Dirk Teucher
Dirk Teucher
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วีดีโอ

Unreal engine 5.4 Image slideshow
มุมมอง 5116 ชั่วโมงที่ผ่านมา
Unreal engine 5.4 Image slideshow
Fastest Blender 3.6 to Unreal engine 5.2 workflow with Nvidia Omniverse
มุมมอง 3K10 หลายเดือนก่อน
Fastest Blender 3.6 to Unreal engine 5.2 workflow with Nvidia Omniverse
Installing Kitbash Cargo into blender 3.0 , 3.1, 3.2, 3.3, 3.4, 3.5, 3.6 manually
มุมมอง 6K11 หลายเดือนก่อน
Installing Kitbash Cargo into blender 3.0 , 3.1, 3.2, 3.3, 3.4, 3.5, 3.6 manually
Unreal engine 5.2 - Substrate first look
มุมมอง 6K11 หลายเดือนก่อน
Unreal engine 5.2 - Substrate first look
Installing Kitbash cargo plugin into Unreal engine 5 and Blender 3.5
มุมมอง 6K11 หลายเดือนก่อน
Installing Kitbash cargo plugin into Unreal engine 5 and Blender 3.5
Prusa slicer 2.6 NEW organic support structures
มุมมอง 1.7Kปีที่แล้ว
Prusa slicer 2.6 NEW organic support structures
Unreal engine 5 tutorial on running python inside visual studio code to streamline game pipelines.
มุมมอง 6Kปีที่แล้ว
Unreal engine 5 tutorial on running python inside visual studio code to streamline game pipelines.
Export Hair Groom from Blender 3.3 to Unreal Engine 5.1 with Send to Unreal 2.2.0 plugin.
มุมมอง 15Kปีที่แล้ว
Export Hair Groom from Blender 3.3 to Unreal Engine 5.1 with Send to Unreal 2.2.0 plugin.
Unreal engine 5.1 image carousel | slideshow with billboard effect
มุมมอง 1.4Kปีที่แล้ว
Unreal engine 5.1 image carousel | slideshow with billboard effect
Unreal engine 5 spherical texture projection with light functions, light linking, lighting channels
มุมมอง 5Kปีที่แล้ว
Unreal engine 5 spherical texture projection with light functions, light linking, lighting channels
NVIDIA NeRF - Exporting a video animation from the CMD line
มุมมอง 3.2Kปีที่แล้ว
NVIDIA NeRF - Exporting a video animation from the CMD line
Unreal Engine 2d fog in 2 minutes
มุมมอง 1.2Kปีที่แล้ว
Unreal Engine 2d fog in 2 minutes
Unreal engine 5 tutorial sharing blueprints. (edge outline highlighting snippet included)
มุมมอง 1.4Kปีที่แล้ว
Unreal engine 5 tutorial sharing blueprints. (edge outline highlighting snippet included)
NVIDIA Instant Neural Graphics Primitives (nerf) Installation
มุมมอง 10K2 ปีที่แล้ว
NVIDIA Instant Neural Graphics Primitives (nerf) Installation
NVIDIA NERF vs Reality Scan iOS App from Reality Capture + Epic Games
มุมมอง 12K2 ปีที่แล้ว
NVIDIA NERF vs Reality Scan iOS App from Reality Capture Epic Games
NVIDIA Instant Neural Graphics Primitives (nerf)
มุมมอง 24K2 ปีที่แล้ว
NVIDIA Instant Neural Graphics Primitives (nerf)
Blender GLTF ambient occlusion export to WebGL for BabylonJS and ThreeJS
มุมมอง 9K2 ปีที่แล้ว
Blender GLTF ambient occlusion export to WebGL for BabylonJS and ThreeJS
New Blender 3.1 beta vertex crease and edge creasing feature
มุมมอง 4.6K2 ปีที่แล้ว
New Blender 3.1 beta vertex crease and edge creasing feature
Exporting Alembic files to Unreal Engine 5 from Blender (Part 2)
มุมมอง 4K2 ปีที่แล้ว
Exporting Alembic files to Unreal Engine 5 from Blender (Part 2)
Blender 3.0 to Prusa mk3s 3d printing tutorial
มุมมอง 1.8K2 ปีที่แล้ว
Blender 3.0 to Prusa mk3s 3d printing tutorial
Rock band 4 microphone repair
มุมมอง 1.4K2 ปีที่แล้ว
Rock band 4 microphone repair
Zbrush 2021 vs Blender 3.0
มุมมอง 8K2 ปีที่แล้ว
Zbrush 2021 vs Blender 3.0
Tilt shift forest - Davinci resolve tutorial link in description
มุมมอง 1462 ปีที่แล้ว
Tilt shift forest - Davinci resolve tutorial link in description
Blender z depth compositing with Davinci Resolve 17 + tilt shift tutorial
มุมมอง 4.9K2 ปีที่แล้ว
Blender z depth compositing with Davinci Resolve 17 tilt shift tutorial
Blender benchmark 2.93 VS 3.0 using two RTX 3090 NVIDIA GPUS
มุมมอง 8K2 ปีที่แล้ว
Blender benchmark 2.93 VS 3.0 using two RTX 3090 NVIDIA GPUS
Exporting Alembic files to Unreal Engine 5 from Blender
มุมมอง 17K2 ปีที่แล้ว
Exporting Alembic files to Unreal Engine 5 from Blender
Unreal Engine 5 MetaHuman tutorial - using live link face app on iPhone X with custom character.
มุมมอง 2K2 ปีที่แล้ว
Unreal Engine 5 MetaHuman tutorial - using live link face app on iPhone X with custom character.
Unreal engine MetaHuman promo.
มุมมอง 1522 ปีที่แล้ว
Unreal engine MetaHuman promo.
Blender 2.93 multi render layer EXR compositing in Davinci Resolve 17 - Tutorial
มุมมอง 2.4K2 ปีที่แล้ว
Blender 2.93 multi render layer EXR compositing in Davinci Resolve 17 - Tutorial

