Download Arac Bone Rig V1.0 for 3ds max

Artikel 3ds Max, Artikel Animation, Artikel Download, Artikel Rig, Artikel Unreal,
[ #Animation #3dsMax #Unreal ]
With the Arac Bone Rig 1.0 script you can automate the bone-based rigging of a four tire wheel vehicle in 3ds max and animate on a spline. With the flexibility and usefulness of the bone system we can send the tool we rigged and animated to a game engine like unity yadda unreal engine 4 and we can easily use it in the project we want.

>> See Also: Free Download VFB+ 2.8 for 3Ds Max

How it works
Export to Unreal

Availibility

Download Arac Bone Rig V1.0
  More 3ds Max Plugin [post_ad]
[ #Animation #3dsMax #Unreal ]
With the Arac Bone Rig 1.0 script you can automate the bone-based rigging of a four tire wheel vehicle in 3ds max and animate on a spline. With the flexibility and usefulness of the bone system we can send the tool we rigged and animated to a game engine like unity yadda unreal engine 4 and we can easily use it in the project we want.

>> See Also: Free Download VFB+ 2.8 for 3Ds Max

How it works
Export to Unreal

Availibility

Download Arac Bone Rig V1.0
  More 3ds Max Plugin [post_ad]

NeoFur plugin for Unreal Engine

Artikel Character, Artikel Hair Fur, Artikel NeoFur, Artikel Unreal, Artikel Unreal Engine,
[ #UnrealEngine @UnrealEngine #EpicGames ]
Neoglyphic Entertainment, a storytelling company built for the digital age, today announced the availability of its NeoFur cross-platform, real-time fur-and-fiber technology for Epic Game’s Unreal Engine 4. Whether it’s a fuzzy creature for a game, a soft blanket or carpet in an architectural visualization, or a nature landscape in a high-end cinematic sequence, NeoFur enables animation and game studios to tackle the creation of fuzzy and fibrous characters, objects and surfaces at a fidelity level never before possible in a real-time engine.

>> See Also: Tutorial on Creating Hair Hur

FEATURES

EASY TO USE
  -Drag & Drop setup with blueprints
  -Easily import Morph Targets or Control Splines via FBX for Fur-combing
  -CROSS PLATFORM GEOMETRY SHELLS
  -Shells and their simulation are supported on PC, Mobile & Virtual Reality
  -Shells can be generated on any Static or Skeletal mesh
  -Many parameters of the fur can be controlled via blueprint
DYNAMIC SIMULATION
  -Physics can be simulated via Compute Shaders or a Software mode
  -Physics parameters such as gravity, stiffness, etc. are controllable by the user
  -Physics support Unreal Engine's Wind and Radial forces
  -Custom LOD system, fully configurable per asset.
ADVANCED SHADING
  -Custom coloring, length and thickness controlled via materials
  -Rim lighting, Ambient Occlusion, and advanced Specular controls
  -Receives and casts dynamic shadows
EXAMPLE PROJECT
  -Demo Hall includes many example implementations and uses
  -High fidelity Stylized Raccoon character
1  -8 different procedural noise patterns for Fur and Fiber materials
“Films like Disney’s Zootopia have shown us the beauty that fur can bring to a production, but at a high cost. With NeoFur, studios of any type can afford high-end technology that dramatically enhances the look of their environments and characters,” said Carlos Montero, Neoglyphic’s Technical Art Director. “There’s no reason a studio needs to spend valuable time and money to achieve believable looking fur, as NeoFur’s solution saves time and costs while providing breathtaking results.”

NeoFur leverages shell-rendering techniques, creating a beautiful illusion of millions of strands of fur. Patent-pending advances have allowed the use of compute shaders and other advanced shading strategies to take that technique to the next level, bringing fast simulation, realistic physics, and unique Level-Of-Detail systems designed to combat fill-rate. Ultimately, this allows NeoFur to be extremely versatile, allowing it to be authored for PC and mobile games, as well as VR platforms such as Oculus and HTC Vive, and gaming consoles like Xbox One and PlayStation 4.


“Creating realistic fuzzy objects and surfaces has always been a difficult and time consuming process,” said Epic Games Founder and CEO Tim Sweeney. “Our team’s experience with NeoFur has been an extremely straightforward process. The performance is exemplary – and highlights the strength of an engine like Unreal. With the same asset pipeline, NeoFur on UE4 scales across high-end cinematic production all the way to mobile platforms.”

Additionally, NeoFur was one of just five teams that Epic Games recently awarded as part of its Unreal Dev Grants program. Epic created this program to reward innovative projects built for, and with, its Unreal Engine 4 development tool.

