NEW Cloner & Effectors in Unreal Engine 5.4! (scene examples + walkthrough tutorial)
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- เผยแพร่เมื่อ 28 ส.ค. 2024
- more info! ⬇
/ _ali.3d
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Helloooooo my friends! Have been very busy lately so the upload schedule had to slow down (won't be stopping though so don't worry) - I've decided to come back with an exciting one! We'll be going through the new Motion Design Mode in the upcoming Unreal Engine 5.4 update. I'll be focusing on the Cloner and Effectors mainly. Also apologies in advance for the rambly/messy nature of this video, it was a late one so I wasn't as clear and organised as I'd like to be. I hope this was fun and gets you excited for the new and upcoming motion design tools!!
Aiden's videos I mentioned:
• New Features in Unreal...
• Unreal 5.1 & Strata Ma...
Thanks everyone for the kind comments and support 🥹🙏🏽🫶 I'm definitely keen to make some more videos trying to re-create some cloner setups that I've done in Cinema4D - I'm thinking the setup I had in my Orbit series could be a fun one to try and do: instagram.com/p/CnVKg3xBzev/?igsh=MzRlODBiNWFlZA==
Also thank you for putting up with me learning new things on the fly during the recording. Thought it would be funny to include in the video and also relate to everyone else who does the same thing when trying out new things 😅Let me know in the replies here if there are any other specific things you'd like for me to look into and I shall add it to the list!
Hey! Really Great walk-through and examples! Thank you for taking the time to share all of this exploration and discovery! Greatly appreciated!
Stop it! This is amazing and I'm dying for the Avalanche release. You have made my weekend. Thank you so much for sharing this!!
great overview mate! it was fun / interesting to explore the new features with you 🙂
Amazing video! really great pace and tone. Hope to see more great content
Such a awesome video!!
Thank you bro! 🙏🏽 Really means a lot 🥹
Nice tutorial, more videos about space please.
super fun intro to motion design with 5.4
TY!
Brilliant, your expertise is appreciated greatly.
Bro you need more subscribers!! I love your vids! Greeting from Germany.
Ahhh thanks so much mate! Really means a lot 🥹🙏🏽
It's so cool and the logic of using C4D is basically the same, I was worried there would be a high cost of learning ;)
And actually built-in animation curvature curve function, mobilize the drawing is no longer difficult, great!
🎉
i hope u make a beginner from scratch tut when the thing realeases the next week!!!
Looking forward to more related content in the future...
100% for sure, I'm also hoping to re-create some of my previous C4D cloner scenes in Unreal and see how that goes - I think it could be useful for people coming from other software and wanting to learn, also would be a fun video concept! Thanks for watching mate 🙏
Great video Ali!
Thank you! 🙏🏽
Very nice work!
This is so goood. Thanks for making these tuts.
Was on the way to abandon Unreal because some Big Studio tell us was not enough realistic and also not suitable for VFX pipeline 🎆 but will keep it on hand because you share good content here and we believe that maybe no true! 😎
Hahahaha I guess it all depends on the project and budget but I see where they're coming from...it definitely can be tough to achieve realism in some cases - but then again they also did Star Wars so who knows 😅UE is only getting better and better with each update so I reckon it's a good idea to keep it on hand 👀
Amazing as always!
Thank you my friend 🥹🙏🏽
Thank you for sharing such a good tut!
good stuff! keep it up
Hello! Thanks for amazing tutorial. :) I`ve got one question. It`s about looping animation. Anytime I`m using pan option or orientation force enabled in effector first and last frame aren`t the same. In sequencer is perfect loop, but when I put png sequence in AE there isn`t. When I animate only location strenght it works fine, but when pan and orientation force are enabled it`s not looping. Is there solution for that?
that was very useful thank you very much
Awesome video.. definitley helped and worth a sub. :) I wonder if you could help creating a dialogue between player and a character.. everything has changed in 5.4 and although I can add a dialogue box, I'm unable to trigger it when I approach a character. Any help/tips would be greatly appreciated.
Hello! great video, thanks. By the way if you tried to attach cloner to animated skeletal mesh? works for static of course, but seemed not possible to follow the animation
Hello, I downloaded 5.4 just for this effect. I never had any problems in 5.3, but 5.4 takes a very long time to loading screen and I crash at the slightest operation. What can I do? 5.4 does not work properly. By the way, my computer and system are quite sufficient
I have problems with materials on cloner objects. It won't update changes ever.
