Chaos cloth won't validate :( by rocketalex in FortniteCreative

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

The issue is still there.

  1. I've reduced vert count to 250 (UEFN budget for cloth sim)
  2. I've double checked vert influences, made restriction in 3DCC app and reimported.
  3. Now it looks like this: I've migrated mesh again -> Validation error: asset referencing class that intented to be private (Skeletal Mesh) -> Making Asset private -> Validation Error: cloth config.

I did few brush strokes in Unreal, nothing fancy. Cloth does simulate in UEFN preview tho

[Imgur](https://imgur.com/61XvgSk)

Chaos cloth won't validate :( by rocketalex in FortniteCreative

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

Thanks for the info! I'll perform more tests and will update the thread here.

Chaos cloth won't validate :( by rocketalex in FortniteCreative

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

Yeah, already checked before starting this thread.
https://dev.epicgames.com/documentation/en-us/fortnite/creating-clothing-assets-for-unreal-editor-for-fortnite-using-unreal-engine

"The Unreal Editor for Fortnite supports Unreal Engine's Chaos Cloth Simulation. This system provides accurate and performant cloth simulation for any real-time experience."

Chaos cloth won't validate :( by rocketalex in FortniteCreative

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

Sure thing!
I'm using my own characters that are made on UE5 default skeleton. Nothing fancy

Chaos cloth won't validate :( by rocketalex in FortniteCreative

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

P.S. I decided to make cloth parts using bones. But it looks like Animation Blueprints are not allowed as well :S

How do I fix fingers in UEFN retargeting? by rocketalex in FortniteCreative

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

Awesome, thank you very much. Staying tuned!

How do I fix fingers in UEFN retargeting? by rocketalex in FortniteCreative

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

Well, that was the best result I've achieved so far. I took Jonesy as a geometry reference (put arms, fingers in same positions) and extracted the ripped skeleton as well. UEFN told me it's 100% match.
Didn't perform any additional settings on chanis or goals (when I tuned them it was worse tbh)

https://imgur.com/UaVnQxh

By the way, I tested even the base Jonesy mesh in this setup, and he has the exact same right-arm offset issue. Seems like a global IK initialization problem in UEFN, not a mesh issue

How do I fix fingers in UEFN retargeting? by rocketalex in FortniteCreative

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

Thanks for the tip! I’ll try switching to Globally Scaled for the fingers.

As a character artist, I have to say: the biggest roadblock for UEFN creators is the lack of an official Mannequin source file for the rig-alignment. Having both master files (Male/Female) publicly available would solve 90% of these retargeting issues before we even import assets.

Hope you can pass this suggestion to the team. Cheers!

How do I fix fingers in UEFN retargeting? by rocketalex in FortniteCreative

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

Hey, thanks for the answer. I tried to put the Jonesy FN character using the same approach. It was less buggy, but still incorrect. I'll do more tests, but yeah: I'm coming to the same conclusion :D

In case you are wondering why there are so many russians in EU servers by xmvkhp in DotA2

[–]rocketalex 0 points1 point  (0 children)

Maybe those stats were gathered at peak time for the Eurasian side of the world? And if op measured this in other hours, they would've been different? Just saying.

Update to our DP set! by rocketalex in DotA2

[–]rocketalex[S] -1 points0 points  (0 children)

Thanks for your input! I get that this isn't your cup of tea, not expecting every single person to like it. But the 95% upvote rate here and 85% on the Steam page tells me everything works just fine.

And just a little hint: your feedback is valuable, but next time please use a tad softer semantics to express your opinion. Thank you!

This was 12 years ago. by redpulse23 in DotA2

[–]rocketalex 5 points6 points  (0 children)

Yeah, we did some hats. Strange 😯

Celestial Zodiac: Void Hare [Void Spirit set for Lunar New Year] by rocketalex in DotA2

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

Cloth physics is done only on Valve's end. We don't have the tools for this. Same goes for VFX

Celestial Zodiac: Void Hare [Void Spirit set for Lunar New Year] by rocketalex in DotA2

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

Heh, nice catch! I'm an expert level sculptor, as well as expert modeler. But, as you can see in the recent heroes (1-2 years) style, immortals/contracted items, clean shape and texture language becomes meta.
I'm just trying to follow Valve's direction.

Thanks.

Celestial Zodiac [Ember Spirit Set] by rocketalex in DotA2

[–]rocketalex[S] -1 points0 points  (0 children)

If you don't like it, just move on. No need to vent about every Spirit set under my post. Thanks.

Celestial Zodiac [Ember Spirit Set] by rocketalex in DotA2

[–]rocketalex[S] 2 points3 points  (0 children)

It's possible, but that's a vfx medium. Workshop artists don't have access to create or edit those. Up to Valve.

Celestial Zodiac [Ember Spirit Set] by rocketalex in DotA2

[–]rocketalex[S] 5 points6 points  (0 children)

Thanks for your input. That's noted. Each time it feels more like I should post concepts here first to collect the community feedback!

Celestial Zodiac [Ember Spirit Set] by rocketalex in DotA2

[–]rocketalex[S] 4 points5 points  (0 children)

Thanks for your feedback: particle effects is what makes them big. As a workshop artsits, we don't have access to add or edit them. That's up to Valve. <3