Skill up: CLO Livesync for Unreal Engine

00:48:43
https://www.youtube.com/watch?v=_iO8Ob-5GHw

Zusammenfassung

TLDRI denne workshop lærer deltagerne om CL Life Sync plugin til Unreal Engine 5, som gør det muligt at integrere Clow projekter i Unreal Engine. Workshoppen dækker de grundlæggende funktioner i Unreal Engine, herunder realtids rendering og forbedrede visualiseringer, og demonstrerer, hvordan man nemt kan synkronisere og importere 3D-modeller og animationer. Deltagerne introduceres til Metahuman som et værktøj til at skabe realistiske avatarer og lærer, hvordan man tilpasser materialer og lys i Unreal Engine for at skabe imponerende 3D-scener. Workshoppen slutter med en Q&A-session, hvor eventuelle spørgsmål om brugen af Unreal Engine eller CL Life Sync plugin besvares.

Mitbringsel

  • 🎮 Unreal Engine 5 tilbyder realtids fotorealistisk rendering.
  • 🔗 CL Life Sync plugin forenkler projektintegration mellem Clow og Unreal.
  • 👗 Fashion industrien kan drage fordel af hurtigere rendering.
  • 🖼️ Brug Quixel Bridge til adgang til 3D assets.
  • 🤖 Metahuman skaber ultra-realistiske avatars.
  • ⚙️ Materialeinstanser gør det let at tilpasse materialer i Unreal.
  • 🎞️ Animationer kan nemt importeres og anvendes på avatarer.
  • 💡 Lumen forbedrer lys og skygge i 3D scener.
  • 🔄 Plugin'en kræver ingen manuel filhåndtering.
  • ✨ Simulering af tøj kan udføres direkte i Unreal Engine.

Zeitleiste

  • 00:00:00 - 00:05:00

    Introduktion til en workshop om CL Live Sync-plugin til Unreal Engine 5, der dækker værktøjets funktioner og anvendelse i forskellige industrier, herunder mode.

  • 00:05:00 - 00:10:00

    Oplagt til brug i modeindustrien, da Unreal Engine 5 tilbyder hurtigere renderings- og animationsmuligheder sammenlignet med traditionelle motorer, især med den nye Lumen-funktion.

  • 00:10:00 - 00:15:00

    Installation af CL Live Sync-plugin fra hjemmesiden og dele af installationsprocessen er forklaret i detaljer.

  • 00:15:00 - 00:20:00

    Åbning af Unreal Engine 5 med fokus på projektindstillinger, sikkerhed for at plugins er aktiverede, og justering af specifikke grafikindstillinger for at undgå problemer som crashes og fryse.

  • 00:20:00 - 00:25:00

    Forklaring af brugen af Live Sync-indstillingen i Unreal Engine til at forbinde Clow og Unreal, herunder visse animationer og mesh-ændringer, der giver en bedre importproces.

  • 00:25:00 - 00:30:00

    Fremhævelse af at vælge imellem forskellige typer mesh ved import og fordele ved at importere køretøj eller skelet mesh for avatarer.

  • 00:30:00 - 00:35:00

    Gradvis forklaring af eksport processen gennem Live Sync, inklusive algoritmerne bag eksporten og betydningen af at vælge den rigtige type cache.

  • 00:35:00 - 00:40:00

    Gennemgang af hvordan man justerer materialer i Unreal Engine efter import, ved hjælp af instanser for at ændre materialets egenskaber, som farver og normal mapping.

  • 00:40:00 - 00:48:43

    Opsummering af hvordan man skaber komplekse miljøer med Quixel Bridge og hvordan man tilføjer forskellige 3D-assets og planter til scener, samt fordele ved at bruge Metahuman til avatarer.

Mehr anzeigen

Mind Map

Video-Fragen und Antworten

  • Hvad er Unreal Engine?

    Unreal Engine er en grafisk motor udviklet af Epic Games, brugt til videospil og 3D visualisering.

  • Hvordan får jeg CL Life Sync plugin?

    Plugin'en kan downloades fra CL's hjemmeside under Connect og kræver ikke yderligere installation i Clow 7.3.

  • Hvilke funktioner har Unreal Engine 5?

    Den nyeste version indeholder forbedringer som realtids global illumination og ray tracing.

  • Kan jeg bruge Unreal Engine til andre industrier?

    Ja, det bruges i både bilindustrien, virtuel produktion for film, samt i AR/VR og mobile applikationer.

  • Hvad gør CL Life Sync plugin?

    Det muliggør nem synkronisering af projekter mellem Clow og Unreal Engine uden manuel eksport og tilpasninger.

  • Hvad er Metahuman?

    Metahuman er en avatar skaber fra Epic Games, der giver brugeren mulighed for at skabe realistiske humanoide figurer.

  • Hvilke systemkrav er der for Unreal Engine 5?

    Du skal bruge version 5.3 eller nyere for at kunne installere og anvende plugin'en.

  • Hvordan håndterer jeg materialer i Unreal Engine?

    Materialeinstanser i Unreal Engine gør det nemt at justere egenskaber som farve og normal map intensitet.

  • Hvordan kan jeg importere animationer til Metahuman?

    Animationer kan eksporteres fra Unreal Engine og anvendes på Metahuman figurer.

  • Hvilken type filer kan jeg eksportere fra Clow til Unreal Engine?

    Du kan eksportere statiske meshes eller geometriske caches fra Clow til Unreal Engine.