Does anyone know how to use audio to drive an effector yet? I know it just came out but that's pretty much the first thing that came to mind
Please someone help me, the cloaner just doesn't load the material of the object, there is a message when I introduce the object to the cloner:
in Unreal engine. detected 1 read-only material(s) with missing niagara usage flag required to work properly with cloner (see logs)
and the log says:
Warning: Cloner2 : The following materials (/Engine/BasicShapes/BasicShapeMaterial.BasicShapeMaterial) on actor (Sphere) does not have the required usage flag (bUsedWithNiagaraMeshParticles) to work with the cloner, this material cannot be dirtied due to its read-only location, skipping material and proceeding
Very good video
It looks great:)
Thank you my friend! 🙏🏽
For some reason cloner just doesnt work properly. U can't put anything in cloner, even the default cube is not spawning in the viewport
Lovely tut. Thanks. Is there a way to export this animation as fbx to be taken to another application?
Honestly I haven't tried! I doubt it tho, I don't see any way to bake keyframes with motion design assets but I could be wrong...Let me know if you figure it out!
Nice one! In the last set up, where your cloning to be mesh, is there a spring force that keeps the particles "coming back" into the original spot? It doesn't look like an effector,.so I'm assuming it's a force...
Thank you! There's no force or spring on that one, I'm pretty sure it's because the frequency on the noise effector is quite low - so larger chunks of the clones are getting effected by similar values which kinda fakes that look of returning to the original position....not sure if that makes sense but think of it like applying a super scaled up noise map to a plane and the larger the scale the less "ups and downs" you'll have. This is what's happening with the noise effector.
Hey ali, out of curiosity. Will the effector work on a point cloud scene to manipulate each point using that?
Unfortunately not :( Hopefully something like that could work in the future! Would be a dope effect
Sorry I'm just getting into UE, which Blank do you usually work on if you don't mind? Here are some blanks
I normally just do the architecture blank scene!
@@ali.3d thank you very much
wow!!!like
Great, Thanks
Thank you bro
Can you explain what the purpose(s) of the new motion design mode is in the first place? what is the use for the clone tool, compared to placing or influencing of trad. actors or something like static meshes? pure motion effects can be done in Niagra, so what is the difference/advantage of those new features compared to the existing ones? did you do performance tests or anything like that? All I saw like attraction or so can be done in Niagra as well, even collision is possible with Niagra. Can those cloned actors e.g. use the navmesh more effectively than the trad. actiors? does it in any way help to scale up large masses of actors with mechanics like AI sensing ? compared to Epic's MassEntity systems?
It’s mostly speed of build. Motion design is often about building cool looking stuff in the least amount of time possible. These macro tools then become design blocks in and of themselves.
Yeah exactly what @lukegordonharris has said - I think it's more about ease of use and having pre-built tools that use the underlying Niagara system as building blocks for creating commonly used 3d motion techniques. I think of it like having material functions in a material - theoretically yes you could just build each feature from scratch in each of your master materials, OR you can just create a material function and re-use it in any material you'd like. This is what Epic has done with the Cloner and Effector actors - essentially just pre-built Niagara effects that the user (specifically artists) can use to make cool things in any scene/level without needing to know the underlying technical side of it.
As for your other questions, I haven't tested those things yet! The first thing I want to look at personally is the collision side of things and seeing how it could maybe interact with objects in a scene and also influence Blueprints using overlap events to trigger things like material changes or lighting changes. Would love to see someone look into the AI sensing mechanics as well like you mentioned!
Is there any way to get collision ?
There is with a Niagara setup! But not with the native motion design tools, however I reckon they will add it in a future update for sure seeing as you can already do it with a custom Niagara setup.
Love ta see how audio works with this ......
Me too, it's on my list to test ✌🏽
@@ali.3d th-cam.com/video/yXbxq5hJkWk/w-d-xo.html Winbush has already done a tutorial on this ....Top man
Its works really well
😍😍
Hey there! Great stuff! Thanks a lot. One question: WINBUSH mentions that the spawning of the cloned meshes can be randomized: th-cam.com/video/vLdq9m93FLI/w-d-xo.html. Can anyone tell how to do that? Thanks a lot!
Found it! It`s a mode of the cloner, beneath category "renderer" there is "MEsh render mode".
my computer exploded :[