Niagara Fluids Tutorial: Character on Fire Simulation (Skeletal Mesh) VFX in Unreal Engine 5.3

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  • Опубликовано: 13 янв 2025

Комментарии • 103

  • @RedefineFX
    @RedefineFX  Год назад +3

    Want to learn Niagara Fluids? Join thousands of VFX artists who have taken my new (and completely FREE!) Niagara Fluids Crash Course (12 videos): redefinefx.com/blast/

  • @TommyNoggin
    @TommyNoggin Год назад +13

    Where did u get the niagara templates?

    • @fabfov6064
      @fabfov6064 10 месяцев назад +10

      you need to activate niagara fluid in plugin project setting

    • @mr.bonnieb.5782
      @mr.bonnieb.5782 9 месяцев назад +2

      @@fabfov6064 Second time i need this comment, i'm replying and liking to move this up

  • @nikolozmzhavanadze4557
    @nikolozmzhavanadze4557 26 дней назад +1

    Is there a way to control where I want the fire to be created? I'm using it on sword and It works, but handle is on fire as well. and another error is that I can't see it in simulation and render

  • @scobelverse
    @scobelverse Год назад

    this was really well done

  • @hanson251985
    @hanson251985 Год назад +4

    Question how to have better resolution for smoke/fire in render?

  • @azrhyga
    @azrhyga Год назад

    Really great tutorial!!

  • @borrowedtruths6955
    @borrowedtruths6955 Год назад +2

    Everything works perfectly, until I move my character off X0, Y0, Z0. Even after I move the Niagara fire to the same coordinates as the character, they will not match up any longer. Any help?

    • @Kenb3d1
      @Kenb3d1 Год назад +1

      Having the same issue.

    • @borrowedtruths6955
      @borrowedtruths6955 Год назад

      @@Kenb3d1 Yeah, I'm still trying to find a fix for it. If you find an answer, I would appreciate it if you would leave a comment here.

    • @szilardhazi
      @szilardhazi 11 месяцев назад

      Did you have any succes with moving the object from the world origin?@@borrowedtruths6955

    • @count_0_1
      @count_0_1 10 месяцев назад +2

      Set your particle system to local space so that when you move the actor in the scene the particle system will use the local transform

    • @borrowedtruths6955
      @borrowedtruths6955 10 месяцев назад +1

      @@count_0_1 Thank You.

  • @CotoFury
    @CotoFury Год назад

    Hi, thanks for the tutorial!.
    It would be interesting and quite helpful to see these effects already exported and seeing a resource consumption test, since as a newbie I have no idea

  • @tired_of_earth
    @tired_of_earth Год назад

    2:24 - And now you can see our character is on fire -

  • @RtxRob
    @RtxRob Год назад +2

    @RedefineFX Thanks for the nice tutorial, however it seems to be not working in the viewport when the NS is added as child of mesh via character blueprint. I have already enabled plugins niagara fluid, cache, etc. Set the NS to auto activate in blueprint, it shows there within the blueprint but not in viewport. Any help would be great. Thanks again.

    • @guerrerourbano7
      @guerrerourbano7 Год назад +1

      I've got the same problem. Did you find a solution?

    • @BenjaminGutheil
      @BenjaminGutheil 6 месяцев назад

      @@guerrerourbano7 Same problem here, did you guys get it to work?

    • @belkheirifathi4726
      @belkheirifathi4726 6 месяцев назад

      not working

  • @CopyrightFree-Musik
    @CopyrightFree-Musik 13 дней назад

    is this realy for a game? or only cinematics? i get so extrem slowmotion with this fluids

  • @eldaw
    @eldaw Месяц назад

    Thanks ! But how can i to move the character ? Because when i displace it in other coords, the simulation doesn't work :/

  • @IamSH1VA
    @IamSH1VA Год назад

    Great video. Thanks.

  • @Dannylewis27
    @Dannylewis27 8 месяцев назад +2

    Hey bud. I love your tutorials they're so straight forward and clear but I have problems with this one. Everything looks fine in the editor window but will not appear on the map, even if I start the game no niagra appears. Other niagra effects pop up straight away so it's something within this blueprint. I've triple checked everything. I'm dumbfounded.
    Any advice. Greatly appreciated.
    Also I signed up to your course 🎉

    • @ThinkingUkranian
      @ThinkingUkranian 8 месяцев назад +1

      Hi man! Have you solve that issue? same shit, trying to combine flamethrower with burning man, thrower is working well, but burning man dont want to burn at all in the level and sqcer...

    • @Dannylewis27
      @Dannylewis27 8 месяцев назад

      @@ThinkingUkranian hey dude. Nope! It works until you add the reproduction sprite on the character. After that nothing shows up in the sequencer or anywhere. Shows up in the viewport while making the effects fine though.

  • @vincentaila
    @vincentaila 9 дней назад

    when drag the file after setting up i dont see the animation any help?

  • @kevindimitch5852
    @kevindimitch5852 Год назад +1

    Love it!!
    Can we paint only arms for exemple?

