Blender & Unreal Engine 10 min Tutorial - Morph Target & UMG interface

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  • Опубликовано: 15 окт 2024

Комментарии • 21

  • @GlassesAndCoffeeMugs
    @GlassesAndCoffeeMugs 2 года назад +3

    Very helpful my man. Surprisingly hard to find a complete explanation for something simple like this. Great job

  • @mirceam7152
    @mirceam7152 Год назад

    why would anyone dislike this? thanks, very informative yet simple!

  • @cgxlv
    @cgxlv 3 месяца назад

    If you are having trouble getting this working from Blender 4 to Unreal 5 I had to turn off modifiers from the Blender Export before the Morph Targets would appear in Unreal. I think you may also need to change smoothing to face but Im still a rookie with this stuff myself but maybe it will help someone.

  • @DirkTeucher
    @DirkTeucher 2 года назад +1

    Nice ! Never seen that one before. 1:50

  • @CsGrinders
    @CsGrinders Год назад

    Hello there! realy good video bro! question: what if i whant to create other slides for ej nose, ears, etc i need to copypaste the first part of the widgetface and change the smile_evento to nose_event or ear_event. what if i doo that? the changes of all the part of the face are aplicables at the same time without lossing earch change?
    PD: if i want to make all this changes in blender i need to create multiple layers? one for earch part of the bodie?

  • @FetaDeQueso
    @FetaDeQueso Год назад +2

    A beast! like + sub

  • @Shmoodlepoop
    @Shmoodlepoop Год назад

    You good sir have earned my sub 10000%

  • @treehousebandit
    @treehousebandit Год назад

    I couldn't figure out how to get this to work with Daz3d. I was able to create the shape keys but not import them into UE. Am currently using 5.0.3.
    I was able to get it to work. You need to apply any modifiers that are on the meshes.

  • @hotsauce7124
    @hotsauce7124 Год назад

    Hello, does Blender do corrective blendshapes that are driven by set driven keys like Maya? For example, when you bend an elbow the inside of the elbow will use corrective blendshapes to correctly deform the elbow when it bends?

  • @ijerofei
    @ijerofei 2 года назад +1

    Thank you!

  • @lieliu350
    @lieliu350 2 года назад

    Thank you!❤

  • @waleyqiao
    @waleyqiao 2 года назад +1

    Could you make a tutorial so that it works alongside sequencer?

  • @fransalazarco
    @fransalazarco 8 месяцев назад

    Hello. I used shape keys to create expressions. In Blender, I finished all the animations and they work perfectly, but the problem occurs in Unreal. When I import to Unreal the morph targets, which in this case act as shape keys, don't work properly. For example, if I modify the morph target of the eyebrow on the left side, both sides activate, and if I activate the right side, the expression becomes exaggerated. That is, if I move only one side, both sides activate, but they look fine like in Blender. This is reflected in my animations, as in Unreal they will be extremely exaggerated expressions. To visualize it, if I created a normal smile in Blender, in Unreal the smile will be like the Joker's. Do you have any idea why this might be happening? Please help.

    • @MrKams1
      @MrKams1  8 месяцев назад

      Have u checked the naming of the morph target ?

    • @fransalazarco
      @fransalazarco 8 месяцев назад

      @@MrKams1 This is an example of the naming convention I used. SmileMouth_L I use something like this like it is in Unreal and nothing works. It is really weird. I don't know why both sides of the face activate when only modify the value of 1 side so if I change the value of the left upperEyelid the right upperEyelid moves too. So if I also moved the right side the the whole eye is covered by the eyelid. In blender none of these happen.

    • @MrKams1
      @MrKams1  8 месяцев назад

      @fransalazarco I haven't look at this in a long time but is each target exported separately as a channel ?

    • @fransalazarco
      @fransalazarco 8 месяцев назад

      @@MrKams1 what do you mean? I just try this. I change the name of the vertex group that control each side of shape keys in Blender and the same weird expressions that appear in UE appears in Blender. So it seems that when importing in UE morph targets do not recognize the vertex group that control each side of shape keys. That is the reason when I activate one side both sides are activated.

  • @jonathantewnes1224
    @jonathantewnes1224 2 года назад

    Very useful

  • @prototypega8257
    @prototypega8257 Год назад

    Its not just about the Same number of vertices its about the same Geometry

  • @ProjectShinkai
    @ProjectShinkai Год назад

    wait they gave them away for free. i just paid 100 for mine