I Built a Modular Character with AI (Full Workflow) — Transcript
Full transcript
- 0:00AI can generate 3D
- 0:01characters, solid and static.
- 0:04But can it actually
- 0:05create modular character systems
- 0:07like different outfits, weapons,
- 0:10accessories and all interchangeable?
- 0:13Sounds interesting, right?
- 0:15In this video, I
- 0:16gonna show you my
- 0:17exact workflow, how I
- 0:19take one concept image
- 0:21and turn it into
- 0:22full modular character system,
- 0:24step by step.
- 0:25I also gonna show
- 0:27you a new tool
- 0:28that makes this process
- 0:29insanely faster.
- 0:31It takes one image
- 0:32and breaks it into
- 0:33parts automatically.
- 0:35Then we gonna generate
- 0:35variations and turn them
- 0:37all into 3D with
- 0:39best 3D AI available
- 0:40right now.
- 0:41And of course, we
- 0:42gonna bring it to
- 0:43Unreal Engine and how
- 0:44to interchange outfits, weapons,
- 0:47accessories in real time.
- 0:49This is probably one
- 0:50of the fastest and
- 0:51most practical workflow that
- 0:53you can use right
- 0:54now.
- 0:55Steph here, let's start.
- 0:56As always, it all
- 0:57starts with the idea.
- 0:59Luckily for me, I
- 1:00already brainstormed some idea
- 1:02with ChatGPT and I
- 1:03got something like this.
- 1:05So, first of all,
- 1:06I'm absolutely enchanted by
- 1:08Japanese culture and there
- 1:09is a kitsune, you
- 1:10might know, this white
- 1:12fox with plenty of
- 1:13tails.
- 1:14We gonna take this
- 1:15concept and we gonna
- 1:16create some variations of
- 1:18top outfit, bottom outfit,
- 1:20gonna create two bag
- 1:21accessories and two weapons.
- 1:23Sounds cool?
- 1:24Let's get started.
- 1:25One thing I did
- 1:26before start is that
- 1:27I made cleaner version
- 1:28of character sheet and
- 1:30I do have a
- 1:30dedicated video about it.
- 1:32The link will be
- 1:32somewhere here.
- 1:33When we do have
- 1:34it, we gonna jump
- 1:35into next stage.
- 1:36And today, I gonna
- 1:37present you one really,
- 1:39really cool finding.
- 1:40The name is AssetHub
- 1:42and these guys created
- 1:43a really usable tool
- 1:45or I should say,
- 1:46workflow, putting all the
- 1:48best tools in one
- 1:50place.
- 1:50Let me show you
- 1:51how it works.
- 1:52So, let's go to
- 1:53workflows, create new workflow.
- 1:55Let's call it Hero
- 1:56Assets, simple, create.
- 1:57And now, it suggests
- 1:59to upload the assets.
- 2:00And that's exactly what
- 2:01we gonna need to
- 2:01do.
- 2:02We gonna upload the
- 2:03image that we prepared.
- 2:04Here we go.
- 2:05Whenever we upload the
- 2:06image, image better to
- 2:07be in A or
- 2:08T post.
- 2:09It works better that
- 2:10way.
- 2:10And when the image
- 2:11is uploaded, let's press
- 2:13start 3D production.
- 2:14And it will start
- 2:15processing.
- 2:16So, you see, it
- 2:17already is starting to
- 2:18detect post.
- 2:19And this tool works
- 2:20best with A or
- 2:21T post characters.
- 2:23Okay, we gonna give
- 2:24it some time.
- 2:25And here, you can
- 2:26also choose the allowed
- 2:28models.
- 2:28This will be basically
- 2:29needed for the later
- 2:30stage.
- 2:31We gonna leave only
- 2:323.3.1, but
- 2:33maybe we gonna use
- 2:343.3.1 actually.
- 2:36You can change it
- 2:36later.
- 2:37Okay, so we can
- 2:38see A post detected
- 2:39and it actually started
- 2:40to do analysis.
- 2:41Analysis basically means it
- 2:44actually extracted some parts
- 2:45that you can see
- 2:46here.
- 2:47And I'm pretty happy
- 2:47with that.
- 2:48We gonna press confirm
- 2:49and start.
- 2:50And voila, instead of
- 2:52doing all of that
- 2:53manually, prompting through not
- 2:55a banana, as I
- 2:56was usually doing, we
- 2:58creating this at one
- 2:59click of a button.
- 3:00How cool is that?
- 3:02I don't know.
- 3:03This is absolutely must
- 3:04have feature everywhere.
- 3:06And these guys are
- 3:07first to introduce it.
- 3:08So, after a while,
- 3:09we do have all
- 3:10parts.
- 3:10And they are amazing.
- 3:12Not all of them,
- 3:13but that's easy to
- 3:14address.
- 3:14So, let's say I'm
- 3:15not happy with the
- 3:16head.
- 3:16I gonna press reject.
- 3:18And here, I gonna
- 3:19drop the prompts that
- 3:20will contain ears.
- 3:22Or you can simply
- 3:22also say like, fox
- 3:24head with ears.
- 3:25And that will also
- 3:26work.
