Is there a way to keep the Niagra Activated after the Sequence has ended? For example, like a light switch but after the sequence turns it on. I would want it to stay on, I have tried activated the Niagara through Event Triggers in Sequencer, But nothing happens, this part is frying my brain, hahah but your tutorial works fine. Thanks a bunch.
@温祥君6 күн бұрын
hi,I designed an animation using UE5's Motion Design, but the subtitles become blurry when they move. Could it be a settings issue? kzbin.info/www/bejne/j16nh6qKZZahl7M
@silver101888 күн бұрын
Virtual Studio is for Windows I read in its details, are there similar projects that support Mac?
@PixelProf7 күн бұрын
@@silver10188 If you combine the Automotive Materials and add in the two, free “Modular Sci-fi Season Starter Bundles” you’ll have a LOT of great materials and meshes to work with for motion graphics. Here are links to the sci-fi bundles… “Season 1”: www.fab.com/listings/86913335-3c75-42bf-8404-54fe9d9d7396 “Season 2”: www.fab.com/listings/cb3c4494-4060-4a80-b079-e46936cb8dd0
@dwaynarang5009 күн бұрын
Do you know how to use the Continue feature/button? I imagine its for playing a sequence with multiple markers, like A, B, C etc, instead of just the A marker they use for the change transition. I can't figure out the transition logic to make it work though.
@lerodeurdunord72959 күн бұрын
Fast and easy, very clear. Thx so much for this efficiency.
@valarts277413 күн бұрын
What method or tool do you use for the live keying?
@PixelProf13 күн бұрын
These days I prefer to use a Blackmagic Ultimatte, but for this video, I was using this approach to keying within Unreal: kzbin.info/www/bejne/m4m7p4FqrJx_o5Y
@PierreLeCann13 күн бұрын
Thx a lot for this ? By any chance, do you know if it’s possible to apply these effectors to an already existing object? Similar to the "Fracture" object in Cinema 4D. For example, if we take an already fractured statue, can we use an effector to reduce the size of the fragments in certain areas?
@PixelProf11 күн бұрын
Cool idea, but these effectors are only setup to work with Cloners specifically. My guess is that there may be a way create some kind of influence-er blueprint actor that could influence a Chaos or Niagara sim (Cloners themselves are really Niagara under the hood) to do something like this, but I haven’t dig into Chaos or Niagara yet.
@flipperpitstudio16 күн бұрын
Many thanks! Just followed your exact instructs and it worked perfectly! Cheers! 😁🙏
@misfitfounders17 күн бұрын
what version of UE are you using? I find that Blackmagic Media Output only works with 5.2 and lower. Tried 5.3 up to 5.5 and the output send via SDI is only the first frame of the camera actor. Moving the camera around in UE does not move it over SDI. Settings are identical to yours. So wondering if this demo is run on UE 5.3 or higher
@PixelProf17 күн бұрын
I’ve used BlackMagic SDI output with UE 5.4 and 5.5. Just using the one that is installed standard by default with the engine. Used with Quad 2, Duo 2 and SDI 4k versions of the Decklink. Have you checked that you’re on the latest BMD Desktop software and firmware for the boards?
@misfitfounders17 күн бұрын
@@PixelProf Yep latest software and firmware. Unsure what's going on. Tried to output media capture to disk and can see the camera movement in the stored PNGs so the media capture works fine. I also tried playing videos over the SDI out and works, and camera feed works fine in UE4.2 and lower. All tried on a clean project each time. So seems there's something wrong with the BMDMedia plugin communicating properly with the decklink 8k in UE 5.3 and up. I could only find one forum post on this with no replies. Super strange
@misfitfounders17 күн бұрын
Oh wow, so you mentioning firmware got me thinking and I unsinstalled latest Desktop Video 14.3 and installed the one before, 14.2.1 and that did the trick! I can now get a proper feed output from latest UE 5.5. Seems there's an issue in 14.3
@ImtiazAli-in7gk17 күн бұрын
how to export it from creator to UE5 its exporting a file that will no importing or supported to UE
@PixelProf17 күн бұрын
@@ImtiazAli-in7gk You’ll use the Quixel Bridge window inside Unreal Engine to bring the MH into your project. This video shows an older version of the process using an external-to-engine version of Bridge, but today, Bridge is built into the engine and can be opened within Unreal Engine through the Window menu…. kzbin.info/www/bejne/jWircot5iKuLhZo
@gophrettepower793618 күн бұрын
Hi, Really fresh tuto here. Question... I'm new in Unreal Engine and the Marketplace was remove from de EPIK App. So, how can I download materials and objets now?
