How to use Modular Character with MetaHuman in UE5

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  • Опубликовано: 14 янв 2025

Комментарии • 23

  • @TheSoloDIYer
    @TheSoloDIYer 13 дней назад +1

    THANK YOU! I would have never figured this out on my own

  • @focusmaya251
    @focusmaya251 29 дней назад

    Great tutorial.Looking for more from you.Thanks.Subscribed 👍

  • @breakdancerQ
    @breakdancerQ 2 месяца назад +1

    nice man demo worked like a charm you guys have nice models!

  • @easybreathy3890
    @easybreathy3890 Месяц назад +1

    Nice work, very informative, thanks

  • @METATAILOR
    @METATAILOR 2 месяца назад +7

    Awesome video. Lets compare that to doing it with METATAILOR.

    • @InzideEntertainment
      @InzideEntertainment Месяц назад +1

      I would watch that video.

    • @ascarselli
      @ascarselli Месяц назад

      ​@@Feer50k please share your CC4 method, it would be much appreciated.

  • @predragpesic5953
    @predragpesic5953 Месяц назад +1

    Fantastic video. A question... You used alphas in order to mask out those parts of the body that may overlap with the clothing. Is there a way to select or mark a group the polygons and then store that as a selection set? And then be able to toggle the visibility of that selection set? Maybe via vertex painting or something? For example, that is how Bethesda did it for Skyrim (and probably for some other of their games). So each time you create a piece of armor, like say a pair of boots, you would export it with the selection set data (they called it BS Dismember/Deformer, something like that). And the selection set data would include the polygons of both feet and anything that the boots may overlap with, such as the lower portion of the calves for both legs. For an arm bracer, you would hide the hand and half of the elbow area, etc. All depending on what the armor piece is supposed to cover, and where the overlapping issues may occur. For a fingerless glove, you would leave the fingers visible, for example.

    • @std_void
      @std_void Месяц назад +1

      I suppose, Vertex paint would work. Search for Vertex Paint Materials Blending etc.

  • @TheSebledingue
    @TheSebledingue Месяц назад

    Hi. The Set leader pose node does not seem to work with GASP. Do you know how to make a modular character with GASP please?

  • @3D_Modeller_Msc
    @3D_Modeller_Msc Месяц назад

    Привет 🙂 А как разные варианты одежды одевать и снимать?
    Получается все подключаешь через компоненты и потом делаешь видимым или не видимым отдельный компонент экипировки?

    • @oleksandrkorostylov6718
      @oleksandrkorostylov6718  Месяц назад

      Приверт. Да, можно или скрывать видимость или просто оставлять слот со скелетал мешем пустой.

    • @3D_Modeller_Msc
      @3D_Modeller_Msc Месяц назад

      @oleksandrkorostylov6718 я думаю можно попробовать через нумерацию прописывать вкл. выкл. 🙂
      У меня тоже кастомный персонаж в разработке, думаю как правильно это сделать

  • @deunank
    @deunank Месяц назад

    This is great. Although I'm having an issue with hair in UE5.5. The metahuman hair flickers when playing a simulation and in my thirdperson character blueprint the hair and eyebrows dont show at all. Anyone else experienced this?

    • @oleksandrkorostylov6718
      @oleksandrkorostylov6718  Месяц назад +1

      @@deunank I think you should check your LODs settings

    • @deunank
      @deunank Месяц назад

      @@oleksandrkorostylov6718 Thanks. Already tried it. Didn't make any difference. Might try in a clean project.

    • @deunank
      @deunank Месяц назад

      @@oleksandrkorostylov6718 ok found the fix. Under details panel of Lodsync component had to update the index names for the face to the changed name FaceMetahuman

    • @deunank
      @deunank Месяц назад

      @@oleksandrkorostylov6718 ok found it under Lodsync component details - changed the name in the index from Face to Facemetahuman!

  • @samuelenslin1850
    @samuelenslin1850 2 месяца назад

    Now enable raytracing....does it crash for you as well then?
    Because I´ve been stuck on this for ever, getting a crash related to GPU skin cache when using raytracing with a character blueprint that uses Lead pose component.
    Couldn´t figure out why yet, would help me out if you could confirm, so I can further troubleshoot...:)
    Great tutorial nonetheless...:)

    • @99Bflash99
      @99Bflash99 2 месяца назад

      you should consider posting your problem on their official UE5 Thread. Sometimes develeoper themselfs respond. Its worth a try

  • @gavinm5750
    @gavinm5750 Месяц назад

    11:49 this makes my face disappear

    • @oleksandrkorostylov6718
      @oleksandrkorostylov6718  Месяц назад

      @@gavinm5750 It looks like you are using the new metahuman 5.5.
      Since 5.5 metahuman uses a single material for body and face.
      In case you want to use face and body masks separately for each other, you should make a duplicate of metahuman's base skin material and assign it to the body.
      Then you can use the body masks separately and the head masks separately.

  • @iaroslavgrygorash5443
    @iaroslavgrygorash5443 2 месяца назад

    Good job guys!