Unreal 5 - Skin Sliding using the ML deformer (delta mush + dual quaternions)

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  • เผยแพร่เมื่อ 2 พ.ย. 2024

ความคิดเห็น • 27

  • @eegii0554
    @eegii0554 ปีที่แล้ว +3

    Yoow! head lot about ML Deformer but didn`t really know how to utilize this thing. You just lightened my path Sir!

  • @iDidntAskToBeBorn765
    @iDidntAskToBeBorn765 ปีที่แล้ว +2

    awesome , can you do tutorial about jiggle deformer from maya to unreal engine

  • @DokDokey
    @DokDokey ปีที่แล้ว +1

    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?

    • @NicholasSilveira
      @NicholasSilveira  ปีที่แล้ว

      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.

    • @DokDokey
      @DokDokey ปีที่แล้ว +1

      @@NicholasSilveira Awesome I wish you luck! on System shock 2 remake.

  • @alalmalal
    @alalmalal ปีที่แล้ว +2

    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?

    • @NicholasSilveira
      @NicholasSilveira  ปีที่แล้ว +1

      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

  • @jakejuan-ue4pg
    @jakejuan-ue4pg ปีที่แล้ว +2

    is this Tool available on Market Place or somewhere else?

    • @NicholasSilveira
      @NicholasSilveira  ปีที่แล้ว

      Here's the link to the Maya plugging :)
      www.unrealengine.com/marketplace/en-US/product/ml-deformer?sessionInvalidated=true

    • @jakejuan-ue4pg
      @jakejuan-ue4pg ปีที่แล้ว

      @@NicholasSilveira still for 5.1?

    • @NicholasSilveira
      @NicholasSilveira  ปีที่แล้ว

      @@jakejuan-ue4pg It looks like this should work for Unreal 5.0 - 5.2

  • @3dblam
    @3dblam ปีที่แล้ว

    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

    • @NicholasSilveira
      @NicholasSilveira  ปีที่แล้ว +1

      Yes, 1 mesh should only have joint skinning. The other mesh should have the same joint skinning + any deformers added

  • @TheSiddh123
    @TheSiddh123 ปีที่แล้ว

    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..

    • @NicholasSilveira
      @NicholasSilveira  ปีที่แล้ว

      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

    • @TheSiddh123
      @TheSiddh123 ปีที่แล้ว +1

      @@NicholasSilveira Hey, I tried it with triangulating the Mesh and it worked fine. Unreal engine imported the alembic file without any errors.

    • @NicholasSilveira
      @NicholasSilveira  ปีที่แล้ว

      @@TheSiddh123 this is great to know thank you so much for sharing!

  • @PROSTO4Tabal
    @PROSTO4Tabal ปีที่แล้ว +1

    can you do it on hybrid model ?

    • @NicholasSilveira
      @NicholasSilveira  ปีที่แล้ว

      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

    • @cuttingedgeretro9164
      @cuttingedgeretro9164 ปีที่แล้ว +1

      @@NicholasSilveira Would be great to see this technology on actual hybrid model from System Shock 2

  • @Potatinized
    @Potatinized 10 หลายเดือนก่อน +1

    "I'm Manbat!"

  • @sahinerdem5496
    @sahinerdem5496 ปีที่แล้ว

    is delta mush required for it?

    • @NicholasSilveira
      @NicholasSilveira  ปีที่แล้ว +1

      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.

    • @sahinerdem5496
      @sahinerdem5496 ปีที่แล้ว +1

      @@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.

    • @NicholasSilveira
      @NicholasSilveira  ปีที่แล้ว +1

      @@sahinerdem5496 Great! I would love to see them and if you need help just reach out :)

    • @陳明華-y6f
      @陳明華-y6f 8 หลายเดือนก่อน

      89 😊​@@NicholasSilveira