Nanite for Characters and Vehicles in Unreal 5

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This is a guide of how to use Nanite to augment characters with weapons, armor, etc or completely swap out a character skeletal mesh for high res nanite pieces. Vehicles are covered, as well as a mass exporter for Houdini.

00:00 Intro
01:18 Demo Scene
05:02 Nanite Characters
07:50 Nanite Vehicle
09:27 Houdini Exporter

#UnrealEngine #UE5 #Characters #Animations #Houdini #IndieGames #IndieDev #Nanite
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HOW WILL I TELL YOU HOW MUCH TIME AND PAIN YOU SAVED ME!! I have to model 50+ vehicles and till now I thought I had to model LODs as well but this Nanite trick will save me soo much time and

Trait
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To be honest I didn't notice the mech like creature was using nanite, nice. Thanks for explaining and giving examples. Stay awesome.

jonmcf
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I love ur H to UE content, looking forward to seeing more from u

carlosrivadulla
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youtube algo give me this great informative channel I instant sub++

soloplayer
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I tried to add the wheels like you did, using the right socket, but they didn't move when I start playing. I need to try again, I just wonder if your solution keeps track of the steering when the vehicle is the Pawn.

AlessandroSchiassi
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Question: How can I play an FBX animation on an actor blueprint in Seqencer? I have socketed the Nanite mesh onto a skeleton and made an actor blueprint. I wish to make a linear cinematic animation sequence with FBX animation/Mocap with a Nanite socketed to a rig.

seanrodrigues
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Did you use auto UVs for the meshes in Houdini? Also elaborate more on that idea to use vertex colors as a mask to texture in engine. How would I go about doing that. I know the way epic was doing it in paragon was to make a custom mask texture in substance which it’s job was separating all your different material IDs for a particular mesh then taking that mask texture in the engine then using layered materials to place specific materials in the positions in the mask. How does that work for vertex colors? Would I use a color node? How do I access that color information in unreal so I can use that vertex color as a mask

DevGods
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If they can do this why don't they work on non static meshes yet? Such impressive tech, can't wait for LOD to be a thing of the past.

sarahlynn
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thats so smart, but how do you hide the under mesh in the blueprint ounce you have all the parts setup? you dont realy need the mannikin

peter
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Is it possible to use nanite on organic characters? That is characters that have continuous bendable geometry 'soft' body parts, with muscles, fat etc. as opposed to mechanic characters which are composed of separate rigid pieces of geometry ?

mitkoogrozev
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will nanite gonna improve the gaming world? is it gonna reduce the lag and increase the fps?

zethio
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Nanite looks awesome! Then Adobe puts out a paper on "Tessellation-Free Displacement Mapping for Ray Tracing." It may make Nanite obsolete over night.

noobandfriends
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Yeah, but this are not Nanite characters. It's Nanite equipment.

Which in all honesty is so totaly different that i have to downvote the video.

aresagathos