Character Creator 4 - ThirdPerson in UnrealEngine 5

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  • Опубликовано: 18 дек 2024

Комментарии • 91

  • @martyricko82
    @martyricko82 Год назад +5

    This has to be one of the best tutorial vids ive seen. Really well explained! awesome work mate.

  • @AL3DStudio
    @AL3DStudio 2 года назад +1

    Fantastic, just did Daz victoria 9, to Iclone and then thru to UE5 as a perfect TPP, via your brilliant tutorial, Thank you very much, you are a very good teacher!

  • @erickendoka2953
    @erickendoka2953 Год назад +1

    Thank you Very much, I deeply appreciate your tutorials 🙏

  • @nu-beings
    @nu-beings 2 года назад +1

    Thanks!

  • @yaschan99
    @yaschan99 2 года назад +1

    I really love the tutorial. I was able to get UE animations going. Thank you so much for making it.

  • @eulersosa6840
    @eulersosa6840 2 года назад +1

    Thanks. I used cc3 to make characters and it still worked.

    • @EmvyBeats
      @EmvyBeats 2 года назад

      nice! I was wondering this.

  • @JeffreyZweigII
    @JeffreyZweigII Год назад +1

    Thank you for your quick response! Have another question/suggestion.
    Would love a deeper dive into how to get a character's Anim_Bp to work with locomotion and the like. I have blend spaces and such set up from a UE4 character, and retargetted the animations to a new UE5 skeleton, but with the Retarget Pose from Mesh node in the way of outputting my locomotion, I'm not getting anything outside of an idle pose.

  • @EmvyBeats
    @EmvyBeats 2 года назад +1

    Love this tutorial, tried a few others, but this is the ONE!

  • @nu-beings
    @nu-beings 2 года назад +2

    GENIUS!!!!!!!! ❤❤❤❤❤ This helped me soo much! I will definitely be buying you a cup of coffee my friend! Bravo!!!!!

  • @Xodroc
    @Xodroc 2 года назад +2

    Thanks for this, definitely one of the best CC + UE channels there is.
    I'm thinking about doing something a bit more complicated and wondered if you had any suggestions. I'm thinking in terms of equipable clothing/armor and character customization in game, but thinking it will probably take some kind of modular setup where the character is split into parts.

    • @Jobutsu
      @Jobutsu  2 года назад

      That sounds like the correct way forward.

  • @johnmcg7669
    @johnmcg7669 2 года назад +2

    Fantastic job! Thanks for your hard work.

  • @nicole_boehm
    @nicole_boehm 2 года назад +7

    This is so amazing. Exactly what I was looking for. Thank you so much

    • @Jobutsu
      @Jobutsu  2 года назад

      Glad it was helpful!

  • @a-m7004
    @a-m7004 Год назад +1

    amazing explanation , thank you

  • @cvcwebsolutions
    @cvcwebsolutions 4 месяца назад +1

    Could you please do an updated video for creating a characte4 using cc4 / iCloud to third person character in use 5.4. I am soooo lost :)

  • @lemming77gode
    @lemming77gode 7 месяцев назад +1

    Thank you for the great tutorial!
    Did you ever managed to get the Full Body IK Solver to work?

    • @Jobutsu
      @Jobutsu  7 месяцев назад

      It should be automatic in UE5.4 ?

  • @draicor
    @draicor 2 года назад +1

    The imported skeleton dropdown is not showing up for me under the display section inside the bulk edit via property matrix window, any idea why? @6:30 I'm using UE 5.1, I don't know if this feature got changed.

    • @Jobutsu
      @Jobutsu  2 года назад +1

      It is now Skeletal mesh based.
      You do not need to do this step, just open up the IKRig and choose your characters skeletal mesh.

    • @draicor
      @draicor 2 года назад

      @@Jobutsu oh okay, thanks mate

  • @FPChris
    @FPChris Год назад +1

    FYI. I figured out you can import Mixamo movements in CC4 onto your current character then export “clothed character” but then only export movement. That converts to the CC4 skeleton. .

  • @azizcam6004
    @azizcam6004 2 года назад +3

    Thank you for amazing videos

  • @LumberingTroll
    @LumberingTroll 2 года назад +2

    Please do a follow-up and cover the full body Ik.

    • @Jobutsu
      @Jobutsu  2 года назад

      Thanks for the tip

  • @tvnyaglory
    @tvnyaglory Год назад +1

    thanks you sir apreciate this

  • @nu-beings
    @nu-beings 2 года назад +2

    I've seemed to hit a snag with the animation retargeting you're using. It works perfectly when retargeting the Thirdperson AnimBP, however I want to use the animationBP of the Open World Locomotion plugin. When I follow your directions everything looks as it should, but for some reason (I haven't figured it out yet) the retarget animBP isn't playing the animations on my character in game. (They play fine in the retargeter itself)...?