Availability


NeoFur’s licensing options are aimed at providing access to the technology for individuals, indie studios and AAA studios. For pricing and sales information, please visit http://www.neoglyphic.com/neofur.
25% off Real-time #NeoFur for @UnrealEngine licenses til 6/8/2016! Code: PRTW61
  More Hair Fur Plugin [post_ad]
[ #UnrealEngine @UnrealEngine #EpicGames ]
Neoglyphic Entertainment, a storytelling company built for the digital age, today announced the availability of its NeoFur cross-platform, real-time fur-and-fiber technology for Epic Game’s Unreal Engine 4. Whether it’s a fuzzy creature for a game, a soft blanket or carpet in an architectural visualization, or a nature landscape in a high-end cinematic sequence, NeoFur enables animation and game studios to tackle the creation of fuzzy and fibrous characters, objects and surfaces at a fidelity level never before possible in a real-time engine.

>> See Also: Tutorial on Creating Hair Hur

FEATURES

EASY TO USE
  -Drag & Drop setup with blueprints
  -Easily import Morph Targets or Control Splines via FBX for Fur-combing
  -CROSS PLATFORM GEOMETRY SHELLS
  -Shells and their simulation are supported on PC, Mobile & Virtual Reality
  -Shells can be generated on any Static or Skeletal mesh
  -Many parameters of the fur can be controlled via blueprint
DYNAMIC SIMULATION
  -Physics can be simulated via Compute Shaders or a Software mode
  -Physics parameters such as gravity, stiffness, etc. are controllable by the user
  -Physics support Unreal Engine's Wind and Radial forces
  -Custom LOD system, fully configurable per asset.
ADVANCED SHADING
  -Custom coloring, length and thickness controlled via materials
  -Rim lighting, Ambient Occlusion, and advanced Specular controls
  -Receives and casts dynamic shadows
EXAMPLE PROJECT
  -Demo Hall includes many example implementations and uses
  -High fidelity Stylized Raccoon character
1  -8 different procedural noise patterns for Fur and Fiber materials
“Films like Disney’s Zootopia have shown us the beauty that fur can bring to a production, but at a high cost. With NeoFur, studios of any type can afford high-end technology that dramatically enhances the look of their environments and characters,” said Carlos Montero, Neoglyphic’s Technical Art Director. “There’s no reason a studio needs to spend valuable time and money to achieve believable looking fur, as NeoFur’s solution saves time and costs while providing breathtaking results.”

NeoFur leverages shell-rendering techniques, creating a beautiful illusion of millions of strands of fur. Patent-pending advances have allowed the use of compute shaders and other advanced shading strategies to take that technique to the next level, bringing fast simulation, realistic physics, and unique Level-Of-Detail systems designed to combat fill-rate. Ultimately, this allows NeoFur to be extremely versatile, allowing it to be authored for PC and mobile games, as well as VR platforms such as Oculus and HTC Vive, and gaming consoles like Xbox One and PlayStation 4.


“Creating realistic fuzzy objects and surfaces has always been a difficult and time consuming process,” said Epic Games Founder and CEO Tim Sweeney. “Our team’s experience with NeoFur has been an extremely straightforward process. The performance is exemplary – and highlights the strength of an engine like Unreal. With the same asset pipeline, NeoFur on UE4 scales across high-end cinematic production all the way to mobile platforms.”

Additionally, NeoFur was one of just five teams that Epic Games recently awarded as part of its Unreal Dev Grants program. Epic created this program to reward innovative projects built for, and with, its Unreal Engine 4 development tool.

Availability


NeoFur’s licensing options are aimed at providing access to the technology for individuals, indie studios and AAA studios. For pricing and sales information, please visit http://www.neoglyphic.com/neofur.
25% off Real-time #NeoFur for @UnrealEngine licenses til 6/8/2016! Code: PRTW61
  More Hair Fur Plugin [post_ad]

Houdini to Unreal 4 Building Tool

Artikel Houdini, Artikel Unreal,
[ #Houdini #Unreal ]
Second year students of Visual Arts - Anastasia Opara has shared video about her procedural building generation tool using Houdini that generates objects based on a list of user-controlled settings

>> Houdini tutorial



Check out Houdini to Unreal 4 Building Tool in action.



  More Houdini Plugin [post_ad]
[ #Houdini #Unreal ]
Second year students of Visual Arts - Anastasia Opara has shared video about her procedural building generation tool using Houdini that generates objects based on a list of user-controlled settings

>> Houdini tutorial



Check out Houdini to Unreal 4 Building Tool in action.



  More Houdini Plugin [post_ad]

Faceware for Unreal Engine

Artikel Animation, Artikel Faceware, Artikel Unreal,
[ #UnrealEngine #Animation ]
Faceware Technologies, the leading provider of markerless 3D facial motion capture solutions, announced the launch of the Faceware Live plugin for Epic Games’ Unreal Engine 4. The new integration will enable UE4 developers to capture facial movements with any camera and instantly apply those movements to characters in the Unreal Engine. Those interested in the plugin can get more information from Faceware’s website or by visiting Faceware at SIGGRAPH 2015 (booth #753).

