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  • replied
    Originally posted by VSZ View Post
    You'll need to prepare a 2nd UV channel for the character meshes as described in these knowledge base articles - Character Painting FAQ, Preparing your Mesh for Painting. That means you will need to export your marketplace meshes to your 3D tool of choice and reimport them back after adding the 2nd UV channel. This step is not required if the first UV channel has no overlapping faces, though that is very rare.
    The linked resource seems to be a bit barren and assumes at least some level of familiarity (and some links are broken in the documentation as well). Would you be able to provide something showing how to get skeletal mesh painting functional, from start to finish? A video would be absolutely amazing, but I'll take what I can get.

    An example of what's throwing me for a loop is the material function on the quick start page (there is no information on it or what it is doing), and the assumed knowledge on lightmaps. While I do understand that spoonfeeding information in regards to the basics of UE4 is outside the bounds of what a reasonable person could expect from you, I do hope that's not how this request is coming across. I'm a visual person, and seeing something done in 30 seconds will do more for me than 600 pages of documentation. I'm certainly not expecting a detailed rundown on what lightmaps are, how to create them, etc. Skip that part if you'd like. I'm just asking for a guide on preparing a skeletal mesh from start to finish, and hopefully some explanation on what your MF is doing on the quickstart page.

    Basically, something showing what work was/is required to have functional mesh painting for a skeletal mesh, on a fresh new project. I'd greatly appreciate anything that could clear it up a bit.

    All-in-all, the plugin seems amazing and I'm looking forward to the prospect of integrating it in my game. I can tell you've put countless hours of hard work into the product, and see a tremendous amount of advanced functionality when checking out your demo videos. Kudos to you and your team, the product is very impressive!
    Last edited by One Mode Only; 07-16-2018, 03:30 PM.

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  • replied
    Originally posted by mechanicalsnowman View Post
    So in short, does your mesh paint system alleviate the performance cost of the SceneCapture per hit method, or the precision issue with the bone / ref pose calculation? Assuming my concerns about the latter method are correct anyhow, that is just conjecture on my part but I can't work out how it does it otherwise.

    Thanks and keep up the awesome work!
    For skeletal mesh painting, currently Ryan's method is used. Performance is optimized via a combination of
    1) Caching and throttling of scene captures, so instead of capturing the positions every single stroke, they're throttled to reasonable intervals which each usecase can customize (currently hardcoded, but can be easily parameterized to any desired level). For most usecases this yields acceptable results while significantly boosting frame rates.
    2) Rendering the "positions texture" at a lower resolution than the actual "paint texture" so the end result still looks high quality and the positions texture is still quick to render. Obviously this compromises accuracy to some degree, but honestly at 512x512 (the plugin's default for positions) I'm yet to see any accuracy issue that would significantly impair most usecases (except maybe intricate detail-work under a character's eyes, etc, but that kind of stuff is always going to cost performance).
    3) The other advantage of using the plugin here is that it requires no prior setup/editor-time baking for each character. Everything is dynamically managed, on the fly / on demand. End users just need to use one blueprint node making it trivial to utilize for projects at any stage of maturity. Saving and Loading support is also provided out-of-the-box.

    I have the FPS counter on throughout the plugin's video overview so you can get a sense of the performance attained (on a gtx970 gpu)

    The Ref pose bone method (presumably you're referring to Tom Looman's excellent article on this subject!?) is something I've been excited about supporting in this plugin, although I too share your concern about accuracy for organic shapes/skin deformation; it sounds perfect for many typical gameplay scenarios though. Another issue I have with this is support for dynamic / on-the-fly character setup instead of editor-time texture baking. I would need an extra frame to revert a character to its ref pose at runtime (or deploy a proxy skeletal actor reserved for this purpose or other such stratagem). Saving & Loading would be more efficient with this technique though, so there's that benefit to consider.

    Hope that helps!

    ~

    SimBa2014 - Locomotion is driven entirely by your own pawn via its AddMovementInput logic, the plugin does not participate in any locomotion as it would clearly be different for different pawns.

    You need to rely on your pawn's native movement logic or implement your own by overriding the AddMovementInput_Custom function provided in the DonNavigator interface.This is a question I've frequently addressed on the plugin's thread pages so you will find a lot more information about this by searching those forum threads.

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  • replied
    Hey VSZ,

    I'm researching skeletal mesh painting. I've looked into a few ways of doing this, and have a couple implementations going, but I was curious about how your own implementation works and how precise it is.

    The most precise way I've found is the Ryan Bruck's method where dilated UVs are stored into an RT, but the problem with it is that it requires a SceneCapture to take a snapshot every frame that there's a paint stroke. It does allow small radii though and very precise hits, and paints across UV seams with no problems.

    I was wondering if your paint system uses this or a modified / cheaper version, because I'd like to get the performance cost down as much as possible. The other method I've read about, where SceneCaptures aren't running per hit, but rather hits get the nearest bone and calculate the ref pose to work out the correct hit location on an animated mesh, seems like it would be more performant but less precise, since painting on polygons which have influence of two or more bones (which is obviously super common for organic charas) would not be able to correctly work out the exact hit location?

    So in short, does your mesh paint system alleviate the performance cost of the SceneCapture per hit method, or the precision issue with the bone / ref pose calculation? Assuming my concerns about the latter method are correct anyhow, that is just conjecture on my part but I can't work out how it does it otherwise.

    Thanks and keep up the awesome work!

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  • replied
    Hi [MENTION=14603]VSZ[/MENTION],

    Thank about your plugin!

    I have ships game and I am trying to use "Fly To" node in BehaviorTree.
    The BT Task is to "ChasePlayer", and after executing the BehaviorTree the ships also going sideways or reversing when avoiding a collision,
    but because of the fact that ships can navigate in one direction (Y-axis movement), it seems unrealistic.