- 3:26And then press regenerate.
- 3:28Other than that, I'm
- 3:28pretty happy with the
- 3:29result.
- 3:30We can go accept
- 3:31them.
- 3:31Everything cool.
- 3:33Okay.
- 3:34Also, while we're waiting
- 3:35for a head, let
- 3:36me show you something
- 3:36cool what you can
- 3:37do more here.
- 3:38You can actually take
- 3:39any image, drag this
- 3:41line, and add a
- 3:42node like multi-view
- 3:43generation and create a
- 3:45multi-view for a
- 3:46specific asset.
- 3:47There is option to
- 3:48select two or four
- 3:49multi-view.
- 3:49We're gonna go with
- 3:50two for now.
- 3:51And here, you can
- 3:52see the results for
- 3:53a build.
- 3:54How cool is that?
- 3:55Just one node and
- 3:56you create multi-view
- 3:57images.
- 3:58You are not happy
- 3:58with it.
- 3:59You just recreate it.
- 4:00All in one place.
- 4:01Forget about prompting.
- 4:02Moreover, you can use
- 4:04split images, which will
- 4:05basically split already created
- 4:08part into some sub
- 4:09parts like that.
- 4:11That might be very,
- 4:12very useful if you
- 4:13want to create some
- 4:14specific element and be
- 4:15flexible how you control
- 4:16it.
- 4:17Also very useful.
- 4:18Now, you can see
- 4:19that from my image,
- 4:21the katana wasn't generated.
- 4:22So you can rerun
- 4:24this process, but you
- 4:25can also do that
- 4:26easier.
- 4:26We can go and
- 4:27create node called generate
- 4:29image, which is basically
- 4:30nano banana.
- 4:31So you don't need
- 4:32to go nano banana
- 4:33from here, which is
- 4:34for me already a
- 4:35lot of time saved.
- 4:36And I'm gonna drop
- 4:37the prompt I created
- 4:38with GPT to extract
- 4:39the katana alone.
- 4:41And here in batch
- 4:41size, I'll just set
- 4:43it to a few
- 4:43more images and let's
- 4:45run it.
- 4:46And here we go.
- 4:47One of the image
- 4:48is exactly what I
- 4:49need.
- 4:49One image actually failed,
- 4:50but that happens all
- 4:52the time.
- 4:52Let's take this image
- 4:54for the katana.
- 4:55When we have parts
- 4:56extracted, it's time to
- 4:57start creating 3D models.
- 4:59What we're gonna do
- 5:00is that we're gonna
- 5:01select with shift all
- 5:03the parts that we're
- 5:04happy with.
- 5:04I'm gonna choose outfit
- 5:05accessories first.
- 5:07Then we're gonna need
- 5:08to press this button,
- 5:09this cube, which will
- 5:10basically create 3D generation
- 5:12nodes from all of
- 5:14them in a batch.
- 5:15For all these parts,
- 5:16I'm gonna choose 3
- 5:17.1 just to preserve
- 5:19more details on geometry.
- 5:20And on asset hub,
- 5:21it will not create
- 5:22like millions of polygon.
- 5:24It will suggest optimal
- 5:25amounts.
- 5:26Let's press generate.
- 5:27And here we go.
- 5:28It automatically created all
- 5:29the nodes and I
- 5:30can run them all
- 5:31at once.
- 5:32That's amazing time save.
- 5:33In reality, you don't
- 5:35need to create two
- 5:36shoes, two bracers.
- 5:38This is only for
- 5:39demonstration.
- 5:40But we'll be able
- 5:41to choose the best
- 5:41one and use it
- 5:42later.
- 5:43All right.
- 5:44And we're gonna do
- 5:45the same exactly for
- 5:46the head and for
- 5:48the body.
- 5:49But here we're gonna
- 5:49choose a triple P1
- 5:51because shape of the
- 5:52head and body is
- 5:53simpler and I want
- 5:54it to be a
- 5:55low poly right away.
- 5:56And let's review the
- 5:57results.
- 5:58Here we have all
- 5:58the models generated and
- 6:00the body with the
- 6:01head.
- 6:01And I think the
- 6:02result is amazing.
- 6:03The head is awesome
- 6:04and it's already low
- 6:06poly.
- 6:06Cool.
- 6:07You can preview the
- 6:08mesh here.
- 6:09Just an amazing job.
- 6:10There is some problem
- 6:11with normal map, but
- 6:12I think we can
- 6:13address that easily.
- 6:14Okay, here we can
- 6:15preview the pants and
- 6:16you can see it's
- 6:17not million of polygons.
- 6:18It's like around 100K
- 6:20and we'll be able
- 6:21to reduce that later.
- 6:22Or maybe I'll just
- 6:23recreate it with P1
- 6:24and see which version
- 6:25I like more.
- 6:26If you don't know
- 6:27guys, triple is right
- 6:28now definitely the best
- 6:29model.
- 6:30It is really cool
- 6:30that asset hub already
- 6:31integrates them.
- 6:32By the way, there
- 6:33is a full video
- 6:34review on my channel
- 6:35about triple.