@PixelProf17 күн бұрын
You can still use the Library page of the Epic Launcher, and also, you can install the Fab plugin to the engine (you can find it in the Library page of the Launcher by searching the “Fab Library” section at the bottom of the page under your projects). The Fab plugin allows you to bring assets into your project directly from Fab’s cloud server without leaving the editor.
@gophrettepower793617 күн бұрын
@@PixelProf Thanks and keep going!!!
@OriginRow18 күн бұрын
Sounds like I don't need source version of UE
@PixelProf17 күн бұрын
Correct. This should work without downloading the full engine source from GitHub.
@DanieKozisek20 күн бұрын
In my case i had to accept license by using terminal. sudo xcodebuild -license then i hit enter and wrote accept and enter Now you should be good to go
@renderraj20 күн бұрын
Wonderfully explained !!! There aren't much tutorials about TL out there. Thank you so much for making this. 😊
@JayceeeFilmVfx21 күн бұрын
Thanks for this Nick! :)
@GameScape-m9e21 күн бұрын
Please make a full detail video of exporting in sequence properly. I have been trying to do so but it is not working well. I seriously need help. Kindly consider this comment
@GameScape-m9e21 күн бұрын
Please make a full detail video of exporting in sequence properly. I have been trying to do so but it is not working well. I seriously need help. Kindly consider this comment
@RichardBleßmann23 күн бұрын
Hello, Is there any update on how to bind the analog event in UE5.4? I'm still struggling haha
@shingAMarie26 күн бұрын
I don't understand how you made the only talking animation the upperbody and the sitting part the only on the lower body. for example lets say i had multiple animations in upperbody. How does a bone blend pick which animation to play. Or is UE incapable of this.
@PixelProf26 күн бұрын
Here's a link to the full play list this video is part of. If you follow from the beginning, you'll see how to choose, edit and blend between different animations on Unreal's sequencer timeline. Hope this helps..... kzbin.info/aero/PLWXvQZSGgrsPWelT3eigO5UGjyVF405iw&si=Ah9Ex4pNzmmwefi1
@shingAMarie26 күн бұрын
@ okay thanks for letting me know
@pmstudio565527 күн бұрын
Wow. All i know is output camera view from cg elememt output. And but by using that way. The viewport lost lumen on my compositing live view. I hopefully this media capture work with lumen when i try later
@Ameer-c4p28 күн бұрын
hey! Was wondering what FPS I should expexct in a blank / template project on UE5 with Mac? (I have Macbook Air M1 with 16gb Ram). Unity is soooo much smoother than UE5
@binyaminbass28 күн бұрын
I am having trouble with the hand. I watched your hand retargetting video and it didn't address my issue. The issue is with the thumb metacarpal. The source has it flat with the other metacarpals, all on the same xy plane. The target has the thumb metacarpal pointing a little downwards. I don't see any way to adjust the rotation of the individual metacarpals; they are all controlled by the hand bone. Is there a way to fix this?
@PixelProf25 күн бұрын
Maybe skip the metacarpals in the IK rigs that are used by the retargeting rig. This Should result in the metacarpals just following the hand motion.
@ManmadeMediaLLCAurora28 күн бұрын
Thanks for sharing! I just tested this and for whatever reason I can't get my alpha to take. Is there some magic sauce to check on in project settings that I'm not seeing? any guidance would be greatly appreciated.
@comicipedia29 күн бұрын
Really useful video, saved me a big headache
@CineWorldvfx29 күн бұрын
Good demo 👍
@chiya_mohammed29 күн бұрын
Thanks… we need more tutorial.🎉🎉🎉
@leafar7729 күн бұрын
wich plugin is needed for that ? thats not Vanilla Unreal
@PixelProf29 күн бұрын
No plugin needed. It's "vanilla Unreal" in at least versions 5.4 and 5.5. It works with Static Meshes and Skeletal meshes, but it the button doesn't appear for Motion Design dynamic shapes/geo and may not appear for other dynamic assets and actors.
