when the player positon is detected and use the observer pattern (in ue as EventDispatcher) to communicate the position to other zombies and search just if no position is avaliable. How we learnd in this tutorial, use Nanite for meshs if possible. May be the player blueprint does something for every zombie in range. Use the behavior trees in UE for your Zombie AI ... and search for "Spawning hundreds of Balls in Unreal Engine"
@@thomaskneisel1854 thank you so much 🙏🙏🙏
Note for users of MacOS, Nanite is not fully supported for Apple Silicon and for me I didn't find a solution to fix this.
For those who have MacBook Pro M3 you need to go to your project settings and change Mac Options to "Mac Metal Desktop Renderer Beta (SM6, Metal 2.4+. macOS 14.0 or after, M2+" . Metal Shader Standard to Target set to "Metal v3.0 (13.0+). Under Packing set everything to "Host (Matches current machine)".
Thank you, but how I add crowd people with animation of them
my mesh and static mesh component (blaster) are not sticking together when I make a pattern out of them help UN5.4 😢
Quite a strange discovery but nanite only made my fps worse, idk how but i turned it off and its smoother😅
My object appears twice for some reason especially when I tried to copy the stormtroopers, is there any fix?
i don' t know why, but my preview is showing the objects twice like an artifact... it starts to happen when i activated the ray tracing. When i set the ray tracing preview on, it just disapears
Hello. After turning on the nanite my shadows remained good.
this worries me more than problems lol
I want to use metahumans to my project so i want to place many metahumans with animations in the scene, how to achieve that !?
I had to do console command r.Raytracing.Shadows.EnableTwoSidedGeometry 0 to get ride of my ugly shadows on the storm troopers. That and a couple other options found here: ruclips.net/video/F3XSKXhIAuU/видео.html
Thanks it worked!
Have you tried option 3? ( Nanite Settings 🔻Fallback Relative Errror {0} )
I don't know but in my engine there is no mesh distortion after turning mesh into nanite , is any mistake i made earlier ?
The bankruptcy chapter? Oh god that was such a dad joke.
Haahahhaha that's pretty accurate hahaha
when ever i use the option "pattern" to develop pattern for the storm troopers holding the gun , the resulting pattern duplicates the troopers but not the gun or Blaster , If it does duplicate the blaster its shown at the feet of storm troopers . any one help me with this
I'm the 880th like I'm here to bring balance :3
So Nanite doesn't work on M2 Mac chips. Correct?
26:22
guys sorry i have some technical problems
after activating nanite and pasting the Nanite Raytracing in cmd section the weard shadings gets fixed but when I going further or zooming out in viewport i see some spots on them; what is the problem?
Yooooooooooo 14 I am on it...
Awesome dude, remember if you wanna learn how to code, ask chat gpt, it's like going to the gym and not knowing how to use the machines or even if you are using them the right way, Chatgpt is your coach
another question, when I enable nanite I don't see also the ugly shadows on my army, its that normal? I have done everything exactly like you guys.
👌👌👌😍😍
🚀😍
and I deleted the first four configured characters 😭
I just turn on the Nanite, but i don;t have weird shadow. Than i don;'t have to put that console log?????
please my mesh is low poly after inserting the command which is suppose to to fix the low poly mesh when it is nanite. Am using UE5.4 Thank you in advance
I cannot find Make Static Mesh button. Where is it? I am in Animation Editor
Drag the viewer tab up to your level tab to expand it. The mini viewer seems to omit that option.
Starting 14
How can the objects cloned by the modeling tool, Big Boss, be transformed into individual static mesh bodies..
Great question, would be nice to use the pattern tools from the modelling
Is it just me, or why did the command for fixing the shadows is not saved after closing Unreal? Because everytime after this point, when I re-open the file,the error in the textures comes back and i have to put in the command again in the console.
Ok so you can use the Window tab from the top and create a CONSOLE VARIABLE PRESET that you can save as a list and just double click it everytime you reopen the file to reload all CVARS.
Now if you truly want it to be changed for the project without having to reload it, then you have to use the NOTEPAD to open up one of the CONFIG files and add the command line there. There are tutorials about this online
@@badxstudio Thank you! :D You guys really are giving it all, working as a team to make this course easy to follow and fun to watch!
Hi Guys, After enable nanotechnology on the static meshes, when I go to the nanite visualization mode, if a click on any of them, for example triangles It doesn't change for me.. what that could it be?
Are you on a Mac?
@@nikhilhira5334 I have the same problem, and yes I'm on mac. Does mac not show nanite view?