ความคิดเห็น

  • @Bompberribomp
    @Bompberribomp 12 ชั่วโมงที่ผ่านมา

    Thanks for the tutorial! How would i go about to get the slideshow to auto play the images in a slideshow?

  • @michelebazzoli410
    @michelebazzoli410 11 วันที่ผ่านมา

    This was so helpful! Finally imported my model right, thank you so much for sharing this!!

  • @Imtinan.ACEDIA
    @Imtinan.ACEDIA 21 วันที่ผ่านมา

    Thank you so much! So much of my time was wasted finding the solution LOL.

  • @SaiyanRGB
    @SaiyanRGB หลายเดือนก่อน

    Can i Uuse python code in unreal engine using this instead of blueprint or c for machine learning deep reinforcement learning

  • @user-ts3ki7vq3g
    @user-ts3ki7vq3g 2 หลายเดือนก่อน

    Hello @DirkTeucher, is there a way to combine multiple grooms into just one for export, and would it follow the mesh/skeletal, sorry I'm quite new to unreal and I'm any help is much appreciated!

  • @Ryuuoujin
    @Ryuuoujin 2 หลายเดือนก่อน

    Link is dead, got a got a 404

  • @bobyalex3d
    @bobyalex3d 2 หลายเดือนก่อน

    I don't know why, but I'm receiving always error 107... I can't download any models

  • @w4hns1nnn
    @w4hns1nnn 3 หลายเดือนก่อน

    Is there an option to add Unreal Python: execute directly when I hit the debug option in VS Code? Otherwise it always starts in an arbitrary python environment complaining with the import unreal statement

  • @anagutul7021
    @anagutul7021 3 หลายเดือนก่อน

    the best! Always help me

  • @anatoliiumanets871
    @anatoliiumanets871 3 หลายเดือนก่อน

    Have somebody solved problem with low subdivision curves after exporting in Unreal ?

  • @jorari71
    @jorari71 4 หลายเดือนก่อน

    Does this workflow works even if you have textures (always inside the PBR scheme) connected to the PRINCIPLED NODE , not only with plain colors in the PBR material?

