How to import a character from Blender to Omniverse code?? The character has animations as actions which are from Mixamo. But for some reason when I export as FBX from Blender to Omniverse, the model is getting weird due to the animations. When I delete the animations, the model becomes fine, but goes back to T-Pose. Any ideas, how to fix this issue. I tried USD export but in Omniverse it just imports nothing, the stage has everything, but nothing shows up in the Viewport.
@@Markom3D Thank you! I've downloaded and opened it here. The fool little me thought it was a Connector to Blender, but it's a complete Blender. Now I can use Audio2Face, add facial animations, export it to Blender and add to my ready in-game mannequin skeleton, and export to Unreal again. (it seems like extra steps, but actually, it's faster than working on my Motionbuilder workflow). Awesome!
@@Amelia_PC So because of that auto rig a face video, Nvidia are creating a workflow/addon for blender to make it even easier. I tested it last night and it works so well. Three-quarters of the steps that I do are now irrelevant. That will be released sometime in janurary
@@Markom3D In January? Awesome! So I'll wait for that to animate the enemies' faces in-game. Thank you for telling me this! You saved me many hours of (tedious) work. (I'm still using UE4. For cinematics, I'm using MetaHumans and rigged an exact MH replica model to the Epic's skeleton for in-game. It was the best way I found to keep a high frame rate in a wide range of PCs. That's the reason I'm using Blender and adding facial animations for in-game models. For cutscenes, I'm using Audio2Face + Metahuman + Sequencer facial control rig with baked animation for fine-tuning). Sorry for all the explanations. I'm leaving my process in the commentary to help anyone that faces the same issues in productions :)
hi, is there a way to connect blender to the nucleus server? if i do copy url blender ask if i want to create a new folder.... i thought that getting blender from omniverse will install one that work better with omniverse
Which in NVIDIA omniverse do I install I have in NVIDIA mniverse on my Windows 10 computer and I have audio 2face installed in it but I'd like to know what you have installed so I could match your workflow
Omniverse was designed to sell NVIDIA RTX cards which are required to use the engine. fair enough.. but if I have an $$RTX$$card , What is my advantage of exporting to Omniverse instead of rendering in cycles with my RTX card??
Good question, because Omniverse enables realtime collaboration between most of the major industry tools, including Unreal Engine. It also does so much more than that.
Specifically to answer your question - one benefit of Omniverse vs Cycles is that if you have more than one RTX card, Omniverse can make use of both for rendering within the viewport (cycles can only do that at render time). It is also fasterto render in Omniverse versus cycles, Omniverse has a really responsive viewport with the ability to switch between real-time raytracing and path tracing. Omniverse is also based on USD format (literally USD is it’s file type). USD is a very smart format once you understand how it works.
@@btn237 I am an animated fillmaker , and Content creator ( See my YT channel) I use human IK control rigs from Iclone& DAZ( Rigify& ARP) As well as Many blender add ons such as flip fluids etc. I do not do collaborative work. thus I see Zero need to export to omniverse with my current pipeline as it would only add an unneeded layer of complexity and potential problems.
Nice vid now subscribed! Do you know if one can somehow get a skeleton to work from blender to omniverse? When I export just a simply rigged cube with a bunch of animations it just fucks up everything completely for me...and .usd doesn't seem to translate multiple animations at all :(
Unfortunally i can´t find the "omniverse" tab in the n-panel in the Blender 3.2 alpha USD branch i downloaded via omniverse. any idea what could be the reason?
Hi! Just found you from the Nvidia discord server. Thanks for the clip! Subscribed!
You probably know this by now, but USD Export works if you apply a Triangulate Node to the object before you export.
Congrats on being featured by the Ominverse News splash page!
What is Omniverse and why did I get recommended this after watching a Ben 10 video?
😂😂😂😂
Lol Ben 10 Omniverse 😂😂
Literally am going from using Ableton to soft and tNice tutorials helped trendously as a beginner. Thank you so so much for tNice tutorials!!
4:48 or you can add (Triangulate Modifier) with Keep normals check
How to import a character from Blender to Omniverse code?? The character has animations as actions which are from Mixamo. But for some reason when I export as FBX from Blender to Omniverse, the model is getting weird due to the animations. When I delete the animations, the model becomes fine, but goes back to T-Pose. Any ideas, how to fix this issue. I tried USD export but in Omniverse it just imports nothing, the stage has everything, but nothing shows up in the Viewport.
