Genesis 3 Foxgirl to Unreal Engine 5 [WIP]
VividImaginator
Posts: 39
in Art Studio
Comments
That's looking really good! I like the sway of the tail as she walks. It would be cool to get a little bit of a delayed reaction of the tail when she turns, so the tail "trails" and bends on the turns. Is that possible?
This is really good work! It looks like a great foundation for a cool game! Nicely done!
Thanks!
Currently, I'm using physics to animate her tail; it took me a while to achieve the tail movement that you see in the video; her tail was bouncing all over the screen when I first enabled physics.
You can animate her tail using control rigs; it is possible to create a trailing effect, but I would have to learn how to do it; I'm just learning UE5.
Another way would be by editing each of her animations to add tail movement frame by frame.
I want to create an action RPG; I'm thinking about Witcher style combat with combos, flashy-magic, and more. It will be hard work and it will take a while, but I think I will do it.
excellent work
Looks great.
Have you tried to export to UE5 any of Genesis 8.1 or 8 characters?
Just wonder, if there are the same limits, for example while using ragdolls.
I could not get in Unity ragdoll setup on Genesis 8 or 8.1,
but Genesis 3 characters works well with ragdolls in Unity.
Yes, I have imported Genesis 8 characters into UE5.
I don't use the Daz bridges; I export FBX files from Daz Studio, and then, I manually drag and drop them into UE5.
Here is how I do it:
UE5 generates physics assets for the character's skelleton; it does it for any Genesis character that I have imported; it's automatic.
The imported character works as intended:
I don't know about Unity; I don't use Unity.
I'm still refining the export and import process; as I implement functionality, I discover that I need to make changes and add more things; so, it's a work in progress.
Thanks for the answer and the tips.
I have not used UE5 so far, but would like to try it in the future.