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Pixel Prof
United States
Registrace 19. 08. 2013
I teach Virtual Production and performance capture at Drexel University.
Before teaching, I worked in feature film VFX working on Matchmoving (Syntheyes, PFTrack, MatchMover Pro, etc.), Compositing (Nuke, AE, Shake), Pipeline Programming & Scripting (C, C++, Python), 3D (Maya, C4D), Photogrammetry, and Motion Capture (Vicon, Optitrak, MotionBuilder), but after Epic's Unreal Engine Fellowships in 2021 and 2023, most of what I do now involves Unreal Engine for in-camera-VFX, nDisplay, live greenscreen VP and of course mocap/Metahumans. That doesn't mean that I've left my MotionBuilder / Maya / Nuke / Houdini roots behind. :-)
I'm particularly passionate about the power and potential these technologies have for communications and interaction in general, and I hope this channel helps others get up to speed with these tools more easily and quickly.
Have fun.
Before teaching, I worked in feature film VFX working on Matchmoving (Syntheyes, PFTrack, MatchMover Pro, etc.), Compositing (Nuke, AE, Shake), Pipeline Programming & Scripting (C, C++, Python), 3D (Maya, C4D), Photogrammetry, and Motion Capture (Vicon, Optitrak, MotionBuilder), but after Epic's Unreal Engine Fellowships in 2021 and 2023, most of what I do now involves Unreal Engine for in-camera-VFX, nDisplay, live greenscreen VP and of course mocap/Metahumans. That doesn't mean that I've left my MotionBuilder / Maya / Nuke / Houdini roots behind. :-)
I'm particularly passionate about the power and potential these technologies have for communications and interaction in general, and I hope this channel helps others get up to speed with these tools more easily and quickly.
Have fun.
Triggering Different Sequences in Unreal Engine
This video shows how Unreal Engine can be setup to play different Level Sequences in response to different events such as triggering differet collision boxes. This is shared in response to some questions that were posted to a previous tutorial explaining how to use a keystroke to play a single sequence.
Hope this helps.
Have fun.
Hope this helps.
Have fun.
zhlédnutí: 116
Video
Free Movella Mocap Asssets: Retargeting in Unreal 5.4
zhlédnutí 181Před 12 hodinami
This video is a quick look at how to easily retarget free XSens motion capture animation assets downloaded from Movella.com so they can be used on Unreal Engine Manny or MetaHuman characters. The free mocap data can be downloaded from movella.com
Create Custom Metahuman Template Project in Unreal Engine
zhlédnutí 438Před 14 hodinami
This video shows how you can easily create your own custom template project that can be used when launching Unreal Engine to save time by having all the plugins and rendering settings you need ready to go any time you create a new project.
SIGGRAPH 2024 - Revopoint 3D Handheld Scanners
zhlédnutí 173Před 14 dny
In this video, I chat with Vivian Li, from Revopoint 3D to learn about the MIRACO - Standalone 3D Scanner. Vivian shares an "instant demo" scanning my head and face on the spot as in their SIGGRAPH booth. You can learn more about the Revopoint 3D scanners here: www.revopoint3d.com/collections/3d-scanners
SIGGRAPH 2024 - Move4D Volumetric Capture System
zhlédnutí 296Před 14 dny
In this video, I chat with Matt Bennett at SIGGRAPH 2024 to learn more about the Move4D volumetric motion capture system. You can learn and see more about this system at www.move4d.net/
SIGGRAPH 2024 - Machine Learning & USD Tools in Nuke and Katana with The Foundry's Christy Anzelmo
zhlédnutí 172Před 14 dny
Christy Anzelmo, Chief Product Officer at Foundry, was kind enough to take some time out of her SIGGRAPH 2024 activities to answer my questions about the CopyCat machine learning and USD features of Nuke and Katana. You can learn and see more about the tools available from the Foundry at www.foundry.com/
SIGGRAPH 2024 - What's a SIGGRAPH?
zhlédnutí 108Před 14 dny
This video is recorded and posted on the last day of the SIGGRAPH 2024 conference to share a bit more about the conference for anyone watching that may have not yet attended themselves. This video is not sponsored by SIGGRAPH, but I did first attend in 2006, consider it my extended professional "tribe", and highly recommend attending SIGGRAPH at least once to all my university students and anyo...