- 6:36Take a look if
- 6:36you missed it.
- 6:37It's insane how good
- 6:38it is.
- 6:39And it all already
- 6:40available in asset hub
- 6:41as well.
- 6:42So just like that,
- 6:42we created all the
- 6:43base assets and they
- 6:44look quite well.
- 6:45We don't need to
- 6:46jump to another tools.
- 6:47And the next step,
- 6:48of course, we're going
- 6:48to need to create
- 6:49some variations as I
- 6:51promised.
- 6:52So how are we
- 6:52going to do that?
- 6:53Like there's multiple ways
- 6:54to do that.
- 6:55I could have basically
- 6:55used nano banana, but
- 6:57I will do that
- 6:57right here.
- 6:58Can I go generate
- 6:59image?
- 7:00And here we're going
- 7:01to drop a prompt
- 7:02that will create a
- 7:03variation.
- 7:04Of course, the prompt
- 7:05was created with JGPT
- 7:06guys.
- 7:07No magic, no hard
- 7:08skills.
- 7:09Just explain what you
- 7:10want, the variation, how
- 7:11it should look.
- 7:12And let's create a
- 7:12lot of variations and
- 7:14choose like the best.
- 7:15Okay, let's run it.
- 7:16And here we go.
- 7:17Pretty nice options.
- 7:18And I'm going to
- 7:19choose this one.
- 7:20Okay, so and from
- 7:21this one, we're going
- 7:22to extract the top
- 7:24and shorts, right?
- 7:26We can actually try
- 7:27to do that with
- 7:28this split image.
- 7:29And we can also
- 7:30try to generate multi
- 7:31-view image.
- 7:32Also, I'm going to
- 7:32need another weapon.
- 7:34So we're going to
- 7:35add another node image
- 7:37generation.
- 7:37And here I created
- 7:38a prompt that will
- 7:40create a sickle stylize
- 7:42it that fits my
- 7:43character.
- 7:43So here you can
- 7:44see the prompt preview.
- 7:45Pretty much what GPT
- 7:46gave me.
- 7:47Let's increase the batch
- 7:48size and let's do
- 7:49that.
- 7:50So here are the
- 7:51results.
- 7:52Okay, we do have
- 7:53some cool examples.
- 7:54I think I'm going
- 7:56to choose this one.
- 7:57Okay, we're going to
- 7:58take it and we
- 7:59can create 3D model
- 8:00of it right away.
- 8:01We select node image
- 8:02to mesh.
- 8:02And of course, we're
- 8:03going to choose triple
- 8:043.1 or triple
- 8:05P1, up to you.
- 8:08And here we can
- 8:08see the model.
- 8:09We can preview that.
- 8:10And the result is
- 8:11amazing.
- 8:12Result is amazing.
- 8:13But there's quite a
- 8:14lot of polygons because
- 8:15it's set to polycount
- 8:17adapter.
- 8:18So we can easily
- 8:19fix that.
- 8:20How do we address
- 8:20it?
- 8:20We press here and
- 8:22we choose the polycount.
- 8:23Let's say for this
- 8:24object, I think 8K
- 8:25will be enough.
- 8:27So we're going to
- 8:27recreate in 8K.
- 8:29And after it's done,
- 8:30we can take a
- 8:31look again.
- 8:32And yeah, that's exactly
- 8:33what we need.
- 8:348K for this asset
- 8:35is okay.
- 8:36The similar way you
- 8:37can process all the
- 8:38assets as well.
- 8:39Okay, let's go back
- 8:40to where we did
- 8:42a split image of
- 8:43our character.
- 8:44And here's one very
- 8:45interesting image that we
- 8:46want.
- 8:47I already used it
- 8:48and split image into
- 8:50three parts.
- 8:51And I got exactly
- 8:52what I need.
- 8:52I got the top
- 8:54and the shorts.
- 8:55That will be my
- 8:56variations of top and
- 8:57bottom.
- 8:57And we're going to
- 8:58create 3D models as
- 9:00well.
- 9:00Lastly, I need a
- 9:01variation for a back
- 9:02accessory instead of a
- 9:03hat.
- 9:04So we're going to
- 9:05take a multi-view
- 9:06image that we just
- 9:07created.
- 9:07Form that second variation.
- 9:09We're going to go
- 9:10and use generate image
- 9:13node.
- 9:13The prompt says generate
- 9:14only a stylized travel
- 9:16backpack as a standalone
- 9:183D asset.
- 9:19That will fit my
- 9:20character, blah, blah, blah.
- 9:21Instead of a hat.
- 9:22Always ask GPT to
- 9:24help you with the
- 9:24prompting.
- 9:25It's really good in
- 9:26that.
- 9:26And just like that,
- 9:27we do have the
- 9:28backpacks.
- 9:29Okay, here are the
- 9:30results.
- 9:30And I really like
- 9:32this one.
- 9:32So we're going to
- 9:33go and create 3D
- 9:35model from it.
- 9:36Image to mesh, choose
- 9:37the right model.
- 9:38We can try P1
- 9:39in this case and
- 9:41just run the node.
- 9:41All right, so it's
- 9:43time to review results.
