eagerly waiting for that full in-depth explanation of all the steps!! looks insanely good, but would love a more detailed tutorial on it. Looks rly good :)
Very good work! I just started my Blender/Unreal Journey in February and this is extremely similar to my workflow! I am currently in process creating a Modular character creator for my game where you can swap out head/face, Armor, Weapons, Hair/Facial Hair and bodytypes. Thank you for putting together this comprehensive methodology into a video, having watched hundreds of videos I have to say this is the only one I've found with the full overview workflow beginning to end. Thank you for putting all the addons and details in the description as well. You earned my sub, sir. Very excited to go watch the rest of your videos.
as a total rookie, i had no idea what u did the whole video but it inspired me to go ahead and fire up blender and make somehthing heheheeheheh keep up the video my guy gonna do wonders Cheers (y)
Good Video, it might also help to show the benefits of making it modular, like showing the character wearing a different outfit and the simplicity of switching between them. :)
thank you, I just done this first character and has no other parts I can switch, I will add more character and make them sort of inter changeable, I will make more related videos in the future.
This is nice. I've been wanting to do this forever. I have a knight templar that I want to get in game but never could find out how to split the meshes up so the lower part of his robe has nice flowing fabric properties
thank you, I planned to make more videos to explain in more detail and depths for making character and work with unreal, possible in next one or two weeks time, when time permit.
bro honestly the best simplified explanation of workflow, i am waiting for next videos. New sub bro. How much do u pay for subtance and marvelous designer softwares?
I purchased substance painter through steam 2 year ago on steam with perpetual license, at the time I remember it was around $200 AUD, sorry forgot exact amount, and now in steam 2024 version it's $289. otherwise you can pay $28.99 AUD subscription fee monthly. the Marvelous Designer is a pain , I have to pay $39 per monthly for subscription fee. there is no other way I can find to get a perpetual license. considering the valuable time it saves me, it's still worth it at the moment.
At 03:31 your rig behaves as if it was made from a single mesh. Could you elaborate on how you exported individual bodyparts without getting deformation at the 'joints' after skinning / rigging via GRT? as well as how you solved the issue of the normals being different between the MetaHuman skull and other meshes.
i rigged head and arm as indivual mesh object, and body leg as one piece when i first apply Voxel Heat diffuse skinning, with GRT's deform bones. then i split body and leg, trying different options with Voxel heat / surface heat diffuse skinning tool, as each part has same Vertex Group naming from the GRT bone, so split / combine parts can keep the data i already applied, and lastly , i did some manual weight paint to fix joins between different parts, most time i split then , and weight paint each part. for export, i can join all meshes into one , or if i need modular character, i can split them, as long the they all get same vertex group naming, in Unreal, they can attach to the same Skeleton for metahuman, i export and removed amature from metahuman bone, and delete all vertext group, so start from static mesh and rig it as other parts
I would really live a video just explaining the workflow of combining the meshes in unreal. I understand every other part, but this I don't fully grasp.
Liked and subbed brother. I hope to see a more in depth tutorial of your process. I have looked for tutorials for the whole workflow on YT before and the results are very slim
Just noticed one thing this is your biggest video in your channel, subscribed you at 750 subs now you have 1.4k subs in just 4 days, congrats bro keep growing. post like this (btw i was the first comment in this video 😂😂😂😂😂😂)
thank you heaps, i wasn't expect this can get so much views, glad it's can provide some helpful info, for sure I will make my next video for explain in more depth and detail, when time permit
thank you, I didn't change metahuman's face mesh polygons, but I'm using substance painter to manual draw eyebrows and beard, and export texture, and also apply rig to the head.
