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These are the user uploaded subtitles that are being translated: 1 00:00:05,120 --> 00:00:06,656 Ok we are back 2 00:00:06,912 --> 00:00:11,520 And and this is the final result of my texture painting 3 00:00:12,032 --> 00:00:12,800 4 4 00:00:13,056 --> 00:00:16,896 Character here am I did a little bit of clean up off camera 5 00:00:17,152 --> 00:00:21,504 But nothing that I didn't already show you had a do all I did hear 6 00:00:22,016 --> 00:00:23,040 Where's Anne 7 00:00:23,296 --> 00:00:28,928 I just knocked back the effect of the fur a little bit by coming in with the base colour here 8 00:00:29,184 --> 00:00:33,024 Doing a pass really lately over the fur with my texture brush 9 00:00:33,536 --> 00:00:39,680 Just to give it a little bit more saddle of an effect and blend in some of the blotchy areas 10 00:00:39,936 --> 00:00:41,472 And on the other 11 00:00:41,984 --> 00:00:48,128 Things that I did was a kid came in with my salad rash and really lightly over the tree 12 00:00:48,384 --> 00:00:49,664 Area 13 00:00:50,432 --> 00:00:51,968 Fingertips 14 00:00:52,224 --> 00:00:52,992 Tiernan in 15 00:00:53,248 --> 00:00:54,272 Pink colour 16 00:00:54,528 --> 00:00:56,064 Forgot to text you 17 00:00:56,320 --> 00:00:57,856 The Sword of Destiny 18 00:00:58,112 --> 00:00:59,392 Thank you 19 00:00:59,904 --> 00:01:01,677 I just came in with a really light strength and a really late crash 20 00:01:01,679 --> 00:01:04,155 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 21 00:01:04,156 --> 00:01:06,048 And just to give 22 00:01:06,304 --> 00:01:08,096 Does character a little bit more 23 00:01:08,352 --> 00:01:09,376 Wife 24 00:01:10,144 --> 00:01:15,776 That's really good when you're working with human characters especially if you find out their skin 25 00:01:16,288 --> 00:01:19,616 Looking a little flat in waxy you probably need to add 26 00:01:20,128 --> 00:01:20,896 Sam 27 00:01:21,152 --> 00:01:25,504 Pink under or red under the skin turn here to indicate 28 00:01:26,016 --> 00:01:32,160 Where blood would be showing through Acre skin is not perfectly opaque it is somewhat translucent 29 00:01:34,208 --> 00:01:39,584 Of the body where you can sort of people falling through and a baby come a little bit Penge as a resource 30 00:01:40,096 --> 00:01:44,448 So that is just a quick tip if you want a little bit more life 31 00:01:44,704 --> 00:01:47,264 Textures of your character 32 00:01:48,032 --> 00:01:49,568 That is a 10 33 00:01:50,336 --> 00:01:56,480 But so this is the final result here and today is a very exciting day 34 00:01:56,736 --> 00:02:00,832 We are going to ring this character at 4 a.m. 35 00:02:01,344 --> 00:02:07,488 Now I'm reading for those of you who are unfamiliar is the process of basically getting a skeleton 36 00:02:07,744 --> 00:02:09,792 Structure underneath the smash 37 00:02:10,304 --> 00:02:12,608 Spell that we can pose an animated 38 00:02:13,120 --> 00:02:13,888 I'm in 39 00:02:14,144 --> 00:02:15,936 Now creating customer Edge 40 00:02:16,192 --> 00:02:19,008 Is sort of a discipline in another cell 41 00:02:21,056 --> 00:02:23,872 It's a little bit outside the scope of this course 42 00:02:24,384 --> 00:02:30,528 Again if you were enjoying this character creation fortune I do recommend you go and take some dedicated character 43 00:02:30,784 --> 00:02:31,296 Creation class 44 00:02:32,064 --> 00:02:38,208 I am from this course we are going to be using mixing out to ring or model 45 00:02:38,464 --> 00:02:41,536 And analysing basic animations too 46 00:02:42,048 --> 00:02:48,192 Is a web-based application that is provided by a Dobie but it is totally free 47 00:02:49,984 --> 00:02:53,824 Open your browser and navigate to mixamo.com 48 00:02:56,128 --> 00:03:02,016 Log in or create an account if you do not have one already but as I said again it's totally free years 49 00:03:02,784 --> 00:03:07,904 You will be met with a page that looks someone like this 50 00:03:09,952 --> 00:03:12,768 Turn the preview render it here really going through it 51 00:03:13,024 --> 00:03:15,840 Basically what we have here is our preview 52 00:03:16,608 --> 00:03:20,960 Window right here and right now we just have sort of a generic why but in it 53 00:03:21,216 --> 00:03:22,240 Female mannequin 54 00:03:22,752 --> 00:03:24,800 And on this page over here 55 00:03:25,056 --> 00:03:25,568 Has 56 00:03:26,080 --> 00:03:30,176 Try library the maximum library available to yourself 57 00:03:30,688 --> 00:03:33,504 The first time of the library is characters 58 00:03:33,760 --> 00:03:38,112 So these are all pre-made mixamo characters that you can use 59 00:03:38,368 --> 00:03:38,880 Free 60 00:03:39,392 --> 00:03:43,232 No just clicked on any of these two will the month they have some 61 00:03:44,000 --> 00:03:47,840 Things that have some more realistic looking things 62 00:03:48,096 --> 00:03:53,984 The characters is a day all share the same skeleton so 63 00:03:54,752 --> 00:03:57,824 Recycling if I turn over here to the animations tab 64 00:03:58,336 --> 00:04:03,968 We have a library and animations that we can use with any of the characters 65 00:04:04,736 --> 00:04:10,880 So regardless of white characters being shown in the thumbnail because they all share the same 66 00:04:11,136 --> 00:04:13,440 Animated the same way 67 00:04:13,952 --> 00:04:15,232 Cell 68 00:04:16,256 --> 00:04:18,047 By clicking any of these we can 69 00:04:18,559 --> 00:04:20,863 Play a previous animation on 70 00:04:21,119 --> 00:04:22,143 This mash 71 00:04:22,655 --> 00:04:28,287 The way the animation for games works is essentially the mash is just a rapper 72 00:04:28,799 --> 00:04:34,943 Around the skeleton in it is The Skeleton that we actually move and pose 73 00:04:35,199 --> 00:04:36,479 Create ar animation 74 00:04:37,247 --> 00:04:43,391 Sell as long as all of your characters share the same as skeleton which if you ring them 75 00:04:43,647 --> 00:04:45,951 Mixamo auto rigger 76 00:04:46,463 --> 00:04:47,231 I'm UK 77 00:04:47,743 --> 00:04:53,887 You can share the animations you can create one animation asset and share across any and all of your Carrick 78 00:04:54,143 --> 00:04:55,423 That is really cool 79 00:04:56,191 --> 00:05:01,823 All night character in here and just showing you some of the previews of the animations we can do but 80 00:05:02,335 --> 00:05:04,895 The really cool thing about mixing out is that right 81 00:05:05,151 --> 00:05:08,223 All characters mixamo 82 00:05:08,479 --> 00:05:11,551 And then we can use any of the Venom 83 00:05:13,087 --> 00:05:14,623 So I'm just going to 84 00:05:14,879 --> 00:05:17,183 Anyway whatever animation you have 85 00:05:17,439 --> 00:05:22,047 Playing previewing on this cancer is going to be shown right here 86 00:05:22,559 --> 00:05:28,191 On the right hand side so to get rid of the animation to return to The Vyne polls you can just click x 87 00:05:29,215 --> 00:05:31,263 You can see for Aldi's characters here 88 00:05:31,775 --> 00:05:37,919 They're all modelled in the t pose that we also Mum 89 00:05:39,455 --> 00:05:45,343 And the reason that we mullarkey keepers specifically is so we can use the mixing lotto 90 00:05:45,599 --> 00:05:46,879 Next 91 00:05:47,391 --> 00:05:51,999 And it has a basically a humanoid form 92 00:05:52,511 --> 00:05:56,607 We can use mix an hour to read it automatically and