Weitere Video-Zusammenfassungen anzeigen

Erhalten Sie sofortigen Zugang zu kostenlosen YouTube-Videozusammenfassungen, die von AI unterstützt werden!
Untertitel
en
Automatisches Blättern:
  • 00:00:01
    hello and welcome to our new skillup
  • 00:00:03
    workshop for the CL life sync plugin for
  • 00:00:06
    Unreal Engine 5 in this Workshop you
  • 00:00:09
    will get a quick introduction of Unreal
  • 00:00:12
    Engine about its features and
  • 00:00:14
    functionalities as well as we going to
  • 00:00:17
    Showcase a workflow for our
  • 00:00:20
    plin what actually is Andre Lon for
  • 00:00:23
    everyone who never heard about it anion
  • 00:00:26
    was developed by epic games in 1998 as a
  • 00:00:30
    video games Graphics engine later epic
  • 00:00:33
    games decided to Market their realtime
  • 00:00:36
    graphic engines so other developers can
  • 00:00:39
    use it as
  • 00:00:40
    well in April
  • 00:00:43
    2022 the latest version of iral engine 5
  • 00:00:46
    was developed with big improvements for
  • 00:00:48
    3D
  • 00:00:50
    visualization this is why the software
  • 00:00:51
    is now also used in other Industries
  • 00:00:54
    like the automotive sector virtual
  • 00:00:57
    production for movie industry product
  • 00:01:01
    visualization or augmented reality and
  • 00:01:03
    virtual reality as well as for mobile
  • 00:01:07
    applications but what's the benefit for
  • 00:01:09
    the fashion indistry to use this
  • 00:01:12
    software where conventional render
  • 00:01:14
    engines require a long time to generate
  • 00:01:17
    these photo realistic images Andre
  • 00:01:19
    engion 5 comes to
  • 00:01:20
    shine with the latest development called
  • 00:01:23
    Lumen you it's possible to create
  • 00:01:26
    stunning photo realistic images in uh
  • 00:01:30
    real time Global elimination raid racing
  • 00:01:33
    included as you can imagine it will be
  • 00:01:35
    way faster to create animations of
  • 00:01:38
    multiple colorways with the same level
  • 00:01:40
    of detail which you have in
  • 00:01:43
    Clow on top Android engine can be used
  • 00:01:45
    to create any kind of environment for
  • 00:01:48
    your garments epic games has a huge
  • 00:01:51
    Content Library called quixel bridge
  • 00:01:53
    where you can find different 3D assets
  • 00:01:56
    or materials ready to use it also comes
  • 00:02:00
    with a direct integration for metahuman
  • 00:02:03
    avatars which looks super
  • 00:02:07
    realistic and this is the reason why we
  • 00:02:10
    came up with the Clow life sync plugin
  • 00:02:12
    for Unreal Engine you can Bridge the
  • 00:02:15
    project between Clow and Unreal Engine
  • 00:02:18
    just with a few clicks it's super easy
  • 00:02:20
    to use and guarantee you that your
  • 00:02:23
    garments look the exact
  • 00:02:25
    same it's always subdivided between you
  • 00:02:28
    can send the garments the Avatar and all
  • 00:02:32
    kind of Animation without going the
  • 00:02:35
    manual way from of exporting obj fbx or
  • 00:02:39
    almic files and readjusting the material
  • 00:02:43
    Properties or fixing the orientation or
  • 00:02:47
    scale where can you get it and how do
  • 00:02:50
    you install it the latest plugin can be
  • 00:02:56
    found uh on our CL website on connect
  • 00:03:01
    just go there and download the plug-in
  • 00:03:03
    and extract the
  • 00:03:06
    folder the integration on clide is
  • 00:03:10
    already part of it with close
  • 00:03:13
    7.3 there's no further installation
  • 00:03:15
    needed for
  • 00:03:18
    Clow once you've downloaded the
  • 00:03:22
    file you have to extract
  • 00:03:28
    it I did this already
  • 00:03:30
    so here I got my extracted
  • 00:03:32
    folder and you copy the folder inside
  • 00:03:36
    like here you can see all the content
  • 00:03:39
    you copy this folder with copy paste
  • 00:03:45
    inside program
  • 00:03:49
    files epic
  • 00:03:51
    games Android engine the latest version
  • 00:03:54
    it has to be at least 5.3 or
  • 00:03:58
    newer
  • 00:04:02
    engine
  • 00:04:06
    plugins market place and here you can
  • 00:04:09
    see I've already copied this one inside
  • 00:04:12
    please do the
  • 00:04:14
    same another thing is we need the
  • 00:04:17
    substance plugin as well to make our
  • 00:04:19
    shaders work
  • 00:04:21
    properly in this case you have to start
  • 00:04:25
    the epic games
  • 00:04:26
    launcher go to Marketplace
  • 00:04:37
    search for
  • 00:04:41
    substance here it is substance 3D for
  • 00:04:44
    Unreal
  • 00:04:47
    Engine and download and install to your
  • 00:04:50
    current engine I've already done this so
  • 00:04:54
    this is why I get this
  • 00:04:58
    message after this is done you can now
  • 00:05:01
    start the andreal
  • 00:05:25
    engine you can see plenty of presets
  • 00:05:28
    some of them are for video games other
  • 00:05:30
    ones more for the movie and video
  • 00:05:33
    industry architecture and automotive and
  • 00:05:37
    product design so if you want to start
  • 00:05:39
    from scratch I recommend you to go with
  • 00:05:42
    the automotive product design and then