@6:41 How did you do the weight painting on the clothes at the end? What should I research to know what you're doing there? I did the Marvelous USD export to chaos cloth workflow a few days ago and found this video, looks like your cloth is way less cpu intensive though. Thanks!
for weight paint, i learnt from TH-cam by search thing like "unreal cloth simulation", i watched few, and following what they did. in my case, i found scarf and cloth mesh get too close to each other, i have to split them into two different material, so i can paint each one separate. i didn't use MD's USD workflow, as i'm aiming for my game develop, i need all my mesh have relatively low poly and under control. so i first export MD's closth as fbx into blender, and doing the retopology to lower the poly count. then import into unreal, in chaos cloth, i follow the standard way in unreal to weight paint the cloth, maybe it's due to my mesh get much lower poly, and parameters i'm was using in Chaos cloth config, the cloth not flying everywhere
Thabk you so much for this, I'll look into weight painting then! I wasnt sure if you made bones in blender for the scarf and such, but it sounds like theres a lightweight, weight-painting system for cloth outside the USD workflow, without rigging the clothes, so I'll look into it!
@@robertadams3925 for scarf, in blender , i add extra bone for front and back scarf, so the bone animation weight will also influence final cloth simulation. cheers
@@Foxcoderdo you plan to do any videos breaking down the weight painting process eventually? I guess Im just confused on the cloth, whether its all bones you made for the clothing after Marvelous designer or whether its just the vertex chaos cloth simulations applied to the Marvelous Designer polygons themselves. Thanks again for communicating in the comments, you've got my wishlist for sure once its available!
Nice video! I have a question and a couple of suggestions!. Did you model the body? Like the hands etc or you took them from somewhere. And for the suggestions, take a look at auto rig pro, it works great with unreal and with the voxel heat skinning addon. Lastly i can see you have some baking errors in painter, first thing you should do is to bake the curvature and AO by mesh name, not in the common window, in the AO and curvature window. And second try to bake with cage or break your model in the parts that the errors occur. Hope that helps!
thank you, the arm came from Blender's human base mesh asset bundle, but i model and sculpt the wraps arm, face from metahuman, cloth I designed in Marvelous Designer and adjust in blender, and rest I model myself in blender. i did separate the parts and set match by name in both common / ao / curvature setting, and I found the error actually due to my lower arm bone has weight affect the cloth area, got blue island I didn't tidy up, thx for the suggestion, I will make those area fix when I work on it next time.
@@Foxcoder Thanks for the insight! My pipeline for unreal is something similar to yours, i don't really meta humnas since i do more generic-stylized characters but i use auto rig pro and the other tools you've mentioned
@@alkistagaras8269 thx for the suggestion, I through Game Rig Tool is the subset of Auto Rig Tool, maybe i'm wrong, I got the Auto rig tool free version (24h only) 4 weeks ago, didn't have chance to checkout, guess i will get it a try, cheers
using Leader Pose Component blueprint node, i make a brief explain in my next video after this, "How to Build Your Own Modular Game Character in Unreal Engine", hope it may help
Thank you. One thing I can think about is having a modular character system that allows me to switch clothes in the game. This way, I can change the skeleton mesh for different parts at runtime. this increases the variety of characters, such as random NPCs. I can combine different parts for each character, so they won't look the same. saves me from creating hundreds of different characters.
Great video. Tbh with Unreal there’s a lot of hurdles but rigging, weight painting and fixing deformities for CUSTOM mesh is a headache. Start your tutorial with your rigging workflow 1M views first 48 hours😂
Hey, that's a really impressive work. About the "lod" face model, did u export directly from the Unreal Engine or Quixel? And did u have to "ring" the face again, or something else? To work well with Unreal engine
thank you, I export Face mesh directly from inside unreal, did "ring" face meaning retopology the face mesh ? if so I didn't retopology the mesh , as at LOD4, it can consider as low poly mesh. I applied bone rig in blender, and detailed beard and eyebrow in substance painter
@@Foxcoder Oh yeah, sure, and thank for answering me. I meant rig the face lol, but that's right. I wrote in the wrong way lol. There's any special reason, to export from Unreal Engine, instead of Quixel Bridge? Cause for I could see, from the Quixel we can manipulate the face exprecion etc...
