Quick and Easy Character Outlines in UE4 [Tutorial]

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  • เผยแพร่เมื่อ 22 พ.ย. 2020
  • How to add inverted hull outlines to existing UE4 characters.
    Tutorial begins at: 4:16
    Mixamo Animation Pack:
    www.unrealengine.com/marketpl...
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ความคิดเห็น • 41

  • @Dakrem
    @Dakrem 3 ปีที่แล้ว +35

    The attack animations not playing on the outlines during attacks is actually really easy to fix, all you need to do is use the Set Master Pose Component node in the character's Construction Blueprint, and set the main character mesh (the one actually playing the attack animation) to the Master Bone Component input, and then add the outline mesh to the Target input (along with any other additional meshes you're using, since it lets you assign more than a single mesh), and it will forward any and all animations played on the main mesh onto any other meshes that are assigned to follow it, so long as they're using the same skeleton. I've used this a bunch for modular character mesh setups for customizable or multi-part characters where the meshes are split up into separate parts for whatever reason, and I've never had any issues with it.

    • @hughhuang4577
      @hughhuang4577 3 ปีที่แล้ว

      Thank you! You save me !

    • @c0dexus
      @c0dexus 3 ปีที่แล้ว

      Thanks, this was actually the information I was looking for.

    • @strickerarts
      @strickerarts 2 ปีที่แล้ว

      Heck yeah, this method is also good for adding custom clothes to characters as well.

    • @zxc801127
      @zxc801127 ปีที่แล้ว

      Hi! the outline mesh is match every animation now. But the outline mesh is cling to the main mesh and the outline material doesnt render in the game now. Does anyone know how to fix it?

  • @andreatedeschi7225
    @andreatedeschi7225 3 ปีที่แล้ว +7

    thanks, this was very helpful. Just a pro tip: if you right click on the text "Location" / "Rotation" / "Scale" you can copy/paste XYZ values together instead of going one by one.

  • @TheRealFinalOne
    @TheRealFinalOne 3 ปีที่แล้ว +9

    This is a very good tutorial, I got sad when you said you weren't gonna do another please keep up the good work !!

  • @DREAMSJPEG
    @DREAMSJPEG ปีที่แล้ว

    That explaination at the beginning was epic!! Thanks for going to the effort to do that.

  • @625cookie5
    @625cookie5 3 ปีที่แล้ว +3

    If you go to construction script and "Set Master Pose Component" Then connect your Character to "Master Bone" and Mesh to "Target" everything should sync up to your main meshs animations.

  • @PeterKLee
    @PeterKLee 3 ปีที่แล้ว

    thanks for sharing! this is the best & simple tutorial I've ever seen ! :D

  • @RafaelFernandesNet
    @RafaelFernandesNet 3 ปีที่แล้ว

    Well done! Thanks for sharing!

  • @danielsLL
    @danielsLL 2 ปีที่แล้ว

    hey dude thanks so much for this helped me tons, to anyone it may help: the author of this video mentions that this dosent work well on simulated objects. its true you cant just copy and paste a simulation because it may calculate slightly differently, but what i did was in the DCC make a copy of my mesh to be simulated (in this case a piece of hair) and changed the material to a second mat and merge the copy with the original overlapping in the same spot and skin the bones to both sets of mesh. then you can apply your two mats after importing in unreal

  • @Coroxx
    @Coroxx 2 ปีที่แล้ว

    as far as the outline not lining up i attached the outline mesh to my main character mesh in the viewport and assigned the same animation blue print after tweaking the width etc the ghosting u had shown in the video was corrected for me

  • @StephenHarperRaptagon
    @StephenHarperRaptagon 3 ปีที่แล้ว +9

    The attack can be fixed by pushing the animation to all the meshes. I had a similar problem with modular characters

  • @shivangipriya4153
    @shivangipriya4153 6 หลายเดือนก่อน

    Thank you Man. I hope you do it for environment as toon which no one explain this

  • @CrazyRabbit0228
    @CrazyRabbit0228 2 ปีที่แล้ว

    I feel like you should do more unreal material tutorial, your video are really good and detailed

  • @ivikiwi06
    @ivikiwi06 3 ปีที่แล้ว +1

    Great video! So is this method not performant, because it renders both sides of the model? Is there a more performant method to do outlines? I want to use character outlines on VR (quest)

  • @ashxrr_
    @ashxrr_ 3 ปีที่แล้ว

    GREAT VIDEO!

