You have to make the node you’re connecting with the TexCoord a parameter. Then make a material instance from the material and your parameter will be visible in the material instance. Then you can control that parameter from BP.
( In BP, drag the eye component into the code map, and drag a pin off and look for CreateDynamicMaterialInstance )
i animated character’s eyes with texture in maya . texture offset is connected to eye joints.
thus when left and right eye joints goes to right, texture “offsetU” goes to right.
i can control the eye UV in the material instance editor
now the only problem is to connect “Get socket location” with “Set texture parameter” as you can see in the picture below; that is iam stuck here ! thank you so much already. look forward news
hi ClockworkOcean
in evening i willl try your tutorial on model.but i worry about joints.
that is my model with rigged.
if you want you can try on rigged model.
model.fbx is just rigged model/
anim.fbx is included Right and Left eyeController joint animation.
Element index - the left eye came in at slot 4 for me
Notice I made the material there eyeball_L ( this needs to be a material instance )
When you use CreateDynamicMaterialInstance it gives you a pin to store the instance ( DynamicMat )
Then I set the vector parm ( your material parameter just ended up with the name Param after import, but I guess is will be something more meaningful in your version )
Dear ClockworkOcean;
if you dont mind i would like to ask this part,
in this video i will show everyting, i did everything you do.
even i created 2 blueprint. one of is “event graph” the other is “Actor graph”
i dont get error messages i see the coordinates on the screen but they are constant.
what is your suggestion
thank you so much in advance
You’ve got it right buddy, but you need the BeginPlay connecting into the left of the CreateDynamicMatierialInstance ( it has to be ‘fired’ by something )
have a nice day “ClockworkOcean”
at the end i finished and fired game:) it works and show joint rotation and rotate the eye Pupil.
but it flees away.
final process is to connect the joint(R_eyeController) to Vector parameter in a right way.
maybe we should use another node to get the exact location of the R_eyeController ?
my brain is burned help me to finish this process.
thank you so much “ClockworkOcean”;
but i dont wanna control the variable bymyself.
i want the instance material’s value changes automatically.
those should be controlling by the values (x-y) of the eye joints (R_eyeController and L_eyeController)
because i animated eyes in maya.
my plan is animating in maya and export after that import FBX animation to unreal.
i dont create a game because of that i dont need to control eyes bymyself.
eye textures driven by joints in maya. i exported fbx animation. but i need to animate textures by this joints. not mesh. i show this process in video,
we came a long way. just show me how to convert two nodes and connect them.
there is just one connection that we need. i will show in the picture. we just need a converter between two values.—>
Get “R_eyeController” joint’s translate values (x,y)
and set them into “vector parameter value’s” R and G slot.
Hi, yes I saw that vid. If you want to be able to tweak that color parameter and see the changes in realtime, then take that blueprint code you have and put it in the construction script ( next tab along the top ).
I’m sure you’ve noticed you can actually connect the GetSocketLocation into the color param. That’s only because they are both 3 numbers. Connecting them wont help I’m afraid.
Having talked about manipulating colors this whole time, I don’t think it’s where we need to be. The animations you have in Maya can be played in UE and you can manipulate the skeleton, but you have to set it up as in the vid I sent before ( Custom Animations from Maya to UE4 [TUTORIAL] - YouTube ). That shows you how to make the bones work in UE.