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How to switch Story Framework into First Person mode

In the player controller (SFDemoPlayerController_BP in the default project), select the camera manager component. Under Camera Settings on the left, switch between ThirdPerson and FirstPerson. This will determine what mode the game starts in. To switch camera modes while the game is playing we can press C to toggle (or hold Y on the gamepad). …

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Converting G8 clothing to G9 with the Daz Developer Tools

If you want to properly convert Genesis 8 and some Genesis 3 clothing over to Genesis 9 without using auto-fit, there’s a handy Developer Tools menu we can use. To convert into a native G9 item, the clothing needs to be stripped of its existing rigging, then re-rigged with Transfer Utility. Here’s how the Developer …

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Using a Custom Character in Narrative Pro

I’ve recently invested in Narrative Pro, a very comprehensive game framework for Unreal Engine 5. It features maps, quests, dialogues, inventory, combat, Metahuman support and a whole bunch of other stuff – in short, the glue code that would take me a good year to write from scratch. As I get into it, I’ll need …

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Alembic Workflow from iClone to MD to UE via Blender

I was working on a scene for which several actors needed to wear long draping robes as they walk slowly across a scene. This proved challenging to Unreal Engine’s native Chaos Cloth solver, which isn’t designed to drape high-res self-colliding cloth. While it can work, the results looked less than stellar as you can see …

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How to stop Chaos Cloth from freaking out when rendering

I had an interesting issue today with rendering cloth simulations with Movie Render Queue in Unreal Engine: my cloth was either not showing up at all, or it was royally freaking out, as illustrated in the above screenshot. I spent two whole days testing and researching, until I found the issue my animations were having: …

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Export Settings for Genesis 9 and Character Creator 4

Importing Daz content into other applications is tough on a good day, but trying to use Transformer with Reallusion’s Character Creator pretty much takes the cake: 9 out of 10 attempts will fail guaranteed. In addition, only the base texture comes in by default. Genesis 8 and older generations usually work, but 8.1 and 9 …

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Find out what items you don’t own for shared models in Character Creator

When you work with other members of your team, you may get files for designs that contain content elements you don’t own. Character Creator will still let you view them, but you won’t be able to export them into other apps or create renders with them without a watermark. Your viewport will look something like …

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How to activate Nanite on Foliage in Unreal Engine

Nanite for Foliage Assets has been available since Unreal Engine 5.1, and there’s an easy way to enable it on multiple assets even if they’re already part of a scene. Since UE 5.5 we often get the yellow “Nanite buffer overflow” warning, which can be eliminated by turning assets including foliage into Nanite meshes. Here’s …

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Shallower Depth of Field while retaining the same framing and aperture in Unreal Engine

I tend to use an 18mm focal length for shooting in Unreal Engine, with a standard 16:9 aspect ratio. I find that it matches well what I see in the default viewport, which gives me roughly 90 degrees field of view. This leads to a relatively deep focus with an object tracked close to the …

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How to flatten Motion Loops in iClone

If you’ve ever tried to set additional keyframes in a looped part of a motion clip in iClone, you’ll probably be familiar with your desired bone change to snap back immediately, accompanied by the following message: This is happening because iClone will instance whatever happens in the main clip (front part) in every looped part …

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Unreal Engine to iClone: round-trip animation workflow for non-standard characters

I like using iClone as animation front-end for Unreal Engine. Although a lot can be done directly in UE, not everything is as convenient to achieve as it is in iClone. The pipeline is designed with humanoid characters in mind and works well enough, but things get hinky when it comes to non-standard characters like …

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How to scale texture tiles in Unreal Engine

When using tileable textures in Unreal Engine, you may need to change the scale of the texture to achieve the intended effect. An example would include a brick texture that appears too big or too small on an object. We can setup texture tiling like this: Multiply a Texture Coordinate node with a Scalar Float …

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How to add a Height Map in Unreal Engine