@@bobnot3061 Oh, I never really thought about that, thanks for pointing it out. When I work on metahuman, I usually just import them into Unreal and test the full body animation directly in my game. then I export the mesh from Unreal. I think the only reason is for me it's easy to do without re-open Quixel, I'll check that out next time see if it's better from Quixel. thx
@@Foxcoder Hey, thanks again! Well I'm kind of new, about it. I was trying to make a solo 2d game before on unity. But for the time and scopus, I decided to go on Unreal Engine mainly cause of Blue Prints codes. I'm trying to make a horror game now, on 3°person. Let's see if I can make it, it's been 2 weeks until now lol. I'm trying to learn to modify my UV Maps, from my Metahuman, on Zbrush, to have a better expression. Let's see If can I release somenthing until the end of next year. I hope u too. I don't have anything to show now, but I hope sooner can I
Nice walkthrough! bro, can I ask that if it's true that you use low poly body and clothes parts and use high-detail poly mesh's texture to enhance the gameplay?
thank you, the high poly is used to texture baking into low poly mesh, the texture is using low poly's UV, to make higher quality, we can export the texture in higher resolution, I keep all my texture to 2k for balance between game performance and graphic quality. so the texture is still based on low poly ( well with normal info from high poly texture baking)
it's hard to say, depends on type of game, and what role you want to fit for making game. from my experience, the best way is start to download and use unreal, have a general idea for what you want to make, and start looking for related tutorials, then you will find out what you need to learn, hope it helps.
thank you, and for compatible rig, although they share the same bone hierarchy, the body proportions are different. Directly applying the compatible mesh somewhat works, but with my rig, the animations, especially in the lower arm and wrist areas, I can't good quality. This might be due to incorrect settings on my part. but using IK Retarget allows me for better control. I can also duplicate the existing IK Rig configuration from Manny to use on my rig, enable quick animation retargeting.
thank you, and I will provide more detailed tutorials for each parts when time permit, I'm not planned to get things for sell yet, I will put all videos in my channel for now they are all free.
I think not, and it's not good for long run, I paid for them as they are big time saver, all texture and clothing can be done inside blender but it takes a lot time to get same quality. I treat it as a hobby investment, and maybe in future I can get paid back if I start to sell assets.
thank you, Just made another video to explain in more details, for now it's still my hobby project, and I'm more than happy to share my knowledge , glad it can provide some good info.
if I need reuse Manny with different head, think I can export the Manny mesh, and replace the head with new one, and assign weight for head bones, then import back to unreal, guess it should work
at the time when i making the video, i don't have more body parts I can switch to demo modular feature, in the next video after this one, i explain a bit more about modular character.
yep ,One thing I can think about is having a modular character system that allows me to switch clothes in the game. This way, I can change the skeleton mesh for different parts at runtime. this increases the variety of characters, such as random NPCs. I can combine different parts for each character, so they won't look the same. saves me from creating hundreds of different characters.
eagerly waiting for that full in-depth explanation of all the steps!! looks insanely good, but would love a more detailed tutorial on it. Looks rly good :)
thank you, I will try to make more videos when ever time allows
This might be the best workflow explanation I have seen straight to the point well done subbed🔥
This was a great walk through of the work flow, and probably one of the nest on TH-cam at the moment.
wow, thank you.
Very good work! I just started my Blender/Unreal Journey in February and this is extremely similar to my workflow! I am currently in process creating a Modular character creator for my game where you can swap out head/face, Armor, Weapons, Hair/Facial Hair and bodytypes.
Thank you for putting together this comprehensive methodology into a video, having watched hundreds of videos I have to say this is the only one I've found with the full overview workflow beginning to end. Thank you for putting all the addons and details in the description as well. You earned my sub, sir.
Very excited to go watch the rest of your videos.
thank you
Best basic walkthrough I’ve come across in 3 years of looking. Great work! I look forward to more videos.
thank you
You guys are lucky. I had to figure this out on my own with may own custom made character.
