I have searched for a long time to find out how to get an outfit to move with the mesh without it clipping, but I cannot find a single tutorial that is not outdated, nor can I find a method that works in slight.
I have tried to use videos and applying it in action, but they aren't the same and do not work.
I have even tried this tutorial:http://stackoverflow.com/questions/34719718/transferring-rig-weights-from-one-mesh-to-another-in-blender-2-76
There is nothing on rigging in 2.78.
Any help that would progress my learning would be appreciated.
Related
as my title says I am having trouble mapping face data from the Live Link app to a metahuman.
Here is what I have done so far:
Created a UE5 project (Film/Video & Live Event)
Imported a metahuman (custom-made) into the project
Added required plugins to project (Live Link, ArKit, Apple-etc)
Connected Live Link mobile application to local network
Set the metahuman's animation controller to the Live Link feed
Calibrated the Live Link data within the Live Link application
The problem I am having:
Parts of the face are not responding at all (ex. metahuman's right eyebrow does not respond to me lifting my left eyebrow).
The left corner of the mouth seems to be stuck (ex. when I try to open my mouth, all points respond except for the single point stays where it is).
The mapping/naming of facial components seems to be mirrored/off/labeled wrong (ex. if I was to wink my right eye this would result in my right eye closing and my right cheek pressing upward. On the metahuman, the left eye would blink and the right cheek would raise.)
These issues are very frustrating as I can not seem to get past this basic calibration. I see online people using these same tools and getting results with the metahuman's facial movements that are really clean. Is there something I am missing? I know that after the metahuman has been calibrated, I will create sequences, am I supposed to be modifying these value there? I am not sure... I have commented on every video I can find and I have posted this question in the Unreal Discord (here) with basically no help.
Note: I don't need a full solution, I just need to be pointed in the right direction! Please let me know if there is anything I am missing in my setup or calibration workflow.
thanks for reading.
Had the exact same problem with a customer project, and the issue was it wasn't using the correct animation blueprint. Once we switched it to the correct animation blueprint for LiveLink the issue was immediately resolved. I remember that exact same facial expression - sorry as I know this was a frustrating one for the customer as well.
It seemed that I was doing everything right. After upgrading from 5.0.3 to 5.1 the issue stopped completely.
I am using UE4 Blueprints for this. I followed the instructions in the UE4 documentation(https://docs.unrealengine.com/en-US/Gameplay/HowTo/CharacterMovement/Blueprints/index.html) and a YouTube tutorial(https://www.youtube.com/watch?v=OExuEFp5kE0), both of which used the same basic movement setup.I copied their setups, and my character cannot look or move around at all. Here are some screenshots of my project:
Movement Setup, Game Mode
I attached print strings to the "add movement input" nodes already.This confirmed that the event nodes are firing properly, and all of my inputs and keys are set up correctly. My character also can't look anywhere either. From what I've seen (the YouTube tutorial for example), characters are supposed to be able to look around by default. That did not work, and I don't know why.
I'm just getting started in Adobe Animate/CreateJS. I'm trying to control the timeline of a movie clip ("myMovieClip") on frame 1 on the main stage, preventing it from playing. According to the documentation, this should work:
this.myMovieClip.stop();
But it does not... the movie "myMovieClip" clip plays immediately on test in the browser, and I'm not getting any error love from the console. It's as if the above line of code wasn't even there.
This seems pretty basic. What am I missing? I ultimately want to stop all movie clips on the main timeline as well as a large group of nested ones. If there's a single command that does this, I'd love to hear about it.
I am fairly certain this is related to a bug in the Adobe Animate output that makes MovieClip timelines not immediately available.
You can get around this by forcing an update before you try to access the children:
this.gotoAndStop(0); // Forces update
this.myMovieClip.stop();
Hope that helps!
I am trying to find the location of an image within a bigger image. I have wasted about 6-7 hours resourcing and couldn't manage to come up with something that I could use.
I looked into
OpenCV (Website Link)
Emgu (Website Link)
Bitmap.contains (Thread link)
Bitmap.contains 2 (Thread link)
All the tutorials I have found in Emgu is really outdated (For the VBS). I even downloaded the older version of the dlls to make the script work but yet not quite right. The bitmap.contains one looked pretty interesting but for some reason it's not working.
Here are the pictures I am working with:
Main Image
Sub Image
Any help would be really appreciated!
Thanks
I'm trying to make a 30sec video of images and can't seem to find useful information on how to achieve this if someone could point me to some examples would be great, other then that I got my script below I think dissolve should connect images is that right? What about how to connect first message window and make it appear first? Basically all three of these I want to go from to bottom as a video clip.
Script below:
MyMessage="Wireless Communications"
MessageClip(MyMessage, 320,240, text_color=color_antiquewhite,
\bg_color=color_blue)
Rails="C:\Users\me\Desktop\1.png"
RailClip=ImageReader(Rails,start=0,end=100,fps=25)
Info(RailClip)
PointResize(RailClip, 320,240, 0,20, 148,148)
Rails2="C:\Users\me\Desktop\3.jpg"
RailClip2=ImageReader(Rails2,start=101,end=200,fps=25)
Dissolve(RailClip+RailClip2,25)
error: 'frame sizes don't match'.