Using the PC2 method you've described creates two separate animations, the Avatar which is fully rigged and on its own imports correctly into UE4 and the garment which is a sequence of point clouds I presume. That's the bit I'm struggling with in Blender. In order to be able to import the clothed avatar into UE4 the avatar garment combination needs to be modelled as a single skeletal mesh with the clothing contained within the rigged mesh but in a separate material slot. If you are able to help with the Blender side then if I can get the Blender model in the right format hopefully it will work when importing into UE4. How to make digital clothing animation and rendering more realistic and more usable within a fashion context rather than just games. That's really what I'm looking into in my research at the London College of Fashion actually. ![]() ![]() Yes, I agree UE5 looks great, but just having a scarf waving in the wind is a bit weak.
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