say there's a lot of time 93 00:05:57,631 --> 00:06:00,447 So how we go about doing that 94 00:06:01,471 --> 00:06:07,615 So what's your turn into are we need to export it 95 00:06:07,871 --> 00:06:10,431 File types can read 96 00:06:10,943 --> 00:06:16,831 So if you are answering the fastest you can just this uploadcare to Britain here and they're all 97 00:06:17,087 --> 00:06:21,183 Right here occurring at the X or OBJ or is it there 98 00:06:21,695 --> 00:06:23,743 There's also some more information if you like 99 00:06:23,999 --> 00:06:25,279 These things 100 00:06:25,535 --> 00:06:31,679 How to prepare your mum a little bit more in-depth but I'm just going to show you what I know as far as getting this 101 00:06:32,191 --> 00:06:32,703 Next 102 00:06:33,727 --> 00:06:38,079 Cell we need to convert our character file to fbx 103 00:06:38,335 --> 00:06:40,639 A little bit about how to add 104 00:06:41,151 --> 00:06:47,295 How to export to fbx format before when we brought in some of our things into Android 105 00:06:48,063 --> 00:06:54,207 This is essentially the same just going to have the extra step as going through the sad over there before Reaper 106 00:06:57,535 --> 00:07:03,167 I was doing it a couple of tests of this and I have found that 107 00:07:04,191 --> 00:07:10,335 Because I created my textures and a 4K resolution they are too large 108 00:07:10,591 --> 00:07:13,151 To be uploaded to this web-based service here 109 00:07:13,919 --> 00:07:18,527 So the first thing that I really need to do is to remove my materials 110 00:07:18,783 --> 00:07:21,087 From this character before I upload 111 00:07:21,599 --> 00:07:27,743 Is it going to delete my material it's nothing delete the textures I have saved to my hard drive is just going to run 112 00:07:27,999 --> 00:07:28,767 From this model 113 00:07:29,279 --> 00:07:31,327 To reduce the filesize of a little bit 114 00:07:31,839 --> 00:07:37,983 Settle the downside of this is that when I preview my animations in x amount it will be on this 115 00:07:41,055 --> 00:07:47,199 Snagger effector and result because we're going to apply the textures back to the character in 116 00:07:47,455 --> 00:07:50,527 Anyway I'm going to do the after we have any animations 117 00:07:51,295 --> 00:07:52,319 Cell 118 00:07:52,575 --> 00:07:55,647 Once you have removed your material from your character 119 00:07:56,159 --> 00:08:01,535 Make sure that the Holly version is selected in the viewport and that is the only thing that is select 120 00:08:02,303 --> 00:08:07,167 Also joined my eyes to my character here 121 00:08:07,679 --> 00:08:08,703 And all I did 122 00:08:09,215 --> 00:08:15,103 That was sleepy eyes in the object then the character and empress of J on my keyboard 123 00:08:15,615 --> 00:08:16,639 I can show you 124 00:08:17,151 --> 00:08:19,711 And show you again how we did it 125 00:08:20,223 --> 00:08:22,527 Sell the first thing you need to know 126 00:08:22,783 --> 00:08:28,927 Make sure your mirror modifier for your eyes is applied to your I met otherwise he will lose 127 00:08:29,951 --> 00:08:31,743 At once that is applied 128 00:08:32,767 --> 00:08:36,095 Go ahead and I'll put on the eyes should close on a Thursday 129 00:08:36,607 --> 00:08:40,959 Control in J on your keyboard to join them together and 130 00:08:41,983 --> 00:08:46,079 If you're worried about the material you can always reply it's still sealed in London locally 131 00:08:47,103 --> 00:08:50,431 And it looks just fine everything is joined up correctly 132 00:08:51,711 --> 00:08:53,247 Ok so I'm going to this one more time 133 00:08:53,503 --> 00:08:57,343 And select my whole character in my viewport 134 00:08:57,855 --> 00:08:58,879 