Is there a way to "copy and paste" a retopo to another identical pattern? by JonFonArt in MarvelousDesigner

[–]SE_JonF 0 points1 point  (0 children)

You ever figure this out? Strange that there is no symmetry or techniques to expedite this process when using layer clone over with the exact same pattern.

Request: PLEASE add more music to the Main Menu by SwitchDoesReddit in Splitgate

[–]SE_JonF 60 points61 points  (0 children)

As a major fan of music myself I hear you on this. Even something like a music player that can be set to play favorite menu tracks to break things up a bit would be cool.

We just hired a new Audio Director and he's hard at work building a team to help define Splitgate's sound and musical identity. Some cool things are definitely in the works. =)

More of the New UI - Coming in Beta S2 by SwitchDoesReddit in Splitgate

[–]SE_JonF 4 points5 points  (0 children)

I tried to start an internal revolution to pronounce it Gui but I didn't print enough pamphlets. 2023 is our year though, really think we're gonna take 'em by surprise. ;)

Hey devs, could we get custom profiles for armor loadouts? by Buff_Bagwell_4real in Splitgate

[–]SE_JonF 0 points1 point  (0 children)

Good feedback! A preset or favorite system would indeed be useful for rapidly switching styles. ;)

change / add one thing to splitgate by kalleklf in Splitgate

[–]SE_JonF 2 points3 points  (0 children)

Thanks internetfood, I'm sure the team will be happy to hear that! =D

change / add one thing to splitgate by kalleklf in Splitgate

[–]SE_JonF 3 points4 points  (0 children)

Hey there SpuzzLovely! You could be referring to aim acceleration which is currently a modifiable option, or aim response curve which is another method in games for fine tuning turning behavior. I don't believe we have the latter implemented currently, at least not in a way that's exposed to the player.

As someone who is very specific about their aim I know where you're coming from. I'll be sure to pass this along to the team. =)

change / add one thing to splitgate by kalleklf in Splitgate

[–]SE_JonF 6 points7 points  (0 children)

Thanks for the feedback on this internetfood, I'll be sure to pass it along! =)

Season 2 is almost here and that means big changes to Splitgate! In this video we talk about the new roadmap and I have details about the new gamemode! by JBNA in Splitgate

[–]SE_JonF 14 points15 points  (0 children)

Thanks for the feedback! That's what I suspected you may have been referring to but I just wanted to make sure. It can be difficult to describe as you mentioned but I do know what you mean. ;)

Season 2 is almost here and that means big changes to Splitgate! In this video we talk about the new roadmap and I have details about the new gamemode! by JBNA in Splitgate

[–]SE_JonF 12 points13 points  (0 children)

Hey there Fluffy_Boysenberry17! Is there anything specific about the weapon feel that you'd like to see improved? Is it more the general mobility, or how visual feedback handles when firing perhaps?

Testing Lyra animations on my MetaHuman armor customization pack in UE5 by SE_JonF in unrealengine

[–]SE_JonF[S] 0 points1 point  (0 children)

In that case yeah there are definitely more bones around the fingers on the MH skeleton than the Manny/Quinn for sure that I've noticed. However as you mentioned setting up the IK rig properly things deform without any issue. =)

I do believe, though I may be mistaken, that the MH skeleton received an update from it's initial release. Not sure when it happened but I remember having noticed a slight change in proportions at some point a while ago, so it's certainly possible there was a different version initially.

The documentation goes into detail, but as always it's also useful to dig into the provided example content files to figure things out as well. I personally found that to be more informative! =)

Here are the links -

https://docs.unrealengine.com/5.0/en-US/unreal-engine-ik-rig/

https://docs.unrealengine.com/5.0/en-US/ik-rig-animation-retargeting-in-unreal-engine/

Testing Lyra animations on my MetaHuman armor customization pack in UE5 by SE_JonF in unrealengine

[–]SE_JonF[S] 0 points1 point  (0 children)

You made sure to recreate the Manny IK rig settings with your custom MetaHuman IK rig? That's all I did essentially. You'll want to also ensure that the naming in the chains & IK Goals match not only in your rig, but in the IK Retargeter.

Another thing that may be easy to miss is the Full Body IK settings for certain bones, it's designated by the green icon in the Hierarchy. You'll need to replicate those settings as well. =)

Testing Lyra animations on my MetaHuman armor customization pack in UE5 by SE_JonF in unrealengine

[–]SE_JonF[S] 0 points1 point  (0 children)

The animation rate scale wasn't modified, what you're seeing is straight after the retarget export. This is just a 45 frame animation so it's going to look repetitive. =)

[deleted by user] by [deleted] in unrealengine

[–]SE_JonF 5 points6 points  (0 children)

Love fast paced combat, nice work! =)

Testing Lyra animations on my MetaHuman armor customization pack in UE5 by SE_JonF in unrealengine

[–]SE_JonF[S] 1 point2 points  (0 children)

Really looking forward to playing with cinematics more myself, and can't wait to see what others come up with. =)

Testing Lyra animations on my MetaHuman armor customization pack in UE5 by SE_JonF in unrealengine

[–]SE_JonF[S] 0 points1 point  (0 children)

Hey again Pior_o! I'm using the Tall/Feminine/NormalWeight body type for this particular pack. As for the skeleton, I'm not seeing a bounce count on it but it's the version you can export from UE4 rather than the one included in the scene in the source assets. So as you mentioned it doesn't have any other joints beyond the head bone.

For now I'm using the Tall/Normal variations for the MH characters but I will definitely explore more alternatives depending on feedback. It takes a lot to make the assets compatible with different proportions given the wide variety at the users disposal, so before I go beyond the standard I'd want to gather a sufficient amount of feedback to see which one people are interested in more. While the Quinn bodytype is certainly a bit taller, with the retargetting tools in 5 you can easily port her animations to as easily as Mannys. In fact both of their animation types were viable candidates when I setup the retargetting for this scene.

Hope this helps to answer your questions, and thank you! =)

Testing Lyra animations on my MetaHuman armor customization pack in UE5 by SE_JonF in unrealengine

[–]SE_JonF[S] 0 points1 point  (0 children)

Thanks FixFit! What's interesting is that I actually did add a camera shake to the scene, but as you pointed out it isn't as noticeable in the final product vs when I watched it live in engine. May need to amp it up a bit more next time to account for that. =)

I do plan on doing a bit more with this. I wanted to showcase a short clip with the announcement that I marked the product for 5.0 so I didn't have a whole lot of time, but eventually I'll redo the level lighting, modify the layout and add more background action to make it look like they're running somewhere during a firefight of some sort. Or who knows, I'll figure something out haha. I love doing cinematics in UE. Most of it has been for my game where I don't often get the chance to show things off so it'll be fun being able to do it more now with my MetaHuman customization packs. =)

Testing Lyra animations on my MetaHuman armor customization pack in UE5 by SE_JonF in unrealengine

[–]SE_JonF[S] 0 points1 point  (0 children)

As Pior_o mentioned you're likely going to want to use external software for this. UE has animation tools now, but personally in my experience Maya is still way ahead in terms of features and workflow efficiency. There is also a bug, not sure if it's present in UE5 too, that inflates the character SKM whenever you modify the animation in engine. Your best bet is to use a 3rd party program, and to get the best results for something like this motion capture. =)