I have been looking for how to do this for like 3 hours and you are the only person who makes any sense what so ever. THANK YOU!!! (seriously keep making these, they help soooooo much)
This channel is going to blow up if you keep making these. Fast, funny, and quite in-depth. Congrats! Put some more up and give us a Patreon to support you!
when we render out with a wind component i have a problem please help, if we render this animation out with AA or Sub surface samples more than 8 it start going crazy fast, please please guide,
Can I use it if the cape and the person are one object? (It's not really a cape but I need it to be one object and only a small part to be cloth but it probably won't handle animations, right?)
Thanks for the concise tutorial, but I'm having a strange problem I'm hoping perhaps you can help with. I have exported the SK_Mannequin from UE4 with your exact settings, imported to Blender as same, and even without making ANY changes in Blender, when I re-import to UE4, I get an error saying there are missing bones. To be clear, I am simply opening the model in Blender and exporting using your settings to FBX, without doing anything to it. Is Blender changing something behind the scenes that may be causing this. I'm new to Blender because roundtripping characters from UE to Maya is a nightmare.
Check the bone names! Make sure they're exactly the same in Blender as in Unreal's skeleton tree. If you have other stuff in your scene sometimes blender will do something like renaming "root" to "root.001"
Are you talking about Unreal or Blender? In Unreal, if you set up your material sections in blender, you should be able to click the "Section Selection" button at 1:49 and then just click on the cape. In blender, you can use the "L" key in edit mode to select geometry that is linked, so even if the cape is part of the same *object* as the character mesh, you should still be able to hit "L" while your mouse if over it in edit mode and just select the cape.
@@nobIeseis Here is the most popular Unreal Engine public discord: discord.gg/unreal-slackers I can help you out in the #graphics channel in the content creation category
When reimporting my fbx with the cape, I keep getting an error in Unreal: "FAILED TO MERGE BONES". IT says it happens if significant hierarchical changes have been made to the skeleton, but I checked and there's no change to the skeleton whatsoever from what it was when it was exported from Unreal (and that one, sans cape, works perfect). Any idea what could be causing this?? Love the tutorial btw!!
Usually when this happens to me, it's because Blender automatically changed the name of one of the bones in the skeleton. Usually it will change "root" to "root.001". This will happen if you've imported the mannequin more than one time. Try checking that the names of the bones in blender match the names of the bones in Unreal.
Just separate the cape from the mannequin, keeping it weighted to (and a child of) the skeleton, and sync the animations with SetMasterPoseComponent, as shown in this video: ruclips.net/video/bE0g_djR12s/видео.html. My video is not a modular clothing tutorial; It's an overview of the cloth physics tools in the engine. I'm sorry you didn't find it satisfactory.
@@AmberScottProd I've been trying for literally weeks to figure out why when I do exactly what you just suggested that it just ends up with my mesh all screwed up at the other end. It seems to work right away for you but my character is currently wearing a f**cling hurricane of bulls**t on his back. Probably not your fault tho. That's fair. I'm just so pissed off I can't even get the most basic s**t to work 😤
That was fast. Also liked the commentary. Reminded me of Ian Hubert's Lazy Tutorials.
Thank you! Ian was one of my inspirations for this style.
@@AmberScottProd Oh yeah UE needs an Ian Hubert so bad. You're doing god's work
I was about to comment that.
I have been looking for how to do this for like 3 hours and you are the only person who makes any sense what so ever. THANK YOU!!! (seriously keep making these, they help soooooo much)
The giga chicken dancing mannequin was unexpected.
*selects cloth brush*
IT'S HUGE!!!!
*applys cloth paint*
IT'S A NIGHTMARE!!
:D
You need to make more of these videos. Don't tell him I said this, but you're faster and more straight forward than ALL the other ue4 channels
This channel is going to blow up if you keep making these. Fast, funny, and quite in-depth. Congrats! Put some more up and give us a Patreon to support you!
Thanks! I'll make a Patreon eventually. Seems a bit early right now :)
Dude, this was premium content -- liked/subscribed because you didn't ask me to =D
you got some ian hubert vibes and i LOVE it
nice! Thanks for the tutorial. Found some other videos, this is the only one that actually mentioned the bugs I was experiencing.
I came here looking for a tutorial that made just a little bit of sense for my project and struck this gold. Thanks for the tutorial
damn, your tuts are on point.
Beautiful
That physics asset bone is the devil.
Legend great work bro
YOU ARE A GOD THANK YOU
Perfect man. You are the future.
Dude, this was gold!
I'm glad you liked it!
wow you r intersting ,,plz dont stop making videos
Only blender members can make cool tutorials
Amazing turorial!