Well done and great explanation! I wish you success with your game dev and your TH-cam channel :)
thank you
I need this step-by-step course!! I need it!! My respects..
Can't wait for the tutorials.......
thank you, I will make more once time permit
I will be waiting @@Foxcoder
as a total rookie, i had no idea what u did the whole video but it inspired me to go ahead and fire up blender and make somehthing heheheeheheh keep up the video my guy gonna do wonders Cheers (y)
thank you
Thank you, you are literally my hero rn. Instant subscribe. I’m waiting for next videos👍👍
thank you
Looking really nice!
thank you
This is really helpful, best workflow explanation! absolutely subscribed! thank youuuu
thank you
Good Video, it might also help to show the benefits of making it modular, like showing the character wearing a different outfit and the simplicity of switching between them. :)
@@Kaedric999 Yes I 100% agree with you, @Foxcoder please allocate some of your time teaching us this topic
thank you, I just done this first character and has no other parts I can switch, I will add more character and make them sort of inter changeable, I will make more related videos in the future.
@@havinthiranv sure thing, I will make some more characters and post more related videos in the future.
Sheesh bro the character model looks cool as f***
thank you
This looks amazing, hoping to pick your brain sometime!
thank you, a bit scary but thank you.
This is nice. I've been wanting to do this forever. I have a knight templar that I want to get in game but never could find out how to split the meshes up so the lower part of his robe has nice flowing fabric properties
thank you, I planned to make more videos to explain in more detail and depths for making character and work with unreal, possible in next one or two weeks time, when time permit.
Incredible workflow explanation.. amazing..please do more, maybe mech or animal characters
thank you, as my game happens old time in Japan, maybe I will add some animals in the future
bro honestly the best simplified explanation of workflow, i am waiting for next videos. New sub bro. How much do u pay for subtance and marvelous designer softwares?
I purchased substance painter through steam 2 year ago on steam with perpetual license, at the time I remember it was around $200 AUD,
sorry forgot exact amount, and now in steam 2024 version it's $289. otherwise you can pay $28.99 AUD subscription fee monthly.
the Marvelous Designer is a pain , I have to pay $39 per monthly for subscription fee. there is no other way I can find to get a perpetual license.
considering the valuable time it saves me, it's still worth it at the moment.
thank youu soo muchj
You can get 1 year free MD with UEFN
@@andersmadsen8052 damnnn
Marvelous designer is really expensive for us solo developers :/
At 03:31 your rig behaves as if it was made from a single mesh.
Could you elaborate on how you exported individual bodyparts without getting deformation at the 'joints' after skinning / rigging via GRT?
as well as how you solved the issue of the normals being different between the MetaHuman skull and other meshes.
i rigged head and arm as indivual mesh object, and body leg as one piece when i first apply Voxel Heat diffuse skinning, with GRT's deform bones.
then i split body and leg, trying different options with Voxel heat / surface heat diffuse skinning tool,
as each part has same Vertex Group naming from the GRT bone, so split / combine parts can keep the data i already applied,
and lastly , i did some manual weight paint to fix joins between different parts, most time i split then , and weight paint each part.
for export, i can join all meshes into one , or if i need modular character, i can split them, as long the they all get same vertex group naming,
in Unreal, they can attach to the same Skeleton
for metahuman, i export and removed amature from metahuman bone, and delete all vertext group, so start from static mesh and rig it as other parts
I would really live a video just explaining the workflow of combining the meshes in unreal. I understand every other part, but this I don't fully grasp.
Liked and subbed brother. I hope to see a more in depth tutorial of your process. I have looked for tutorials for the whole workflow on YT before and the results are very slim
thank you I will provide more detailed tutorial for each part when time permits
Very Good! I liked your process.
thank you
Thank you soo much ❤
Thanks for the video. If you can do a complete tutorial video on character creation, that would be great.
sure thing, I will provide more detailed tutorial for each part when time permits
@@Foxcoder It's great. Please do that for us..
