How to export an FBX with embedded materials from Blender

Have you ever wondered how most 3D apps have an option to export FBX files with embedded textures, except for Blender? There’s usually a very obvious tick box that says something like “embed textures”. Granted the feature isn’t fantastic, because it can only reference the base colour and not a full set of PBR maps …

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How do we enable a Matcap in Blender

Matcaps are quick and easy visual previews that let us judge 3D objects without having to setup lights or materials. They’re essentially different ways to make your objects appear while you work on them. This can be helpful if you’re working on something that’s naturally more dull or shiny, darker or lighter, or reflective in …

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How to bring up the Face Director controls in Adobe Premiere

I’ve discovered an interesting little add-on for Premiere that lets us change people’s facial expressions! Much like a 3D character in CC or Daz Studio, it offers sliders that can adjust the mouth shape, where the eyes look, where the face points and all kinds of other stuff. There’s a free trial version available here. …

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How do we close a Bezier Path in Blender

I don’t deal with paths all that much in Blender, so I tend to forget the simple things. Case in point: how do we turn two loose ends of a bezier path into a continuos curve? Merge doesn’t work by default as it does with vertex objects (although I hear there’s an add-on for that, …

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How to adjust Clothing Layers after import in Character Creator

I ran into a small puzzle while importing Daz clothing into Character Creator using Transformer. The garment in question was a multi-part suit that consisted of a shirt, a vest, pants and a jacket. Although all were named correctly, Transformer displayed random names during import, and as such it was impossible for me to specify …

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How to loop animations in Cascadeur

Cascadeur can create animation loops, but it’s far from intuitive. It’s also a destructive process, so save your projects before applying them. Here’s how to loop an animation using Interval Edit Mode. Select the first keyframe on the timeline, let’s assume this needs to become the seamless last frame of our animation. Switch into Point …

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Retargeting Animations with Cascadeur

We can retarget animations with the Pro version of Cascadeur. As long as the figures are setup to have an auto-posing rig, the app can translate motions between figures. It’s a little cumbersome and unintuitive, and I’ll probably forget, so here’s a quick note for you and my future self. I’ll use my previous Battle …

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How to import iClone Animations into Cascadeur

In this article I’ll show you how to take a character from iClone with an animation applied, import them into Cascadeur to make changes, then bring the animation back into iClone. The official documentation is a little outdated at the time of writing, and thankfully this pipeline has been greatly improved. This works with CC3+ …

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Triggering multiple objects in Cartoon Animator’s Puppet Stage

With Cartoon Animator 5.3 we got this exciting new feature called Puppet Stage. With it we can trigger pre-defined motions by way of keyboard hotkeys. This is very simple to implement with single objects and characters, but not quite as intuitive when multiple objects come into play. Here’s how to do it. For my simple …

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Aligning Rokoko Mocap to the correct World Rotation/Location in iClone

When I import a mocap clip from Rokoko Studio into iClone, it’s usually not coming in aligned to the world centre. It’ll still work, but in target applications it would be helpful to have the pivot point where my character is, and the rotation aligned to where s/he’s facing. Thankfully iClone has us covered in …

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Retaining Alpha/Opacity from another track in Premiere

The other day I had some rotoscoped footage we wanted to enhance with Topaz Video. The transfer went well, but sadly Topaz Video is very pernickety when it comes to retaining alpha or opacity. Although it’s apparently a feature, I’ve never been able to make it work reliably. Hence I thought I’ll use the original …

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Reducing Grass Wind Speed in Brushify

We wanted to tweak the ever-so-slightly-excessive wind speed that’s part of the procedural grass in Brushify. This took some research, but a video by Joe Garth greatly helped me understand where to look for the setting. Each landscape layer’s layer info gives a clue where to start your reverse-lookup research. Select the landscape, then switch …

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How to create Depth of Field in Photoshop from Depth Maps

In the above video I’ll explain how to use depth maps created in 3D rendering software to infer an accurate Depth of Field effect in Photoshop. This can be useful if you want to avoid re-rendering when you want to change the effect, or if your rendering software isn’t accurate enough (looking at you there, …

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Rokoko Studio Viewport Controls

It’s rather painful that the 3D industry hasn’t come to a consensus for a “sane set” of viewport controls that’s applicable in every app. Developers seemingly go out of their way to confuse users by inventing their own control scheme, likely laughing behind out backs while we get ever more frustrated when we have to …

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How to save your own Morphs in Daz Studio

I get this question from time to time and thought it might be helpful to explain how to save your own morphs. This applies to characters as well as clothing, and ties in with an article I’ve written a while ago that explains where the actual files end up on your system. Assuming you’ve imported …

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Getting Started with PCG Geometry Decals in Unreal Engine

Landscapes in Unreal Engine typically don’t have a lot of detail. For close-up shots, we usually have to place static meshes manually or use foliage painting tools, but it can be time consuming to get right and tricky to change later. PCG Geometry Decals makes this a breeze: These decals project a texture onto a …

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OCIO workflow with ACES in Unreal Engine

Render pipelines typically work by way of using the same colour profile between applications that need to process image data. When you’re working on your own even across multiple applications this is less important as you just grade the final output the way you want. However, if you’re working as part of a team and …

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How to change the distribution of lit windows in EPIC’s City Sample Project

The nighttime buildings in EPIC’s City Sample Project are full of functionality. Did you know you can change how many windows appear lit in night mode? Me neither, had it not been for an anonymous reader who asked me about it. Fascinated by this myself, I took a closer look and here’s what I found …

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UI Changes in Unreal Engine 5.6

Everyone loves a good UI change for absolutely no reason, and the total waste of time that goes with finding where your everyday features have been hidden. Because EPIC can’t be asked to tell us what’s moved where, I thought I’ll compile a list for us so we can sleep a little easier at night. …

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FIXED: Objects show in viewport, but don’t render in MRQ

Unreal Engine continues to surprise me with idiotic things that shouldn’t happen, like some objects not rendering in Movie Render Queue, for absolutely no obvious reason. I’ve had this before, forgot to make a note, but thankfully remembered a trick that is saving my bacon time and time again. Turns out some assets LOD0 screen …

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