Chassis ControlRig in Unreal 5.3 Test - From Plasticity to Cinema4d to Unreal 5.3

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  • Опубликовано: 29 ноя 2024

Комментарии • 10

  • @CinematographyDatabase
    @CinematographyDatabase 10 месяцев назад

    Wow that looks incredible. I’m interested in your no bones workflow. I always have to skin this kind of stuff in Maya first.

    • @Kuechmeister
      @Kuechmeister  10 месяцев назад

      In Cinema4d I only stag all objects in a root parent, the FXB importer of Unreals makes automatically a skelekton mesh you can use to make your own controlrig in Unreal. Now I try the same with a dummy rig and the single objects as nanites.

  • @postprocessed
    @postprocessed 10 месяцев назад

    the level of details... Wow!

    • @Kuechmeister
      @Kuechmeister  10 месяцев назад

      Thank you, I modelled it in Plasticity, my end coal is, to try it with a low skeleton dummy mesh, and socket highpoly datasmith data objects as nanites on the dummy skeleton, but first I must find a possibility to drive the suspension height, steering and wheel rotation, from chaos, or your setups or maybe CCR. But I'm a beginning UE nope now.

  • @pakki_1399
    @pakki_1399 10 месяцев назад +3

    tutorial please

  • @RandiP-k9i
    @RandiP-k9i 10 месяцев назад

    You are so smart

  • @stratchevelle
    @stratchevelle 10 месяцев назад +1

    Did you create bones for this in another program, or fully rig in unreal?

    • @Kuechmeister
      @Kuechmeister  10 месяцев назад +2

      No Bones, only the skeleton mesh hierarchy. For the ControlRig I use fully unreal.

  • @Fasimedes
    @Fasimedes 10 месяцев назад

    😍😍😍