Just noticed one thing this is your biggest video in your channel, subscribed you at 750 subs now you have 1.4k subs in just 4 days, congrats bro keep growing. post like this (btw i was the first comment in this video 😂😂😂😂😂😂)
thank you heaps, i wasn't expect this can get so much views, glad it's can provide some helpful info, for sure I will make my next video for explain in more depth and detail, when time permit
Awesome, thanks for the video!
thank you
good job bro, am lookin forward to more! subscibed!
thank you
This is a really good break down of your workflow! Thanks! Do you also work with Face meshes?
thank you, I didn't change metahuman's face mesh polygons, but I'm using substance painter to manual draw eyebrows and beard, and export texture, and also apply rig to the head.
Thats awesome and nice tutorial. I just sub to you. Thanks for sharing.
thank you
@6:41 How did you do the weight painting on the clothes at the end? What should I research to know what you're doing there? I did the Marvelous USD export to chaos cloth workflow a few days ago and found this video, looks like your cloth is way less cpu intensive though. Thanks!
for weight paint, i learnt from TH-cam by search thing like "unreal cloth simulation", i watched few,
and following what they did.
in my case, i found scarf and cloth mesh get too close to each other, i have to split them into two different material,
so i can paint each one separate.
i didn't use MD's USD workflow, as i'm aiming for my game develop, i need all my mesh have relatively low poly and under control.
so i first export MD's closth as fbx into blender, and doing the retopology to lower the poly count. then import into unreal,
in chaos cloth, i follow the standard way in unreal to weight paint the cloth, maybe it's due to my mesh get much lower poly, and
parameters i'm was using in Chaos cloth config, the cloth not flying everywhere
Thabk you so much for this, I'll look into weight painting then! I wasnt sure if you made bones in blender for the scarf and such, but it sounds like theres a lightweight, weight-painting system for cloth outside the USD workflow, without rigging the clothes, so I'll look into it!
@@robertadams3925 for scarf, in blender , i add extra bone for front and back scarf, so the bone animation weight will also influence final cloth simulation.
cheers
@@Foxcoderdo you plan to do any videos breaking down the weight painting process eventually? I guess Im just confused on the cloth, whether its all bones you made for the clothing after Marvelous designer or whether its just the vertex chaos cloth simulations applied to the Marvelous Designer polygons themselves. Thanks again for communicating in the comments, you've got my wishlist for sure once its available!
Nice video! I have a question and a couple of suggestions!. Did you model the body? Like the hands etc or you took them from somewhere. And for the suggestions, take a look at auto rig pro, it works great with unreal and with the voxel heat skinning addon. Lastly i can see you have some baking errors in painter, first thing you should do is to bake the curvature and AO by mesh name, not in the common window, in the AO and curvature window. And second try to bake with cage or break your model in the parts that the errors occur. Hope that helps!
thank you, the arm came from Blender's human base mesh asset bundle, but i model and sculpt the wraps arm,
face from metahuman, cloth I designed in Marvelous Designer and adjust in blender, and rest I model myself in blender.
i did separate the parts and set match by name in both common / ao / curvature setting, and I found the error
actually due to my lower arm bone has weight affect the cloth area, got blue island I didn't tidy up,
thx for the suggestion, I will make those area fix when I work on it next time.
@@Foxcoder Thanks for the insight! My pipeline for unreal is something similar to yours, i don't really meta humnas since i do more generic-stylized characters but i use auto rig pro and the other tools you've mentioned
@@alkistagaras8269 thx for the suggestion, I through Game Rig Tool is the subset of Auto Rig Tool, maybe i'm wrong, I
got the Auto rig tool free version (24h only) 4 weeks ago, didn't have chance to checkout, guess i will get it a try, cheers
Thank you for the great breakdown video! What method do you use to combine the modular character in unreal?
using Leader Pose Component blueprint node, i make a brief explain in my next video after this,
"How to Build Your Own Modular Game Character in Unreal Engine", hope it may help
@@Foxcoder thank you! Will check it out
Wow instant sub. So glad I found this vid and your channel. Keep it up I’m excited for more 🫡
Fantastic video
bro can you make a video tutorial with cloth weight paint in ue5 please
thank you, and yes, I will post video in the future about cloth simulation in Unreal.
