hey there im seriously considering purchasing your course. I was wondering if you are available to answer questions about the course after we purchase it? can i pay extra for mentorship?
@@Eluul Friend Unfortunately this course is really abandoned, it can be very useful to you but it is difficult to answer any questions you have, luckily it has a community on discord that was once active and there are answers to some previous questions, on the other hand this course is being remastered, it's just that it takes a long time to launch new classes.
This will be good as a fellow creator and teacher, I highly recommend starting to incorporate the small changes Epic is making to the engine. Mutable is already being added to a handful of courses. I know the grind is tough, but hard work always pays off at the end!
already purchased ur survival course... but not gonna lie, completely understanding and knowing how to actually import blender models and making them work into this system would be worth an entire new course... unless you wanna incorporate it to the survival one :) I would adore to know how to do this, so pls pls consider giving a tutorial on it
Haven't seen the end of the video yet but I'm hoping to get this sample and do my best to get my MH in there. 🤷♂️We'll see. Anything is possible with blueprints
It's the same process, make a meta human with no clothing and import to project, in the mutable object rebuild the meta human, add body, head, eyes ect, now go back to the meta human creator use the same meta human, add clothing, export to project, now take the clothing for the new export files and add to your original meta human files, now you can use this clothing with the enum selection, just make sure you leave the none selection blank like innthe video or it will remove parts for the meta human
Thank you man you truly are a blessing for aspiring indie devs like myself. other so called guru's try to whack us with nearly $1,000 in course fees for something that has 4x less content than what you are selling for a crazy deal. then the cherry on top youre uploading several times a week additional free content for all of us to be updated on the newest tools. seriously we appriecate this effort you will change the world doing your great work. happy i was able to support and buy the course.
I'm still working out the tag system with the remove and clip mesh involved. I'll have to take a look at this demo. I was just messing with this stuff yesterday.
Would love for you to make a tutorial on how to create a “Character Customization” feature in the Unreal Engine 5.5, with how to save and load customized characters, and replicated of course!
I actually had my own solution for this as well as morph target and jiggle physics support, one mesh for male/female, fantasy races, etc. I also had PoseAssets for bone scaling for different body shapes working, including different heights, races like dwarves. Bone poses for different shoe/boot heights as well. I'd be super disappointed if they can't handle that, as mine was super un-optimized and not well laid out. It's not immersive when everyone is the same height, etc.
great videos, bought your online course, if you could make a video showing how to make an ue5 project moddable there will be a lot of people interested in that
Could you show how to actually, like, run this? It's made for 5.4 but fails to compile if I try to open it in 5.4, and has a number of blueprint errors when I open it in 5.5
Cool, but I still don't understand the point of this feature, compared to just having one skeletal mesh per body part, and changing the mesh with a "set mesh"?
Depends on how complex your game is. If you want a game that has multiple customizable regions and items on top of that, like an individual shirt other helmet that can be customizable. This is the point of this plugin. Along with optimization techniques for having multiple layers of clothing
@@SmartPoly The multiple layers feature and removing unseen meshes seem interesting. I don't need character customization, but i do have a system for equiping/unequiping clothes (shirt, jacket, pants etc) on my metahuman, so I'm wondering if I that's worth switching to this mutable feature
Imagine you have a game with 6 different types of clothing slots with the ability to put clothing on the characters head, face, shoulders, 2 layers for chest, arms, hands, 2 layers for legs, shins, and feet. Before the go to advice would be to not to do that and just make it simpler... now you don't have to.
I’m admittedly a beginner with these systems. But I’m curious, does the “customizable object” asset use the master pose for of the mesh to apply each mesh section to the proper place? I wonder how this works
Is anyone else struggling with taking the face and groom assets from the metahuman BP’s you download and putting them on a custom character? You use to just be able to copy and paste them, they’re it’s different, with sockets and stuff
Bro You Should Make A Horror Game Free Course,But Again,PLZ make The Full Course of Unreal Engine 5.5 For Absolute Beginners to Understand the Horror Game Course or Your Survival Game Course.And PLZ use C++ not BP
I like the part about TH-cam tutorials teaching nothing, i was in that boat at the start of 5.4 I'm now trying to make short films but its an uphill battle with these useless tutorials
I'm guessing a Mutable/Metatailor fusion is coming soon. Or UE is just going to steam roll metatailor by integrating Fab directly into mutable. Does anyone know more?