- 9:45Here we go.
- 9:46And just like that,
- 9:47we created all needed
- 9:49parts guys in one
- 9:51place.
- 9:51Look, how cool is
- 9:52that?
- 9:53Like we can see
- 9:54all the process.
- 9:55We can go back.
- 9:55We can iterate.
- 9:56Everything is connected and
- 9:58logical.
- 9:58I think it's quite
- 9:59an amazing tool.
- 10:00And if you guys
- 10:01want to try this
- 10:01amazing tool, the link
- 10:03and all the details
- 10:04is of course in
- 10:05the description.
- 10:06When that's done, it's
- 10:07time to download all
- 10:08the assets and bring
- 10:09them to Blender.
- 10:10Okay, so now it's
- 10:12time to cook in
- 10:13Blender.
- 10:13So first thing first,
- 10:14we're going to assemble
- 10:15body.
- 10:16That will be our
- 10:17base.
- 10:17So let's drop head,
- 10:19body and bracers to
- 10:21the Blender.
- 10:22So I just gonna
- 10:22drag and drop them.
- 10:24And here we are.
- 10:25Of course, it makes
- 10:25sense to name them
- 10:26properly to not be
- 10:28confused.
- 10:28And let's actually start
- 10:30positioning them.
- 10:31So if you watch
- 10:32my previous video, you
- 10:33already know that there
- 10:34are a few things
- 10:35that you always need
- 10:36to do is to
- 10:37merge vertices by distance.
- 10:39Especially if you exported
- 10:41it as GLP.
- 10:42So basically select all
- 10:43mesh, go edit modes,
- 10:45press M on the
- 10:46keyboard and choose by
- 10:47distance.
- 10:48Another thing might be
- 10:49is to fix the
- 10:50shading.
- 10:51So you can see
- 10:51it's sort of like
- 10:52flat shaded.
- 10:53We're going to go
- 10:53add modifier called normals,
- 10:55weighted normal.
- 10:57And that we're going
- 10:57to fix it.
- 10:58And we're going to
- 10:59choose copy to select.
- 11:00Basically to add the
- 11:01same modifier for all
- 11:03of the objects.
- 11:04Now we can apply
- 11:05modifier by control A.
- 11:07And let's do some
- 11:08positioning.
- 11:08So I do use
- 11:10some hotkeys, but you
- 11:11can do the same
- 11:12thing exactly with the
- 11:13transforms here.
- 11:14I of course have
- 11:15a video explaining the
- 11:17bare minimum that you
- 11:18need to know about
- 11:18controls in Blender to
- 11:19be able to do
- 11:20exact same thing in
- 11:22no time.
- 11:23Okay, when the objects
- 11:24are positioned, we might
- 11:25need to use sculpt
- 11:28modes.
- 11:29And there is like
- 11:29an amazing elastic grab
- 11:31brush, which is absolutely
- 11:33amazing.
- 11:34You just grab some
- 11:34parts and extend helps
- 11:36to align objects.
- 11:37We're going to use
- 11:38it pretty much all
- 11:39the time today.
- 11:40And you can see
- 11:41like the things getting
- 11:42better and better.
- 11:43I also spot some
- 11:44issue with roughness map.
- 11:46So I'm going to
- 11:47disable roughness map and
- 11:49set it to be
- 11:50more rough called mate.
- 11:53Okay.
- 11:53Then of course, we're
- 11:55going to go select
- 11:56all objects, press control
- 11:58A and select rotation
- 11:59and scale, or even
- 12:01all transforms.
- 12:02We will basically say
- 12:03that this current position
- 12:04is the new original
- 12:06position.
- 12:07Now we can add
- 12:08mirror modifier, choose Y
- 12:09axis and mirror object
- 12:11as a body.
- 12:12And here we go.
- 12:13We already have mirrored
- 12:14our bracer.
- 12:15So pretty much we
- 12:17are happy.
- 12:18I'm going to go
- 12:19remove some polygons that
- 12:21are intersecting on the
- 12:23head.
- 12:23I'm going to select
- 12:24them with the hotkeys
- 12:24or you can select
- 12:25them otherwise.
- 12:26Boom, removed.
- 12:28And just so we
- 12:29don't have some hidden
- 12:29stuff.
- 12:30And again, in sculpt
- 12:32modes using the same
- 12:33elastic grab, just adjust
- 12:35the shape a little
- 12:36bit.
- 12:36When that's done, let's
- 12:37join all objects by
- 12:39selecting them and pressing
- 12:40control J.
- 12:41And that will be
- 12:42our new object called
- 12:44body.
- 12:44Let's also position it
- 12:46at above the ground.
- 12:47And now first step
- 12:48here is done.
- 12:49And guys, before we
- 12:49continue, I really want
- 12:51you to ask to
- 12:51like and subscribe to
- 12:53my channel because more
- 12:54than 80% of
- 12:55viewers are watching without
- 12:57subscription.
- 12:57Please press that button.
- 12:59So more people can
- 13:00watch this amazing tutorials
- 13:01and I have more
- 13:02motivation.
- 13:03Now it's time to
- 13:04add all the assets
- 13:05to the scene and
- 13:06start aligning them.