Come up to file 135 00:09:01,951 --> 00:09:07,583 And here's my love my little testfile here I'm just going to overwrite this one but for you whatever 136 00:09:08,095 --> 00:09:11,679 You like your final so I know that this is 137 00:09:11,935 --> 00:09:13,727 Final version that I'm going to 138 00:09:14,239 --> 00:09:17,823 Via reading out in Mix and also make sure that 139 00:09:18,079 --> 00:09:19,359 Selected objects 140 00:09:19,871 --> 00:09:21,663 Here to limit the 141 00:09:21,919 --> 00:09:23,455 Dear selection to let you down 142 00:09:23,711 --> 00:09:25,503 Accidentally export your hypo 143 00:09:27,295 --> 00:09:33,439 Everything else can remain the same all these big stuff and we don't have any anime 144 00:09:34,463 --> 00:09:35,999 Have an armature yet 145 00:09:36,255 --> 00:09:38,047 So we can just leave that all as 146 00:09:38,303 --> 00:09:40,095 Is expert 147 00:09:41,887 --> 00:09:46,239 Once that is complete we're going to come into you next month 148 00:09:47,007 --> 00:09:52,639 And you can select your character file from the browser or you can 149 00:09:53,407 --> 00:09:54,943 Drag and drop it 150 00:09:55,711 --> 00:09:58,271 If you have your file browser open so 151 00:09:58,783 --> 00:10:01,228 And here is my father hear that my sdx file 152 00:10:01,229 --> 00:10:03,400 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 153 00:10:03,401 --> 00:10:03,391 Dragon 154 00:10:04,927 --> 00:10:06,975 I'll take a couple minutes to upload it 155 00:10:08,255 --> 00:10:12,607 And to make sure that it can be ragged I was 156 00:10:12,863 --> 00:10:16,703 Harrington filesize of force of your file size is too large again 157 00:10:16,959 --> 00:10:18,495 Removing materials 158 00:10:18,751 --> 00:10:19,519 The single 159 00:10:20,031 --> 00:10:25,407 Things that you can also come in and reduce the geometry on your model a little 160 00:10:26,431 --> 00:10:32,575 So this is the first page of the auto rigger 161 00:10:32,831 --> 00:10:35,647 No textures obviously because of 162 00:10:35,903 --> 00:10:37,183 The limitations 163 00:10:37,951 --> 00:10:39,487 And this is 164 00:10:39,743 --> 00:10:45,887 So basically this page is asking you is is your model facing the correct way and if it is facing you in 165 00:10:46,143 --> 00:10:48,191 You know what it's food on the floor 166 00:10:48,703 --> 00:10:49,727 Then this is 167 00:10:49,983 --> 00:10:53,055 The default settings for FPS 168 00:10:53,311 --> 00:10:55,871 Should have this way but if it's not even out 169 00:10:57,919 --> 00:10:59,199 To be facing you 170 00:10:59,967 --> 00:11:02,015 Once that is done you can hit next 171 00:11:03,295 --> 00:11:06,111 Now I need to place are markers so 172 00:11:06,367 --> 00:11:10,719 These markers here and there's a little guy right here to show you how they should be played 173 00:11:11,487 --> 00:11:17,119 And this is just going to help the autotrader.pl Needles properly so we just need to 174 00:11:22,751 --> 00:11:24,287 Elmo's rafaelos 175 00:11:29,663 --> 00:11:31,711 That is all 176 00:11:32,223 --> 00:11:37,855 We really need to do to set up for the other reggae so we're going use symmetry because we have a symmetrical model 177 00:11:38,367 --> 00:11:43,487 Skeleton and there's options here but what does he use the stand 178 00:11:45,279 --> 00:11:51,423 Shall I want it next and the auto reggae will start the it algorithm 179 00:11:51,679 --> 00:11:53,727 So be patient 180 00:11:53,983 --> 00:11:54,751 And 181 00:11:55,007 --> 00:11:57,055 We will come back when it is red 182 00:11:59,359 --> 00:12:05,503 Ok so this is the result of the radiative maybe a minute for me making longer for you depending on 183 00:12:05,759 --> 