Unreal 5 - Skin Sliding using the ML deformer (delta mush + dual quaternions)
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- Опубликовано: 10 апр 2023
- Unreal 5 - Skin Sliding using the ML deformer (delta mush + dual quaternions)
Maya Plugin
www.unrealengine.com/marketpl...
Steps:
1. Maya - delta mush + dual quaternions
2. Maya export - ml deformer tool
3. Unreal - import ml deformer alembic
Character Model Link:
marketplace-website-node-laun...
#Loading #Unreal5 #MLDeformer #DeltaMush #DualQuaternions Кино
Yoow! head lot about ML Deformer but didn`t really know how to utilize this thing. You just lightened my path Sir!
awesome , can you do tutorial about jiggle deformer from maya to unreal engine
Would there be a way to have some portions stay more stiff and non deforming while still moving proportionally within the other sliding topology? Like an alligator’s scales or scutes, or a hard wart on softer skin?
I'm not sure how well this technique will work out, but you can duplicate the Base_Mesh and apply the target simulation mesh as a blendshape. From there you can use Maya's Paint Blendshape Weights to add and remove areas from the simulation.
1. Base_Skin_Mesh + Taget_Simulation_Mesh
2. Duplicate Base_Mesh and add the Target_Simulation_Mesh as a blendshape
3. Use Maya's Paint Blendshape Weights to add and remove areas from the simulation
4. Use this new blendshape mesh as the new Target_Mesh
Do you need to have two meshes in maya, botrh skinned the same and one with the extra deformers on ? I don't quite get how to have base and targer inside maya
Yes, 1 mesh should only have joint skinning. The other mesh should have the same joint skinning + any deformers added
Hey, you're still working on the System Shock 2 remake. Also, what do you think of the System Shock 1 remake and the System Shock 2 Enhanced Edition?
Yes, I'm still poking around SS2 :)
Also my team and I had the opportunity to help with some TechArt and FX on the SS Remake.
@@NicholasSilveira Awesome I wish you luck! on System shock 2 remake.
Is it necessary the the base mesh and target mesh are required to be triangulated? I encounter a vertex count error for the faces when I import the alembic file generated from this process..
Oh that's interesting. I'm not sure if it has to be triangulated before hand or not. It would be worth testing on a cylinder and compared the results of a triangulated mesh. Maybe the fbx and .abc files triangulate differently in Unreal
@@NicholasSilveira Hey, I tried it with triangulating the Mesh and it worked fine. Unreal engine imported the alembic file without any errors.
@@TheSiddh123 this is great to know thank you so much for sharing!
is this Tool available on Market Place or somewhere else?
Here's the link to the Maya plugging :)
www.unrealengine.com/marketplace/en-US/product/ml-deformer?sessionInvalidated=true
@@NicholasSilveira still for 5.1?
@@jakejuan-ue4pg It looks like this should work for Unreal 5.0 - 5.2
can you do it on hybrid model ?
Absolutely!
We can easily add skin sliding and muscle simulation to any creature and character now. See all of these tech videos will make an amazing SS2 remake. I promise :p
@@NicholasSilveira Would be great to see this technology on actual hybrid model from System Shock 2
"I'm Manbat!"
Lol
is delta mush required for it?
Nope, you can any deformation from blendshapes to muscle deformers. From Maya there's a way to paint a deformation (blendshape) mask to alown only specific areas to become affected.
@@NicholasSilveira i clicked target mesh as same as base mesh ml deformer in maya. Waiting for results now. i'm gonna inform results soon.Regards.
@@sahinerdem5496 Great! I would love to see them and if you need help just reach out :)
89 😊@@NicholasSilveira