  • 00:05:45
    here's the plank one it has a camera
  • 00:05:47
    already and some basic
  • 00:05:49
    light in our case I already have one
  • 00:05:54
    project file prepared called scaleup
  • 00:05:57
    which I'm going to open instead
  • 00:06:28
    for
  • 00:06:33
    when your project file is opened then
  • 00:06:36
    you have to do a few changes so first of
  • 00:06:40
    all at the top right corner you can find
  • 00:06:43
    the settings if you click on it we want
  • 00:06:46
    to make sure that the cl Live Sync
  • 00:06:49
    plugin is properly installed and also
  • 00:06:51
    activated same goes for the substance
  • 00:06:54
    plugin so click on settings then
  • 00:06:57
    plugins search for
  • 00:07:03
    CL and make sure that you have a check
  • 00:07:06
    here next to Clow life sync if this is
  • 00:07:10
    not the case it will always ask you to
  • 00:07:12
    restart don't do it now because we have
  • 00:07:15
    a few more changes to
  • 00:07:17
    do next look for
  • 00:07:20
    substance substance for u5 already
  • 00:07:23
    installed and activated this is
  • 00:07:26
    fine and we can close the window
  • 00:07:30
    also we need to do a few changes for our
  • 00:07:33
    actual projects unrelated to the plugin
  • 00:07:36
    click on settings at the top right
  • 00:07:38
    corner once again and open the project
  • 00:07:42
    settings there's plenty of different
  • 00:07:45
    project settings which you can adjust so
  • 00:07:48
    this is why we simply look for
  • 00:07:53
    rhi and here we can see we are currently
  • 00:07:56
    running with direct
  • 00:07:58
    X11 by default this should be direct X12
  • 00:08:02
    so please make sure to downgrade to
  • 00:08:05
    direct X11 just to make sure you are not
  • 00:08:08
    facing any crashes or
  • 00:08:12
    freezes also look for Trend
  • 00:08:17
    lency and there should be one checkbox
  • 00:08:21
    which says enable support for order
  • 00:08:24
    independent transparency on translucent
  • 00:08:27
    surfaces you want to make sure that this
  • 00:08:29
    one is activated as
  • 00:08:31
    well so you can see any kind of
  • 00:08:34
    transparency of your Fabrics properly
  • 00:08:37
    again it says here at the top bottom
  • 00:08:40
    corner that any changes requires a
  • 00:08:43
    restart so now it's time to click on
  • 00:08:46
    restart now and wait for a bit until the
  • 00:08:50
    project file opens up
  • 00:08:58
    again
  • 00:09:22
    now the plugin is ready to use you can
  • 00:09:24
    find it at
  • 00:09:27
    window and at the very bottom glow life
  • 00:09:30
    sync
  • 00:09:35
    editor it has a 3D
  • 00:09:38
    viport and two columns on the left and
  • 00:09:42
    right if you want you can undock this
  • 00:09:46
    window by click and holding the left
  • 00:09:48
    Mouse
  • 00:09:49
    button and dock it next to
  • 00:09:53
    your map so here I have a environment
  • 00:09:57
    level and you can always undock it you
  • 00:10:00
    can also exchange the position so you
  • 00:10:03
    have it more on the left and here's the
  • 00:10:05
    map and you can always easily switch
  • 00:10:07
    through instead of having a second
  • 00:10:10
    window now it's important that CL is
  • 00:10:14
    running in the
  • 00:10:16
    background I do have already a project
  • 00:10:18
    file
  • 00:10:21
    open here this futuristic sci-fi outfit
  • 00:10:26
    which I want to bring into Unreal Engine
  • 00:11:29
    from pattern
  • 00:11:30
    tool or simply press contrl h
  • 00:11:35
    a scroll down in your property
  • 00:11:38
    editor under
  • 00:11:41
    miscellaneous and there you can find the
  • 00:11:43
    mesh type by default this one is set to
  • 00:11:46
    Triangle but you can convert the
  • 00:11:49
    polygons into quats as well this will
  • 00:11:52
    reduce the phase count and vertex count
  • 00:11:54
    a lot without keeping all the details of
  • 00:11:58
    your wrinkles and
  • 00:12:05
    folds now since this is done you can
  • 00:12:09
    theoretically save this project file and
  • 00:12:13
    then go back to UNR
  • 00:12:16
    lenion all you need to do now is Click
  • 00:12:19
    onto the live sync button here on the
  • 00:12:21
    top left
  • 00:12:23
    corner it will give you a warning make
  • 00:12:26
    sure that the simulation is turned off
  • 00:12:28
    so please double check if you
  • 00:12:31
    accidentally
  • 00:12:32
    simulated make sure that you're in the
  • 00:12:34
    simulation mode neither in the UV editor
  • 00:12:37
    mode or in the animation mode and also
  • 00:12:40
    make sure that you're not accidentally
  • 00:12:42
    recording some kind of Animation in the
  • 00:12:45
    background so no misunderstanding
  • 00:12:48
    animations are perfectly fine to import
  • 00:12:51
    but don't record any animation meanwhile
  • 00:12:54
    because otherwise it won't work confirm
  • 00:12:57
    with okay
  • 00:13:59
    and press the F key this one will Center
  • 00:14:02
    it out and zoom in if you now press alt
  • 00:14:06
    on your keyboard plus the left Mouse
  • 00:14:08
    button you can rotate
  • 00:14:10
    around if you press and hold alt plus
  • 00:14:13