It is important to triangulize your mesh yourself before exporting for UE5 because the triangulization methods used by the software can be different. Which could create bugs. By applying this triangulization in your modeling software before exporting, you are sure that your mesh will look the same in UE. Tip, in blender, you don't have to apply the triangulate modifier. Tip 2, a triangulated object can be quadrified again. Shorcut Alt + J.
Check Out My Multiplayer Survival Game Course:
smartpoly.teachable.com
hey there im seriously considering purchasing your course. I was wondering if you are available to answer questions about the course after we purchase it? can i pay extra for mentorship?
@@Eluul Friend Unfortunately this course is really abandoned, it can be very useful to you but it is difficult to answer any questions you have, luckily it has a community on discord that was once active and there are answers to some previous questions, on the other hand this course is being remastered, it's just that it takes a long time to launch new classes.
My man, you should definitely consider adding this to your Survival Game course. From what I’ve seen, you’ve got the skills to pull it off!
This will be good as a fellow creator and teacher, I highly recommend starting to incorporate the small changes Epic is making to the engine. Mutable is already being added to a handful of courses. I know the grind is tough, but hard work always pays off at the end!
yess, would be nice a tutorial compatible with The Survival Game Course with customizatation
i cant wait for him to add this to the Course
already purchased ur survival course... but not gonna lie, completely understanding and knowing how to actually import blender models and making them work into this system would be worth an entire new course... unless you wanna incorporate it to the survival one :)
I would adore to know how to do this, so pls pls consider giving a tutorial on it
I would like to see a Mutable workflow with Metahumans if possible. 👍
would be an interesting workflow
@@SmartPoly Yes please
Haven't seen the end of the video yet but I'm hoping to get this sample and do my best to get my MH in there. 🤷♂️We'll see. Anything is possible with blueprints
@@SmartPoly yes please
It's the same process, make a meta human with no clothing and import to project, in the mutable object rebuild the meta human, add body, head, eyes ect, now go back to the meta human creator use the same meta human, add clothing, export to project, now take the clothing for the new export files and add to your original meta human files, now you can use this clothing with the enum selection, just make sure you leave the none selection blank like innthe video or it will remove parts for the meta human
Thank you man you truly are a blessing for aspiring indie devs like myself. other so called guru's try to whack us with nearly $1,000 in course fees for something that has 4x less content than what you are selling for a crazy deal. then the cherry on top youre uploading several times a week additional free content for all of us to be updated on the newest tools. seriously we appriecate this effort you will change the world doing your great work. happy i was able to support and buy the course.
thank you!
Hey Pleas add this to your Survival Game Course this will make our Life easy 🤩
i would love that too
I'm still working out the tag system with the remove and clip mesh involved. I'll have to take a look at this demo. I was just messing with this stuff yesterday.
Would love for you to make a tutorial on how to create a “Character Customization” feature in the Unreal Engine 5.5, with how to save and load customized characters, and replicated of course!
Does this work with skeletal meshes with different rigs? does it create an auto rig for the meshes or…?
I actually had my own solution for this as well as morph target and jiggle physics support, one mesh for male/female, fantasy races, etc. I also had PoseAssets for bone scaling for different body shapes working, including different heights, races like dwarves. Bone poses for different shoe/boot heights as well. I'd be super disappointed if they can't handle that, as mine was super un-optimized and not well laid out. It's not immersive when everyone is the same height, etc.
Thank you- I would love to see the customized version!
Would love to see a from scratch male/female character creation using different materials etc.
Can i just copy n paste a hairstyle or pants into the right folder and it becomes available?