    • @jeremydemarco8697
      @jeremydemarco8697 3 หลายเดือนก่อน

      I'm pretty sure yes. The only condition is to have only image texture connected, no color ramp, mix, custom nodes etc... simply images connected to each respective node. If you export in FBX format (which can be asked by client as standard instead of USD) You have to be sure to export image path in "absolute" in export options. Then everything will be linked well !!

  • @duongong5064
    @duongong5064 4 หลายเดือนก่อน

    Thank you !

  • @samu7015
    @samu7015 4 หลายเดือนก่อน

    What if I wanted it to carry a solidify as well? Can it be done?

  • @joaulooo
    @joaulooo 5 หลายเดือนก่อน

    Hey, thank you for this tutorial! I've tried with Einar demo scene from Blender 3.6 to Unreal 5.3 with latest addon (v2.4.3) and worked well. But I'm not able to make it work with a simple project: create Blender empty project > add uv sphere > add curve/fur on that sphere > push assets to unreal. The result is very different from the original... anyone experienced this?

  • @ancelhaegler854
    @ancelhaegler854 5 หลายเดือนก่อน

    super useful thanks mate, Any idea how to get it to animate? trying to do a furry critter and cant get the animations to work :\

  • @GameDev_Ev
    @GameDev_Ev 5 หลายเดือนก่อน

    Really cool, thanks for posting this. Looking forward to giving this a go!

  • @gigigorlova
    @gigigorlova 5 หลายเดือนก่อน

    omg i couldn't get it to work coz i had a msi file. Literally 5 hours on forums and it took this one video to realize I need a zip file. Thank you! defo following you

  • @Ahtisham
    @Ahtisham 5 หลายเดือนก่อน

    I found the solution, its a simple fix just deactivate/Disable the addon in blender first then close blender and try installing the plugin again ,it should work just fine as addon is already there but you can try to remove the addon and try if that doesn't work for you and once its done installing which will only take a few seconds it will ask you to open blender again and enable the addon then open N-panel and activate it and go back to cargo app and follow a few steps of testing an import so do that and that's it.

  • @alan112223
    @alan112223 6 หลายเดือนก่อน

    Thank you! Subsribed

  • @3D-Logix
    @3D-Logix 6 หลายเดือนก่อน

    Hi, it looks like the plugin is discontinued.

  • @nitinmalhotra2358
    @nitinmalhotra2358 6 หลายเดือนก่อน

    HI. I tried to export it and the fur that you can add with shift+A and it only gives me like 10 particles when i exported it. I tried with the empty hair and then added some geonodes on top of it and then it at least exported but it exported with only the hair that was added before the geonodes addition. Basically the geonodes did not export. Is there a way to export the hair with the geonodes?

  • @CanErduman
    @CanErduman 6 หลายเดือนก่อน

    Quick question: Does this work with deformed meshes directly in UE? If I have an animated character with Joint and Blendshapes animation exported as an FBX for example.

  • @freshmaker4o
    @freshmaker4o 6 หลายเดือนก่อน

    You are gentlemen, sir.

    • @jankobananko
      @jankobananko 6 หลายเดือนก่อน

      and a scholar!

  • @guille_ibanez
    @guille_ibanez 6 หลายเดือนก่อน

    thanks mate! that worked!

  • @jdavjaramillo9309
    @jdavjaramillo9309 7 หลายเดือนก่อน

    Hello, I have a problem with textures; only the character in white passes; you can help?

    • @DirkTeucher
      @DirkTeucher 7 หลายเดือนก่อน

      Textures will definitely transfer from blender to unreal engine using omniverse . But you cannot use any extra nodes in blender. So only use the texture nodes + principled shader. If you use the color ramp or math nodes or any other nodes they will not transfer over correctly. Alternatively you can bake any complex shader network down to just textures. So color, roughness, normal map, ambient occlusion, translucency and so on. When blender/NVIDIA/Unreal all support materialX properly this will hopefully change and allow us to use all the shader nodes in Blender.