- 13:07So this will be
- 13:09pretty much exactly the
- 13:10same process.
- 13:11So always remember a
- 13:12few things that you
- 13:13need to do.
- 13:14Usually you're going to
- 13:14need to fix shading.
- 13:16Like you can do
- 13:17that with shade out
- 13:18the smooth or weighted
- 13:19normals and stuff like
- 13:21that.
- 13:21When that fix it,
- 13:22if you import as
- 13:23GLB, don't forget to
- 13:24go and merge vertices.
- 13:26You go and edit
- 13:27mode, merge vertices, merge
- 13:29by distance, usually with
- 13:30default settings.
- 13:31And lastly, when you
- 13:32position the object correctly,
- 13:34press control A on
- 13:36the object and apply
- 13:38rotation and scale at
- 13:39least, or maybe apply
- 13:41all the rotations.
- 13:42And also, if you
- 13:42want to work with
- 13:44mirror modifier or you
- 13:45want correct export to
- 13:48any other software, you
- 13:50might need to set
- 13:51the origin to 3D
- 13:52cursor, which basically located
- 13:54in the word origin.
- 13:55And it will make
- 13:56sure that all objects
- 13:57are showed the same
- 13:58way in Unreal Engine,
- 14:00or we're going to
- 14:00use accurate for rigging.
- 14:01Make sure you follow
- 14:02all the simple steps.
- 14:03And of course, there's
- 14:04more videos on my
- 14:05channel, explaining this in
- 14:06more details.
- 14:07So as you can
- 14:08see, I'm just using
- 14:09sculpting to adjust the
- 14:11shape.
- 14:12There is a brush
- 14:12called elastic wrap, one
- 14:14of my favorite.
- 14:15You just basically drag
- 14:16it as you do
- 14:17it in real life
- 14:18and fix the alignment.
- 14:20How cool is that?
- 14:21There's also like clay
- 14:22brush that you can
- 14:23like add or remove
- 14:24a little bit volume.
- 14:26Always with most of
- 14:27the brushes, you can
- 14:28press control and while
- 14:30holding control, it will
- 14:31be inversed.
- 14:32You cannot inverse elastic
- 14:33wrap.
- 14:34It basically moves mesh
- 14:35where you move it.
- 14:36And so just like
- 14:37that, I basically adjusted
- 14:39every part that we
- 14:40created.
- 14:41Luckily for me, most
- 14:42of them was fitting
- 14:43almost perfect.
- 14:44So I didn't need
- 14:45to spend too much
- 14:46time.
- 14:47A bit troubles with
- 14:48shorts, but that all
- 14:49also manageable.
- 14:50Let's also position weapons
- 14:52in right place.
- 14:53And of course, we're
- 14:54going to need to
- 14:54position the variations of
- 14:56top and bottom outfits
- 14:59as well as back
- 15:00accessories, such as hat,
- 15:02backpack, and also later
- 15:04we're going to need
- 15:04tail of course.
- 15:05This whole step all
- 15:07together took me around
- 15:0820 minutes of real
- 15:10time.
- 15:10The next step will
- 15:11be is to optimize
- 15:13our mesh a little
- 15:14bit.
- 15:14So what I want
- 15:15to show you is
- 15:16that in game, usually
- 15:17if there is a
- 15:19parts that are covered
- 15:20and never seen, like
- 15:21let's say we do
- 15:23have shorts and long
- 15:24pants and there will
- 15:25be a part of
- 15:25legs that will never
- 15:26be shown.
- 15:27So we can actually
- 15:28remove it.
- 15:29So in my case,
- 15:30I will remove this
- 15:31parts under the pants
- 15:33and we can technically
- 15:34remove this parts under
- 15:36the scarf because it
- 15:37will always be covered.
- 15:39It's not only optimization
- 15:40issue, it's also that
- 15:42you'll have less problems
- 15:44with rigging.
- 15:45Imagine like the knee
- 15:46will never go through
- 15:47the pants because there
- 15:49is no knee physically
- 15:50there, but it will
- 15:51look the same.
- 15:52However, if you intend
- 15:53to show him without
- 15:54shorts or pants, it
- 15:56is of course making
- 15:57sense to keep it.
- 15:58So the logic here
- 15:59is simple.
- 16:00I'll just remove the
- 16:01polygons that are covered.
- 16:03So here's the results.
- 16:05You can of course
- 16:05cut it more nicely,
- 16:07but we're not going
- 16:08to spend more time
- 16:09on this.
- 16:09This is just an
- 16:10example.
- 16:11All right, now it's
- 16:12time to actually do
- 16:13a rigging.
- 16:14So many people think
- 16:15that you can rig
- 16:16one object at once,
- 16:17but you're actually not.
- 16:18You can rig as
- 16:19much as object as
- 16:20you want or the
- 16:21limit of the software.
- 16:22So in my case,
- 16:23we're gonna export all
- 16:24objects that needs to
- 16:25be rigged except rigid
- 16:27objects.
- 16:27What is the rigid
- 16:28object?
- 16:29This is a katana,
- 16:30a seat, a hat.