The ending was unexpected, laughed so hard I almost peed xD
very nice tut and funny
Thanks for this. Subscribed.
when u say add to any bone can i add to a bone i made for it or does it literally not matter
Can I apply more bones to the cape?
You can, but in my experience the cloth often overrides the bones.
when we render out with a wind component i have a problem please help, if we render this animation out with AA or Sub surface samples more than 8 it start going crazy fast, please please guide,
Subscribed lol
Great video
Thanks!
Loved the tut. Thank you.
Best tutorial ever 😂
Can I use it if the cape and the person are one object? (It's not really a cape but I need it to be one object and only a small part to be cloth but it probably won't handle animations, right?)
my tutorial actually shows the one-object setup. Do you mean the same material slot?
@@AmberScottProd Yes, would it work with the character rig?
Hey Ryan, I followed your tutorial but the brush won't appear when I click activate cloth paint, what do I need to do?
Did you apply the clothing data, shown at 2:07? That's a part I always forget haha
@@AmberScottProd i will check, wish me luck!
Did you find a fix for this?
Why my cape is not affected by physics?
Is it possible to export a cloth from blender with physics (created using the clothing tool) to unreal engine?
great tut the end was hilarious!!!! lolllllllll
Thanks for the concise tutorial, but I'm having a strange problem I'm hoping perhaps you can help with. I have exported the SK_Mannequin from UE4 with your exact settings, imported to Blender as same, and even without making ANY changes in Blender, when I re-import to UE4, I get an error saying there are missing bones. To be clear, I am simply opening the model in Blender and exporting using your settings to FBX, without doing anything to it. Is Blender changing something behind the scenes that may be causing this. I'm new to Blender because roundtripping characters from UE to Maya is a nightmare.
Check the bone names! Make sure they're exactly the same in Blender as in Unreal's skeleton tree. If you have other stuff in your scene sometimes blender will do something like renaming "root" to "root.001"
@@AmberScottProd Thanks for the quick reply. I'll dig through the bone names and make sure everything lines up.
U are a god of capes :D
nice!
Why can't you just use a socket ?
having a closed shape seem to just have it fold in on itself
how do i select only the cape when i just joine them together??
Are you talking about Unreal or Blender? In Unreal, if you set up your material sections in blender, you should be able to click the "Section Selection" button at 1:49 and then just click on the cape. In blender, you can use the "L" key in edit mode to select geometry that is linked, so even if the cape is part of the same *object* as the character mesh, you should still be able to hit "L" while your mouse if over it in edit mode and just select the cape.
@@AmberScottProd thanks!
@@nobIeseis No problem! Good luck!
@@AmberScottProd im having some problems i think are blender related :c do you have a discord where i can talk to you for a sec?
@@nobIeseis Here is the most popular Unreal Engine public discord: discord.gg/unreal-slackers
I can help you out in the #graphics channel in the content creation category
Good speed run !!! Why ?
Tutorials are best made when fueled by caffeine and adderall
g i g a c h i c k e n
wow thanks for the tutorial
When reimporting my fbx with the cape, I keep getting an error in Unreal: "FAILED TO MERGE BONES". IT says it happens if significant hierarchical changes have been made to the skeleton, but I checked and there's no change to the skeleton whatsoever from what it was when it was exported from Unreal (and that one, sans cape, works perfect). Any idea what could be causing this??
Love the tutorial btw!!
Usually when this happens to me, it's because Blender automatically changed the name of one of the bones in the skeleton. Usually it will change "root" to "root.001". This will happen if you've imported the mannequin more than one time. Try checking that the names of the bones in blender match the names of the bones in Unreal.
@@AmberScottProd thanks so much for the answer, that seems like it was the problem!
@@AmberScottProd yooo so thats how, i legit made kindof a game with that warning lmaoo
Lol this is soo cool
chicken dance!
wait what? you only have 456 subs?
Love the chicken dance!
No
This should be - Caped mannequin tutorial because you can't apply this cape to any other model - useless.
Just separate the cape from the mannequin, keeping it weighted to (and a child of) the skeleton, and sync the animations with SetMasterPoseComponent, as shown in this video: ruclips.net/video/bE0g_djR12s/видео.html. My video is not a modular clothing tutorial; It's an overview of the cloth physics tools in the engine. I'm sorry you didn't find it satisfactory.
@@AmberScottProd I've been trying for literally weeks to figure out why when I do exactly what you just suggested that it just ends up with my mesh all screwed up at the other end. It seems to work right away for you but my character is currently wearing a f**cling hurricane of bulls**t on his back. Probably not your fault tho. That's fair. I'm just so pissed off I can't even get the most basic s**t to work 😤