Привет а можно ли как-то сделать чтоб он распадался на частицы при прикосновение?
@DeadRabbitCanDance9 күн бұрын
Nice tutorial! How can I call a blueprint script for execution from the editing mode and pass some parameters to it (for example, current mouse coordinates). Is it possible to make a context menu appear when calling this script and have the ability to set some parameters, turn on or off a checkbox? , select an element from a dropdown list? If you have the desire and interest, you could make a training video on how to implement this entire structure as a whole, I think many people have ideas about how specifically and what it can be used for. I don’t understand how to even call and interact with this script from editor mode. If you have the desire and interest, you could make a training video on how to implement this entire structure as a whole, I think many people have ideas about how specifically and what it can be used for. I don’t understand how to even call and interact with this script from editor mode.
@sameek_kundu9 күн бұрын
For most editable parameters , including checnbox or drop down, the default details panel which I am using to set the parameters in this video, is going to be more than enough. Why would you want a separate context menu, that can also be done via Blueprint Utility Scripts I believe, howerver for such simpler usecases that may not be useful.
@azythegreat29 күн бұрын
When I Auto Align All Bone, it looks fine, feet is snap to the floor. When I click the "Editing Retarget Pose" button, the chacter fee isn't touching the ground. How do I fix this?
@kazatv85347 күн бұрын
glue the pelvic bones together
@yuuuurd3510Ай бұрын
i fuckin love you man. thank you so much for this tutorial!!!!!
@sameek_kunduАй бұрын
Download the Project : www.patreon.com/posts/dsintegrtion-fx-113649852?Link& Previous Tutorial : kzbin.info/www/bejne/jHK7hZqNgtt2h8U
@SentriWorkshopАй бұрын
Any tips on how you would reverse the effect? I want particles to basically create the chair instead of disintegrate it.
@sameek_kunduАй бұрын
Yeah, so you store the sample as output only instead of apply in particles spawn , and then in particles update you set the particle position as lerp from current position to the mesh sampled position. I will make a tutorial on it, in this very series, but will be a while, because there are so many videos on disintegration on the way before that.
@yuuuurd3510Ай бұрын
I downloaded the project file from your patreon and i was wondering if you could please make a video on doing this with a mesh with multiple materials. I saw you respond to a comment regarding the question but im still confused and have a hard time figuring out the process.
@sameek_kunduАй бұрын
I am almost done with the video, I wanted to upload it by today, but I guess may be difficult, but definitely in the next few days it will be live.
@lautarnautaАй бұрын
Great video and channel. So useful and clear. Congratulations
@Jimmy-z6gАй бұрын
Hello, how should I handle particle materials if a static object has multiple materials?
@sameek_kunduАй бұрын
Via Sampled Regions / Filtered Triangles, where each emitter will represent only one material section, which I will be covering in one of the upcoming videos in this series. Please subscribe.
@Jimmy-z6gАй бұрын
👌
@vincentgrieu1290Ай бұрын
It's an incredible thing for sure but it's WAY too complicated.. Maybe you could segment the video with details principles.. For exempIe I don't understand where to place the niagarafx and the BP element ? On the chair 1 or the chair Number 2 ? Many times you move or change nodes, in the BP it's disturbing.. For sure, we finally found a way to take the goal.. BUt.. WOW.. it's HARD.. For a newbie like me.. Can you send me some links maybe to understand the most used nodes, and the way to understand and think like you do "First make Materials ALPHA 2 - Create the Particle system from a mesh 3 - Create a function to aply the alpha to a material and the mesh, and use it to generate particles on the mesh 4 - Create a BP to make it more flexible and re-usable 5 - BP Part : a- Understand how to make particles visible in game mode (and also cinematic maybe ?) b - Create some functions to make that dissolve effect applied to any mesh, any material c - Understand the timing, and make a function to drive the time from the actor and not necessary to open the BP 6 - Adjust everything to make it the best. Sorry, two days i'm on your incredible, job, it's a really impressive and beautiful effect And I hope you will read this with all the kindness I have for your work.
@sameek_kunduАй бұрын
It is great to see that you got it working, and yes I checked that sometimes the nodes moved too fast and edited out , sorry for the poor editing. I will take care of this in my next video.