    • @Jobutsu
      @Jobutsu  2 года назад +1

      I have no experience with that plugin

    • @nu-beings
      @nu-beings 2 года назад

      @@Jobutsu Understood. Do you have a discord or any way I can correspond with you further?

    • @nu-beings
      @nu-beings 2 года назад

      @@Jobutsu is the purpose of the Retarget Pose From Mesh node you use in the retarget animBp to replace the need to create a separate animBP for my retargeted character? Trying to get an understanding of how/why it works.

    • @Jobutsu
      @Jobutsu  2 года назад

      The purpose of that node is to do realtime retargeting using an IKRetargeter.

    • @nu-beings
      @nu-beings 2 года назад +2

      @@Jobutsu I figured out how to use OWLS with your method! This is a game changer!

  • @yaschan99
    @yaschan99 2 года назад +1

    By the way, on sourcing the animations to use with CC4 characters. (without retargeting in Unreal) I was just thinking about rolling my own animations from Maya. I was thinking the probably most smooth way would be to try to get HumanIK going in Maya to drive the rig. And export the animation FBX's from Maya to Unreal. If the skeleton matches, I guess should be good right?

    • @Jobutsu
      @Jobutsu  2 года назад +1

      Maya is not part of my pipeline, so can not say yes.
      If the imported skeleton matches or is close (use compatible skeletons), then I see no problem.

    • @yaschan99
      @yaschan99 2 года назад +1

      ​@@Jobutsu Sourcing animations seem to be the challenge I have. I wasnt able to come up with a control rig after testing the Maya import. And I understand the reason why Reallusion will not be super motivated to provide third party options for custom animations when they have their own product to sell.

    • @Jobutsu
      @Jobutsu  2 года назад

      "Reallusion will not be super motivated to provide third party options for custom animations"
      I have no idea what that means.

  • @OneManOnlyStudios
    @OneManOnlyStudios 2 года назад +2

    Best CC4 Channel!!

    • @Jobutsu
      @Jobutsu  2 года назад

      @reallusion might disagree

    • @OneManOnlyStudios
      @OneManOnlyStudios 2 года назад +1

      @@Jobutsu You should buy Reallusion. Just my opinion. I saw their videos, but in your channel I have much more success with my projects! thank you by the way

  • @derf0007
    @derf0007 2 года назад +2

    If I do this method will my character still be able to talk when I add talking animations later on?

    • @Jobutsu
      @Jobutsu  2 года назад +1

      I want to say yes but i never tried it.

    • @derf0007
      @derf0007 2 года назад

      @@Jobutsu Great tutorial! From here is it possible to add Mixamo animations to this rig or are there specific steps? Will this tutorial work for this CC4 setup I mean? ruclips.net/video/JXBGw-6PpCE/видео.html

    • @Jobutsu
      @Jobutsu  2 года назад

      I never tried

  • @brenobertulucci134
    @brenobertulucci134 Год назад +1

    I need to adjust the bones setting to get the desired result. My mesh is just a bit different from the original. Do you have this tutorial?

    • @Jobutsu
      @Jobutsu  Год назад +1

      I possibly covered it at some point. I have not been organized, so have lost track of what I have done this year.

    • @brenobertulucci134
      @brenobertulucci134 Год назад +1

      @@Jobutsu yeah I’m having a really hard time to find it trough all the videos 🤣

  • @SolanaChris
    @SolanaChris 2 года назад +1

    Did you use the accurig add on before export, or did you just load a mesh, export and use the UE5 tool with that mesh?

    • @Jobutsu
      @Jobutsu  2 года назад +1

      AccuRig did not exist when this was recorded. The characters are stock.

    • @SolanaChris
      @SolanaChris 2 года назад +1

      @@Jobutsu that’s fucking awesome, I keep having some issues, I actually pay devs to help me build unreal assets so we can either use them in webGL or we can use them in our NFT based games, If you’re open to doing some commission work I’m super interested!

    • @Jobutsu
      @Jobutsu  2 года назад

      Submit a proposal via the business email on RUclips.
      I get a lot of requests and have to filter them robustly because of time constraints.

    • @SolanaChris
      @SolanaChris 2 года назад

      @@Jobutsu understood, can this be done with a mesh I import just as easily as it can be with a template in the video?

    • @SolanaChris
      @SolanaChris 2 года назад

      It worked with custom rig - for some reason my guy is in a T pose when I start running instead of arms by his side but I’m sure I’ll nail it down

  • @elvismorellidigitalvisuala6211
    @elvismorellidigitalvisuala6211 Год назад +1

    Cool thanks!

  • @TrinhStudios
    @TrinhStudios 9 месяцев назад +1

    Got a question, is the Alika_UE5Manny only needed for when we want to retarget Alika animations to the UE5Manny?

    • @Jobutsu
      @Jobutsu  9 месяцев назад

      I missed this question. I want to say yes.

  • @djpblacklight
    @djpblacklight 5 месяцев назад

    I have a question :) and if you covered this in the video I apologize if I missed it. I have already started an Unreal project . I have locomotion set up. Am I able to put my CC4 character onto that skeleton?

