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hello and welcome to our new skillup
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workshop for the CL life sync plugin for
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Unreal Engine 5 in this Workshop you
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will get a quick introduction of Unreal
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Engine about its features and
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functionalities as well as we going to
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Showcase a workflow for our
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plin what actually is Andre Lon for
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everyone who never heard about it anion
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was developed by epic games in 1998 as a
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video games Graphics engine later epic
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games decided to Market their realtime
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graphic engines so other developers can
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use it as
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well in April
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2022 the latest version of iral engine 5
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was developed with big improvements for
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3D
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visualization this is why the software
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is now also used in other Industries
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like the automotive sector virtual
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production for movie industry product
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visualization or augmented reality and
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virtual reality as well as for mobile
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applications but what's the benefit for
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the fashion indistry to use this
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software where conventional render
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engines require a long time to generate
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these photo realistic images Andre
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engion 5 comes to
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shine with the latest development called
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Lumen you it's possible to create
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stunning photo realistic images in uh
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real time Global elimination raid racing
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included as you can imagine it will be
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way faster to create animations of
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multiple colorways with the same level
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of detail which you have in
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Clow on top Android engine can be used
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to create any kind of environment for
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your garments epic games has a huge
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Content Library called quixel bridge
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where you can find different 3D assets
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or materials ready to use it also comes
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with a direct integration for metahuman
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avatars which looks super
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realistic and this is the reason why we
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came up with the Clow life sync plugin
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for Unreal Engine you can Bridge the
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project between Clow and Unreal Engine
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just with a few clicks it's super easy
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to use and guarantee you that your
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garments look the exact
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same it's always subdivided between you
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can send the garments the Avatar and all
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kind of Animation without going the
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manual way from of exporting obj fbx or
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almic files and readjusting the material
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Properties or fixing the orientation or
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scale where can you get it and how do
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you install it the latest plugin can be
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found uh on our CL website on connect
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just go there and download the plug-in
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and extract the
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folder the integration on clide is
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already part of it with close
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7.3 there's no further installation
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needed for
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Clow once you've downloaded the
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file you have to extract
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it I did this already
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so here I got my extracted
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folder and you copy the folder inside
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like here you can see all the content
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you copy this folder with copy paste
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inside program
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files epic
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games Android engine the latest version
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it has to be at least 5.3 or
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newer
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engine
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plugins market place and here you can
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see I've already copied this one inside
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please do the
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same another thing is we need the
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substance plugin as well to make our
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shaders work
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properly in this case you have to start
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the epic games
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launcher go to Marketplace
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search for
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substance here it is substance 3D for
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Unreal
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Engine and download and install to your
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current engine I've already done this so
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this is why I get this
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message after this is done you can now
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start the andreal
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engine you can see plenty of presets
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some of them are for video games other
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ones more for the movie and video
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industry architecture and automotive and
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product design so if you want to start
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from scratch I recommend you to go with
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the automotive product design and then
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here's the plank one it has a camera
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already and some basic
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light in our case I already have one
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project file prepared called scaleup
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which I'm going to open instead
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for
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when your project file is opened then
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you have to do a few changes so first of
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all at the top right corner you can find
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the settings if you click on it we want
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to make sure that the cl Live Sync
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plugin is properly installed and also
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activated same goes for the substance
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plugin so click on settings then
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plugins search for
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CL and make sure that you have a check
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here next to Clow life sync if this is
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not the case it will always ask you to
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restart don't do it now because we have
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a few more changes to
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do next look for
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substance substance for u5 already
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installed and activated this is
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fine and we can close the window
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also we need to do a few changes for our
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actual projects unrelated to the plugin
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click on settings at the top right
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corner once again and open the project
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settings there's plenty of different
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project settings which you can adjust so
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this is why we simply look for
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rhi and here we can see we are currently
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running with direct
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X11 by default this should be direct X12
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so please make sure to downgrade to
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direct X11 just to make sure you are not
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facing any crashes or
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freezes also look for Trend
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lency and there should be one checkbox
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which says enable support for order
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independent transparency on translucent
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surfaces you want to make sure that this
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one is activated as
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well so you can see any kind of
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transparency of your Fabrics properly
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again it says here at the top bottom
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corner that any changes requires a
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restart so now it's time to click on
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restart now and wait for a bit until the
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project file opens up
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again
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now the plugin is ready to use you can
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find it at
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window and at the very bottom glow life
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sync
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editor it has a 3D
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viport and two columns on the left and
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right if you want you can undock this
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window by click and holding the left
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Mouse
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button and dock it next to
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your map so here I have a environment
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level and you can always undock it you
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can also exchange the position so you
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have it more on the left and here's the
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map and you can always easily switch
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through instead of having a second
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window now it's important that CL is