    the right Mouse button you can zoom in
  • 00:14:16
    and if you press and hold the middle
  • 00:14:18
    Mouse button including alt you can move
  • 00:14:22
    up and down so this is basically a very
  • 00:14:26
    good way to navigate around
  • 00:14:30
    you can see all the details have been
  • 00:14:32
    and materials and fabrics have been
  • 00:14:34
    already loaded I can also see I get some
  • 00:14:37
    nice transparency there's some kind of
  • 00:14:40
    mesh fabric I can see what's
  • 00:14:43
    below and now there's a few steps how we
  • 00:14:47
    can
  • 00:14:51
    proceed now there's a few options on how
  • 00:14:54
    we can further proceed at this step the
  • 00:14:57
    Fess split between garment and Avatar
  • 00:15:00
    you always have to choose which one you
  • 00:15:03
    want to
  • 00:15:04
    import for garment you can click onto
  • 00:15:08
    the safe selected objects icon and
  • 00:15:11
    choose either static mesh if you only
  • 00:15:14
    want the
  • 00:15:16
    geometry or geometry cache geometry
  • 00:15:20
    cache will include the animation as
  • 00:15:24
    well for Avatar you can also save static
  • 00:15:28
    mesh and the skeletal mesh which will
  • 00:15:31
    include the rig so if you have any
  • 00:15:33
    further animation sequences these ones
  • 00:15:36
    can be easily applied to your skeletal
  • 00:15:39
    mesh of your
  • 00:15:40
    avatar let's proceed with the Garment
  • 00:15:43
    and choose geometry cache because
  • 00:15:46
    there's some nice animation
  • 00:15:53
    also it's preparing the mesh now so
  • 00:15:57
    instead of exporting an a file waiting
  • 00:16:00
    until the alambic is exported everything
  • 00:16:02
    is has will be done in the
  • 00:16:11
    background give it some time it's quite
  • 00:16:14
    a long
  • 00:16:26
    animation once the mesh has been
  • 00:16:28
    generated
  • 00:16:29
    a new window will pop up where you can
  • 00:16:32
    Define uh where you want to save this
  • 00:16:36
    geometry
  • 00:16:37
    cache let's choose the my content folder
  • 00:16:40
    you can click on the triangle to open it
  • 00:16:42
    up and there's another subfolder called
  • 00:16:45
    Clow garments below you can give it a
  • 00:16:48
    different name I'm going to stay with
  • 00:16:49
    geometry cache and I click on
  • 00:16:53
    Save now it's actually saving the
  • 00:16:58
    file
  • 00:17:27
    e
  • 00:17:39
    all right it's finished now let's bring
  • 00:17:41
    this garment into our
  • 00:17:44
    scene I click at the top tab where it
  • 00:17:47
    says
  • 00:17:48
    environment and I'm going to open up the
  • 00:17:51
    content drawer the content drawer can be
  • 00:17:53
    found at the bottom left corner you can
  • 00:17:56
    also press control and the space bar
  • 00:18:01
    we have to navigate inside the same
  • 00:18:03
    folder where we saved our geometry cache
  • 00:18:06
    it was in my
  • 00:18:08
    content Clow garments and here you go
  • 00:18:12
    here you can find the geometry
  • 00:18:16
    cache I'm going to quickly press and
  • 00:18:18
    hold the right Mouse button to adjust my
  • 00:18:21
    viewp a bit open up the content drawer
  • 00:18:24
    again and drag and drop my file in into
  • 00:18:29
    the
  • 00:18:30
    scene and that's
  • 00:18:32
    it exporting the files from CL and
  • 00:18:36
    importing them in and engine manually
  • 00:18:38
    would take much more time especially
  • 00:18:41
    when it comes to adjusting the materials
  • 00:18:43
    and texture for Andre Engine 5 but by
  • 00:18:46
    using the plugin you already get
  • 00:18:48
    everything the textures and rotation and
  • 00:18:52
    the scale correctly set
  • 00:18:55
    up every geometry Cache can
  • 00:18:59
    with material
  • 00:19:01
    instances if you go inside the geometri
  • 00:19:04
    cach folder here you can find plenty of
  • 00:19:07
    material instances each one for each
  • 00:19:11
    fabric with material instances it's way
  • 00:19:14
    easier to adjust the material properties
  • 00:19:17
    like the normal map intensity the color
  • 00:19:20
    and so on usually this would be a super
  • 00:19:23
    complex notary which is not very easy if
  • 00:19:27
    you're new to Android Engine 5
  • 00:19:30
    but with material instances it's just a
  • 00:19:32
    matter of a few clicks so let's take a
  • 00:19:35
    look I'm going to zoom in by the way you
  • 00:19:38
    can also navigate by press and holding
  • 00:19:41
    the right Mouse button and use W S A and
  • 00:19:46
    D or and Q and E like in a video game
  • 00:19:50
    and then you can see I'm kind of missing
  • 00:19:53
    the intensity of my my um leather
  • 00:19:57
    texture here
  • 00:19:59
    the normal map
  • 00:20:01
    intensity this is where I'm going to go
  • 00:20:03
    to my content drawer open up this
  • 00:20:06
    leather material
  • 00:20:10
    here and I'm going to undock
  • 00:20:13
    it so I can see directly here in
  • 00:20:17
    3D scroll down until you see the normal
  • 00:20:20
    map here you can see it
  • 00:20:22
    already and look for the normal map
  • 00:20:25
    intensity it's super low so increase it
  • 00:20:29
    until it looks more