  • @JeffreyZweigII
    @JeffreyZweigII Год назад +1

    Followed the tutorial and about 95% there but I'm having issues with the fingers being warped. Can you give any help on this matter? Been hitting my head against the wall on this for weeks and Reallusion has not been able to help me solve it.

    • @Jobutsu
      @Jobutsu  Год назад +1

      It is difficult from a distance.
      Set all the hand/finger bones retargeting settings to "skeleton".
      You can find out how here:-
      docs.unrealengine.com/5.0/en-US/using-retargeted-animations-in-unreal-engine/

  • @nu-beings
    @nu-beings 2 года назад +1

    I'm using a CC4 character but intend on adding an additional bone to help with the deformation of the pants in the crouch area....what extra step (if any) would be required to get this retarget method to work in UE5 with the added bone to my CC4 character and the UE4/5 Manny?

    • @Jobutsu
      @Jobutsu  2 года назад +1

      1. its own skeleton
      2. Make sure the UE bones that CC adds are still there for the IKRig
      3. Try it :)

    • @nu-beings
      @nu-beings 2 года назад +1

      @@Jobutsu Well I fixed it without having to add a bone! Just did some really nice corrective weight painting in CC4.

    • @nu-beings
      @nu-beings 2 года назад +1

      I will still be trying the added bone thing though because I will be adding accessories! 😇

  • @DreamTitanGames
    @DreamTitanGames Год назад +1

    Thank you

  • @kostyayaskevich6920
    @kostyayaskevich6920 2 года назад +1

    Hello Jobutsu. I did everything as in your video, everything works. However, when creating your character blueprint, the character refuses to work. I would be fine with what is already there, but in my game I added logic to the newly created character blueprint, and not to the standard blueprint.
    Maybe you have a video with creating a blueprint of a character from scratch after importing?
    Sorry for my english. Google Translate.

    • @Jobutsu
      @Jobutsu  2 года назад +1

      I am not a game developer, I work with cinematics.

  • @FPChris
    @FPChris Год назад +1

    So at runtime you're retargeting on the fly?

    • @jonny-dn
      @jonny-dn Год назад

      He is, but you can use the retarget blueprint to retarget UE5 animations instead and then use your animations on your CC4 character.

  • @EmvyBeats
    @EmvyBeats 2 года назад +1

    Question: Does this work with CC3 and 4?

    • @Jobutsu
      @Jobutsu  2 года назад +1

      I only have CC4, I have only done R&D with that, so I can not say yes.

    • @EmvyBeats
      @EmvyBeats 2 года назад +1

      @@Jobutsu Ill give it a try later, and let you know, for anyone else that might ask.

    • @EmvyBeats
      @EmvyBeats 2 года назад +1

      It does work with both..

  • @OlegKhartov
    @OlegKhartov 9 месяцев назад +1

    thank u!!!

  • @frostdragonstudio
    @frostdragonstudio 2 года назад +1

    What if I have multiple characters to import?

    • @Jobutsu
      @Jobutsu  2 года назад

      I do not understand the question.

  • @rudeboy5000
    @rudeboy5000 Год назад +1

    Dood thank you soon much.

  • @TalalloQ8
    @TalalloQ8 Год назад +1

    it`s didn`t work with me why ? the character did`t animate

  • @Kiran.KillStreak
    @Kiran.KillStreak Год назад +1

    Each retargeting takes 1ms, imagine 16 retargeted actors present in game ,.

    • @Jobutsu
      @Jobutsu  Год назад

      Thankfully, it is not something that I have to worry about.

    • @Kiran.KillStreak
      @Kiran.KillStreak Год назад +1

      don't take my comment in wroung way , I just want to say to other newbie devs like me in unreal engine to know .

    • @Jobutsu
      @Jobutsu  Год назад +1

      I agree with your comment, I just do not have to worry about it because, I am not a game dev.
      I use UE5/CC4 for virtual production.

    • @jonny-dn
      @jonny-dn Год назад

      Instead of doing the retargeting on the fly you can retarget your animations and then apply them to your CC4 character. This will be more performant. However, in my experience CC4 characters are not the most efficient in terms of performance as player characters.

  • @decespugliatorenucleare3780
    @decespugliatorenucleare3780 Год назад

    THE NEW AFRICAN AMERICAN LESBIANS GENERATOR IS OUT

    • @Jobutsu
      @Jobutsu  Год назад

      The generator is out ?
      Finally, the generator can be its true self 💕

  • @arnavkumarbhaskar2.085
    @arnavkumarbhaskar2.085 11 месяцев назад

    fake

    • @Jobutsu
      @Jobutsu  11 месяцев назад

      Rolex.

  • @timlaukai
    @timlaukai 2 года назад +1

    Thanks!

  • @yaschan99
    @yaschan99 2 года назад +1

    Thanks!