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running in the
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background I do have already a project
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file
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open here this futuristic sci-fi outfit
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which I want to bring into Unreal Engine
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from pattern
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tool or simply press contrl h
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a scroll down in your property
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editor under
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miscellaneous and there you can find the
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mesh type by default this one is set to
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Triangle but you can convert the
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polygons into quats as well this will
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reduce the phase count and vertex count
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a lot without keeping all the details of
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your wrinkles and
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folds now since this is done you can
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theoretically save this project file and
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then go back to UNR
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lenion all you need to do now is Click
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onto the live sync button here on the
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top left
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corner it will give you a warning make
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sure that the simulation is turned off
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so please double check if you
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accidentally
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simulated make sure that you're in the
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simulation mode neither in the UV editor
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mode or in the animation mode and also
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make sure that you're not accidentally
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recording some kind of Animation in the
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background so no misunderstanding
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animations are perfectly fine to import
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but don't record any animation meanwhile
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because otherwise it won't work confirm
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with okay
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and press the F key this one will Center
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it out and zoom in if you now press alt
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on your keyboard plus the left Mouse
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button you can rotate
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around if you press and hold alt plus
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the right Mouse button you can zoom in
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and if you press and hold the middle
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Mouse button including alt you can move
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up and down so this is basically a very
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good way to navigate around
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you can see all the details have been
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and materials and fabrics have been
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already loaded I can also see I get some
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nice transparency there's some kind of
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mesh fabric I can see what's
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below and now there's a few steps how we
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can
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proceed now there's a few options on how
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we can further proceed at this step the
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Fess split between garment and Avatar
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you always have to choose which one you
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want to
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import for garment you can click onto
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the safe selected objects icon and
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choose either static mesh if you only
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want the
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geometry or geometry cache geometry
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cache will include the animation as
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well for Avatar you can also save static
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mesh and the skeletal mesh which will
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include the rig so if you have any
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further animation sequences these ones
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can be easily applied to your skeletal
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mesh of your
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avatar let's proceed with the Garment
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and choose geometry cache because
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there's some nice animation
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also it's preparing the mesh now so
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instead of exporting an a file waiting
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until the alambic is exported everything
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is has will be done in the
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background give it some time it's quite
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a long
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animation once the mesh has been
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generated
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a new window will pop up where you can
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Define uh where you want to save this
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geometry
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cache let's choose the my content folder
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you can click on the triangle to open it
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up and there's another subfolder called
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Clow garments below you can give it a
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different name I'm going to stay with
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geometry cache and I click on
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Save now it's actually saving the
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file
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e
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all right it's finished now let's bring
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this garment into our
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scene I click at the top tab where it
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says
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environment and I'm going to open up the
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content drawer the content drawer can be
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found at the bottom left corner you can
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also press control and the space bar
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we have to navigate inside the same
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folder where we saved our geometry cache
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it was in my
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content Clow garments and here you go
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here you can find the geometry
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cache I'm going to quickly press and
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hold the right Mouse button to adjust my
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viewp a bit open up the content drawer
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again and drag and drop my file in into
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the
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scene and that's
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it exporting the files from CL and
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importing them in and engine manually
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would take much more time especially
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when it comes to adjusting the materials
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and texture for Andre Engine 5 but by
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using the plugin you already get
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everything the textures and rotation and
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the scale correctly set
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up every geometry Cache can
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with material
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instances if you go inside the geometri
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cach folder here you can find plenty of
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material instances each one for each
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fabric with material instances it's way
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easier to adjust the material properties
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like the normal map intensity the color
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and so on usually this would be a super
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complex notary which is not very easy if
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you're new to Android Engine 5
00:19:30
but with material instances it's just a
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matter of a few clicks so let's take a
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look I'm going to zoom in by the way you
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can also navigate by press and holding
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the right Mouse button and use W S A and
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D or and Q and E like in a video game
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and then you can see I'm kind of missing
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the intensity of my my um leather
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texture here
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the normal map
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intensity this is where I'm going to go
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to my content drawer open up this
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leather material
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here and I'm going to undock
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it so I can see directly here in
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3D scroll down until you see the normal
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map here you can see it
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already and look for the normal map
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intensity it's super low so increase it
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until it looks more
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realistic and here we go we have a
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better normal
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map I'm going to close this window and
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I'm going to do the same maybe here for
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the second met um metallic
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material I'm going to undock
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it scroll
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down and increase here the normal map
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intensity Maybe to
00:21:01
10 and now I can see the structure
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showing up
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properly changing colors is also
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possible I'm going to open up the
00:21:13
material instance for my
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tarp and dock
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it look for the base color it's here
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click inside the color field and then
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you can easily change the
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color and give it a different tint so
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maybe let's make
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something dark
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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
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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
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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
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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