00:12:11,135 Favourite character in all episodes this is just sort of their default test animation 184 00:12:11,647 --> 00:12:15,999 To make sure that it was rude correctly so what you want to do at this stage 185 00:12:16,767 --> 00:12:18,047 Is just kind of 186 00:12:18,303 --> 00:12:24,447 Zoom in and take a look and make sure that everything is moving correctly and you don't have any weird 187 00:12:25,983 --> 00:12:29,567 The hands can be the part that had the most issues but 188 00:12:29,823 --> 00:12:32,127 Best looks ok to me I find that 189 00:12:32,383 --> 00:12:38,527 Even though were using a status girl 10-minutes not really good at interpreting if you have like I only have four 190 00:12:38,783 --> 00:12:39,807 This character 191 00:12:40,063 --> 00:12:41,855 Really good at interpreting 192 00:12:42,367 --> 00:12:44,159 The the Hendrix there 193 00:12:46,207 --> 00:12:46,719 Pretty good 194 00:12:47,231 --> 00:12:50,303 So I think we can go ahead and move forward with it next 195 00:12:51,583 --> 00:12:53,887 And now we have character 196 00:12:54,143 --> 00:12:55,935 I'll be material 197 00:12:56,191 --> 00:13:01,055 So if you wanted to preview any animations on this character 198 00:13:01,567 --> 00:13:07,455 We can come over turn animations and pick any of these in our character would play with that information 199 00:13:08,223 --> 00:13:14,367 Now I'm depending I'll information you're previewing there are some options here like if you're 200 00:13:14,623 --> 00:13:19,999 Into the body digest your character Arms space and then there is depending on the animation 201 00:13:21,023 --> 00:13:22,559 Different styles of 202 00:13:22,815 --> 00:13:28,447 Styles that you will be more Loki 203 00:13:30,751 --> 00:13:32,287 Vigorous 204 00:13:32,799 --> 00:13:34,335 Animation on 205 00:13:42,015 --> 00:13:43,295 Is Moira neutral 206 00:13:43,551 --> 00:13:45,087 So we can do things 207 00:13:45,343 --> 00:13:47,135 Carat locket to be in place 208 00:13:47,391 --> 00:13:48,415 The animation 209 00:13:49,439 --> 00:13:52,767 And we can trim it so if we want to 210 00:13:53,023 --> 00:13:58,655 Just a portion of the animation we could turn it here and the the thermodynamically show you 211 00:14:00,703 --> 00:14:05,311 The updated trim obviously for this one you would want at 0 to 100 212 00:14:05,567 --> 00:14:07,359 For loops 213 00:14:07,871 --> 00:14:10,431 If there's like just a portion animation you 214 00:14:10,687 --> 00:14:14,015 That's a good way to do it space will help us 215 00:14:15,039 --> 00:14:15,551 If you have 216 00:14:16,063 --> 00:14:16,575 You are 217 00:14:16,831 --> 00:14:17,855 Clubbing in your body 218 00:14:18,111 --> 00:14:18,623 Natural 219 00:14:21,439 --> 00:14:27,583 Oral-B and Overdrive has to do with one of the speed of the animation so we can slow away 220 00:14:27,839 --> 00:14:30,911 We can stay away I think it's at 15 221 00:14:32,703 --> 00:14:37,311 This is how we get our animated so 222 00:14:38,591 --> 00:14:43,967 What I want to do now with the rest of the project as I'm not even YouView animations just yet 223 00:14:44,223 --> 00:14:47,295 To just get my statically 224 00:14:47,551 --> 00:14:51,391 Pose character but with Leone information applied to it 225 00:14:51,903 --> 00:14:58,047 So I'm just going to hit from the animation to get back to my t-pose here and I even though the system we have 226 00:14:58,303 --> 00:15:00,351 Information already girl 227 00:15:02,911 --> 00:15:05,983 So are we need to do here is to download the character again 228 00:15:06,239 --> 00:15:12,383 Because we have no animations we don't have to worry about anything and you're strange animation selling Theory just want to download