TunaMetaPack - Export to Unreal | Maya Export & Bluprint Settings

Описание к видео TunaMetaPack - Export to Unreal | Maya Export & Bluprint Settings

The path to the Unreal template asset shown in the video is as follows:

UPDATE NOTE 1.2v
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We have updated the installation process in the 1.1 version using an installer.
For 1.2v, refer to the folder below
/Documents/tunaRig/unreal_uasset
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Export
00:10 - prepare your unreal projects includes metahuman template
00:28 - preparing & align meshes for export
01:08 - body rig (all LODs) export
02:26 - head rig (all LODs) export
03:42 - bake pose animations (all RBF poses) with metahumanSet
04:30 - pose animation (all RBF poses) export

UNREAL Basic Settings
05:25 - move the uasset files we provided into your folder
05:50 - import body rig fbx file into unreal
06:59 - precision UVs and Skin Weights settings in unreal engine
07:50 - import head rig fbx file into unreal engine
09:02 - default animation rig settings in unreal
09:21 - rename your assets
09:43 - difference between poseAsset we provide & basic metahuman provide
10:04 - copy an existing character blueprint & settings
11:12 - skin cache usage settings (very important)
11:47 - apply materials in unreal

UNREAL Metahuman Settings
12:51 - use PSD set tool for your post process animbluprint (very important)
13:46 - check the poseDriver node information of the animBlueprint
14:35 - change poseAsset path in your animBluprint's poseDrivers
15:12 - import pose animation into unreal
15:48 - change sources for your poseAsset settings (very important)
16:48 - fixed animation sequence retarget problem
17:18 - body skeletal mesh settings (post process animBluprint)
18:25 - settings for head post process animBlurpint
19:15 - head skeletal mesh settings (post process animBluprint)
19:33 - load your DNA file into your head skeletal mesh (very important)
20:33 - solved issue which is character placed on a level cannot read DNA
21:40 - recompute tangent settings in your head skeletal mesh
23:56 - tips for applying cloth & acc using another skeletal meshes

28:13 - outro

※ Cautions
Do not apply post process animBlurpint on the body skeletal mesh when you place into your levels for registering your character with the PSD set tool.
Please apply it to the body skeletal mesh after all post process animBluprint settings are finished.
The same goes for the head. In the video, the body post process animation was applied to the body skeletal mesh before settings it to the head post animbluprint, but we do not recommend doing it in this order.

※ Reasons
This is because the PSD set tool always reads the body joints of the character that are currently placed on the level. If post animbluprint is already enabled into your level character, it reads the wrong default values.

Finally, we are at the last step of exporting to Unreal Engine.
Great job, everyone!

If you have any questions, please conctact : [email protected]

If you are curious about our custom metahumans, please refer to the links below.
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Product Page
https://tuna-rig.com/index.php/produc...
https://artstn.co/m/Re0yk

Your Character to MetaHuman
   • Your Character to MetaHuman (Keep Ori...  

Customized Metahuman Services (You can Download template projects)
https://tuna-rig.com/index.php/metahu...
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