Unreal Engine 5 How to Nanite Skeletal Mesh

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Misleading video title. You're not using nanite with a skeletal mesh (aka a dynamic skeleton-deformable mesh), you're usiing nanite-enabled static mesh components attached to a skeleton.

kyoai
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We were just going over this today for Mech use cases. We can build a skeletal mesh low poly and add ultra high poly static meshes over it to make amazing looking Mechs that are nanite compatible 👍

DavidMaclin
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I tested it myself, Nanite ran over 640 million polys on my shitty PC, amazing tech!
The importer is still unstable, but for such an early release it's more than impressive.
Now hopefully, by the time it's production ready video-cards will be more easy to acquire.

flioink
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Makes sense using static meshes then apply the "materials" to the skeleton; slap high poly stuff on top of low poly rig is pretty much sop and this would work right into that work flow - familiar system and less likely to break a bunch of stuff. Would appear that Epic is designing UE5 to operate at an optimized level as the new standard rather than leaving it up to the dev/designer to figure the stuff out - pretty smart. I like the apparent direction of UE in addition to Nanite & Lumen; this is why Epic is epic.

NOPerative
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Feels very reminiscent of N64/PS1 era 3D animation, when character limbs were broken up into segments.

ESHoeft
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Try running a looping animation on all of them and see if performance drops dramatically. In my experience having large amounts of components attached to a skeletal mesh in blueprint can cause a big drop because of the fact that they have to have their locations updated each frame to sync up with the skeleton.

noodlespagoodle
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That makes sense. Like armor usually does not deform, so you can slap static mesh for shoulder pads and that would work.

Kinos
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So you could nanite mesh guns, swords, armor, glasses. anything that is suppose to be rigid.
Could you stop motion nanite mesh animations?

Tyhros
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Your English is fantastic mate what are you talking about lol, I never even noticed an accent, that's how good it is

seasesh
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Can you tell me how to apply my displacement maps generated in blender to my ue5 character? No documentation for it yet. Much appreciated.

gryphonsegg
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So, with Nanite, we can import our Zbrush models directly into UE5 without the need to retopo?

zofo
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Bro your English is sooo good for it being your third language!!

Freedom
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man this is genius, that would also allow game devs now to out way more enemies in the scene with high details witout taxin the hardware too much, this is a game changer (no pun intended)

RainDropBlopper
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Can we use nanite for a bit lower poly previous gen game assets? What if we enable it for low poly assets?

kpo
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Can this method be applied to human characters by making every individual polygon a static mesh?

kevinsupreme_phyearsago
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do a test by building the project, to see if Nanite works smoothly when exporting the game. And show us the fps tbm, thank you in advance

GameDevComplete
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Hey, quick question. Can you convert a regular poly mesh into nanite? For example, an obj exported from ZBrush or Maya. Are all imported meshes automatically converted into nanite? I just started learning UE4 yesterday. I have a GTX1060 so I guess i cannot use UE5.

bistaashray
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Plan to create a skeleton character to test this out. I'm interested to compare the difference between a traditionally made skeleton (one mesh) vs Nanite skeleton with 100+ individual meshes one bone for each.

onevoltten
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some people say it will be available with skeletal mesh later and i think this will be awesome, imagine that you can play with higgh detailed character without effect the frames that's all i want epic

mohamedayman
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Hmm, very interesting. Would this method work for character clothing?

Fanta_Santa