  • 00:20:32
    realistic and here we go we have a
  • 00:20:35
    better normal
  • 00:20:36
    map I'm going to close this window and
  • 00:20:40
    I'm going to do the same maybe here for
  • 00:20:42
    the second met um metallic
  • 00:20:46
    material I'm going to undock
  • 00:20:49
    it scroll
  • 00:20:52
    down and increase here the normal map
  • 00:20:57
    intensity Maybe to
  • 00:21:01
    10 and now I can see the structure
  • 00:21:04
    showing up
  • 00:21:09
    properly changing colors is also
  • 00:21:11
    possible I'm going to open up the
  • 00:21:13
    material instance for my
  • 00:21:17
    tarp and dock
  • 00:21:21
    it look for the base color it's here
  • 00:21:25
    click inside the color field and then
  • 00:21:28
    you can easily change the
  • 00:21:31
    color and give it a different tint so
  • 00:21:35
    maybe let's make
  • 00:21:36
    something dark
  • 00:21:44
    red something like
  • 00:21:46
    this confirm with
  • 00:21:48
    okay and we have a new colorway
  • 00:21:56
    created just like in glow it's possible
  • 00:21:59
    to set up a studio light system I can
  • 00:22:02
    see I do have some lights already placed
  • 00:22:05
    here let a spherical light there's a
  • 00:22:09
    rectangle
  • 00:22:10
    light and let me zoom out a bit
  • 00:22:13
    more there's another rectangle
  • 00:22:16
    light and a
  • 00:22:19
    spotlight or you can also make a more
  • 00:22:21
    natural light like in a natural
  • 00:22:24
    environment if you want to hide these
  • 00:22:27
    icons you can press G on your keyboard
  • 00:22:30
    then the icons will be gone and you can
  • 00:22:33
    take a look without any
  • 00:22:38
    graphics it's also possible to create a
  • 00:22:42
    complete environment with the help of
  • 00:22:45
    quixel
  • 00:22:47
    prdge open up your content draw
  • 00:22:50
    again and click on
  • 00:22:55
    ADD and say add quixel Bridge quixel
  • 00:23:07
    content when you open up quixel Bridge
  • 00:23:10
    the first time you might have to log in
  • 00:23:13
    with your epic games login credential
  • 00:23:15
    once
  • 00:23:16
    again but once you Lo in you can search
  • 00:23:20
    over 14,000 different assets which are
  • 00:23:24
    categorized in 3D assets 3D plants
  • 00:23:28
    surfaces decals and
  • 00:23:31
    Imperfections so for example if you
  • 00:23:34
    search for
  • 00:23:36
    rock you can find a mixture of rock
  • 00:23:39
    materials and rock
  • 00:23:42
    3D objects but if you go to the category
  • 00:23:46
    surfaces and search for rock
  • 00:23:49
    again you only get to see the rock
  • 00:23:54
    materials if you decide to download one
  • 00:23:57
    of those
  • 00:23:59
    selected there you can Define the
  • 00:24:03
    quality click on
  • 00:24:05
    download and once it's downloaded you
  • 00:24:08
    can click on ADD and add it to your
  • 00:24:10
    content
  • 00:24:12
    drawer I don't have to do this because I
  • 00:24:15
    already have my content inside my
  • 00:24:18
    content drawer downloaded and
  • 00:24:21
    imported whenever you download a new
  • 00:24:23
    content this Mega scans folder will be
  • 00:24:26
    created under 3D
  • 00:24:29
    assets you can find this Forest Rock in
  • 00:24:32
    my case double click and there you can
  • 00:24:35
    find all the necessary assets so we have
  • 00:24:38
    a material instance again the static
  • 00:24:41
    mesh itself and the
  • 00:24:43
    textures if you can't see the icons all
  • 00:24:46
    you need to do is you need to select all
  • 00:24:48
    five of those and drag and drop by
  • 00:24:52
    holding the left Mouse click a tiny bit
  • 00:24:56
    and then you can see the thumbnails
  • 00:24:59
    properly you want to grab the uh static
  • 00:25:03
    mesh and drag and drop it into your
  • 00:25:05
    current
  • 00:25:06
    scene and here we
  • 00:25:08
    go we have a
  • 00:25:11
    rock you can do this multiple
  • 00:25:15
    times somehow like
  • 00:25:18
    this or you can also press and hold the
  • 00:25:21
    ALT key and use the arrow of your
  • 00:25:25
    Gizmo to create a duplicate
  • 00:25:30
    if you press space you can easily switch
  • 00:25:33
    between different types of Gizmo like
  • 00:25:36
    rotation
  • 00:25:39
    scale and positioning I'm going to make
  • 00:25:42
    another
  • 00:25:43
    duplicate and if you do a right Mouse
  • 00:25:46
    click onto these 3D static mesh you can
  • 00:25:50
    also access the transform
  • 00:25:52
    functionalities in the rightclick menu
  • 00:25:55
    and for example mirror it on the x-axis
  • 00:25:59
    maybe something like this maybe a bit
  • 00:26:01
    more to the front to the
  • 00:26:05
    bottom somehow like
  • 00:26:08
    this so This Could Be My Rock
  • 00:26:10
    environment I do like it and maybe I now
  • 00:26:15
    want to add a few more
  • 00:26:19
    things at the top bar you can change
  • 00:26:23
    from selection mode also to foliage mode
  • 00:26:26
    with foliage it's super easy to create
  • 00:26:29
    different kind of trees plants with
  • 00:26:33
    downloaded assets from your quixel
  • 00:26:35
    bridge for
  • 00:26:37
    example I do have in my mega scans
