oh, thank you very much, helps me a lot
Hi @Sutivu , I was wondering about the best way to capture modular characters with this plugin. An example being the free sample, Stylized Character Kit: Casual 01. Iām loving the plugin so far, but Iām having trouble trying to figure out how to use it when the skeletal meshes are meant to be separated and swapped.
Thanks!
Hello! Sorry I did not saw you have posted here my notifications did not showed up!
Only skeletal meshs are supported for now, modular charaters need a blueprint to setup a proper mesh. Maybe with a actor blueprint to put in the level who swap mesh on sockets in the Sk is a way to do it, I dont know. Iām working in a new version with bluprints supported (with custom event) but itās not ready soon.
Hi @Sutivu, Iām using UE 4.27.1 and I just canāt get the mesh to show on the tool, in Assets under StaticMesh, where says āUse Selected Asset from Content Browserā I select a static mesh in the content browser, and I click on the arrow and nothing show up in the static mesh field on the tool, also nothing in the preview
I have follow the documentation, and still cant get the asset to show in the tool
Okay, got it to work, the problem was because I was migrating the tool using the engine migrate option to another project, and the tool just donāt work when use migrate.
lol I have the same problem now smh, now I gotta export the animations huh, hope it will work at least
If you have problems migrating the project, make sure that the plugin āeditor scripting utilitiesā is activate in the new project / editor version in order to work
Hi, has there been any progress on the blueprints integration and modular characters? Just curious. I think this tool may be exactly what it is Iām looking for.
Any updates on using blueprints rather than skeletal mesh for characters? I want to apply physics to a character and then record the animation with the physics working, but I can only do that through an animation blueprint. If animation blueprint support gets added then this tool would be perfect.
Hi, Iām trying to render my scene at 1024x512 it keeps crashing out. Any tips how to fix this? I closed the preview window and that helped..
I got it working flawlessly with Unreal engine 5.0. It would crash with 5.4 and 5.5
Just purchased today. Also having an issue with crashing on UE5.5. Used it in 5.1 successfully with no problems, but the majority of my projects are in 5.5. Unusable for me at the moment. Any information on an update for this project? Really donāt want to get it refunded as I love the concept.
Editor Utility widgets load, but clicking Render on either a static or skeletal mesh causes the whole editor to crash.
Hello,
After a thorough investigation, Iāve identified the root causes of the crashes in UE5.5. These were related to changes in how Unreal handles render targets and texture compilation in the latest version. Iāve implemented fixes on my end and will be posting a patch either tomorrow or the day after at the latest.
Thank you for the quick support!
New patch is live, it should fix a lot of bugs and crashes, tell me if you still encounter problems or if you have other questions
Hi,
Iāve noticed a bug thatās driving me nuts. If I load a scene with a previous render capture session, the skeletal mesh I plan to capture is deleted when I select it in the Widget 3Dto2D in the skeletal mesh section.
Itās really painful to keep on re-adding that. No idea why it needs to delete my mesh from the scene.
Love the project, well done with it.
Edit: Oh the button Iām pressing is - āselected actor from the content browserā. Wish I could setup the scene and just add the meshes from there. I like to save different copies of LVL_Main to capture different things from the same view.
After playing with it more I believe I know what the issue is.
Save/Load preset is not saving the skeletal mesh selection. When I reload a map and select a saved preset the mesh isnāt in the Skeletal Mesh text box. The mesh is in the scene and will render. The problem is I canāt select and animation.
In a nut shell:
- workflow is a bit annoying
- saving/loading presets isnāt maintaining mesh selections correctly.
For reference - Iām using this to capture FPS weapon animations.