I'd very much like to see how/if this can be used with characters from Makehuman, Mixamo, and/or handmade character-meshed (Blender etc).
great videos, bought your online course, if you could make a video showing how to make an ue5 project moddable there will be a lot of people interested in that
It would be great if you incorporated this character workflow into your FPS course.
Can u make a tutorial on how to make a first person sword and show us how to make it so it can damage enemy’s please
Could you show how to actually, like, run this? It's made for 5.4 but fails to compile if I try to open it in 5.4, and has a number of blueprint errors when I open it in 5.5
Is this plugin also compatible with mobile or only with PC?
it should be compatible, no reason for it not to be
Yes please, add a tutorial like this to the survival game course or stand alone, bur yes please. :)
Wow, these guys are doing cool stuff. And thanks for the video.
I suspect this will open up a lot of options for dismemberment
That was the first thing I thought of... Will be much simpler
My demo is different; where can I find the demo you used?
its on github, I wouldn’t recommend it as its not the newest version
@@SmartPoly The newest version is incomplete; it is missing many options.
I would love to see how to use this for a small multiplayer game!
Yes I’d love more videos on this!
Where's the link? I can't find this sample project on fab
Cool, but I still don't understand the point of this feature, compared to just having one skeletal mesh per body part, and changing the mesh with a "set mesh"?
Depends on how complex your game is. If you want a game that has multiple customizable regions and items on top of that, like an individual shirt other helmet that can be customizable. This is the point of this plugin. Along with optimization techniques for having multiple layers of clothing
@@SmartPoly The multiple layers feature and removing unseen meshes seem interesting. I don't need character customization, but i do have a system for equiping/unequiping clothes (shirt, jacket, pants etc) on my metahuman, so I'm wondering if I that's worth switching to this mutable feature
Imagine you have a game with 6 different types of clothing slots with the ability to put clothing on the characters head, face, shoulders, 2 layers for chest, arms, hands, 2 layers for legs, shins, and feet.
Before the go to advice would be to not to do that and just make it simpler... now you don't have to.
@ why not? That’s what I’m currently doing
I’m admittedly a beginner with these systems. But I’m curious, does the “customizable object” asset use the master pose for of the mesh to apply each mesh section to the proper place? I wonder how this works
Is anyone else struggling with taking the face and groom assets from the metahuman BP’s you download and putting them on a custom character? You use to just be able to copy and paste them, they’re it’s different, with sockets and stuff
Yeah.. We like to see more video
tutorial for that would be awesome
why i can't find the project anywhere?
watch till the end of the video, I show where to download
How much you have make game for stream or Play store
one question at a time
First. I love your videos man! Keep up the great work!
Yeeeeah🔥
I want to see it!!!!
Bro You Should Make A Horror Game Free Course,But Again,PLZ make The Full Course of Unreal Engine 5.5 For Absolute Beginners to Understand the Horror Game Course or Your Survival Game Course.And PLZ use C++ not BP
Please make a course like csgo 😢
How much you have make successful game
Yes
@RAWAIRT any names of game
nice
I like the part about TH-cam tutorials teaching nothing, i was in that boat at the start of 5.4 I'm now trying to make short films but its an uphill battle with these useless tutorials
Can you share Name of game who make this?
I'm guessing a Mutable/Metatailor fusion is coming soon. Or UE is just going to steam roll metatailor by integrating Fab directly into mutable. Does anyone know more?
Important question: why entire TH-cam teaching how to do retopology and it always in quads, but AAA quality meshes all made in triangles, WHY ???
because the game engine triangulates the mesh on import
It is important to triangulize your mesh yourself before exporting for UE5 because the triangulization methods used by the software can be different. Which could create bugs. By applying this triangulization in your modeling software before exporting, you are sure that your mesh will look the same in UE.
Tip, in blender, you don't have to apply the triangulate modifier.
Tip 2, a triangulated object can be quadrified again. Shorcut Alt + J.
Try to retopo your model entirely in tris. 😂
Rubbish