“Faceware Technologies has a long history of creating some of the most iconic and realistic faces in games and films,” said Peter Busch, vice president of business development at Faceware Technologies, “while Epic’s Unreal Engine is known for helping create some of the best-selling games ever. Integrating our real-time technology with their premier game engine was just a natural fit.”

The new Faceware Live plugin works like this: Unreal Engine users capture an actor’s facial movements using any video source, such as an onboard computer video or webcam, the Faceware Pro HD Headcam System, or any other video capture device. That captured movement data is then streamed instantly into the Unreal Engine to drive a character’s facial animation in real time. The facial movements display in real time via the Unreal Persona animation system.

The plugin was co-developed by Australia’s Opaque Multimedia (the company behind the Kinect 4 Unreal plugin, the UE4 integration with the Microsoft Kinect 2 sensor) and is ideal for quickly generating facial animation for animatics in the pre-viz process, or for creating facial animation for live interactive events, shows and concerts.

“The ability to combine the power of the real-time performance capture pipeline of Faceware Live, and the power and flexibility of Unreal Engine 4, gives developers an incredibly powerful tool,” said Norman Wang, the director of development at Opaque Multimedia. “Developers will be delighted to see how easily they can access the data from the Faceware plugin through the native Blueprint interface.”

Several unannounced projects that utilize the plugin will debut later this year.

Pricing and availability


Faceware Live 2.0 is available now, including the new Unreal plugin. The system is priced on enquiry, but you can request a 30-day trial from Faceware’s website.

  More Plugin [post_ad]
[ #UnrealEngine #Animation ]
Faceware Technologies, the leading provider of markerless 3D facial motion capture solutions, announced the launch of the Faceware Live plugin for Epic Games’ Unreal Engine 4. The new integration will enable UE4 developers to capture facial movements with any camera and instantly apply those movements to characters in the Unreal Engine. Those interested in the plugin can get more information from Faceware’s website or by visiting Faceware at SIGGRAPH 2015 (booth #753).

“Faceware Technologies has a long history of creating some of the most iconic and realistic faces in games and films,” said Peter Busch, vice president of business development at Faceware Technologies, “while Epic’s Unreal Engine is known for helping create some of the best-selling games ever. Integrating our real-time technology with their premier game engine was just a natural fit.”

The new Faceware Live plugin works like this: Unreal Engine users capture an actor’s facial movements using any video source, such as an onboard computer video or webcam, the Faceware Pro HD Headcam System, or any other video capture device. That captured movement data is then streamed instantly into the Unreal Engine to drive a character’s facial animation in real time. The facial movements display in real time via the Unreal Persona animation system.

The plugin was co-developed by Australia’s Opaque Multimedia (the company behind the Kinect 4 Unreal plugin, the UE4 integration with the Microsoft Kinect 2 sensor) and is ideal for quickly generating facial animation for animatics in the pre-viz process, or for creating facial animation for live interactive events, shows and concerts.

“The ability to combine the power of the real-time performance capture pipeline of Faceware Live, and the power and flexibility of Unreal Engine 4, gives developers an incredibly powerful tool,” said Norman Wang, the director of development at Opaque Multimedia. “Developers will be delighted to see how easily they can access the data from the Faceware plugin through the native Blueprint interface.”

Several unannounced projects that utilize the plugin will debut later this year.

Pricing and availability


Faceware Live 2.0 is available now, including the new Unreal plugin. The system is priced on enquiry, but you can request a 30-day trial from Faceware’s website.

  More Plugin [post_ad]

Download Unreal Engine Camera Animation Exporter v1.02 for 3ds Max

Artikel 3ds Max, Artikel Animation, Artikel Camera, Artikel Download, Artikel Unreal,
[ #UnrealEngine #Animation #3dsMax ]
Unreal Engine Camera Animation Exporter is a little script for 3ds max to facilitate Camera Animation export to Unreal Engine 4 Matinee. That will make your 3ds Max to Unreal Engine Workflow to be more simple!

>> See Also: Unreal Engine 4 for ArchViz basic tutorial

Installation:

-Extract the archive to your Root 3ds max directory, it places the required files in the MacroScripts folder.
-Add the item to your toolbar/quad menu, under 'WeevilTools' When you run it, you can pick your desired camera from the scene, then hit the Create button to prepare a pre-baked clone of the camera ready for export, with the UE4_Baked suffix, ready to export via FBX to matinee.

