When I bend the character joints(Arms,legs,forearms,neck) to more than a certain small degree they start to look ugly. I would like Unreal Engine development team to make a better more realistic mesh deformation so my characters wont bend like old Unity 2000s games. i would like more realistic mesh deformation. The ML deformer in Unreal Engine 5 only works with MAYA models extracted from MAYA. AlienRenders’ dual quaternion is neat and works great however thier forked mods takes about 3x more space than the original unreal engine version and when i delete project it still somehow keeps and takes little space from my Disk drive.
My feedback is: Make a better mesh deformer as an option alongside the classic linear skin blender so we can choose which mesh deformer to use. Dual quaternion deformer is a good option aswell
I just wanted to add that we’re working on better deformation support. And the ML Deformer can also be used on models outside of Maya. However, the plugin to generate training data is Maya only. But you can easily write your own script to generate training data in other apps. You have to just export it to Fbx. Also the abc file can come from other packages as well.
What the Maya plugin does is generate random values for given controls, such as the rotation x y z values of bones. It does this within given rotation limits.
i dont know how to make a script that does that(Im not a scripter myself) and i dont think 90%+ of unreal engine developers who use blueprint and even c++ know what to do. isnt coding such things for the unreal engine team? I mean i dont know what coding blender or daz is using because i use them from an artistic view of point i pose and animate not scripting
Coding is definitely for the UE team. I just wanted to offer an alternative.
If our community wants the generator tools for other DCC we will definitely consider creating those. Our first focus now is to make the ML Deformer production ready, using as little memory as possible and having good performance. In the meanwhile we can collect suggestions like yours, so that we can decide what to prioritize next.
wow i also would love to see a support to DQ, because indeed currently the linear system feel “too old” and not really good for more moderns games where we do need better deformation where stuffs like Dual quaternion can produce much better and natural results than the current linear, we really need some improviments on that.
also i would love to see support for daz studio which uses DQ as it basis, it would be good to support it.
UE5 has a new deformer graph system (still experimental). This will allow deformations such as dual quaternion skinning, and other things. We are making a big push to improve deformations, so we hear your wishes
Yes daz3d is a good option since it has the best and most realistic skin deformation. Please make ML deformer bridge to generate training data from Daz3d very very please. I know I’m just a regular person but I know a lot of people will be impressed and happy. Regarding realism I know unreal engine is focusing on that topic and deformation from Daz3d will be the most realistic mesh deformation that is available out there for now.