@vincentgrieu1290Ай бұрын
Hello @@sameek_kundu ! I'm here again, and need a little bit help about the "philosophy" of that disappearing method for an object with only ONE material. If i understand the "road map" for that, First we have to place the BP_transition component to our meshes because it will make the static mesh, readable for Niagara Second : in the Niagara NS_StaticDisintegration we have to specify the mesh that will be "disintegrate" Third : .. Did we have to change all the materials we will disintegrate ? Or it will change automatically with your "template" ? Can you add a little video in sequel to that one, but with any other mesh and material, just to show "how to update" ? Sorry for my english.. Many thanks, for your kind attention, and incredible work
@sameek_kunduАй бұрын
@@vincentgrieu1290 Hi, This video only shows demonstrating a single material disintegration, I am working on another tutorial, hopefully releasing this week, which demonstrates how to use multiple material setup so that you can specify all the materials you want to disintegrate and have custom curve for each. The only catch is this would require a little C++ scripting, since there is no way for adding a variable inside Niagara that can help you control the material you want to disintegrate from Blueprint. Once I release that tutorial, hopefully you will have better understanding, and also I will slow down the pace and improve the editing, so that it will be easier for you to follow along.
@vincentgrieu1290Ай бұрын
@@sameek_kundu so great to read you, i'm waiting for that awesome tutorial ! thanks for your reactivity !
@GaneshThisSideАй бұрын
Great tutorial bro, can we apply this on foliage also?
@sameek_kunduАй бұрын
Foliages are Instanced Static Meshes, and technically yes you can apply this but not via straight forward method because there is no option to sample instanced static mesh in the Niagara Emitter. What you need to do is get the vertices of the mesh and pass the info on to the niagara emitter. I will try it out and let you know if it works.
@GaneshThisSideАй бұрын
@@sameek_kundu thank you Sameek. It means a lot to me. Please make a video about it if possible. It will help the community. Much love.
@IamSH1VAАй бұрын
Great tutorial, thanks 😊
@sameek_kunduАй бұрын
Download the Project Files : www.patreon.com/posts/static-mesh-fx-112487664?Link& Tutorial for Mesh Disintegration with Multiple Materials : kzbin.info/www/bejne/mnzEfX6Aip5_i7M
@sameek_kunduАй бұрын
Download the Project Files - 1. Procedural Asteroid : www.patreon.com/posts/procedural-112004934?Link& 2. Skill Tree System : www.patreon.com/posts/dynamic-skill-112093198?Link& 3. Crowd Simulation (Free) : www.patreon.com/posts/crowd-simulation-112218955?Link& Buy me a Coffee : buymeacoffee.com/sameek
@lifeartstudios6207Ай бұрын
did you bake this to texture?
@sameek_kunduАй бұрын
No, the noise calculation is realtime in the material
@khh19902 ай бұрын
its improved a lot for code
@gundam1782 ай бұрын
My rig works but it is hidden inside the mesh.
@sameek_kundu2 ай бұрын
Download the Project Files : www.patreon.com/posts/turn-based-in-111125918?Link&
@cli-p8l2 ай бұрын
I wanna know how "blend weight" influences the effect? I learn from an ue4 tutorial that the blend value will influence all the exposed material parameters so I can modify the material to expose only one parameter, then blend can represent right. But in ue5.4, it doesn't work correctly. When the blend value( the one between post process material) turns from 1 to 0, it doesn't show a gradual result but disappear suddenly on 0.
@sameek_kundu2 ай бұрын
For my Art of Shader packs, I manually added a scalar value to blend between the main material and the post process material, and it works better than the blend weights. Also for effects that have UV Distortions, simply color blend will not help because you need to blend the distortion itself from 0 to 1, for that the UV itself should have the scalar parameter that you can adjust from the material instance.
@Jay-ev1yj4 ай бұрын
How do I make it
@MagimanD5 ай бұрын
Hey man got a video on how to set this up for just the character. I bought it 2 days ago y when I put it on a post process volume its applying it to everything how can I just do the player like in this example or your other vid
@sufyanahmad-fx7vs5 ай бұрын
how to join your community ?plz reply
@Starcle-Studio6 ай бұрын
Perfect, but unfortunaly not working with daz genesis 8, i have some funky results! 😅
@erfanrostami18146 ай бұрын
Wish you showed import proccess, with which skeleton did you import character?
@sameek_kundu6 ай бұрын
Importing is pretty straignt forward, just like how you would import any skeletan mesh asset.
@marcus_ohreallyus6 ай бұрын
Does this rig accept mocap?
@bangAndreAnimasi6 ай бұрын
hi my brother. I had a problem with the backwards solve, after I created the modular control rig it started out fine, after I tried to bake an animation in squencer, the result was very messy. Please help me to fix it
@IndianCitizen046 ай бұрын
can I switch FK/IK as could be done in iClone or Blender in ControlRig during making animation?
@hotsauce71247 ай бұрын
Hello, may I ask, after you bake the retargeted animation onto the female deform skeleton, how would you convert the animation to the UE5 Control Rig in sequencer? So you can use the Control Rig on the female to make edits to the baked animation.
