Create Modular Character Packs in UNREAL ENGINE

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the Craters

the Craters

9 ай бұрын

Skeleton Warrior Pack: rendercrate.com/objects/Rende...
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Пікірлер: 22
@Itachi.uchiba
@Itachi.uchiba 9 ай бұрын
After watching your works Im a big fan sir I have many questions to ask sir 🛐
@Deculayn
@Deculayn 3 ай бұрын
How do we do it for outfits but with the new ML cloth plugin?
@IsabellaFrancoo
@IsabellaFrancoo 17 күн бұрын
I have a character with equipment in his hair. What is the most efficient way to customize different styles hair form in the game, like Ponytail, PigTail, Straight? Create modular rig separated, or create multiple hair bone styles in the same Rig, or create different complete rigs?
@Lyserus
@Lyserus 5 ай бұрын
Great video! Can you show us how to do modular character with morph targets?
@draicor
@draicor 5 ай бұрын
I second this comment. how did they get the character creator in cyberpunk 2077 to work like that? is it just switching a preset value for morph targets on something like a nose change?
@edgardsimon983
@edgardsimon983 3 ай бұрын
@@draicoryes and u can bake modification even in real time
@user-hc4lf4pv8m
@user-hc4lf4pv8m 13 күн бұрын
is doable with vroid characters?
@NECUffRiostrasIHS
@NECUffRiostrasIHS 4 ай бұрын
link Skeleton Warrior Pack not working...
@thedoopa3169
@thedoopa3169 5 ай бұрын
None of the skins import. Its just grey box. Im to much of a newb to do simple stuff
@srgtKrud
@srgtKrud 5 ай бұрын
Keep learning damnit. Only you can do the thing you are thinking of. It's your thought. You do it. Just do it
@thedoopa3169
@thedoopa3169 5 ай бұрын
@@srgtKrud I'm having technical issues. I import a model and there are no skins. It's just gray
@srgtKrud
@srgtKrud 5 ай бұрын
Whenever I fail at these things. I have a tendency to assume I messed up somewhere and I start from step #1
@connorjade5460
@connorjade5460 4 ай бұрын
@@thedoopa3169 just give it some time the shaders compile for some time then the materials show up
@arcturus2685
@arcturus2685 3 ай бұрын
@@thedoopa3169 you have to assign the models textures to the models material
@metaljesus5334
@metaljesus5334 12 күн бұрын
How can anyone in their right mind think that this workflow is acceptable? It's a triviality to do in Unity by comparison
@Ristyo
@Ristyo 3 күн бұрын
genuine question, do you think there is a better way to do it in unreal engine or is it this engine's limitation whereas unity is better in this regard
@77sivan
@77sivan Ай бұрын
runtime mesh merging is much more performance efficient than using leader pose, if no runtime replacement of mesh modules needed...
@Hueventure
@Hueventure Ай бұрын
You are very right about this, but you don't lose much performance. Depending on the game, even an rpg, its like 1 fps, maybe less than 1 fps. its the optimization of the models in general that will cause lose in performance not necessarily than using leader pose. That being said you are right, but that's very project dependent, if you are making a realistic game and textures are all over the place in details, then yes you will want to play with mesh merging and instance meshes maybe, but even for an open world like botw that's very stylized and textures are probably optimized all the same when brought in, leader pose will probably fine.
@77sivan
@77sivan Ай бұрын
@@Hueventure it is more complex. Maintaining more components requires also more transform updates. In case of dozens of characters it starts to do matter. And you will need those extra milliseconds later for sound, effects, ui, environment, AI etc.
@Hueventure
@Hueventure Ай бұрын
@@77sivan ofc like I said I'm with you. Totally right. From my experience though, it's very small in comparison. For instance, I have an action adventure project, with semi open world design. Very expensive inventory, the inventory itself initializing takes a couple frames, and hitches on my 8 yo CPU I purposely use. But even with a ton of stuff, I'm using data tables and structs all to connect to one inventory component for my character bp. But the BP itself does not take up too much on the screen. Which also has leader pose meshes added the same way as this video. (The node changed from ue4. Upgraded project and finally made the switch). Again on the same page. I didn't see a difference in performance though despite expansive character. It might have come down to maybe my character is just organized and optimized well enough with its 8 components, to not notice anything. And I can swap 40 different meshes like costume changes without much fps loss too. All the meshes are different shapes but all come from blender and modeled the same way. Hats, chest, shoes, and bottoms. 10 costumes so far. Or just lucky lol. Anyway, I hope others have an easy time with it like I did. All what you said matters a ton but I still think it's highly project dependent. Newer users will have to know where to simplify their designs to optimize and structure their code well. Because that helps a ton and to make something dynamic and modular, you need to have dynamic modularity in mind as a base. Good luck with your projects
@sudanemamimikiki1527
@sudanemamimikiki1527 3 ай бұрын
My unreal engine just freezes if i say no to the merge bones error...
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