Skill up: CLO Livesync for Unreal Engine

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

Resumo

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.

Conclusões

  • 🎮 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.

Linha do tempo

  • 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.

Mostrar mais

Mapa mental

Vídeo de perguntas e respostas

  • 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.

Ver mais resumos de vídeos

Obtenha acesso instantâneo a resumos gratuitos de vídeos do YouTube com tecnologia de IA!
Legendas
en
Rolagem automática:
  • 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
Etiquetas
  • Unreal Engine
  • CL Life Sync
  • 3D Visualization
  • Metahuman
  • Animation
  • Rendering
  • Lumen
  • Epic Games
  • Fashion Industry
  • Virtual Production