  • @belphh3d
    @belphh3d 7 หลายเดือนก่อน

    Do you know by any chance how to export to another program? like Marmoset?

  • @b4rtmod
    @b4rtmod 7 หลายเดือนก่อน

    Saddly they still haven't released the version for UE 5.3, I just started trying to use UE and still not available :(

    • @DirkTeucher
      @DirkTeucher 7 หลายเดือนก่อน

      It won't be long. NVIDIA update the plugin pretty quickly when new versions of unreal drop in. In the meantime you can also export USD from blender without omniverse and import it by hand. Works great and only takes a little longer to do.

    • @b4rtmod
      @b4rtmod 7 หลายเดือนก่อน

      @@DirkTeucher Yeah I`m going do that for now, make some tests Thank you for the video BTW very helpfull!

  • @btmanimations7079
    @btmanimations7079 7 หลายเดือนก่อน

    UE5 says "could not find bind pose" when i transfer. anyone getting this?

    • @DirkTeucher
      @DirkTeucher 7 หลายเดือนก่อน

      Is this in 5.1, 5.2 or 5.3 ? And what version of Blender? Are you using a skeleton in blender?

    • @btmanimations7079
      @btmanimations7079 7 หลายเดือนก่อน

      @@DirkTeucher its 5.2 UE5, 3.5 blender & newest GitHub pipeline. im using the UE5 skeleton and hair is made with curves. It takes a while to export from blender & when i enter UE5 all i see is the error message and no grooms.

  • @MrMargaretScratcher
    @MrMargaretScratcher 7 หลายเดือนก่อน

    Seems like the link to the cleanup tool doesn't work anymore...

  • @Made_by_House
    @Made_by_House 7 หลายเดือนก่อน

    any idea why I cant enable the organic supports? I dont see organic in the dropdown in 2.6

  • @ludvigInLegendaryLands
    @ludvigInLegendaryLands 7 หลายเดือนก่อน

    Thanks for the tutorial! I am having an issue with the hair not sticking to the head when I move the character. I have previously used alembic export for particles which works fine when I use 'binding'. It seems my blueprint wont accept the 'groombinding' object I made for the hair. Does anyone know how to fix this?

  • @Sid-rb2oq
    @Sid-rb2oq 7 หลายเดือนก่อน

    Anyway we can use the same process for lightmaps?

    • @DirkTeucher
      @DirkTeucher 7 หลายเดือนก่อน

      I would bake Lightmaps into the diffuse/colour chanell for most use cases I can imagine and then disable shadow rendering in the engine for those objects.

    • @Sid-rb2oq
      @Sid-rb2oq 7 หลายเดือนก่อน

      In my case, i want the lightmap to be added into the gltf file somehow so that i can traverse the scene and multiply it with the albedo by creating my own shader as my scene contains plenty of large meshes and combined/diffuse maps will destroy all details.@@DirkTeucher

    • @DirkTeucher
      @DirkTeucher 7 หลายเดือนก่อน

      ​@@Sid-rb2oq If you want to apply the lightmap dynamically in babylonjs/threejs then that is a whole other tutorial and I would probably load the lightmap as a separate texture to do what you are suggesting figure out how to blend the texture in. If you are using bablon there is a material shader builder node tool that could probably do this. But I have not looked into it myself as I have never needed to do that. Alternatively you might want to just bake the maps you want separately and then merge them in a photo editing tool. This would be the easiest method and probably the most performant. But you would not be able to dynamically blend the lightmap to say for example switch on a light in a room. -- Side note -- I switched from Photoshop to Affinity Photo about 3 years ago and highly recommend Affinity.

    • @Sid-rb2oq
      @Sid-rb2oq 7 หลายเดือนก่อน

      I'm working on a 3js project, what if i use the gltf settings node to plug in other textures similar to AO map, will i be able to fetch it by traversing?@@DirkTeucher

    • @DirkTeucher
      @DirkTeucher 7 หลายเดือนก่อน

      @@Sid-rb2oq I have no idea, never tried it.