  • 00:26:40
    folder already a subfolder called 3D
  • 00:26:44
    plans here we
  • 00:26:46
    go these static mesh assets will be
  • 00:26:50
    recognized already as
  • 00:26:53
    foliage all I need to do is I need to
  • 00:26:56
    select the ones which I want to play
  • 00:26:59
    maybe those
  • 00:27:00
    three you can also Mark them by press
  • 00:27:05
    and holding shift and do some changes
  • 00:27:08
    for example you can have a variation in
  • 00:27:11
    the scale
  • 00:27:12
    here and then I need to brush them over
  • 00:27:17
    the
  • 00:27:18
    surface maybe the scale of your sphere
  • 00:27:21
    is quite big and looks like this make
  • 00:27:23
    sure the brush size of your sphere is
  • 00:27:26
    set to a lower value like one
  • 00:27:29
    100 and then you simply
  • 00:27:33
    brush along the
  • 00:27:37
    area where you want to
  • 00:27:39
    place some plants maybe the last one I
  • 00:27:42
    don't like maybe one more here here we
  • 00:27:48
    go afterwards I go back from foliage
  • 00:27:51
    mode into my selection
  • 00:27:57
    mode
  • 00:28:03
    that's it the camera animation is now up
  • 00:28:06
    to you give it a try create something
  • 00:28:09
    amazing uh there's quite a few tutorials
  • 00:28:12
    out there where you can learn everything
  • 00:28:14
    about camera animation and its
  • 00:28:17
    properties and also about the sequencer
  • 00:28:19
    which you need to create a camera
  • 00:28:27
    animation at the top bar you can also
  • 00:28:30
    find the play button if you click this
  • 00:28:33
    button you're actually running your
  • 00:28:36
    level now and you can also see your
  • 00:28:39
    garment in
  • 00:28:40
    motion isn't this
  • 00:28:54
    amazing let's talk about metum met human
  • 00:28:58
    is epic games new Avatar
  • 00:29:01
    Creator simply go
  • 00:29:03
    to meta human. unrealengine.com
  • 00:29:08
    and choose your Unreal Engine version so
  • 00:29:13
    5.3 it's completely browser based and
  • 00:29:16
    easy to use you can work with pre-made
  • 00:29:19
    metahuman avatars and customize
  • 00:29:22
    them so I'm going to click on start
  • 00:29:25
    meter human
  • 00:29:27
    Creator and and once everything is
  • 00:29:31
    loaded I'm ready
  • 00:29:33
    to create my own unique meta human
  • 00:29:57
    Avatar
  • 00:30:09
    click on
  • 00:30:13
    Create and choose one of the presets
  • 00:30:15
    which you want to start
  • 00:30:23
    with and at the bottom you can create
  • 00:30:27
    the character
  • 00:30:30
    you can change anything regarding the
  • 00:30:34
    facial
  • 00:30:35
    look you can choose
  • 00:30:39
    between um 18 different body shapes from
  • 00:30:44
    small average and
  • 00:30:48
    Tall the important thing
  • 00:30:52
    is that you don't apply any clothing
  • 00:30:56
    because you want to later
  • 00:30:58
    apply the Garment in
  • 00:31:06
    Clow once you're happy all the changes
  • 00:31:09
    will be automatically saved
  • 00:31:12
    and linked to your quixel
  • 00:31:16
    Bridge it can be downloaded the same way
  • 00:31:19
    as we just did for the 3D assets at the
  • 00:31:22
    quixel bridge the rocks for
  • 00:31:26
    example going back to Unreal
  • 00:31:29
    Engine I have another map another level
  • 00:31:34
    prepared I open my content
  • 00:31:38
    draw go to
  • 00:31:40
    maps and open up the
  • 00:31:43
    studio it will ask me if I want to save
  • 00:31:46
    the current changes in this level
  • 00:31:49
    including this um garment I say save
  • 00:31:56
    selected and then
  • 00:31:58
    the studio level will be
  • 00:32:11
    loaded just for you as a repetition so
  • 00:32:14
    if you want to add this meta human I
  • 00:32:16
    have my meta human already here
  • 00:32:19
    imported but you might need to do it on
  • 00:32:22
    your own click on ADD open the quixel
  • 00:32:26
    content the quixel bridge
  • 00:32:29
    again and here you can find the
  • 00:32:38
    metahumans under my
  • 00:32:41
    metahumans this is where you should see
  • 00:32:44
    your current newly created
  • 00:32:56
    metahumans I'm going back to my studio I
  • 00:32:59
    closed the
  • 00:33:00
    bridge and you can Dr and drop the meter
  • 00:33:03
    human into your scene file make sure
  • 00:33:06
    that the location of the meter human is
  • 00:33:08
    set to 0 0 so you select it and null it
  • 00:33:16
    out and then create a new level sequence
  • 00:33:21
    there's multiple ways how to import the
  • 00:33:23
    meter human now into Clow the easiest
  • 00:33:26
    I'm going to show you
  • 00:33:28
    here we can see this icon you can create
  • 00:33:31
    a new level
  • 00:33:33
    sequence I have a subfolder already
  • 00:33:35
    created I recommend you to keep your
  • 00:33:38
    folder structure nice and
  • 00:33:41
    tidy and I call this
  • 00:33:44
    one meter
  • 00:33:47
    human level sequence and I click on
  • 00:33:53
    Save I select the Met human it will be
  • 00:33:56
    also automatic selected in my outliner
  • 00:33:59
    and I drag and drop it from the outliner
  • 00:34:03
    into my
  • 00:34:12
    sequencer here you can see the full