What is the advantage of creating multiple rigs for each body part group? Tnx for the video!
Thank you. One thing I can think about is having a modular character system that allows me to switch clothes in the game. This way, I can change the skeleton mesh for different parts at runtime.
this increases the variety of characters, such as random NPCs. I can combine different parts for each character, so they won't look the same. saves me from creating hundreds of different characters.
@@Foxcoder Makes a lot of sense! Thanks for the answer.
awesome
thank you
Great video. Tbh with Unreal there’s a lot of hurdles but rigging, weight painting and fixing deformities for CUSTOM mesh is a headache. Start your tutorial with your rigging workflow 1M views first 48 hours😂
thank you, and glad it's helpful, I'm planning to make more videos to explain in detail and depth, maybe in next one or two weeks, when time permit
What program did you use to place the hair cards , and which program to make the hair card textures. Everything in blender?
I use Unreal's Paragon character Kuang's hair card as base. export to blender,
adjust cards to fit my character's head, add / remove strands as need.
@@Foxcoder nice , thanks for the quick reply. Looks awesome
What folder is that card base in? I see hair folder but do not see actual hair mesh.
@@Samb-zu6lx I exported character mesh, and remove all other parts , only keep hair cards as static mesh, then made modify to fit my character.
一听就是华人,赞赞赞,求个detail tutorial可以吗
thx,现在我还是用业余时间学习和做游戏,目前还只是游戏做到哪,视频做到哪,很难找出特定大块时间放在制作视频上,
我可能还需要一年的时间,也许能把兴趣变成事业做
nice workflow, step by step tutorial?
thank you, and yep, I will provide more detailed tutorial for each part when time permits
Hey, that's a really impressive work. About the "lod" face model, did u export directly from the Unreal Engine or Quixel? And did u have to "ring" the face again, or something else? To work well with Unreal engine
thank you,
I export Face mesh directly from inside unreal,
did "ring" face meaning retopology the face mesh ?
if so I didn't retopology the mesh , as at LOD4, it can consider as low poly mesh.
I applied bone rig in blender, and detailed beard and eyebrow in substance painter
@@Foxcoder Oh yeah, sure, and thank for answering me. I meant rig the face lol, but that's right. I wrote in the wrong way lol.
There's any special reason, to export from Unreal Engine, instead of Quixel Bridge? Cause for I could see, from the Quixel we can manipulate the face exprecion etc...
@@bobnot3061 Oh, I never really thought about that, thanks for pointing it out.
When I work on metahuman, I usually just import them into Unreal and test the full body animation directly in my game.
then I export the mesh from Unreal. I think the only reason is for me it's easy to do without re-open Quixel,
I'll check that out next time see if it's better from Quixel. thx
@@Foxcoder Hey, thanks again! Well I'm kind of new, about it. I was trying to make a solo 2d game before on unity. But for the time and scopus, I decided to go on Unreal Engine mainly cause of Blue Prints codes. I'm trying to make a horror game now, on 3°person. Let's see if I can make it, it's been 2 weeks until now lol. I'm trying to learn to modify my UV Maps, from my Metahuman, on Zbrush, to have a better expression. Let's see If can I release somenthing until the end of next year. I hope u too. I don't have anything to show now, but I hope sooner can I
@@bobnot3061 making game solo takes heaps of time, keep work on it, and wish all the best for your project.