  • @samuraishinobi1908
    @samuraishinobi1908 7 หลายเดือนก่อน

    i got this error !!!!!! can u help ? Python: Traceback (most recent call last): File "C:\Users\mahsa\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\Kitbash3D_Cargo\cargo.py", line 657, in modal converter = DeserializedDataConverter(deserialized_data) File "C:\Users\mahsa\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\Kitbash3D_Cargo\cargo.py", line 106, in __init__ self._build_materials() File "C:\Users\mahsa\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\Kitbash3D_Cargo\cargo.py", line 135, in _build_materials tex_image_node.image.colorspace_settings.name = "Non-Color" TypeError: bpy_struct: item.attr = val: enum "Non-Color" not found in ('aces', 'ACES - ACES2065-1', 'ACES - ACEScc', 'ACES - ACEScct', 'ACES - ACEScg', 'ACES - ACESproxy', 'acescc', 'acescc_ap1', 'acescct', 'acescct_ap1', 'acescg', 'acesproxy', 'acesproxy_ap1', 'adx10', 'adx16', 'canonlog2_cgamutday', 'canonlog2_cgamuttung', 'canonlog2_rec2020day', 'canonlog2_rec2020tung',

  • @ksunnywazowski
    @ksunnywazowski 8 หลายเดือนก่อน

    so sad this addon doesn't export braid nor correctly. I have try to create different braids and export but the addon looks like lost a lot of points along the curve and I got smt noot looks as a braid in UE

    • @DirkTeucher
      @DirkTeucher 8 หลายเดือนก่อน

      Did you find an alternative solution? Like allembic?

    • @ksunnywazowski
      @ksunnywazowski 8 หลายเดือนก่อน

      Yes! Apply all Nodes. Then go sculpt hair mode. Then go Menu Curves and convert hair to old system. Then go to particles properties and make Render and viewport steps on maximum and diameter root you need. Then export hair into UE5 using addon from video. Use Cycles mode!

    • @DirkTeucher
      @DirkTeucher 8 หลายเดือนก่อน

      @@ksunnywazowski excellent 👍

    • @btmanimations7079
      @btmanimations7079 7 หลายเดือนก่อน

      I got a braid into UE5 but the physics sperate it. do you know how to fix that?

    • @DirkTeucher
      @DirkTeucher 7 หลายเดือนก่อน

      @@btmanimations7079 I keep getting a lot of questions on this video about various hair problems so will have a look this weekend and see if I can do another video to answer these questions.

  • @OniBojan
    @OniBojan 8 หลายเดือนก่อน

    Hi, material has error, and cannot compile. It's missing the texture. Where do we find the fog texture?

    • @DirkTeucher
      @DirkTeucher 8 หลายเดือนก่อน

      Search for noise mask it is in the additional content . Or just use any black and white cloud texture you can find anywhere by googling.

  • @macronomicus
    @macronomicus 8 หลายเดือนก่อน

    Their website says you need an RTX GPU, but i cant understand why? Is that only for utilizing some of the ai aspects & not related to import/export stuff you're showing here?

    • @DirkTeucher
      @DirkTeucher 8 หลายเดือนก่อน

      Do you have an AMD GPU ? Have you tried to use it? Omniverse is developed by NVIDIA so it's unlikely to support AMD for the path tracing features and their physics simulations but I would expect the import export stuff to work on other GPUs otherwise studios would likely not want to use it as Omniverse may need to run on computers without any graphics cards installed at all. So that would be quite an oversight on NVIDIAS part if they want more people to use it.

    • @macronomicus
      @macronomicus 8 หลายเดือนก่อน

      @@DirkTeucher I do have an NVIDIA card but it doesnt have raytracing, 980ti, I guess it doesnt hurt to try, the quick import/update seems useful. There is another Blender/UI loader I noticed on epics site, if you connect your github account to epics it shows, ive not tested that one yet either though, probably will test both when the time comes. Thanks for the info.

    • @DirkTeucher
      @DirkTeucher 8 หลายเดือนก่อน

      @@macronomicus I use that plugin also. And fbx, alembic, gltf. I think USD is the best format overal. But the others are better for some other workflows too. It depends what you are doing.