    My question is: how can I limit the ship movement to one direction (Y-axis movement)?
    Should I use BluePrint DonNavigation's functions instead of BehaviorTree with "Fly To"?
    Attached Files

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  • replied
    I received a report about multiplayer issues due to the timing of replication global painter, components, etc.

    The user has kindly shared a patch, but before incorporating it I'd like to ask whether any other plugin users have faced any issues with multiplayer at all.

    The regular multiplayer flow ("Server is the Painter") is QA tested with each release via the editor (including dedicated server mode) so I'm not entirely sure how the reported issue manifested in the first place.

    Appreciate any input on your experiences

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  • replied
    Project Usecase 1: Player Created "Silk Nests"(using this plugin)

    Just wanted to share a usecase from my project that I thought plugin users would find interesting.

    In the video below, players build "silk nests" of their own using custom shapes/sizes; a flattened, non-uniformly scaled mesh is used as a base, over which they "paint" silk in successive layers. Eventually the "flattened" section is raised up (via WPO masking) to provide the illusion of a 3-dimensional construction.


    I prefer this to a free-form voxel building solution as it is easier to define the rules of exactly what constitutes a successful construction plus for many surfaces (like silk) I don't think voxels could properly represent the surface or believably depict the construction technique (i.e. specific to my usecase of a spider spinning and pushing silk).

    Project Usecase 2: Free-Form surface decimation "Leaf Munching"

    The usecase below is the original purpose for which this plugin was made!

    Creatures of varying sizes (including 1mm!) are allowed to chew holes of arbitrary sizes on a surface like a leaf. Unique Decal textures are used for each creature to leave a unique mouth imprint on a surface.

    The plugin's collision API is used to determine which areas have been eaten up and which ones haven't. It is also possible to prevent players from walking over holes using the same collision API if desired.



    Additional usecases like runtime landscape painting for marking trails, etc are also planned!

    Anyway, hope you enjoyed this!

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  • replied
    Originally posted by rennsix View Post

    In July, ilI'be working to implement your plugin with HTC Vive Pro. Will share results when able.
    Thank you

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  • replied
    Originally posted by VSZ View Post
    The plugin hasn't been tested for VR, but I was curious to know if existing plugin users have any data to share on this.
    In July, ilI'be working to implement your plugin with HTC Vive Pro. Will share results when able.

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  • replied
    Summer Sale 50%discount

    Just a reminder that the plugin is available at 50% off for a limited time.



    Nearly every game/project will benefit from the plugin's rich functionality so do take the time to check it out!

    Marketplace Purchase Link
    Last edited by VSZ; 06-08-2018, 04:59 AM.

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  • replied
    Question for Customers using this plugin with VR

    I received a question on the product page about whether this plugin is VR friendly.

    The plugin hasn't been tested for VR, but I was curious to know if existing plugin users have any data to share on this.

    Thank you for your input

    Leave a comment:


  • replied
    Originally posted by medRoom_dev View Post
    Did anyone found a solution to the MorphTarget Flick in UE4.18? I still have that problem
    FYI, it looks like Epic has closed UE-54099 as "Wont' Fix".

    As your usecase is also affected by this, I suggest you add your voice to this answer hub thread. I have asked Epic staff for rationale as to why it was closed, but it will be really useful if you petition for your independent usecase as well so Epic is aware that multiple users/usercases are affected and that this regression (this is actually a bug they fixed in a previous engine version) is well worth fixing!
    Last edited by VSZ; 05-04-2018, 05:00 AM.

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  • replied
    Originally posted by Themap666 View Post
    Great work and really impressive plugin VSZ! Can this be used to create a system that works kinda like Wolfensteins plasma cutter (https://youtu.be/Mp9K3RxMCsc?t=279) ?
    Is the plasma-cutter from the video you linked a free-form cutter (so players can draw random shapes with it) or is it constrained to pre-determined shapes depending on the surface being cut?

    If the shape is pre-determined, you can certainly use the plugin to
    1) First paint the shape along an outline you have setup individually for each type of mesh. Opacity mask may be used for the outline if desired.
    2) Blast the hole with a chosen decal texture, spawn a new mesh for the severed part (again, pre-determined for each type) and simulate physics on the fallen part.
    3) Collision setup: If your shapes are pre-determined you don't even need to use the plugin's pixel collision API (which supports only circular collision holes atm). You can instead prepare two separate meshes (open/closed) for each surface type and just switch between those after an outlined has been carved through and leverage UE4's native collision for everything.

    ~

    Now if you want free-form cutting of shapes on a surface (and separating those from the original surface), some additional development is needed which is not prioritized yet.

    My game's caterpillars need free-form carving though (for severing leaves that having been cut all the way across or in an island shape) so I will be looking into this eventually, no timelines yet!

    PS: Appreciate the kind words
    Last edited by VSZ; 04-20-2018, 06:23 AM.

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  • replied
    Great work and really impressive plugin VSZ! Can this be used to create a system that works kinda like Wolfensteins plasma cutter (https://youtu.be/Mp9K3RxMCsc?t=279) ?

    Leave a comment:


  • replied
    Originally posted by medRoom_dev View Post
    Did anyone found a solution to the MorphTarget Flick in UE4.18? I still have that problem
    Hi, I gather from your AnswerHub post that you encountered this issue independently (not using the plugin)?

    Anyway, according to UE-54099 the Target Fix is 4.20, so I'm hopeful that a fix will make it in soon.

    In the meantime please upvote the JIRA ticket if you haven't already so Epic knows that multiple users/usecases are affected by this bug!

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  • replied
    Did anyone found a solution to the MorphTarget Flick in UE4.18? I still have that problem

    Leave a comment:

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