- 16:31Why?
- 16:31Because katana are not
- 16:32moving according to the
- 16:34leg.
- 16:34Is a rigid object
- 16:35that is usually stick
- 16:37to one point, to
- 16:38the belt, for example.
- 16:40Same as hat.
- 16:40We can keep backpack
- 16:42because backpack is not
- 16:43rigid.
- 16:44Okay, let's select all
- 16:45the parts and we're
- 16:46gonna export it as
- 16:47FBX.
- 16:48Here in export setting,
- 16:50choose selected objects only.
- 16:52And in armature, don't
- 16:53forget to uncheck add
- 16:55leave bones just in
- 16:56case for later.
- 16:57Now we're gonna go
- 16:58to AcroRig, which is
- 16:59a free software, but
- 17:00some of the advanced
- 17:01asset packs, like animation
- 17:03packs are paid here.
- 17:04So I think that's
- 17:05a fair model.
- 17:06You are not forced
- 17:07to buy them.
- 17:07You'll have a basic
- 17:09animation pack available after
- 17:11you rig the character.
- 17:12And you can map
- 17:13another animation for the
- 17:14skeleton in Unreal Engine,
- 17:15for example.
- 17:16So the process here
- 17:17is simple.
- 17:19This software will guide
- 17:20you through all the
- 17:21steps.
- 17:21Put the character in
- 17:22the right pose, set
- 17:24the points where they
- 17:25should be.
- 17:26There are more than
- 17:27in Mixamo.
- 17:28So it's like more
- 17:29accurate.
- 17:29You set the points
- 17:30for the body.
- 17:31Then you do same
- 17:32thing for the hands
- 17:33and rig it.
- 17:34When it's rigged, you
- 17:35can calibrate it.
- 17:36This is quite important
- 17:37step.
- 17:37Sometimes you need to
- 17:39adjust bones so the
- 17:41movement look natural, especially
- 17:43it is valid for
- 17:44characters that might have
- 17:46fat belly or non
- 17:47-standard proportions.
- 17:48So here you can
- 17:49choose the pose and
- 17:50adjust the bone movement
- 17:52a little bit until
- 17:53it look natural.
- 17:54So this is exactly
- 17:55what I did.
- 17:55And we have nicer
- 17:57look.
- 17:57When that's done, there
- 17:58is one cool thing
- 17:59here that will save
- 18:00us time.
- 18:01That we can actually
- 18:02export it as Unreal
- 18:03Engine skeleton.
- 18:04That's exactly what we
- 18:06want.
- 18:06Let's export it as
- 18:07FBX.
- 18:08Then continue in Blender.
- 18:09Okay, now we do
- 18:10have an armature.
- 18:12And this is the
- 18:13time to add last
- 18:14pieces like tail and
- 18:16rigid accessories.
- 18:17So behind the scene,
- 18:18I also generate a
- 18:19tail because I forgot
- 18:19to make it.
- 18:20And here's how the
- 18:21process look.
- 18:22We'll basically need to
- 18:24add this tail to
- 18:25the armature.
- 18:26And here I show
- 18:27you some advanced technique.
- 18:29I'll add bones to
- 18:30this tail and then
- 18:31attach these bones to
- 18:33a base armature.
- 18:34Those will not be
- 18:35animated but we're gonna
- 18:36animate them in Unreal
- 18:38Engine with physics.
- 18:40So we're gonna not
- 18:41focus on this part
- 18:42in this tutorial.
- 18:43This is an extra.
- 18:45You might not have
- 18:46a character with tail
- 18:47but let me know
- 18:48if you want more
- 18:49details on that.
- 18:50For now, it's gonna
- 18:50be time-lapse.
- 18:51So we save time
- 18:52for another stuff to
- 18:53not make this video
- 18:55too long.
- 18:55So the final result
- 18:56of this step is
- 18:57that tail connected and
- 18:59each tail has its
- 19:00own bones.
- 19:01They are not animated
- 19:02yet.
- 19:02They're static.
- 19:03They just connected to
- 19:04one bone of main
- 19:06skeleton.
- 19:07That's exactly what we
- 19:08need to set the
- 19:09physics.
- 19:09But one thing that
- 19:10you need to know
- 19:11is how to add
- 19:12a static objects like
- 19:14rigid one.
- 19:14So here's the simplest
- 19:16way to do that.
- 19:17First of all, make
- 19:18sure all transforms are
- 19:19applied with control A,
- 19:21rotation, scale, transform A,
- 19:23all transformation, all of
- 19:24that.
- 19:24Now with shift, I
- 19:25selected all objects and
- 19:27then I selected the
- 19:28armature.
- 19:28We're gonna press control
- 19:30P and choose with
- 19:31empty groups.
- 19:33That will basically parent
- 19:34all these objects to
- 19:35armature but with no
- 19:37weights assigned.
- 19:38That's cool because now
- 19:40we can go to
- 19:40data tab and here
- 19:42in vertex groups, we're
- 19:44gonna need to find
- 19:45pelvis.
- 19:45That's the center bone
- 19:46that's usually represent the
- 19:49base of a character.