Download:


Download Unreal Engine Camera Animation Exporter v1.02 for 3ds Max here. It worked with 3ds Max 2014
  More Animation Plugin
[ #UnrealEngine #Animation #3dsMax ]
Unreal Engine Camera Animation Exporter is a little script for 3ds max to facilitate Camera Animation export to Unreal Engine 4 Matinee. That will make your 3ds Max to Unreal Engine Workflow to be more simple!

>> See Also: Unreal Engine 4 for ArchViz basic tutorial

Installation:

-Extract the archive to your Root 3ds max directory, it places the required files in the MacroScripts folder.
-Add the item to your toolbar/quad menu, under 'WeevilTools' When you run it, you can pick your desired camera from the scene, then hit the Create button to prepare a pre-baked clone of the camera ready for export, with the UE4_Baked suffix, ready to export via FBX to matinee.

Download:


Download Unreal Engine Camera Animation Exporter v1.02 for 3ds Max here. It worked with 3ds Max 2014
  More Animation Plugin

Houdini Engine for Unreal Editor

Artikel Houdini, Artikel Unreal,
[ #HoudiniEngine #Unreal ]
Side Effects Software has announced the Public Beta of Houdini Engine for Unreal Engine 4 in April 2015. This plug-in provides game studios with the power of Houdini’s procedural technology working inside the Unreal Editor.
“Many developers have already leveraged procedural techniques in building their content, and tools like Houdini will enable even more possibilities,” says Ray Davis, Unreal Engine General Manager, Epic Games. “By combining the power of UE4 with Houdini technology developers will be able to create richer experiences - quicker than ever.”
Houdini’s procedural workflow involves building node networks that define a repeatable recipe. These networks are wrapped into custom smart assets which can be loaded into the Unreal Editor while the nodes are cooked by the Houdini Engine behind the scenes. While this is not a runtime solution, the Houdini Engine provides artists with an easy way to create their own tools that can be quickly shared with colleagues to ensure consistent high-quality results.
“Top game makers are turning to Houdini to build landscapes, decorate levels, create destruction shots and design in-game FX,” says Judith Crow, Director, Games Segment, Side Effects Software. “Houdini Engine for UE4 makes it possible for small studios and indies to tackle bigger projects while large studios can use it to collaborate more easily amongst artists and distributed partners.”
The planned release for the public beta is early April 2015 and the plug-in will support Unreal Engine 4.7. Game makers can test it using existing assets or they can build their own assets in either Houdini, Houdini Indie or the free Houdini Apprentice edition. Once the plug-in is officially released then a commercial or indie license will be needed to continue working.
To sign up for more information about the beta, go to www.sidefx.com/unreal

Houdini at GDC

Houdini Engine for Unreal Engine can be seen at the Side Effects booth [#224] at GDC in San Francisco. Side Effects will be having a number of presentations by top studios such as Electronic Arts, Insomniac, Frima Studio, Microsoft Studios, and Ozone Interactive talking about Gametutor and IndiePro Tools.
For more information, go to www.sidefx.com/GDC2015

[ #HoudiniEngine #Unreal ]
Side Effects Software has announced the Public Beta of Houdini Engine for Unreal Engine 4 in April 2015. This plug-in provides game studios with the power of Houdini’s procedural technology working inside the Unreal Editor.
“Many developers have already leveraged procedural techniques in building their content, and tools like Houdini will enable even more possibilities,” says Ray Davis, Unreal Engine General Manager, Epic Games. “By combining the power of UE4 with Houdini technology developers will be able to create richer experiences - quicker than ever.”
Houdini’s procedural workflow involves building node networks that define a repeatable recipe. These networks are wrapped into custom smart assets which can be loaded into the Unreal Editor while the nodes are cooked by the Houdini Engine behind the scenes. While this is not a runtime solution, the Houdini Engine provides artists with an easy way to create their own tools that can be quickly shared with colleagues to ensure consistent high-quality results.
“Top game makers are turning to Houdini to build landscapes, decorate levels, create destruction shots and design in-game FX,” says Judith Crow, Director, Games Segment, Side Effects Software. “Houdini Engine for UE4 makes it possible for small studios and indies to tackle bigger projects while large studios can use it to collaborate more easily amongst artists and distributed partners.”
The planned release for the public beta is early April 2015 and the plug-in will support Unreal Engine 4.7. Game makers can test it using existing assets or they can build their own assets in either Houdini, Houdini Indie or the free Houdini Apprentice edition. Once the plug-in is officially released then a commercial or indie license will be needed to continue working.
To sign up for more information about the beta, go to www.sidefx.com/unreal

Houdini at GDC

Houdini Engine for Unreal Engine can be seen at the Side Effects booth [#224] at GDC in San Francisco. Side Effects will be having a number of presentations by top studios such as Electronic Arts, Insomniac, Frima Studio, Microsoft Studios, and Ozone Interactive talking about Gametutor and IndiePro Tools.
For more information, go to www.sidefx.com/GDC2015

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