@sameek_kundu7 ай бұрын
There is an option within the sequencer itself, when you right click on the skeletalmesh component, to bake the current animation to control rig.
@hotsauce71247 ай бұрын
@@sameek_kundu Thank you, Sir
@hotsauce71247 ай бұрын
@@sameek_kundu So I would need to create a Control Rig on the
@刘敏-y9r7 ай бұрын
Hello, can I refer to the project? I also want to do this kind of volumetric cloud generated using 2D textures
@highmindblow7 ай бұрын
nice
@alitcher44258 ай бұрын
Very solid tutorial. Thank you!
@BlueSpawn8 ай бұрын
Fascinating. Would love to know how you created the volumetric nebula.
@BlueSpawn8 ай бұрын
Very nice! Thank you for sharing this. Was wondering if there's any updates on your volumetric nebula solution. Are you going to be sharing it on the marketplace by any chance? Or perhaps a tutorial?
@sameek_kundu8 ай бұрын
Hi, The Volumnetric Nebula has the C++ code which are not working in latest Unreal Engine 5. I may need to recreate the rendering part, it will take some time, but thanks for your interest.
@BlueSpawn8 ай бұрын
Hi there, any updates on this?
@sameek_kundu8 ай бұрын
Tutorial - Metahuman Character Movement : kzbin.info/www/bejne/kKuYeWadrL2SY80
@LeThang-yz7qo8 ай бұрын
hello, for niagaras that are born when there is physical movement, does the tool record its video? I used take recoder in UE5 and everything disappeared, thank you
@sameek_kundu8 ай бұрын
Get the Extreme Locomotion Plugin : www.patreon.com/posts/extreme-system-c-99052730?Link& Get the Project Files : www.patreon.com/posts/locomotion-with-99053839?Link&
@sameek_kundu8 ай бұрын
Watch Part 1 here : kzbin.infoc2Pyq0EzMA8 Procedural Railway Tracks using Blueprints : kzbin.info/www/bejne/bn-tf3-Hp695bdU
@sameek_kundu8 ай бұрын
Watch Part 2 here : kzbin.infoWvP_fCnPQCA Procedural Railway Tracks using Blueprints : kzbin.info/www/bejne/bn-tf3-Hp695bdU
@sameek_kundu8 ай бұрын
Next Episode : kzbin.info/www/bejne/Y3myioVmetyFpsU Full Playlist : kzbin.info/aero/PLSsBDmERZUmXs4VrtH1AWdYMYdegw14QL Procedural World Building (Mon - Fri 10:30 AM IST Live) : kzbin.info/aero/PLSsBDmERZUmXFXoBj6caB9pc8liXg5xuB
@sameek_kundu8 ай бұрын
Fence Generation Part 1 : kzbin.info7EsUnJ-OaGg Full Playlist : kzbin.info/aero/PLSsBDmERZUmXFXoBj6caB9pc8liXg5xuB Game Development with Unreal C++ : kzbin.info/aero/PLSsBDmERZUmXs4VrtH1AWdYMYdegw14QL&si=lPtU3wXOQtfC7cqh
@egorpoger8 ай бұрын
no sound, is that intended? Original and informative.
@sameek_kundu8 ай бұрын
Oh no, i have been speaking throughout. Maybe some technical errors. No worries, If required I can repeat this next week
@behrampatel35639 ай бұрын
Glad I discovered your channel. Have you tried to blend 2 Sequencer clips using a cross dissolve ?
@sameek_kundu9 ай бұрын
You meant in the editing of the video ? I did not use sequencer, but rather edited the screen records in Filmora
@sameek_kundu9 ай бұрын
Get the Project Files : www.patreon.com/posts/procedural-98049750?Link& Check out my marketplace asset, Procedural Vortex Tunnel : www.unrealengine.com/marketplace/en-US/product/procedural-vortex-tunnel
@lawrencevelez30149 ай бұрын
P r o m o S M
@kennethready9 ай бұрын
great tutorial
@sameek_kundu9 ай бұрын
Thanks
@tlatopb8029 ай бұрын
Sameek Da tomae mail korlm ei matro, dekho Priyam naam e geche. Please ektu reply diyo..!😇
@sameek_kundu9 ай бұрын
Follow me on Linkedin : www.linkedin.com/in/sameekkundu-unrealdev/ Become a Patreon :patreon.com/SameekKundu?Link&
@romanturcanu60119 ай бұрын
This tornado is very scary where is located
@HyungjunUE9 ай бұрын
man you make me understand how blueprint work in material. Keep following your tutorial , im always looking for your next video , thank you so much