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Look Alive Plugin: Special Eyes for your Characters

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  • replied
    Hey BlackRang666 just bumping because I'm still looking for an answer to see will this be updated to 4.14. I'll send you a PM also in case you're not getting notifications for these posts.

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  • replied
    Hey BlackRang666 just bumping this again in case you missed my last message. Are there any plans to update to 4.14 or any workaround you can think of that will allow me to use it with 4.14?

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  • replied
    Originally posted by BlackRang666 View Post
    The marketplace has been updated to the current version of the plugin so everybody should find the animations easier to tweak with the new parameters in the component itself.
    Any news when this will be updated to 4.14?

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  • replied

    EyeManga3D + LookAlive Addon. Learn More about EyeManga3D here.

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  • replied
    The marketplace has been updated to the current version of the plugin so everybody should find the animations easier to tweak with the new parameters in the component itself.

    Leave a comment:


  • replied
    Originally posted by TechLord View Post
    This workaround leads me to believe that providing a version of the SK_Eyes with Skeleton and NO geometry would be the most flexible solution, allowing users to attach any type of Eye Mesh to the SK_Eye Bones. In fact, this approach could lead to no-impact refactoring of the current design separating Eye Mesh from Skeleton, attaching mesh to bones in code, allowing attachment/detachment in Blueprints.
    Hey that's good to know, I'll consider this method myself once I get around to picking up this addon.

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  • replied
    Originally posted by BlackRang666 View Post
    In order to get the UVs to match properly I would probably need to borrow the actual mesh and I do not have permission to redistribute it. However, it should not be hard for you to export the mesh and rig it yourself, then make a subclass of the LookAlive component that drives the dilation of the pupil in the material instance from the dilation parameter of the component.
    Hi BlackRang666, I appreciate your response. I understand per submission guidelines "Before submitting your content, please remove any Epic sample or template content. Only content that you are personally selling should be included." I'm no modeler/animator so I would anticipate the addition of a custom Eye Mesh/BP compatible with the Epic Eye Material would boost sales

    I've found an effective workaround by attaching custom Eye Static Mesh Component to each of the LookAlive Component by Bones: Eye_L/Eye_R, hiding the geometry. This method allows me to use the LookAlive parameters to adjust orientation/scale/animation/etc of custom Eye Geometry just like the SK_Eyes geometry.

    This workaround leads me to believe that providing a version of the SK_Eyes with Skeleton and NO geometry would be the most flexible solution, allowing users to attach any type of Eye Mesh to the SK_Eye Bones. In fact, this approach could lead to no-impact refactoring of the current design separating Eye Mesh from Skeleton, attaching mesh to bones in code, allowing attachment/detachment in Blueprints.

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  • replied
    Originally posted by BlackRang666 View Post
    I think the current version (marketplace is one version behind current) of the animation blueprint emulates saccades quite well. The eyes will pop without blending to its focus and then smoothly track it in the focused state while in the wandering state they move smoothly.
    I seriously did not expect that answer lol

    That's really good news, thank you

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  • replied
    Originally posted by TechLord View Post
    Hi BlackRang666,

    Look Alive is pretty slick and a great buy $4.99. I would like to use Epic's Eye Material. Can you provide a Skeletal Mesh Eyes (SK_Eyes) compatible with the Epics Eye Material & UVs?
    In order to get the UVs to match properly I would probably need to borrow the actual mesh and I do not have permission to redistribute it. However, it should not be hard for you to export the mesh and rig it yourself, then make a subclass of the LookAlive component that drives the dilation of the pupil in the material instance from the dilation parameter of the component.

    Originally posted by Aumaan Anubis View Post
    ^This.

    Also I wanted to know if this emulates saccades (the way that eyes move by suddenly snapping when looking around, but not when tracking a moving object)
    I think the current version (marketplace is one version behind current) of the animation blueprint emulates saccades quite well. The eyes will pop without blending to its focus and then smoothly track it in the focused state while in the wandering state they move smoothly.

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  • replied
    Originally posted by TechLord View Post
    Hi BlackRang666,

    Look Alive is pretty slick and a great buy $4.99. I would like to use Epic's Eye Material. Can you provide a Skeletal Mesh Eyes (SK_Eyes) compatible with the Epics Eye Material & UVs?
    ^This.

    Also I wanted to know if this emulates saccades (the way that eyes move by suddenly snapping when looking around, but not when tracking a moving object)


    English subtitles are available for this next one:
    Last edited by Aumaan Anubis; 10-19-2016, 04:27 AM.

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  • replied
    Hi BlackRang666,

    Look Alive is pretty slick and a great buy $4.99. I would like to use Epic's Eye Material. Can you provide a Skeletal Mesh Eyes (SK_Eyes) compatible with the Epics Eye Material & UVs?

    Leave a comment:


  • replied
    Originally posted by The_Valeyard View Post
    Of course your customers are going to be entitled.
    They're entitled a working product and to be frank, the number of jobs you work should not need be a consideration for them as they purchased your product, not your work history.
    Take it from a fellow marketplace creator, good service to existing customers helps create more sales as satisfied customers will often return to see what else you have published.
    The product is working. The issue is "This product is not working the way I think it should, therefore I declare it not working at all, therefore you should have made it they way I wanted."

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  • replied
    Originally posted by BlackRang666 View Post
    [MENTION=50701]tcla75[/MENTION]
    With all due respect, you are very, very entitled. I am at work. I work two full time jobs in addition to the freelance work I get here on the forums.
    Of course your customers are going to be entitled.
    They're entitled a working product and to be frank, the number of jobs you work should not need be a consideration for them as they purchased your product, not your work history.
    Take it from a fellow marketplace creator, good service to existing customers helps create more sales as satisfied customers will often return to see what else you have published.

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  • replied
    Cheers thats great.

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  • replied
    Originally posted by Tír na nÓg Games View Post
    Hey Black great Plugin. Works great. The only thing I can't do is the above. Can you post a screenshot of this constructor Blueprint so I can copy it. Cheers
    Here you go.

    Click image for larger version

Name:	Construct.jpg
Views:	1
Size:	97.0 KB
ID:	1116640

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