    • @ESgsPhysics
      @ESgsPhysics  3 ปีที่แล้ว

      Thanks.
      Instead of setting the shell mesh emissive color to just black, you can either set it to be any colour you want. But If you want a better result, instead of applying a single colour you can apply a slightly darkened version of the base model's texture. That way all the outline colours match the models' colours.

  • @yanpengguo9154
    @yanpengguo9154 3 ปีที่แล้ว

    很棒的分享教程,非常棒

  • @Coroxx
    @Coroxx 2 ปีที่แล้ว

    my name is not mathew :P but this video sure did help alot

  • @FF-FAN9999
    @FF-FAN9999 3 ปีที่แล้ว

    any idea why my inverted hull mesh is not synched with my other skeletal mesh? it's an exact duplicate(same skeletal mesh, same animbP), just changed the materials to inverted hull

  • @321Green1Fork123
    @321Green1Fork123 3 ปีที่แล้ว

    How do you do this for a normal static mesh? Do you to make a new blueprint class?

  • @activemotionpictures
    @activemotionpictures ปีที่แล้ว

    6:44 --> mixamo maw. How did you get that?

  • @milo20060
    @milo20060 2 ปีที่แล้ว

    I got a whole nother Peter Pan effect going on LOL!

  • @matthewsteinmann891
    @matthewsteinmann891 3 ปีที่แล้ว +3

    very good tutorial thank you, the attack problem might come from the way the animations are applying to the mesh in the original code. i'll search for that. thank you again !

    • @ESgsPhysics
      @ESgsPhysics  3 ปีที่แล้ว

      Yeah, I suspect the same. I'm jut not familiar enough with the animation blueprints to pin down exactly where it's applying that animation to just the one mesh/skeleton. I just think it's odd that all of the other ones work, it must be being treated differently.

    • @AliBabaInt
      @AliBabaInt 3 ปีที่แล้ว +1

      @@ESgsPhysics my guess is that the attack animation is played as anim montage inside the character blueprint and because you didn't set the character mesh to be master pose for outline mesh in the construction script the character mesh plays the attack montage but outline mesh doesn't

  • @Kuuribro
    @Kuuribro 4 หลายเดือนก่อน

    Just a heads up, the Distance from Camera section does not seem to work on Unreal Engine 5.3 At least not in my current project.
    I plug in all the relevant values and the outline just does not change size no matter what I do.

  • @xaiiphon
    @xaiiphon 10 หลายเดือนก่อน

    I noticed on your Amber model from your Cell shading video that her skin's outline isn't black and is instead a beige colour, not to mention it seems to only affect the exterior and not the eyes and mouth. How did you accomplish that?

    • @xaiiphon
      @xaiiphon 10 หลายเดือนก่อน +1

      Nevermind, I figured out that I just create the face plate from the model separately, making sure there's no eye or eyelashes, and just use it as the object for outlining the face. In case anyone else needs to know

  • @darieuslegg
    @darieuslegg 2 ปีที่แล้ว

    Does this work on props or any meshes?

  • @xSTstSTx
    @xSTstSTx 20 วันที่ผ่านมา

    Characters are freaking sick, did you make them?

    • @ESgsPhysics
      @ESgsPhysics  20 วันที่ผ่านมา

      Nah. They're from a pack (that doesn't look like it's on the UE store anymore). But they are from a company called Mixamo and it looks like they're still available through them directly.

  • @crimsonBen
    @crimsonBen 3 ปีที่แล้ว +1

    so does it double the tris-count right?

  • @jaxsun2924
    @jaxsun2924 3 ปีที่แล้ว +2

    my outline just completely invisible and i dunno why. EDIT: I got it fixed, i unchecked the two sided

  • @dmaw5135
    @dmaw5135 3 ปีที่แล้ว

    Do you have a twitter i can follow?

  • @Luna-gleam
    @Luna-gleam 3 ปีที่แล้ว

    Actually, its quite performant. On genshin for example, they use this because post processing would be too expensive for mobile.

    • @ESgsPhysics
      @ESgsPhysics  3 ปีที่แล้ว

      Oh inverted hull is totally performant. I'm just not sure if this method of creating the hull is performant. I'm under the impression that it would normally be part of the actual model and not a shader trick.
      but I guess shaders are used to manipulate foliage positions in the same way and that's performant enough, so it might be an unfounded concern.

    • @Luna-gleam
      @Luna-gleam 3 ปีที่แล้ว

      @@ESgsPhysics Ooh I see. Will have to run some tests then to see the render times