SIGGRAPH 2024 - ArcEye/Sony Volumetric Capture System
zhlédnutí 377Před 14 dny
In this video, Christian Cicerone chats with me at the ArcEye/Sony booth at SIGGRAPH 2024 to explain how the partnership between these two companies has resulted in the development of a robust volumetric capture system that leverages Sony's cameras with ArcEye's hardware and software. You can learn more at ArcEye's website: www.arceye.com/
SIGGRAPH 2024 - New LookingGlass "Holographic" Displays
zhlédnutí 311Před 14 dny
In this video, I chat with Alex Duncan from LookingGlass to learn more about their new "holographic" displays, and a new partnership with nVidia that allows for live 2D video to be presented 3Dimentially on the new LookingGlass screens. Learn more on the Looking Glass Factory website: lookingglassfactory.com/
SIGGRAPH 2024 - Vicon Performance Capture
zhlédnutí 174Před 14 dny
In this video, I catch up with Vicon's VFX Product Manager, David "Ed" Edwards at Vicon's SIGGRAPH 2024 booth. Ed shares his insights on use of hand and finger markers, along with camera selection and placement strategies. Vicon's website is: www.vicon.com/
SIGGRAPH2024 - How Manus Mocap Gloves Work
zhlédnutí 199Před 14 dny
This video shares a talk with Gerald Van Der Riet, from Manus-Meta at our Drexel University booth at SIGGRAPH 2024. Gerald was kind enough to loan a pair of there gloves to our school for students to work with and integrate into their projects and workflows, and I took the opportunity of seeing him in person at the SIGGRAPH Conference to as for an explanation of just how these gloves work. More...
SIGGRAPH 2024 - Kickoff
zhlédnutí 577Před 21 dnem
This is just a quick intro video noting that I'm attending the SIGGRAPH 2024 conference in Denver. If you're at the conference, I'd love to connect and say "hi". Will try to post about what I see this week and also share demos and technical details about the Optitrack and Manus mocap systems we brought along for some MetaHuman demoing in the Drexel booth. :-) PS... sorry about the audio quality...
Virtual Production Camera Calibration with Vicon Shogun
zhlédnutí 501Před 28 dny
In this video, I partner with some of my students, John, Kai and Jazmin, to demonstrate how to calibrate a Blackmagic Studio 4k G2 Video camera to be tracked by Vicon Shogun for use in Virtual Production applications in Unreal Engine. This process allows for precise calculation of the camera's nodal point and lens distortion relative to the tracking crown position. Special thanks to Jazmin, Joh...
Quick Tip: Importing older "Incompatible" Assets into new versions of Unreal Engine
zhlédnutí 192Před měsícem
This is a quick video shared in response to questions receved about how to use older assets from the Unreal Engine Marketplace with new versions of the engine that are not officially listed as compatible.
Automating CSV Data Updates for Unreal Engine Motion Design
zhlédnutí 409Před měsícem
This video shows how to configure Unreal Engine to automatically update Data Table information any time a source CSV text file is updated by an external process to enable automated adjustments to text used in Motion Design templates. For a complete, step by step tutorial on how to use data from CSV files in Unreal Engine Motion Design templates, see this video.... czcams.com/video/kDH6MobIodY/v...
CSV Driven Motion Graphics with Unreal Engine 5.4 - Video 3 Step-by-Step
zhlédnutí 451Před měsícem
CSV Driven Motion Graphics with Unreal Engine 5.4 - Video 3 Step-by-Step
CSV Spreadsheet Driven Motion Graphics with Unreal Engine 5.4 - Video 2 Technical Overview
zhlédnutí 426Před 2 měsíci
CSV Spreadsheet Driven Motion Graphics with Unreal Engine 5.4 - Video 2 Technical Overview
Reality Capture Intro for Office Hours
zhlédnutí 281Před 2 měsíci
Reality Capture Intro for Office Hours
CSV Spreadsheet Driven Motion Graphics with Unreal Engine 5.4 - Video 1 Introduction
zhlédnutí 527Před 2 měsíci
CSV Spreadsheet Driven Motion Graphics with Unreal Engine 5.4 - Video 1 Introduction
UE 5.4 Motion Design Boolean Text Operation
zhlédnutí 654Před 2 měsíci
UE 5.4 Motion Design Boolean Text Operation
Unreal Zoom Plugin - Fix Redirect URL Error
zhlédnutí 339Před 3 měsíci
Unreal Zoom Plugin - Fix Redirect URL Error
UE5.4 Motion Design Rundown: Render Selected Pages
zhlédnutí 901Před 3 měsíci
UE5.4 Motion Design Rundown: Render Selected Pages
Getting Started Introduction to Unreal 5.4 Motion Design Rundown Playlists
zhlédnutí 3,4KPřed 3 měsíci
Getting Started Introduction to Unreal 5.4 Motion Design Rundown Playlists
Unreal 5.4 Motion Design Playlists, Rundown & Transition Logic... Oh My