Will the AI abilities of Omniverse crush Unreal (AI generated games - wow!) or will NVidia drop Omniverse completely like Autodesk did with Stingray?
Great video! I'm still looking for how to install BLENDER 3.4 ALPHA USD BRANCH. Does anybody know a tutorial for this?
You need to download Nvidia omniverse first, and they have a blender branch in there.
@@Markom3D Thank you! I've downloaded and opened it here. The fool little me thought it was a Connector to Blender, but it's a complete Blender. Now I can use Audio2Face, add facial animations, export it to Blender and add to my ready in-game mannequin skeleton, and export to Unreal again. (it seems like extra steps, but actually, it's faster than working on my Motionbuilder workflow). Awesome!
@@Amelia_PC So because of that auto rig a face video, Nvidia are creating a workflow/addon for blender to make it even easier. I tested it last night and it works so well. Three-quarters of the steps that I do are now irrelevant. That will be released sometime in janurary
@@Markom3D In January? Awesome! So I'll wait for that to animate the enemies' faces in-game. Thank you for telling me this! You saved me many hours of (tedious) work.
(I'm still using UE4. For cinematics, I'm using MetaHumans and rigged an exact MH replica model to the Epic's skeleton for in-game. It was the best way I found to keep a high frame rate in a wide range of PCs. That's the reason I'm using Blender and adding facial animations for in-game models. For cutscenes, I'm using Audio2Face + Metahuman + Sequencer facial control rig with baked animation for fine-tuning).
Sorry for all the explanations. I'm leaving my process in the commentary to help anyone that faces the same issues in productions :)
hi, is there a way to connect blender to the nucleus server? if i do copy url blender ask if i want to create a new folder.... i thought that getting blender from omniverse will install one that work better with omniverse
Which in NVIDIA omniverse do I install I have in NVIDIA mniverse on my Windows 10 computer and I have audio 2face installed in it but I'd like to know what you have installed so I could match your workflow
Omniverse was designed to sell NVIDIA RTX cards which are required to use the engine.
fair enough.. but if I have an $$RTX$$card , What is my advantage of exporting to Omniverse instead of rendering in cycles with my RTX card??
Good question, because Omniverse enables realtime collaboration between most of the major industry tools, including Unreal Engine. It also does so much more than that.
Specifically to answer your question - one benefit of Omniverse vs Cycles is that if you have more than one RTX card, Omniverse can make use of both for rendering within the viewport (cycles can only do that at render time).
It is also fasterto render in Omniverse versus cycles, Omniverse has a really responsive viewport with the ability to switch between real-time raytracing and path tracing.
Omniverse is also based on USD format (literally USD is it’s file type). USD is a very smart format once you understand how it works.
Here is a quick video which shows some of what makes USD really cool: th-cam.com/video/l6x68RTJ16Q/w-d-xo.html
@@btn237 I am an animated fillmaker ,
and Content creator
( See my YT channel)
I use human IK control rigs from Iclone& DAZ( Rigify& ARP)
As well
as Many blender add ons such as flip fluids etc.
I do not do collaborative work.
thus I see Zero need to export to omniverse with my current pipeline as it would only add an unneeded layer of complexity and potential problems.
@@Animotions01 good for you!
How does Blender + Cascadeur + Unreal + Omniverse pipeline work for short-films and such?
Thank master!
no worries mate
Nice vid now subscribed! Do you know if one can somehow get a skeleton to work from blender to omniverse? When I export just a simply rigged cube with a bunch of animations it just fucks up everything completely for me...and .usd doesn't seem to translate multiple animations at all :(
Unfortunally i can´t find the "omniverse" tab in the n-panel in the Blender 3.2 alpha USD branch i downloaded via omniverse. any idea what could be the reason?
Yep, same here. The latest addon I found on Github says it is for 3.1
Just found that you can install Blender 3.4 with the omniverse included through the Omniverse Dashboard > EXCHANGE tab > Apps.
I just download soft soft. Are you using the paid version or the free tutorial one? Because your screen looked way different than mine.
Omniverse or Unreal engine which will be better in the future?
Great !
cheers
Excuse me. Why did not export USD format from Blender to Omniverse?
I agree. If you apply a triangulate node before exporting, USD export works really well.
First time first!
Where to put the Albino-Map? 😀
I still don't know what the hell omniverse is other than a glorified model viewer. Nvidias marketing for it has been atrocious.