Hello, can we ask for a new tutorial explaining the entire process without skipping any steps. How do we make the actual corrective shape, and when do we plug the shape I to this process?
They do export to FBX or GLTF, yes. However, only the shape keys value (can be animated) are exported. Drivers are not exported, meaning if you don't export the animation, but rotate manually a bone in UE (by hand or by code), the corrective shape keys won't activate automatically like they do in Blender. Drivers needs to be re-coded in UE. Hope it makes sense! www.lucky3d.fr/auto-rig-pro/doc/ge_export_doc.html
This tutorial primarily explains the setup of corrective drivers for shape keys. Indeed, shape key creation is not explained here. It's pretty easy though, just add shape keys from the Shape Key menu, and move vertices around. There are tutorials like this one: th-cam.com/video/B11XBZmIIZc/w-d-xo.htmlsi=71xVQ6MAAa0jk6d6
And for corrective shape keys specifically, make sure to enable the "vertex" icon of the Armature modifier, in order to see the rig-deformed result when moving vertices
Is there a way to re-orient the finger axis for deformations? When you look at the FBX export, the X axis is correctly pointing the the child joint. However, the Z axis and the Y axis on the fingers are all different axis. It would help if the X axis, Y axis, and Z axis were all pointed in a consistent direction for UE5.
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Hello, can we ask for a new tutorial explaining the entire process without skipping any steps. How do we make the actual corrective shape, and when do we plug the shape I to this process?
Do these shape keys export to UE5?
They do export to FBX or GLTF, yes. However, only the shape keys value (can be animated) are exported. Drivers are not exported, meaning if you don't export the animation, but rotate manually a bone in UE (by hand or by code), the corrective shape keys won't activate automatically like they do in Blender. Drivers needs to be re-coded in UE. Hope it makes sense!
www.lucky3d.fr/auto-rig-pro/doc/ge_export_doc.html
@@ArtellBlender Thank you
This video seems like it is missing some set up steps. 1.How do you create the corrective shapes for the drivers?
This tutorial primarily explains the setup of corrective drivers for shape keys. Indeed, shape key creation is not explained here. It's pretty easy though, just add shape keys from the Shape Key menu, and move vertices around. There are tutorials like this one: th-cam.com/video/B11XBZmIIZc/w-d-xo.htmlsi=71xVQ6MAAa0jk6d6
And for corrective shape keys specifically, make sure to enable the "vertex" icon of the Armature modifier, in order to see the rig-deformed result when moving vertices
@@ArtellBlender Where is the "vertex" icon of the Armature modifier?" But in the Modifiers, Bind to "Vertex Groups" is on by default.
Is there a way to re-orient the finger axis for deformations? When you look at the FBX export, the X axis is correctly pointing the the child joint. However, the Z axis and the Y axis on the fingers are all different axis. It would help if the X axis, Y axis, and Z axis were all pointed in a consistent direction for UE5.
Please send a support message, I'll be happy to help! www.lucky3d.fr/auto-rig-pro/doc/bug_report.html