zhlédnutí 1,7KPřed 3 měsíci
Unreal 5.4 Motion Design Playlists, Rundown & Transition Logic... Oh My
Unreal 5.4 Motion Design Object Masking with Asset Materials
zhlédnutí 1,6KPřed 3 měsíci
Unreal 5.4 Motion Design Object Masking with Asset Materials
Unreal 5.4 Motion Design "Nanotech" and "Hologram" VFX Breakdown
zhlédnutí 2,1KPřed 4 měsíci
Unreal 5.4 Motion Design "Nanotech" and "Hologram" VFX Breakdown
UE5.4 Motion Design Hologram & Nanotech Preview
zhlédnutí 1,6KPřed 4 měsíci
UE5.4 Motion Design Hologram & Nanotech Preview
Animating Text and Logos with UE5.4 Motion Design Tools
zhlédnutí 2,5KPřed 4 měsíci
Animating Text and Logos with UE5.4 Motion Design Tools
3D Text with UE5.4 Motion Design Tools
zhlédnutí 1,6KPřed 4 měsíci
3D Text with UE5.4 Motion Design Tools
Logo Opening "Set" Build in Unreal Engine 5.4 Motion Design
zhlédnutí 1,9KPřed 4 měsíci
Logo Opening "Set" Build in Unreal Engine 5.4 Motion Design
Hello, Thank you very much for this tutorial. I have a question, I use take recorder for facial expressions. Is it possible to add sequence animation just of the face coupled with body animation? I can only find tutorials that couple two body animations. Thanks in advance!
Thanks for the effort! My issue is a little more complicated. I have a sequence that is playing on loop. Everytime the pawn passes through the collision box, I want to stop the looping animation and play a different looping animation. I want to have one of 4 random looping sequences trigger each time you overlap the box.
@kitworkz... This should be doable by inserting a “stop” node at the start of the execution flow (to stop playback of the existing loop) then using a “Multigate” node to randomize the playback of the next sequence. (One multigate output per sequence, set the multigate to randomize)
@@PixelProf Awesome thanks! I've tried a couple stop nodes, but I'll give this a shot! If this works you are the true goat. I haven't found it anywhere!
Thank you so much! You've been pretty helpful 🫶
Wow, been looking all over for this answer. You're the best - thanks!
Very helpful.
thanks bro
you rule bro!! thank you!
This is great, your videos are helping me a lot. Thank you very much for the hard work!!
I Just wanted to mention this just worked for UE5.4 for audio2face using the 5.3 plugin . Thanks for this.
Hi everyone :D Has anyone gotten the audio to work? It doesn't even work in the sample project for me, what am i missing
I’ve only ever been using this for visuals and haven’t tried anything for audio. Will check into it to confirm, but I think this is intended as a visual tool, expecting that audio would be handled by another connection to the meeting.
@@PixelProf what do you mean another connection? Meaning outside the scope of this plugin?
@@PixelProf Sorry i need audio and visuals to work and I just want to know whether that is a posibility with this plugin
@@hannerikruger7216 Correct, all audio work is done outside of Unreal. For example, when I'm using this for an on-site display to bring zoom engagement to the "in-person" folks for a hybrid event, another computer is connected to zoom to get the audio into the venue's audio pipeline. Likewise, if the plugin is being used to feed graphics into the zoom meeting, audio is delivered to the meeting through a different client connection. (the zoom output can be pinned or screenshared to be the primary visual without interrupting audio from the other connection)
RIP AE
Cool! @rokoko has a ton of free motion capture assets available right now also. A pack of 263 fbx's
Oh cool! I hadn't seen that. Will try to get around to a demo video for those too..... (though it should be almost exactly the same process).
@@PixelProf Yea I just saw this morning! Personally I have found creating my own mocap is a more creatively empowering endeavor for me but these free mocaps are definitely useful. I'm glad to have found your channel Professor Pixel! I've been picking up quite a few things from you. Thanks for all your hard work ❤️
Straight to the point: thanks!
thank you for teach. i want ask: i have bad eye site and i use 2 monitor set up for blender and c4d. i want ask i can use 2 monitor to for unreal also? i want kep all work space on 1 monitor and tool on 2 monitor. pls can you tel in video how i do this pls? sory my englis in bad.
is there any way to make this blueprint reusable? I'm making a collider version of this and I want to change the sequence on the duplicated collider, so that the same sequence doesn't play everytime
I'm trying to do the same thing. Did you figure it out?