  • 00:34:16
    Ricks and
  • 00:34:18
    handle there's the body
  • 00:34:20
    below and here's the control
  • 00:34:23
    rig you can set a key frame at zero
  • 00:34:30
    move forward maybe 30 frames as a
  • 00:34:33
    transition and then animate the a pose
  • 00:34:37
    into a more relaxed pose so for example
  • 00:34:41
    I'm going to zoom in I click on this
  • 00:34:44
    handle and I'm going to rotate this arm
  • 00:34:48
    and that arm down by 20
  • 00:34:52
    de this one as well by
  • 00:34:56
    10
  • 00:34:58
    and
  • 00:35:00
    maybe a few degrees back 20 degrees to
  • 00:35:05
    the
  • 00:35:06
    back something like this you can do the
  • 00:35:10
    same for the feed as well but I think
  • 00:35:12
    this one looks quite
  • 00:35:14
    good and then you have to scroll to the
  • 00:35:18
    top
  • 00:35:19
    again to see the control
  • 00:35:21
    rig and create once again next to the
  • 00:35:26
    control rig another key frame at frame
  • 00:35:29
    30 if you scrub back and forth you can
  • 00:35:32
    see you now have a key frame animation
  • 00:35:35
    going from the a pose into the relaxed
  • 00:35:40
    pose so it's up to you which pose you're
  • 00:35:42
    going to
  • 00:35:44
    create afterwards right click onto the
  • 00:35:50
    body and say create linked animation
  • 00:35:54
    sequence we always do need an animation
  • 00:35:57
    sequence
  • 00:35:58
    in order to export the uh metahuman
  • 00:36:02
    Avatar Into
  • 00:36:05
    CL you can leave the folder path where
  • 00:36:09
    it is confirm with
  • 00:36:12
    okay you can leave the settings to its
  • 00:36:16
    default and you say export to animation
  • 00:36:21
    sequence after this is done at the
  • 00:36:24
    bottom right corner you can see the
  • 00:36:27
    animation quence has been created click
  • 00:36:29
    on
  • 00:36:32
    open and then you have the animation and
  • 00:36:37
    a new window and also you notice we have
  • 00:36:41
    the live sync button once
  • 00:36:43
    again before we're going to export this
  • 00:36:46
    one I'm quickly going to create a new
  • 00:36:49
    project so I'm click on file new project
  • 00:36:53
    I want something empty
  • 00:36:56
    now
  • 00:36:58
    then I go back to
  • 00:37:00
    Unreal click onto the live sync button
  • 00:37:04
    say skeletal
  • 00:37:07
    mesh leave the settings as they are and
  • 00:37:11
    then select
  • 00:37:14
    export you can see our Avatar has been
  • 00:37:17
    properly imported into glow it doesn't
  • 00:37:20
    come with any textures it's completely
  • 00:37:22
    white because we only need it for the
  • 00:37:25
    traping purpose we later going want to
  • 00:37:27
    render it again in
  • 00:37:30
    unreal let's quickly apply some
  • 00:37:34
    garment I simply going to choose this
  • 00:37:37
    basic female
  • 00:37:44
    t-shirt adjust its
  • 00:37:49
    position
  • 00:37:53
    simulate change the mesh uh mesh type to
  • 00:37:57
    quats
  • 00:38:09
    maybe reduce the particle
  • 00:38:21
    distance and apply a new
  • 00:38:25
    fabric to this one
  • 00:38:28
    let's go with cotton
  • 00:38:30
    canvas and maybe change the
  • 00:38:34
    color to something more
  • 00:38:38
    interesting like
  • 00:38:42
    green and
  • 00:38:55
    simulate if you go to the the animation
  • 00:39:01
    modee you can see the animation is also
  • 00:39:05
    included to your avatar so if you want
  • 00:39:09
    you can record the animation now so it
  • 00:39:11
    comes with the animation in our case we
  • 00:39:14
    already have done a geometry cache like
  • 00:39:16
    we already imported animation let's go
  • 00:39:19
    for a static mesh this
  • 00:39:22
    time so go back into the simulation mode
  • 00:39:26
    make sure the SIM simulation is turned
  • 00:39:29
    off back to
  • 00:39:32
    Unreal go to the life sync editor I have
  • 00:39:35
    this TP already open if it's closed then
  • 00:39:39
    simply go to your
  • 00:39:42
    level here that's the Live Sync
  • 00:39:45
    editor and click on
  • 00:39:53
    update that's it the Garment and the
  • 00:39:57
    avatar has been
  • 00:40:00
    loaded I'm going to click onto the
  • 00:40:04
    Garment save it as a static
  • 00:40:07
    mesh choose my content CL gments the
  • 00:40:12
    name static mesh is fine and confirm
  • 00:40:15
    with
  • 00:40:23
    okay
  • 00:40:24
    afterwards I'm going to leave the
  • 00:40:26
    sequencer you can close it
  • 00:40:31
    here open the content
  • 00:40:34
    drawer go to my content clog garment
  • 00:40:37
    static
  • 00:40:42
    mesh it's actually here under glow
  • 00:40:45
    garments there's the static mesh drag
  • 00:40:48
    and drop it into your
  • 00:40:50
    scene to match the position you simply
  • 00:40:53
    have to apply the same location
  • 00:40:55
    coordinates which were 0 0 0 and now
  • 00:41:01
    she's wearing the
  • 00:41:09
    Garment since we still have some time
  • 00:41:12
    let's do something more complicated and
  • 00:41:14
    apply an idle animation onto our
  • 00:41:18
    metahuman open the content
  • 00:41:20
    drawer and go to your meter humans
  • 00:41:24
    folder inside there I can find my
