Would there be a way to have some portions stay more stiff and non deforming while still moving proportionally within the other sliding topology? Like an alligator’s scales or scutes, or a hard wart on softer skin?
I'm not sure how well this technique will work out, but you can duplicate the Base_Mesh and apply the target simulation mesh as a blendshape. From there you can use Maya's Paint Blendshape Weights to add and remove areas from the simulation. 1. Base_Skin_Mesh + Taget_Simulation_Mesh 2. Duplicate Base_Mesh and add the Target_Simulation_Mesh as a blendshape 3. Use Maya's Paint Blendshape Weights to add and remove areas from the simulation 4. Use this new blendshape mesh as the new Target_Mesh
Do you need to have two meshes in maya, botrh skinned the same and one with the extra deformers on ? I don't quite get how to have base and targer inside maya
Is it necessary the the base mesh and target mesh are required to be triangulated? I encounter a vertex count error for the faces when I import the alembic file generated from this process..
Oh that's interesting. I'm not sure if it has to be triangulated before hand or not. It would be worth testing on a cylinder and compared the results of a triangulated mesh. Maybe the fbx and .abc files triangulate differently in Unreal
Absolutely! We can easily add skin sliding and muscle simulation to any creature and character now. See all of these tech videos will make an amazing SS2 remake. I promise :p
Nope, you can any deformation from blendshapes to muscle deformers. From Maya there's a way to paint a deformation (blendshape) mask to alown only specific areas to become affected.
Yoow! head lot about ML Deformer but didn`t really know how to utilize this thing. You just lightened my path Sir!
awesome , can you do tutorial about jiggle deformer from maya to unreal engine
Hey, you're still working on the System Shock 2 remake. Also, what do you think of the System Shock 1 remake and the System Shock 2 Enhanced Edition?
Yes, I'm still poking around SS2 :)
Also my team and I had the opportunity to help with some TechArt and FX on the SS Remake.
@@NicholasSilveira Awesome I wish you luck! on System shock 2 remake.
Would there be a way to have some portions stay more stiff and non deforming while still moving proportionally within the other sliding topology? Like an alligator’s scales or scutes, or a hard wart on softer skin?
I'm not sure how well this technique will work out, but you can duplicate the Base_Mesh and apply the target simulation mesh as a blendshape. From there you can use Maya's Paint Blendshape Weights to add and remove areas from the simulation.
1. Base_Skin_Mesh + Taget_Simulation_Mesh
2. Duplicate Base_Mesh and add the Target_Simulation_Mesh as a blendshape
3. Use Maya's Paint Blendshape Weights to add and remove areas from the simulation
4. Use this new blendshape mesh as the new Target_Mesh
is this Tool available on Market Place or somewhere else?
Here's the link to the Maya plugging :)
www.unrealengine.com/marketplace/en-US/product/ml-deformer?sessionInvalidated=true
@@NicholasSilveira still for 5.1?
@@jakejuan-ue4pg It looks like this should work for Unreal 5.0 - 5.2
Do you need to have two meshes in maya, botrh skinned the same and one with the extra deformers on ? I don't quite get how to have base and targer inside maya
Yes, 1 mesh should only have joint skinning. The other mesh should have the same joint skinning + any deformers added
Is it necessary the the base mesh and target mesh are required to be triangulated? I encounter a vertex count error for the faces when I import the alembic file generated from this process..
Oh that's interesting. I'm not sure if it has to be triangulated before hand or not. It would be worth testing on a cylinder and compared the results of a triangulated mesh. Maybe the fbx and .abc files triangulate differently in Unreal
@@NicholasSilveira Hey, I tried it with triangulating the Mesh and it worked fine. Unreal engine imported the alembic file without any errors.
@@TheSiddh123 this is great to know thank you so much for sharing!
can you do it on hybrid model ?
Absolutely!
We can easily add skin sliding and muscle simulation to any creature and character now. See all of these tech videos will make an amazing SS2 remake. I promise :p
@@NicholasSilveira Would be great to see this technology on actual hybrid model from System Shock 2
"I'm Manbat!"
Lol
is delta mush required for it?
Nope, you can any deformation from blendshapes to muscle deformers. From Maya there's a way to paint a deformation (blendshape) mask to alown only specific areas to become affected.
@@NicholasSilveira i clicked target mesh as same as base mesh ml deformer in maya. Waiting for results now. i'm gonna inform results soon.Regards.
@@sahinerdem5496 Great! I would love to see them and if you need help just reach out :)
89 😊@@NicholasSilveira