    • @RedefineFX
      @RedefineFX  Год назад

      Yes but requires slightly different setup

  • @LostLightAstrophotography7
    @LostLightAstrophotography7 6 месяцев назад

    is there a way to apply the effect onto the main skeleton meshes of a meta human? i can get it to work but for only 1 skeleton mesh and now I am really confused. in the metahuman theres quite a few meshes but i am only worried about 3, face, body, feet. I can get it to work as I want on 1 mesh but the moment I start adding more, it doesnt do what I am wanting it to do. again, thank you so sos much for the video and it really really means alot you did this video so thank you. would not be here without so thanks again.

  • @val81leal
    @val81leal Год назад +1

    im on 5.3 and have the same issue of the FX moving as well

  • @WatchTMC
    @WatchTMC Год назад

    Is there really no way to get shadows going with this? Really cool tutoria, but the feature in UE is pretty useless for VFX if you cant have any kind of shadows.

    • @RedefineFX
      @RedefineFX  Год назад +1

      The shadows will currently only show up when you render it out with path tracer

    • @WatchTMC
      @WatchTMC Год назад +1

      @@RedefineFX thanks. Yea just to clarify, your Tut is great, but it find it really weird of epic to release such a half baked feature?

  • @nigussusolomon643
    @nigussusolomon643 11 месяцев назад

    Great tutorial. one question, How would this work on a metahuman?

    • @RedefineFX
      @RedefineFX  11 месяцев назад

      Haven’t tried

    • @nigussusolomon643
      @nigussusolomon643 11 месяцев назад

      @@RedefineFX I tried it and it works on the skeleton but i can't figure out a way to make the particles appear on the metahuman's face or their clothing.

  • @Raitan2008
    @Raitan2008 10 месяцев назад

    Thanks for another great tute. I am using Iclone 8 to import characters, and this works fine as long as the character stays at the origin point. Is there a way to get the flames to move with the character in sync past the origin point?

    • @RedefineFX
      @RedefineFX  10 месяцев назад

      Yes - I can’t explain it here but it’s covered inside the Immmersion course

    • @Raitan2008
      @Raitan2008 10 месяцев назад

      @@RedefineFX how do I sign up for the immersion course?

    • @RedefineFX
      @RedefineFX  10 месяцев назад

      It’ll open for enrollment on march 20

    • @Raitan2008
      @Raitan2008 10 месяцев назад

      @@RedefineFX how much is it?

  • @CB3DO
    @CB3DO 3 месяца назад

    Good, I have a question and it is the following, when I zoom out the camera the niagara disappears...there is like a rendering distance that I do not know where it is to disable it. does anyone know?

  • @TheSephiroth3517
    @TheSephiroth3517 Год назад

    I need to see this on a colossal titan!!

  • @lntredits9486
    @lntredits9486 9 месяцев назад +1

    is there a way to get something like this on static meshes ? like i have a metor in my scene ( animated in sequencer location and rotation ) and i want fire on the meteor and a smoke trail..is this possible ?

    • @kickheavy8982
      @kickheavy8982 8 месяцев назад

      Have you figured out how to do this on a static mesh yet? It's exactly what I'm trying to do now. Most tutorials only show how to set it up on a skeletal mesh. That doesn't really help if you have a static mesh already animated in your scene that you simply want to attach your particle system to.

    • @lntredits9486
      @lntredits9486 8 месяцев назад

      @@kickheavy8982 sadly no :/

  • @HyperGalaxyEntertainment
    @HyperGalaxyEntertainment Год назад

    so cool!

  • @Levi-samaa
    @Levi-samaa Год назад +2

    we need something like this in embergen

    • @RedefineFX
      @RedefineFX  Год назад +4

      Easily doable in embergen. You want a tutorial for this exact thing in EG?

    • @TroubleShotVFX
      @TroubleShotVFX Год назад

      @@RedefineFX If you can find the time to make an embergen tutorial it would be a huge help.

    • @Levi-samaa
      @Levi-samaa Год назад

      @@RedefineFX yes, if you can then it would be very helpful🙌🏽

  • @jmv1
    @jmv1 Год назад

    any chance you cover on how to do liquids using the new niagara fluids? I'd be really interested in that.

    • @RedefineFX
      @RedefineFX  Год назад +1

      I’m covering that in my new course launching tomorrow

    • @jmv1
      @jmv1 Год назад

      @@RedefineFX oh man! I’m excited for that!

    • @UnchartedWorlds
      @UnchartedWorlds Год назад +1

      @@RedefineFX Can Niagra fluids do good looking majestic Waterfalls?

    • @RedefineFX
      @RedefineFX  Год назад +1

      no not yet @@UnchartedWorlds

  • @Mythic_Earth
    @Mythic_Earth 2 месяца назад

    So i can get this to work in the Blue print by adding Niagara to my Mesh in there, i can even get it working in the Niagara system view, however when i import the Blueprint with the Niagara System it doesn't show the flames. even when i just try and drop the Niagara System into the map it doesn't show.

  • @emperorscotty
    @emperorscotty Год назад

    Omgosh i been looking for this. Does this work on a green screen video subject? If so what changes do i need to make.