  • 00:41:27
    current meta
  • 00:41:30
    human I do a rightmost click inside the
  • 00:41:33
    content draer under
  • 00:41:36
    animation I go to the bottom where it
  • 00:41:39
    says
  • 00:41:40
    retargeting and I create a ik
  • 00:41:45
    retargeter I can call it I
  • 00:41:49
    retargeter
  • 00:41:51
    MH don't use any
  • 00:41:54
    space and open this one
  • 00:42:00
    at the right side this is where the
  • 00:42:02
    interesting thing is happening you
  • 00:42:04
    always need a source for an animation so
  • 00:42:08
    the source for
  • 00:42:10
    animation could be any kind of other
  • 00:42:14
    animated avatar from Unreal
  • 00:42:18
    Engine by default Unreal Engine comes
  • 00:42:21
    with these mannequin avatars if you
  • 00:42:24
    don't have those avatars inside
  • 00:42:27
    your content drawer yet you can simply
  • 00:42:30
    open the content drawer say
  • 00:42:34
    add and
  • 00:42:36
    then add feature and content pack and
  • 00:42:41
    use the third person content pack then
  • 00:42:44
    you get this Avatar including its
  • 00:42:46
    animation imported so you can also use
  • 00:42:50
    meter human to run around like
  • 00:42:53
    this this one is already done so I can
  • 00:42:56
    click here
  • 00:42:59
    use the ik
  • 00:43:02
    mannequin oops it's quite
  • 00:43:05
    big that's the male one so maybe I can
  • 00:43:10
    search for
  • 00:43:15
    Quinn Quinn is the female one so this is
  • 00:43:20
    my source Rick and the source
  • 00:43:23
    Smash and then I want to apply it to my
  • 00:43:26
    meter human so I choose the meter human
  • 00:43:29
    ik meter
  • 00:43:31
    human and here we go this is what I want
  • 00:43:36
    I can offset
  • 00:43:38
    it not on the top maybe here to the side
  • 00:43:44
    so I can see them next to each
  • 00:43:49
    other and then I can choose between all
  • 00:43:53
    these different animations in my asset
  • 00:43:55
    browser which are already applied to
  • 00:43:58
    this Quinn character so we have this
  • 00:44:01
    idle animation here quite in the
  • 00:44:06
    center double click and now you can see
  • 00:44:10
    our met human is doing the exact
  • 00:44:16
    same once this one is selected with a
  • 00:44:19
    double click you can click on export
  • 00:44:22
    selected animation to animation
  • 00:44:26
    sequence
  • 00:44:27
    so let's choose our meta human folder I
  • 00:44:30
    have an animation folder here created
  • 00:44:32
    and I say
  • 00:44:39
    export here we
  • 00:44:44
    go you can go back to your level the
  • 00:44:47
    studio
  • 00:44:49
    level select your meter
  • 00:44:53
    human down here where it says body
  • 00:44:56
    inside the detail
  • 00:44:58
    you can change the animation mode from
  • 00:45:01
    Custom to animation
  • 00:45:05
    asset and then apply a different
  • 00:45:09
    animation maybe the idle animation which
  • 00:45:12
    we've just
  • 00:45:14
    created here we
  • 00:45:16
    go now our metahuman is idling but my
  • 00:45:21
    t-shirt of course doesn't fit anymore so
  • 00:45:23
    I need to delete this
  • 00:45:26
    one so maybe I need to create a new
  • 00:45:32
    one um double click onto the is
  • 00:45:35
    animation which just has been
  • 00:45:38
    saved since this is the
  • 00:45:42
    um animation sequence
  • 00:45:45
    window I can now once again click onto
  • 00:45:48
    the live sync
  • 00:45:50
    button save a skeletal
  • 00:45:54
    mesh and click on export
  • 00:46:02
    then I go back to
  • 00:46:07
    Glow you can see the animation has been
  • 00:46:10
    loaded I only need to quickly adjust my
  • 00:46:14
    drape so something like
  • 00:46:25
    this I will do the Now
  • 00:46:50
    quickly looks good so
  • 00:46:54
    far then I go to my animation window
  • 00:47:01
    simulate my
  • 00:47:17
    animation okay I think that's
  • 00:47:24
    enough go back to unreal
  • 00:47:29
    the Liv sync editor tab click on
  • 00:47:32
    update oh this one won't work good that
  • 00:47:36
    I have this warning on
  • 00:47:39
    because I have to leave the animation
  • 00:47:41
    sequence I have to go back to
  • 00:47:44
    simulation and then I can confirm with
  • 00:47:50
    okay so you can see it's quite easy it's
  • 00:47:55
    always the same process
  • 00:47:58
    and super
  • 00:48:03
    intuitive so thank you for joining um I
  • 00:48:07
    hope this session gave you an idea of
  • 00:48:10
    the power of unre engion 5 in
  • 00:48:12
    combination with cl life sync plugin
  • 00:48:16
    please take a closer look at what you
  • 00:48:18
    can do with meuman and its official edit
  • 00:48:21
    official website for the next 5 to 10
  • 00:48:24
    minutes we will try to answer any
  • 00:48:26
    question questions you have regarding
  • 00:48:28
    UNR lenion or CL also please let us know
  • 00:48:32
    in the chat or through the survey which
  • 00:48:34
    other topics you are interested in for
  • 00:48:37
    our next skillup
  • 00:48:42
    Workshop
Tags
  • Unreal Engine
  • CL Life Sync
  • 3D Visualization
  • Metahuman
  • Animation
  • Rendering
  • Lumen
  • Epic Games
  • Fashion Industry
  • Virtual Production