Unreal Engine doesn’t have a native input for height maps, but it has the next best thing, which is a conversion from height information to normals. We can supply a texture and a strength parameter, then add both to a NormalFromHeightmap node. This can be useful if you only have a base texture for your …

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How to preview Vertex Paint colours in Blender

Vertex Colour information is great and all, but not if you have to be in Vertex Paint mode to actually see it. If only there was a way to display it in Blender’s Object Mode, ey? Thankfully there is! Head over to the Viewport Shading options (that little drop-down menu next to the Viewport Render …

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How to create Spring Effects in iClone

Spring Effects in iClone are “faux physics” if you will, something that lets a skeletal mesh bounce as it moves. We can create this from scratch on custom figures, and it’s a little finnickety to setup, but very straightforward if you know how to do it. These effects are not baked to the timeline (like …

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Setting up Rigid Body Physics in Blender

It’s easy to setup rigid body physics in Blender, although far from obvious. I don’t do it often enough to remember by heart, so here are the basics: Physics Objects I’ll create a plane and an icosphere for this example, then move the sphere up above the plane by a few meters. Both objects need …

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Reversing an Alembic File in Blender

Alembic cache files play back automatically in Blender. At first it seems we have very little control over how this happens, but when we take a closer look at the Modifiers Tab, we’ll see that that’s the place where all the magic happens: We’ll see some path information and a Time section. Expand it to …

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Recover an auto save file in Blender

Let’s take a look at recovering badly saved or crashed files in Blender, and a quick setting that will improve the likelihood of recovery. It’s inspired by an incident at the coffee shop the other day, and I thought I’d share it with you and my future self. So while I was out at a …

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Adjust Exposure Settings in Sky Creator

By default, Sky Creator adjusts the exposure of our scenes automatically, and a bit too abrupt. Pitch black night time scenes are being regulated as if it’s the middle of the day and vice versa, which is not great out of the box. There’s an easy way to disable the exposure settings in Sky Creator …

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How to use VDBs in Unreal Engine

Since Unreal Engine 5.3 we can use static or animated VDBs in our project, thanks to a Heterogenous Volume and a built-in engine material. Here’s how to set this up. I’m using one of the excellent free assets from the JangaFX website. Import the VDB Right-click in your content browser and select “import” to bring …

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Where is Smart UV Project in Blender 4.3?

You might have been as surprised to see Smart UV Project missing at first glance in Blender 4.3. If you’re used to the menu from 4.2 and before, you had expected to see something like this: Yet when you’re trying to use the same menu in 4.3 and above, all we see is this: What …

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Animating Clouds with Sky Creator in Unreal Engine

I’ve recently picked up Sky Creator by Dimitry Karpukhin. It gives much more fine-grained control over cloud creation than what I’m used to from Ultra Dynamic Sky. It also contains rain and surface puddle effects. Naturally I wanted to animate the clouds with sequencer and make sure the way the clouds evolve is the same …

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Creating Material Zones in Unreal Engine

Sometimes you want to assign a material to a portion of an existing asset, but there’s just no zone setup to make that happen. Thankfully the Modelling Tools in Unreal Engine have tools to create and delete material zones from selections. It’s designed to be deliberately unintuitive of course, so here’s a quick guide on …

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Changes to Media Plate Actors in Unreal Engine 5.5 (no transparency fix)

EPIC have implemented some changes in the way Media Plate actors are handled in Unreal Engine 5.5. In addition to the (still experimental) Media Plate plugin, there’s now a new Holdout Composite plugin/component combo available that’s enabled by default. Due to changes implemented therein, emissive plates can apparently handle image content better and even works …

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Accessing Parameters of Child Actor Components from Sequencer in Unreal Engine

Here’s the solution to a rather tricky puzzle I’ve spent researching all day. Imagine you had a Blueprint that’s made up of Child Actor Components (potentially other blueprints with their own logic). How do we access parameters on those children, and how do we do this via Sequencer or other blueprint logic? Quite the task …

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