How to use Unreal Engine's ML Deformer with Blender

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  • เผยแพร่เมื่อ 6 ก.ย. 2024

ความคิดเห็น • 8

  • @AmorVim
    @AmorVim  4 หลายเดือนก่อน +2

    github.com/Hunanbean/Blender-to-UE-ML-Deformer-Plugin-Random-Pose-Generator

  • @MetalGearMk3
    @MetalGearMk3 26 วันที่ผ่านมา +1

    Thanks for the video , I think I need a video on how to actually apply the script to my armature.

    • @AmorVim
      @AmorVim  26 วันที่ผ่านมา

      It's very easy. You open the script in the text editor in blender. Select the armature. Press the button that looks like a play button.
      The script is only for UE4 bones IIRC, so you will need to add the others if it's UE5. If it is an unrelated rig you can just change the bone names in the script itself and adjust the desired rotation values in it.

    • @MetalGearMk3
      @MetalGearMk3 25 วันที่ผ่านมา +1

      @@AmorVim icic, thank you! yes I am UE5 skeleton, thanks I will give it a try :)

  • @dohrah
    @dohrah 18 วันที่ผ่านมา +1

    Awesome! Would this work with Houdini as well?

    • @AmorVim
      @AmorVim  18 วันที่ผ่านมา +1

      Probably, but I have no idea what you would need to do in Houdini to get the alembic cache or animations

  • @camelCased
    @camelCased 2 หลายเดือนก่อน +1

    I'm thinking about practical uses of this. My characters are almost never naked, so I want to mostly get clothes that look realistic when they bend their arms and legs. Can this ML Deformer be used for that, or would it still require me to manually adjust the meshes in Blender for every pose to make it look good (which kinda beats the purpose) or are there already any presets for Alembic Cache for most often used clothes that can be used immediately?

    • @AmorVim
      @AmorVim  2 หลายเดือนก่อน

      for clothing you might be better off using chaos cloth (if the end goal is realism), but the same process will still work for clothes provided you have shapekeys driven by the bone rotations on the clothes.