UE5.1 Modeling - Aligning Faces / XForm Tool

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This is a quick demo showing how to align faces of meshes using the XForm Tool in Modeling Mode in UE5.1. The Gizmo in the Tool can be repositioned by middle-mouse-dragging. Holding Ctrl while dragging (either when repositioning the gizmo, or translating the mesh) snaps to face hit locations and vertices.
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There is no amount of words that can explain how long I have been trying to figure out how to do this very simple action. How long I have searched for a YT video to show me. I'm not kidding, I have spent many DAYS trying to align to meshes. So much time day after day, trying to the point of giving up and try again tomorrow. UGH, thank you so much for showing me this very simple and very basic action.

jamesrademacher
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At last someone who can explain how to snap meshes together properly! Many thanks.

paulknipe
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It's amazing to me how Unreal overcomplicates the simplest things like snapping, by making us adjust the pivot instead of doing closes vertex or edge when using the default move tool.

This tutorial is a lifesaver, thank you Ryan!

Wishtap
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Your channel deserves at least a million times more views. You are an amazing help. Thanks champ

wco
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Ryan, thank you so much for this great information, I really just discovered the modelling tools and your videos last night (I'm usually fooling with character stuff) and wow, I didn't even realize I could do all of this in Unreal! Just fantastic, thank you!

CosmicComputer
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unreal has NOTHING like this in their tutorials. thanks

BingGeaux
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people always feel like 100s of modelling tools are the most important....while gizmo manipulation and snapfunctionality are the most used in the daily life

krz
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Hi Ryan. I've been using these modelling tools extensively for the past few weeks. A few questions:

1. I wish there was a way to delete edges. For example, I merge two wall meshes together and it creates an edge where the two walls merged. This edge is not removed when I select the triangles around it and simplify based on polygroups. I have not been able to figure out a way to remove that. As a newbie, my instant feeling is that I should be able to select the edge, then delete it, and UE will remesh the mesh without the edge.

2. I wish there was a way to center align between two objects, or better yet, array align where I can place multiple objects equally spaced between two objects. Maybe this exists, but I can't find it.

3. I wish there was a way to sample a UV X, Y, Z and scale from a previous static mesh. Like an eyedropper from Photoshop.

4. There appears to be an error in 5.0.3 with bevels where if you take a cube and bevel four edges (two bottom edges and two top edges, but leave the sides unbeveled, then the new mesh will have holes in it.

***5. I really wish we could get a static mesh option to draw out a static mesh cube from the corner. Basically, like CAD or old BSP. We could type in length, width, and height, and these would expand out in one direction only. This would be very helpful in making walls, floors and ceilings.***

6. I find I have to simplify by polygroups after every trim or bool mesh cut operations. If you do any trim operations, the result is a very inefficient arrangement of polygons on the resulting mesh. Even a simple cube will add extra triangles for no reason. I feel time could be saved if UE was better at this.

***7. UE desperately needs proper material painting functions that aren't vertex-based. Blend layers should be part of that system. Basically, we should be able to eliminate the need for Substance Painter.***

That's all I have for now. I'm sure more will come as I get into these tools more, especially UVs. Thank you for these tools.

Uncle_Fred
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HI Ryan. Thanx for the video. Im pretty new to UE. In after effects you can change the scale, position etc value of an objects by putting the courser in with width or scale, rotation etc and then hitting the arrow keys, up or down. Do you know if there is s simular way to do it in UE? When I do it now, the courser jumps out of the "value box" and jumps to the next box. Ive tried holding down control and various other keys without any luck. AND it's driving me crazy! :-D 
Anyway. Hope you have a great day
Thomas 🙂

thomaswindfeld
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Is there any universe where the modeling tools allows us to actually do texture painting on any asset and blend layers. Currently you can assign a material per poly ground, which is a great step up from the UE4 version, but this is vertex based.

MultiLockn
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thanks Ryan! can u help me, only one question for you. i use geometry script, how to get the three id vertex of Nearest result triangle ?

victorlee
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Sorry for my naive question but I'm very curious, would be possible to achieve nurbs modeling in engine like in Plasticity?

carlosrivadulla
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Uuu question. Do you know how fix issue for nanite models after use modeling tools? After modification they look different - just started ue5 last week and thay bug me a while till decided to just reverse changes.

Thanks for upload- one thing more to know

jurandfantom
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Feels pretty complicated :(
I wish they adopt the Tinkercad way of aligning objects which is awesomely easy.

mikerhinos
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BSP is faster - and the UV's are not stretched :)

AlleyKatPr