    • @macronomicus
      @macronomicus 8 หลายเดือนก่อน

      @@DirkTeucher Yeah, looks like USD might take over as the dominant format, so things are more interoperable & teams can be more diverse with tools. Its shaping up to be a great spec.

  • @Dreams_World_Animation_Studio
    @Dreams_World_Animation_Studio 8 หลายเดือนก่อน

    Installing the plugin does not work way brother please help me 😢

    • @DirkTeucher
      @DirkTeucher 8 หลายเดือนก่อน

      What versions of software?

  • @goldenorbstudios
    @goldenorbstudios 8 หลายเดือนก่อน

    Thank you! I've been wondering how to do this

  • @Mattheogfx
    @Mattheogfx 8 หลายเดือนก่อน

    export -> send to unreal option is not showing up version 2.4.1

  • @hotbergina
    @hotbergina 8 หลายเดือนก่อน

    Hey ! do you have some discord or instagram to talk ? i have an issue. I exported a metahuman, created clothes on marvelous designer, put them in blender, put textures on the alembic, everything ok. But, now i have to import the clothes alembic animation in my scene in unreal, ok, but i dont have textures. And i put differents textures on differents parts of the clothes by edit mode selection (pants, tee shirt etc...) also using blender kit materials. So i have many materials on my alembic. How to import these with the good mapping ? because on unreal alembic can only take on consideration ONE material for the whole clothing. The dream can be to connect all the blender textures into one and then export this texture with metalness etc on unreal.... THANK YOU :D

  • @ChrixB
    @ChrixB 8 หลายเดือนก่อน

    Looks crazy! Any date when you will release it ?

    • @DirkTeucher
      @DirkTeucher 8 หลายเดือนก่อน

      Haha, No this is just a quick test render from some tutorials I followed. I am still working on the game mechanics and need more interesting gameplay. I have a storyboard and concept images done and built a single level prototype. But it still needs work for the gameplay to be interesting enough to work on it full time. Still learning.... Always.

    • @ChrixB
      @ChrixB 8 หลายเดือนก่อน

      @@DirkTeucher The visual style is quite intriguing. It's refreshing to see someone dedicated to creating something so unique. I'm really looking forward to the possibility of you sharing a demo. 🙂

    • @DirkTeucher
      @DirkTeucher 8 หลายเดือนก่อน

      ​@@ChrixB Thank you, i'm glad you like the "look development". But it will be quite a while before I release anything. I work full time and have kids. So it's tough to find time to work on side projects like this. If I did not need to work I could probably build a vertical slice in 1 year. But bills need to be paid ;) ... for now anyway. That may change this year. We will see. I have another idea for a kids game I might explore as that is something I could do in a few months and it might bring in some cash for the "dream game". Time will tell. Are you working on anything interesting at the moment?

  • @SairawkerhX
    @SairawkerhX 9 หลายเดือนก่อน

    Connection fail Cargo to blender.. I dld and click import, but nothing import on viewport... Any idea? 😢

    • @DirkTeucher
      @DirkTeucher 9 หลายเดือนก่อน

      What version of blender and how did you install blender?

  • @ProjProd
    @ProjProd 9 หลายเดือนก่อน

    This is great ! Good job dude ! 🤩 Thank you!