- 19:49See that katana is
- 19:51now selected and then
- 19:52I can go to
- 19:53weight paint.
- 19:54Here, we're gonna choose
- 19:54gradient paints and we'll
- 19:56just need to make
- 19:56sure this katana will
- 19:58be now red.
- 19:59So what's happening right
- 20:00now, I selected pelvis
- 20:02bone and I assigning
- 20:04like 100% weight
- 20:05to that bone of
- 20:06the katana, which means
- 20:08that katana will 100
- 20:09% follow the pelvis
- 20:11movement.
- 20:12So you can see
- 20:12if I press on
- 20:13any other bone and
- 20:14it will be blue,
- 20:15which means zero.
- 20:16Same exact thing we're
- 20:17gonna need to do
- 20:18for sit.
- 20:19Okay, make it red.
- 20:21But for the head,
- 20:22we're gonna need to
- 20:22choose another bone.
- 20:24First of all, let's
- 20:24align it a little
- 20:25bit better.
- 20:26Make sure all transformations
- 20:27are applied and here
- 20:29we're gonna choose neck
- 20:3101 bone.
- 20:32Apply the weights with
- 20:33gradient painting and now
- 20:35if we go to
- 20:36the pose mode and
- 20:37try to move this
- 20:38neck one, you can
- 20:39see how it works,
- 20:40right?
- 20:40So like whenever neck
- 20:41is moving, on head
- 20:43is following neck exactly
- 20:44and same will happen
- 20:45with four pelvis.
- 20:46If we move the
- 20:47character moves, weapons follows.
- 20:50Now we're finally ready
- 20:51to move to Unreal
- 20:52Engine.
- 20:53What I'm gonna do
- 20:54now is I'll assign
- 20:55proper names to all
- 20:56objects to be able
- 20:57to manage them in
- 20:58Unreal Engine, of course.
- 21:00Then I'm gonna export
- 21:01them one by one
- 21:02by logical parts.
- 21:03So if you're gonna
- 21:04use selected objects, make
- 21:06sure the armature and
- 21:07the object on it
- 21:08is selected.
- 21:09So object is expert
- 21:10with armature.
- 21:11So we're gonna export
- 21:12main body, backpack, we're
- 21:14gonna export hats.
- 21:15We're gonna export top
- 21:16outfits alone, weapons and
- 21:19so forth.
- 21:20Pretty much the same
- 21:21logic.
- 21:21Technically you can also
- 21:22export them all together
- 21:24but it will be
- 21:25a little bit more
- 21:25difficult to manage in
- 21:26Unreal Engine.
- 21:27So here's the final
- 21:28list of objects we
- 21:29have.
- 21:30Main body to top
- 21:31outfits to bottom outfits
- 21:33to weapons and to
- 21:35back accessory.
- 21:36And it means it's
- 21:37finally time to open
- 21:38Unreal Engine and create
- 21:40a third person template.
- 21:42Let's do that.
- 21:43Okay, so here we're
- 21:44gonna do some Unreal
- 21:45Engine match.
- 21:46We're gonna not go
- 21:47into every detail, but
- 21:49of course, guys, if
- 21:50you want me to
- 21:51go deep into this,
- 21:52let me know in
- 21:53the comments and maybe
- 21:54consider a video how
- 21:55I do that.
- 21:56The whole thing here
- 21:57will be to import
- 21:59the body first and
- 22:00we're gonna replace default
- 22:01third character to our
- 22:02character.
- 22:03How it's done, we
- 22:04basically import main body
- 22:05first.
- 22:06Then we're gonna also
- 22:07assign some shaders and
- 22:09stuff.
- 22:09I use here the
- 22:10same toon shader that
- 22:11I used in my
- 22:12video where I created
- 22:13the whole scene.
- 22:14You're gonna definitely want
- 22:15to take a look
- 22:16on that one.
- 22:16That's a toon shader
- 22:17script that you drop
- 22:18it here and it
- 22:19allow you to create
- 22:20toon material, quite easy.
- 22:22Okay, so here we
- 22:23can preview this.
- 22:24And the first thing
- 22:25we're gonna need to
- 22:26retarget animation and skeleton.
- 22:28So we're gonna go
- 22:29find ABP many, retarget
- 22:31animations, choose our main
- 22:33body and basically try
- 22:35to retarget everything.
- 22:36Since we exported skeleton
- 22:37from acrylic, we should
- 22:39have everything all fine
- 22:41and we're gonna need
- 22:42to export all the
- 22:43animations.
- 22:44We'll just need to
- 22:44set prefix as Fox,
- 22:47I think.
- 22:47All right, and we
- 22:48do have all animations.
- 22:50So now we go
- 22:51to characters, Fox.
- 22:52We see all the
- 22:53animations export, which is
- 22:54cool.
- 22:55And we might see
- 22:55like one animations is
- 22:57broken and I figured
- 22:58out that you can
- 22:59fix it.
- 22:59If you go here,
- 23:01you can go here,
- 23:02you can go to
- 23:02compression error threshold, set
- 23:04it to zero and
- 23:05then set it to
- 23:05one again and it
- 23:06sort of fixes.