it into the app 229 00:15:13,663 --> 00:15:15,711 My downloaded ASDA 230 00:15:18,527 --> 00:15:19,295 Download 231 00:15:22,623 --> 00:15:25,183 And and that will give you a new down 232 00:15:25,695 --> 00:15:26,975 Great hearing 233 00:15:28,255 --> 00:15:29,791 I'm just going to move 234 00:15:31,583 --> 00:15:32,863 There's over 2 235 00:15:33,119 --> 00:15:35,679 Folder that I had it located in 236 00:15:35,935 --> 00:15:36,703 4 237 00:15:38,239 --> 00:15:40,287 I'm just on my other monitor 238 00:15:41,311 --> 00:15:44,127 Ok so I've just dropped my download into the folder 239 00:15:44,639 --> 00:15:50,527 It's just called the character final one because I would have a car to final I'm going to rename this just going to hit that too 240 00:15:53,599 --> 00:15:54,879 Just so I know what it is 241 00:15:56,671 --> 00:16:00,767 Ok bring the straight into unreal if we wish 242 00:16:01,023 --> 00:16:07,167 So I must go ahead and open our project files 243 00:16:07,423 --> 00:16:08,447 Friendly browser 244 00:16:08,703 --> 00:16:10,751 You can do it double clicking the EU Project 245 00:16:11,775 --> 00:16:12,799 Unless you give us 246 00:16:13,055 --> 00:16:14,847 Unreal second to load the sub 247 00:16:20,991 --> 00:16:23,551 Here is our game fine 248 00:16:26,623 --> 00:16:30,719 And then we can give an employee and everything is still the same just as he left it 249 00:16:31,487 --> 00:16:35,327 So let's work on bringing our character mash 250 00:16:36,607 --> 00:16:37,887 Into ireal 251 00:16:38,399 --> 00:16:42,495 So I am when I'm going to do is coming to my message folder 252 00:16:42,751 --> 00:16:48,127 And be careful of static meshes for what we're going to import now is called a skeletal mesh 253 00:16:48,383 --> 00:16:51,967 That was just means eat mash that has has intrigued with 254 00:16:54,527 --> 00:16:59,903 And I'm gonna bring up my character and fbx 255 00:17:00,415 --> 00:17:02,975 Sdx import options here 256 00:17:03,743 --> 00:17:07,327 Now we had a little bit closer attention to these 40 cl to ml 257 00:17:07,839 --> 00:17:12,191 You'll see that there is a skeleton 258 00:17:12,447 --> 00:17:17,311 Smash and we have this new option right here for choosing a school 259 00:17:19,103 --> 00:17:25,247 If we share the skeleton with the mannequin here we would select this however this is a new 260 00:17:25,503 --> 00:17:28,319 So we're just going to leave this at none 261 00:17:28,831 --> 00:17:29,855 And 262 00:17:30,111 --> 00:17:34,719 What that will do is it will make sure that it will generate a skeleton asset for 263 00:17:35,487 --> 00:17:41,119 To make sure it's goes on this is enabled which by default it should be if your character is properly 264 00:17:42,399 --> 00:17:43,423 We went in for the match 265 00:17:44,191 --> 00:17:50,335 Everything else I believe we can only VAT default the only thing I want to do 266 00:17:50,591 --> 00:17:56,735 Just make sure that we're not going to create a material because I want to manually import these I find it's just less error-prone if I do 267 00:17:58,271 --> 00:18:03,135 What's everything and default essentially and just hit import and see all results 268 00:18:07,743 --> 00:18:08,767 On the 269 00:18:09,279 --> 00:18:09,791 Pink 270 00:18:11,327 --> 00:18:13,119 This is our actual 271 00:18:13,631 --> 00:18:19,775 Which was shelters are materials applied to it so just giving us the default 272 00:18:20,543 --> 00:18:22,079 But everything in work 273 00:18:22,591 --> 00:18:26,175 Free match the way it should as far as the National 274 00:18:27,711 --> 00:18:33,855 The details here on the skeletal mesh most of which were not gonna get too far 275 00:18:36,415 --> 00:18:38,463 