Nice walkthrough! bro, can I ask that if it's true that you use low poly body and clothes parts and use high-detail poly mesh's texture to enhance the gameplay?
thank you, the high poly is used to texture baking into low poly mesh, the texture is using low poly's UV, to make higher quality, we can export the texture in higher resolution, I keep all my texture to 2k for balance between game performance and graphic quality. so the texture is still based on low poly ( well with normal info from high poly texture baking)
@@Foxcoderthanks bro❤
牛逼 哥们 加油
thank you
You mentioned your modular character blueprint. Would you be willing to share that file or make a detailed YT video on it?
i'm planning to make more videos to explain in detail and depth, hope i can make more videos in next week if time permit
What would I need to study before I learn how to create with unreal engine?
it's hard to say, depends on type of game, and what role you want to fit for making game.
from my experience, the best way is start to download and use unreal, have a general idea for
what you want to make, and start looking for related tutorials, then you will find out
what you need to learn, hope it helps.
Hey quick question: You said that you already created the rig compatible with the UE5 rig. Why do you still have to retarget then? Awesome video btw!
thank you, and for compatible rig, although they share the same bone hierarchy,
the body proportions are different. Directly applying the compatible mesh somewhat works,
but with my rig, the animations, especially in the lower arm and wrist areas, I can't good quality.
This might be due to incorrect settings on my part. but using IK Retarget allows me for better control.
I can also duplicate the existing IK Rig configuration from Manny to use on my rig, enable quick animation retargeting.
How many polys in total for the character?? it looks incredible btw!!
thank you, it gets 36,354 triangles for the whole character
Nice damn work! do you have the full process, I dont mind to pay for it.
thank you, and I will provide more detailed tutorials for each parts when time permit, I'm not planned to get things for sell yet, I will put all videos in my channel for now they are all free.
Would this exact workflow work for Daz characters?
never used Daz character, but I think you can edit the Daz character mesh inside blender and apply similar process
Can you use pirated sofwares like Marvelous Designer or Substance Painter in your country?
I think not, and it's not good for long run, I paid for them as they are big time saver,
all texture and clothing can be done inside blender but it takes a lot time to get same quality.
I treat it as a hobby investment, and maybe in future I can get paid back if I start to sell assets.
If you were to go into detail on each step you could easily sell this process as a course
Good Job
thank you, Just made another video to explain in more details, for now it's still my hobby project, and I'm more than happy to share my knowledge , glad it can provide some good info.
manny as base rig? and meta for head? im very intrested to know how you add a head rig to a many rig :)
if I need reuse Manny with different head, think I can export the Manny mesh, and replace the head with new one, and assign weight for head bones, then import back to unreal, guess it should work
犀利!
thank you
棒棒棒,加油!
thank you
How to animate all of this modularity?
for my setup, I'm using "Set Leader Pose Component" blueprint node, I will make more detailed tutorial later when time permit
Bro can you make video on FP arms with hand gloves please.
yep, guess I will make one in the future.
@@Foxcoder thanks
Could you upload a sekiro bar posture? Please
Ehhh? And how he make it? I export parts, but i have only parts. How i can combine all of this parts to one?
where did you learn marvelous designer?
mainly from youtube, tutorials and timelapse videos.
@@Foxcoder thank you, what about the body others than the face
Bro i think u gotta make tutorial that would be cool
thank you, and yep I will provide more tutorials when time permit.
When I open the meta human's blueprint, It crashs out of engine :)
you didn't tell how you made the body
how is it modular though? It seems just as a single character pipeline tbh
at the time when i making the video, i don't have more body parts I can switch to demo modular feature,
in the next video after this one, i explain a bit more about modular character.
牛哇😆
thank you
bro please make a 3 or 4 hour vedio in this one,,,
thank you. I will make more videos in the future as time permits.
whats the point of modular character?
I think so you can swap armor/clothes/weapons spell effects out during gameplay.
@@subatoistormborn5499 you can do it anyway
yep ,One thing I can think about is having a modular character system that allows me to switch clothes in the game. This way, I can change the skeleton mesh for different parts at runtime.
this increases the variety of characters, such as random NPCs. I can combine different parts for each character, so they won't look the same. saves me from creating hundreds of different characters.
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Okay why copied the design from dead or alive drunk guy.
nice work.. keep it up.. btw do you have discord channel?
thank you , I got discord account long ago, but never really use it.