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.
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.
Wow that looks incredible. I’m interested in your no bones workflow. I always have to skin this kind of stuff in Maya first.
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.
the level of details... Wow!
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.
tutorial please
You are so smart
Did you create bones for this in another program, or fully rig in unreal?
No Bones, only the skeleton mesh hierarchy. For the ControlRig I use fully unreal.
😍😍😍