Because it's just a little bit outside the scope of 276 00:18:38,719 --> 00:18:39,231 Course 277 00:18:39,743 --> 00:18:43,327 This is what the skeletal mesh out of her looks like her 278 00:18:45,375 --> 00:18:51,519 Your first as being in the previous they were looking at anything to do with the matter if you 279 00:18:51,775 --> 00:18:54,847 Skeleton that makes a generator 280 00:18:55,871 --> 00:18:57,919 Santa skeleton because 281 00:18:58,175 --> 00:19:00,735 It's sort of an Invisible 282 00:19:01,247 --> 00:19:07,135 We can look at the hierarchy of all of our bones here so if we come into the skeleton by 283 00:19:07,903 --> 00:19:11,487 Coming to the skeleton tree tag here 284 00:19:12,511 --> 00:19:14,815 Were generated by the maximum read so 285 00:19:15,071 --> 00:19:16,351 I am 2 286 00:19:16,863 --> 00:19:19,423 Louise around I can post 287 00:19:21,215 --> 00:19:24,287 I'm just working the bone and rotating in Iran 288 00:19:27,103 --> 00:19:30,175 And so I'm not going to mess with that human but 289 00:19:30,431 --> 00:19:35,295 This is the skeleton and generated for us with all the plans and 290 00:19:37,343 --> 00:19:43,487 Look at this in London more detail in a future video only talk about a retargeting or 291 00:19:45,023 --> 00:19:49,631 For the time being for the rest of this video was just worried about getting this 292 00:19:49,887 --> 00:19:50,911 Properly set 293 00:19:51,167 --> 00:19:52,191 Stuff for we do that 294 00:19:53,215 --> 00:19:53,983 Set alarm 295 00:19:54,495 --> 00:19:56,799 Really all I need to do here is 296 00:19:59,359 --> 00:20:04,223 Physics asset which has to do with photo of Randolph physics 297 00:20:04,479 --> 00:20:06,527 And 298 00:20:06,783 --> 00:20:09,087 You know you want to just have it for the riser 299 00:20:10,367 --> 00:20:12,159 Essex acid is for 300 00:20:12,671 --> 00:20:17,791 We need this for Oliver characters or skeletons but we're not going to Mexico 301 00:20:19,839 --> 00:20:21,631 And so just leave it there and leave it 302 00:20:23,679 --> 00:20:28,543 So I'm bringing my text now I'm just going to have over into my pictures folder 303 00:20:28,799 --> 00:20:31,871 Import and I'm going to bring in all these pictures are created 304 00:20:33,407 --> 00:20:34,175 And and 305 00:20:34,687 --> 00:20:36,223 Essentially 306 00:20:37,247 --> 00:20:41,855 We're not actually using quite the same setup that we did for this one so we're going to create 307 00:20:42,623 --> 00:20:46,207 New Master material so it's coming to our material 308 00:20:47,999 --> 00:20:49,535 Coming into material here 309 00:20:51,839 --> 00:20:54,911 Character 310 00:20:57,727 --> 00:20:58,495 M&S 311 00:20:58,751 --> 00:21:01,055 Material or something that Mica 312 00:21:02,079 --> 00:21:05,919 And this is going to be appreciated for it I'm just going to drag and drop these textures 313 00:21:06,175 --> 00:21:06,687 Essentially 314 00:21:07,199 --> 00:21:08,223 Base colour 315 00:21:08,735 --> 00:21:09,759 Get today's colour 316 00:21:11,039 --> 00:21:11,807 We have 317 00:21:20,000 --> 00:21:20,768 Inclusion 318 00:21:22,560 --> 00:21:23,584 Conclusion 319 00:21:30,752 --> 00:21:32,544 And essential 320 00:21:35,104 --> 00:21:41,248 So the reason that we cannot make an instance of this in use the same 321 00:21:41,504 --> 00:21:42,784 Dismantle 322 00:21:43,552 --> 00:21:48,416 We just use sorted any sort of complicated ways in which 323 00:21:48,672 --> 00:21:50,464 More variable 324 00:21:50,720 --> 00:21:52,768 Things to materials 325 00:21:53,536 --> 00:21:56,096 It's just a little bit out of the scope of this course 326 00:21:57,376 --> 00:22:01,728 This is more than a general overview course so we're just