THANK YOU! I would have never figured this out on my own
@focusmaya25124 күн бұрын
Great tutorial.Looking for more from you.Thanks.Subscribed 👍
@breakdancerQАй бұрын
nice man demo worked like a charm you guys have nice models!
@easybreathy3890Ай бұрын
Nice work, very informative, thanks
@METATAILOR2 ай бұрын
Awesome video. Lets compare that to doing it with METATAILOR.
@InzideEntertainmentАй бұрын
I would watch that video.
@ascarselliАй бұрын
@@Feer50k please share your CC4 method, it would be much appreciated.
@predragpesic5953Ай бұрын
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_voidАй бұрын
I suppose, Vertex paint would work. Search for Vertex Paint Materials Blending etc.
@TheSebledingueАй бұрын
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?
@deunankАй бұрын
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?
@oleksandrkorostylov6718Ай бұрын
@@deunank I think you should check your LODs settings
@deunankАй бұрын
@@oleksandrkorostylov6718 Thanks. Already tried it. Didn't make any difference. Might try in a clean project.
@deunankАй бұрын
@@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
@deunankАй бұрын
@@oleksandrkorostylov6718 ok found it under Lodsync component details - changed the name in the index from Face to Facemetahuman!
@3D_Modeller_MscАй бұрын
Привет 🙂 А как разные варианты одежды одевать и снимать? Получается все подключаешь через компоненты и потом делаешь видимым или не видимым отдельный компонент экипировки?
@oleksandrkorostylov6718Ай бұрын
Приверт. Да, можно или скрывать видимость или просто оставлять слот со скелетал мешем пустой.
@3D_Modeller_MscАй бұрын
@oleksandrkorostylov6718 я думаю можно попробовать через нумерацию прописывать вкл. выкл. 🙂 У меня тоже кастомный персонаж в разработке, думаю как правильно это сделать
@samuelenslin18502 ай бұрын
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...:)
@99Bflash99Ай бұрын
you should consider posting your problem on their official UE5 Thread. Sometimes develeoper themselfs respond. Its worth a try
@gavinm5750Ай бұрын
11:49 this makes my face disappear
@oleksandrkorostylov6718Ай бұрын
@@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.