@leafar7728 күн бұрын
@@PixelProf weird , dont have that in 5.5 - no matter what static mesh /material inst
@PixelProf24 күн бұрын
UPDATE! ... Activate the "Virtual Production Utilities" plugin (included in UE 5.4 & 5.5) if you're not seeing this option. (I didn't realize this was being activated on my new projects )
@leafar7722 күн бұрын
@@PixelProf Ahhh ! now it works - thanks
@Geminiwoods4219 күн бұрын
@@PixelProf or add the virtual camera plugin
@v.l.281929 күн бұрын
Any idea why the raytracing option doesn't even appear on my setting projects ? I am on Unreal engine 5.5.0, M1 MAX
@shrimpkins22 күн бұрын
yes, it's not supported on mac yet; but i found a video of an architect who apparently got it working with this emulator called crossover [by codeweavers]. video is below, but tech support at crossover told me you still need a high-end machine to make it run, and he didn't know if there might be any glitches. luckily, the team at unreal is trying to get a mac version of raytracing [what they call path tracing] released soon, hopefully next year. by the way, if you buy crossover before midnight tonight, you can get a sizable cyber monday discount! and the good news is, you don't need to install windows at all. it doesn't work for everything, but not bad for the $22 discount price. if you don't decide to buy it today, you can do a 2-week free trial to see how you like it; but then no discount later. i'm getting a new M4 Pro tomorrow, so i don't know if it's gonna work on mine yet, but if you want, i'll keep you in the loop on what happens... kzbin.info/www/bejne/ZqLNdnqDe9CYpLM
@ArtStiefel29 күн бұрын
Thanks for showcasing all the incredible work! 🐉🐉🐉🐉🐉
@OriginRow29 күн бұрын
What about linux users ? How can I make it on .sh (Shellscript) since ubuntu don't work with .bat as far as I know. Is it the same code to follow up on .sh too
@twobird7529Ай бұрын
For some reason when I select a body part to rotate or translate nothing happens. I have "body part" selected and the body part isn't pinned.....any idea why I can't move anything?
@outtoplayАй бұрын
Terrific! You're research and time to work this out are much appreciated.
@CinematographyDatabaseАй бұрын
I tried tried using this but I never got the new skeleton applied in Shogun live.
@PixelProfАй бұрын
It works, pretty much the same as with Shogun Post. Used it a few times now and it's helpful since that means you don't have to re-apply the auto skeleton to all the takes in post after you've already got it "built-in" to all the takes once it's been loaded into Live.
@onethingeverythingАй бұрын
Thank you! Very helpful!
@parsaforoozmand8936Ай бұрын
Awesome, thanks
@Elnaz_Heydari_22Ай бұрын
Thx a lot ✌🏻✌🏻✌🏻
@Elnaz_Heydari_22Ай бұрын
Thx a lot 👍🏻👍🏻👍🏻
@Elnaz_Heydari_22Ай бұрын
Thx a lot ✌🏻✌🏻✌🏻
@Elnaz_Heydari_22Ай бұрын
Thx a lot ✌🏻✌🏻✌🏻
@Elnaz_Heydari_22Ай бұрын
Thx a lot ✌🏻✌🏻✌🏻
@Elnaz_Heydari_22Ай бұрын
Thx a lot ✌🏻✌🏻✌🏻
@Elnaz_Heydari_22Ай бұрын
Thx a lot👍🏻
@Elnaz_Heydari_22Ай бұрын
✌🏻✌🏻✌🏻thx a lot
@MCMishaNoernirАй бұрын
twinmotion assets are not free for commercial use unfortunately
@alhusseinaliАй бұрын
Is it healthy for game performance (optimized)?
@orbetymoАй бұрын
If you don't see the decal in the material, it could be that you aren't using a complete download of your Metahuman. This is the case in 5.5 at least, or so I suspect because I'm currently downloading the Cinematic (Compete). I think the optimized versions download Simplified materials.