going to make it 327 00:22:01,984 --> 00:22:02,496 Material 328 00:22:03,008 --> 00:22:04,544 So I miss you save it 329 00:22:05,824 --> 00:22:07,616 Once you have completed 330 00:22:09,152 --> 00:22:10,688 And and 331 00:22:10,944 --> 00:22:17,088 Everything looks ok so I'm just going to open up my skeletal mesh 332 00:22:18,624 --> 00:22:22,208 Details I have no materials 333 00:22:23,232 --> 00:22:23,744 Cell 334 00:22:25,280 --> 00:22:26,816 Let's find out 335 00:22:27,328 --> 00:22:27,840 Material 336 00:22:30,656 --> 00:22:31,424 What's the size of this 337 00:22:41,408 --> 00:22:45,248 So the only thing here is and it's honestly much too shiny and this has to do 338 00:22:45,504 --> 00:22:47,040 Texture import settings 339 00:22:47,296 --> 00:22:50,368 Forearm roughness not I think specifically 340 00:22:51,136 --> 00:22:53,696 What's coming to you I'll text you here 341 00:22:57,280 --> 00:22:58,816 Compression settings to me 342 00:23:05,984 --> 00:23:06,496 Require 343 00:23:07,008 --> 00:23:11,360 We are getting error here because there's a type of such a Colour by diff 344 00:23:12,128 --> 00:23:13,152 Just change it 345 00:23:15,200 --> 00:23:15,712 Save 346 00:23:17,504 --> 00:23:18,528 Yeah I believe 347 00:23:25,440 --> 00:23:31,584 So now we have a proper reference information in here so if you ever see like Chinese plastic textures 348 00:23:31,840 --> 00:23:32,352 To do with 349 00:23:32,608 --> 00:23:33,632 Compression settings 350 00:23:34,144 --> 00:23:39,520 It's usually trying to use a non colour map as a colour Mac so 351 00:23:39,776 --> 00:23:41,824 This is basically the same 352 00:23:42,336 --> 00:23:44,384 As in blender 353 00:23:44,640 --> 00:23:47,200 When we change these colour space to Nan colour 354 00:23:48,480 --> 00:23:54,112 And I'm really good at detecting what kind of Mark so bringing in especially feel like a normal now 355 00:23:54,368 --> 00:23:58,976 Sorry change the compression settings away from default but for some time 356 00:23:59,232 --> 00:24:00,768 Is Grace Carter 357 00:24:08,960 --> 00:24:10,496 It's here and 358 00:24:10,752 --> 00:24:13,056 Essentially our character is 359 00:24:13,568 --> 00:24:15,104 Reading to set up 360 00:24:21,504 --> 00:24:23,296 So I'm at this point 361 00:24:24,320 --> 00:24:25,088 I can 362 00:24:26,112 --> 00:24:27,648 Can you show us a cake coming here 363 00:24:28,160 --> 00:24:30,208 Artist in the world 364 00:24:30,720 --> 00:24:34,048 View him how he loves in the world I mean it's pretty good 365 00:24:34,304 --> 00:24:40,448 We still cannot use this as a playable character because we have no 366 00:24:40,704 --> 00:24:44,288 Information on how to transfer the animations that 367 00:24:45,056 --> 00:24:46,592 What's the diff 368 00:24:46,848 --> 00:24:52,224 Unreal mannequin with no we need to sort of set up a transfer for the animation and 369 00:24:52,480 --> 00:24:54,272 Does Dunnes information to because 370 00:24:54,784 --> 00:24:56,576 If you look at 371 00:25:03,232 --> 00:25:04,000 Ok so will you 372 00:25:04,512 --> 00:25:06,304 The skeleton tree 373 00:25:06,816 --> 00:25:10,400 The names and all the painting here is very different than 374 00:25:10,656 --> 00:25:11,168 The one 375 00:25:11,424 --> 00:25:12,704 That we have been using 376 00:25:14,240 --> 00:25:20,384 We generated for this one so the next video that how to transfer some of this information so that we can 377 00:25:20,640 --> 00:25:24,736 Use the animations that coming on real the running in the jumping in all 378 00:25:25,248 --> 00:25:26,528 On this character 379 00:25:26,784 --> 00:25:29,344 Sell that'll be in the next video 30237

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