Unreal Engine 4 support
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Author:  motorsep [ Mon Feb 22, 2016 8:24 am ]
Post subject:  Unreal Engine 4 support

Is it possible to have support for UE4 ? So that it's super easy to bring captured performance to UE4 and have it working with UE4 mannequin (or any UE4 standard model for that matter).


Author:  Snapz [ Thu Feb 25, 2016 6:26 am ]
Post subject:  Re: Unreal Engine 4 support


Web Animate has UE4 support and is a full featured 3D editor.

Check it out here: http://www.ikinema.com/index.php?mod=webanimate

It will be a FOREVER license purchase after March 2016 of $101.00 USD, there is a 14 day trial also.

UE4 tutorials are on YouTube and one right inside the programs HELP tab.


Author:  motorsep [ Thu Feb 25, 2016 6:30 am ]
Post subject:  Re: Unreal Engine 4 support

Well, I was wondering about iPi Soft, not 3rd party solution.

I am guessing the only way is retargeting anims inside UE4.

Author:  Snapz [ Thu Feb 25, 2016 6:55 am ]
Post subject:  Re: Unreal Engine 4 support


As of now for iPi support, that would be correct, UE4 has a savable re-targeting template (Animation Blueprint) to make this faster?

If you want to re-target for export out of iPi the UE4 standard actor bone naming convention, this can be done right inside iPi by importing the actor file from UE4 as the target character, then set it and save it in the list of available target character exports also.


Author:  Jonas_molgaard [ Mon Apr 11, 2016 5:17 am ]
Post subject:  Re: Unreal Engine 4 support

Just using the standard exported SK_Mannequin character does actually make IPISoft crash. I explored this solution some time ago, and ended up modifying it a bit by removing the ik joints the standard UE4 skeleton has. Since i usally have to bring it through MotionBuilder, it also includes some retargeting. I've documented some of this workflow here (in case it's of use for someone): https://www.youtube.com/playlist?list=P ... -hvniY8eyP

Im very interested in feedback on this process, since i havent really been able to find something similar. So please feel free to pitch in with additions/improvements, preferably by commenting on the video, where i usally answer questions.

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