    • @DirkTeucher
      @DirkTeucher 9 หลายเดือนก่อน

      Thank you, I am happy you found this useful :D

  • @kenalpha3
    @kenalpha3 9 หลายเดือนก่อน

    Thanks. Do you have a sample project avail to see the code/settings easier? And 10:16 if anyone wants to select a specific color, here is a vid that tells about a UE plugin that adds the Color Picker as a Widget (popup). [watch?v=Qs1hGYHEZnc] I told you about modular meshes at your other comment. I also have a Master White Material, which has white/grayscale textures for the Base Text without any colorization. Thus during CS or Player click, a color (Hue) can be applied to the White/gray, so that any color can show. (Because it's harder to colorize a Blue texture into Red.) And to set up each Armor/clothes piece: my Function reads the DT > String variable that associates with the Mats for that Mesh. So if a mesh has Mat indexes of 0, 1, 2, 3 - and I know I have a Colorized Master Mat at Index 0, and 2 - then I set my String variable as "0, 2." Then my code breaks the string at each comma to get Integers > feeds each Int to a Loop > Set Param (Color) > ignore the other Mat indexes > thus the Mesh and Colors are updated in game. (This is a way to reuse the same Mesh and Texture set - while getting multiple color variations - merely by adding another DT row, with an alternate pre-set Color (MI > Param change); or use one DT row per Mesh, which has a Random Color Param set during game.) I like your use of decals to project on the curved Mesh surface. But when I tested decals on Meshes (in CharBP), the UV was wrong/stretched. So I'm interested in seeing your decal settings.

  • @limo5228
    @limo5228 9 หลายเดือนก่อน

    HiHi, I have a problem. When I type "import unreal", a yellow wavy line appears below "unreal". What usually causes this😮

    • @DirkTeucher
      @DirkTeucher 9 หลายเดือนก่อน

      Not sure. I would guess you might need to remove the extension and reinstall it again and run the commands to connect visual studio code to unreal. What version of Unreal are you using?

    • @limo5228
      @limo5228 9 หลายเดือนก่อน

      @@DirkTeucher I am using UE5.2. I have opened the plug-in in UE according to the tutorial carefully, and downloaded the required extension in VS. I have checked the official document, and I do need to add some steps, I am trying, thank you for your reply.

    • @limo5228
      @limo5228 9 หลายเดือนก่อน

      @@DirkTeucher My VS seems to be able to connect to UE. But I encountered a new problem. After entering "Unreal Python. attch", VS popped up "Python module 'debugpy' is required for debugging", and UE's log displayed "LogPython: False”. This popup has an "Install" button, "Failed to install debugpy, please install it manually and make sure it's in the sys.path for Unreal Engine" is displayed. I successfully installed Debugpy in the VS extension, but it did not work for this error

    • @DirkTeucher
      @DirkTeucher 9 หลายเดือนก่อน

      @@limo5228 What version of python do you have installed? Did you install python from the microsoft store? And is unreal engine installed in the default location on your c: drive?

    • @limo5228
      @limo5228 9 หลายเดือนก่อน

      @@DirkTeucher I am installing python3.9.7 and my UE is installed on a non-default path, and the above error does not seem to be relevant. After my continuous attempts, VS and UE have successfully connected and printed the first line of characters, I feel very excited, I will summarize the detailed steps to help people who encounter the same mistake, thank you for sharing let me take the first step!

  • @niroumand
    @niroumand 9 หลายเดือนก่อน

    Thank you

    • @DirkTeucher
      @DirkTeucher 9 หลายเดือนก่อน

      You're welcome. I hope it proves to be useful to you. I have been using this plugin at work and am loving it.

  • @qaisershehzad3501
    @qaisershehzad3501 9 หลายเดือนก่อน

    Very good tutorial. One more thing I don't want to auto active animation by default. I want to activate animation through Blueprint input command. Can u guide ?

  • @e-radfilms
    @e-radfilms 9 หลายเดือนก่อน

    in case anyone is having issues getting cargo working with Blender 3.6 LTS or maybe future versions I made a video showing how I was able to get it working. th-cam.com/video/XeSwKXqfAIs/w-d-xo.html

  • @starder6676
    @starder6676 9 หลายเดือนก่อน

    can I use this add on to sent my rig generated by auto-rig pro to UE5 ?

    • @DirkTeucher
      @DirkTeucher 9 หลายเดือนก่อน

      I don't think it will send over any custom controls. Just the Skeleton and animations ... but you should try it to be sure. A lot of pro animators I have spoken to are using Control rig in Unreal to create rigs as it is very simple to set up an IK rig with custom controls in Unreal now. If you want to be able to create skeleton animations in Unreal instead of Blender then that is what I would do.

  • @jpcrtube
    @jpcrtube 9 หลายเดือนก่อน

    How did you made your groom in blender ? did you use any plug in or blender new built in hair system ?