- 23:07Later we go to
- 23:08find the BP third
- 23:10person, which is this
- 23:12one.
- 23:12You can create a
- 23:13child blueprint or we
- 23:14can replace it right
- 23:15here.
- 23:16So here in skeletal
- 23:17mesh assets, we're just
- 23:18gonna select our skeletal
- 23:20assets.
- 23:20And for animation class,
- 23:22we're gonna select Fox
- 23:24ABP many, which we
- 23:25just got from retargeting.
- 23:27And here's the result
- 23:28so far already.
- 23:29So we already have
- 23:30something moving.
- 23:31That's the long story
- 23:31short.
- 23:32After that, we need
- 23:33to start adding the
- 23:34rest of the accessories.
- 23:35So we're gonna just
- 23:36import them, create them,
- 23:38make sure we have
- 23:38the right shader, then
- 23:40add all the objects
- 23:42on same blueprints, basically
- 23:44parenting them to main
- 23:46mesh.
- 23:46And to make sure
- 23:47the animation works together,
- 23:49we're gonna go to
- 23:50main mesh, the blueprints
- 23:51and find set leader
- 23:54pose, drag and drop
- 23:55this Katana here and
- 23:56set it to a
- 23:57target.
- 23:58So basically it will
- 23:59all take the animation
- 24:01from main body.
- 24:02The same way I
- 24:03will add all the
- 24:03assets and connect them
- 24:05in the blueprints, right?
- 24:06Just like that.
- 24:07And if you did
- 24:07everything right, we can
- 24:08actually preview the results
- 24:11and go play around.
- 24:12How cool is that?
- 24:13And of course the
- 24:14tail is not working.
- 24:16That's okay.
- 24:16I will add the
- 24:18physics to them.
- 24:18This is a little
- 24:19bit advanced, but it's
- 24:20easy to learn.
- 24:21We'll basically go to
- 24:21the skeleton, find those
- 24:23bones and add a
- 24:25physics to them.
- 24:25You're gonna enjoy the
- 24:26time-lapse and I'm
- 24:28gonna do a sip
- 24:28of water.
- 24:39So it took me
- 24:39a while to figure
- 24:40out and set the
- 24:42best configuration, but here
- 24:43we go.
- 24:44Here's the results.
- 24:45I think it looks
- 24:46really cool, guys.
- 24:47Guys, I think I
- 24:48deserve like for it.
- 24:50Please hit that button
- 24:51and also subscribe to
- 24:52this channel to not
- 24:53miss out the very
- 24:54cool content that I'm
- 24:55doing for you guys.
- 24:57And now how do
- 24:57we interchange the assets?
- 24:59So the logic here
- 25:00will be very simple.
- 25:02We're just gonna drop
- 25:03some assets across this
- 25:05scene and then we're
- 25:06gonna create some sort
- 25:07of podiums for them.
- 25:08My logic is simple.
- 25:10Since all the assets
- 25:11are already on the
- 25:12character, I'm gonna make
- 25:14some of them invisible.
- 25:16There is a visibility
- 25:17flag on that blueprint.
- 25:19And when we're gonna
- 25:20collision to a podium
- 25:21or cylinder that is
- 25:23near to some asset,
- 25:25one asset will be
- 25:26set invisible and other
- 25:28asset will be visible.
- 25:29So this simple logic,
- 25:31here's how I did
- 25:31that.
- 25:32On the character, there's
- 25:33a blueprint that makes
- 25:35one asset of the
- 25:36same group invisible if
- 25:38one become visible or
- 25:40change the invisibility.
- 25:41So let's say we
- 25:42have shorts.
- 25:43Maybe there is definitely
- 25:45a better way to
- 25:45do that, but this
- 25:46is the only thing
- 25:47came in my mind
- 25:48while recording this video.
- 25:49And there will also
- 25:50be a simple blueprint
- 25:51that will detect the
- 25:52collision with the character.
- 25:53And then we're gonna
- 25:54change the parts.
- 25:55So that was actually
- 25:57a lot of things
- 25:58to do.
- 25:59From the concept, we
- 26:00extracted a lot of
- 26:01parts, created models for
- 26:03them, created variations all
- 26:05in one place.
- 26:06Then we brought that
- 26:06in Blender, simply align
- 26:08objects to the body.
- 26:10Then we rigged that
- 26:10in Acro Rig.
- 26:12Well, rigid objects, we
- 26:13assigned it right in
- 26:14Blender since they need
- 26:15to be attached to
- 26:16one bone only.
- 26:17Then we set it
- 26:18in Unreal Engine, applied
- 26:19Toon Shader, retarget animations
- 26:22for our character and
- 26:23replace a default character
- 26:24with our character in
- 26:26the base blueprint.
- 26:27And now we did
- 26:27simple logic on collision
- 26:29with some objects.
- 26:30We're gonna change them.
- 26:31We're gonna show, hide
- 26:32them on the character.
- 26:34Let's review the results.
- 26:48Hope you enjoyed the
- 26:49video.
- 26:50More content coming soon.
- 26:51Like and subscribe and
- 26:52see you in the
- 26:53next one.
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