    • @3DMVR
      @3DMVR 6 месяцев назад

      find a similar shaped 3d model to person overlay on person after traxking them place effects tracking/using the fbx to scatter points hide the fbx, I think theyd render it transparent and then composite elsewhere

  • @mr_rokib
    @mr_rokib Год назад +1

    Niagara Templates Missing , how can i fix it ?

    • @Kenb3d1
      @Kenb3d1 Год назад +3

      install the niagara fluids plugin also to see the templates.

  • @NipponAnimationNet
    @NipponAnimationNet Год назад

    That is great

  • @belkheirifathi4726
    @belkheirifathi4726 6 месяцев назад +4

    @RedefineFX Thanks for the nice tutorial, it is not working

  • @J4ME5_
    @J4ME5_ Год назад

    god I wish I could figure out how to do this to a third person character.. could you help us figure that out? Also, when I go back to the scene and drop the character Fire into the scene, the fire is not lit at all, also not there when I press play

    • @RedefineFX
      @RedefineFX  Год назад

      emitting from a walking 3rd person character is covered inside my course

    • @J4ME5_
      @J4ME5_ Год назад

      @RedefineFX oh wow! The free one? That's spectacular! Thanks man, I joined the fb group too, love your work

  • @goazu
    @goazu 9 месяцев назад

    would this technique work with any object instead of a mocap MM?

  • @Synkhan
    @Synkhan Год назад

    Couldnt save your vid to my watch later or favourites, any reason as to why that is?

    • @RedefineFX
      @RedefineFX  Год назад +1

      I can’t upload anything to twitter. Nothing is working today.

  • @guerrerourbano7
    @guerrerourbano7 11 месяцев назад

    its posible to hide the mesh and only keep the niagara animation?

    • @RedefineFX
      @RedefineFX  11 месяцев назад

      Yes just uncheck Visible in render in the character settings

  • @flathmann
    @flathmann 8 месяцев назад

    I don't want my Character to be on 0/0/0 coordinates.. how is it possible to change the location?

    • @RedefineFX
      @RedefineFX  8 месяцев назад

      That requires a different setup entirely and is covered in my Niagara immersion course

    • @flathmann
      @flathmann 8 месяцев назад

      Amazing news!@@RedefineFX I made it work with this setup by turning of local space in the emitter settings

    • @hugomrt6082
      @hugomrt6082 8 месяцев назад

      @@flathmann hey men, I turn on the local space butttttt still doesn't work for me ? do you have a solution ?

    • @flathmann
      @flathmann 7 месяцев назад

      Did you check if the local space in turned off in the SourceEmitter and in the Master_Emitter as well?
      I had the same problem, that is sometimes worked after I turned it off and sometime it didn't, but I can't tell why.. Also make sure everything is compiled.
      Let me know if you figured out what the problem was!
      @@hugomrt6082

    • @himanshusharma4709
      @himanshusharma4709 4 месяца назад

      @@hugomrt6082 You need to turn off local space in both settings.

  • @24vencedores11
    @24vencedores11 Год назад

    Hello I love your tutorials indeed. Can you just show how to get character body and clothe wet? How about tear 😂 effects?0

    • @RedefineFX
      @RedefineFX  Год назад

      Thank you. Currently I’m only focused on Niagara fluids.

  • @sh0tiphone
    @sh0tiphone 8 месяцев назад

    what is your PC? My laptop with RTX 3080 can't handle it...

    • @RedefineFX
      @RedefineFX  7 месяцев назад

      Recorded on 4090 rtx

  • @srinibasmondal1773
    @srinibasmondal1773 Год назад

    Ya we want exact same thing in embergen

  • @pva5142
    @pva5142 Год назад

    im running on 5.31 everything is visible in scene until i attach skeletal mesh ;/

  • @Deliel
    @Deliel Год назад

    Very good, I guess any mesh can be used as an emitter.🙃

    • @J4ME5_
      @J4ME5_ Год назад

      but how with the third person model, it spawns in, isnt just in the scene.. is that possible? It must be

  • @RosBroz3D
    @RosBroz3D Год назад

    So anybody run into "compiler errors" with Niagara systems. the Plugin is enabled and mesh distance fields is on.

    • @Sandbananas
      @Sandbananas Год назад

      You find a solve for this? Started playing around with 5.3.2 update and getting compile issues.

  • @Raldazzar2
    @Raldazzar2 Год назад

    Is it safe to assume that this is 5.3 specific? tried to emulate on current project which is on 5.2 and was fine until I connected the Niagara system to the skeletal mesh. it attached, I clicked none. and it just refuses to render in the scene. cannot for the life of me figure out why, also, as daft as it sounds, the positioning of the FX keeps moving. if I put it to the exact same as the actor, it doesn't remain. even though its attached?

    • @RedefineFX
      @RedefineFX  Год назад

      It's safe to assume it's 5.3 specific

    • @Raldazzar2
      @Raldazzar2 Год назад

      Figured as much! time to migrate the project. :D @@RedefineFX

    • @ryansaper
      @ryansaper 9 месяцев назад

      I'm in 5.3 and I have no option for sockets to set to "none" when I drag it on top of my char. I only have that option in the character blueprint, but still doesn't work