@@kitworkz nope 😭
Should be doable…. I’ll take a look this weekend.
@@PixelProf Did you have a chance to check it out? 😁
Here you go…. Triggering Different Sequences in Unreal Engine czcams.com/video/gEwVjaEOYr4/video.html
ty
How much is it?
thank you so much!
how did you get the automotive materials into 5.43? it shows that it's not compatible
Here's a tutorial on that... 🙂 czcams.com/video/AcXU0uhi9wM/video.html
Do any of you also have the problem that no sound is played with a live signal?
Hello Nick, when should we expect the next video tutorial in Unreal Engine ?
Just two more SIGGRAPH interviews to edit. Will be back to Unreal this week. Sorry if this is “noise” in the Unreal content. Anything in particular you’d like to see a tutorial covering?
@@PixelProf Hi Nick , I'm more interest in the pipeline process, Vicon>>Unreal, live link, NDisplay setup, more information on the camera lens calibration ( Lens distortion, colour correction, also is the calibration for a prime lens ? what will happen for a zoom lens, Does Vicon take in consideration the distortion and nodal point shift of the lens during focus or zoom change ? Sorry if I'm asking a lot.
On it! 😁 This series on virtual production camera setup is going to carry through into the fall. Will strive to get another piece posted this week.
I love it I’ve gone at least 8 times in the past.
Hi sir Do you need a professional CZcams thumbnail designer and youtube video SEO expert.?
This is the type of tech that James Cameron was looking for to release Avatar in 3D for an entire theatre audience without glasses.
Vicon has an excellent support team!
Thank you for these great interviews!
Hey! These videos are awesome, I've been watching them all. Do you know if it's possible to play a Motion Design sequence using a blueprint? This would work wonders for me! Thanks :)
I did the right way but now my matahuman is acting so weird its animates okay but if the camera is closed by or some position its turn my human to creature I don't know hot to fix it
Hey, I'm trying to render out text with glowing bevels but it doesn't seem to work, is it a limitation with Unreal's render?
Nothing happens after i click enter , it just shows the batch files directory line
Thanks for recording these 🍻
is it possible for the Cloned instances to inherit the vertex color of the mesh they're being spawned on? for example, your gold chevron nanotech. it would be cool if they took on the color of the vert/triangle that they're being spawned on, but i cannot figure out a way for the vertex color of instances cloner meshes to sample the target meshes vertex colors.
Not currently in 5.4 :-( Given that this is the first “experimental” release, I would imagine this will be coming in a future version.
Looking pretty solid. I didn't realize these were EMF based for some reason. Optical fingers when you have enough cameras are pretty great, but occlusion does times mess with the solve.
Vicon’s demo here for optical finger tracking is really impressive, with performers playing guitar and violin, but it really depends on having excellent coverage (I.e.lots of cameras) :-) These gloves are great for our studio where we’re covering a 25ftx25ft volume with 12 overhead cameras, plus it gives the students experience with working with varied tech.
if anyone is having DLL missing issue just make sure u reboot your PC after installing NDI
I can't wait to go through this tutorial! Thank you!
So this is kind of out of desperation but maybe someone will save me. Do you have a solution for scaling the simulation? At scale 1 yeah the simulation runs perfectly but at .001 the size, the simulation screws up. Is there any way to have the simulation calculate everything as if it was at the scale of 1 but be at the scale of .001? Maybe some kind of instancing I am missing perhaps?
thank you👍
Optitrak?! Have a good SIGGRAPH, I couldn’t make it this year
Maybe Unrealfest again then? Yeah, the Vicon system is our main system and never leaves the studio. The Optitrak system is out for our smaller second studio, and these little Prime 13W cameras are small enough that the entire set of 8 cameras and cabling all fit into a single Pelican1510. (Needed something double that size for the workstation :-p) Not stepping away from Vicon anytime soon. :-) Spent half the day in a great Vicon session from the folks that basically head up Shogun development and learned a ton of new tips. :-)
Hey, really cool video. Thanks! I've noticed that the animations imported from Vicon Shogun Post into Unreal are not root motion. Is there a way to export animations as root motion?
What's up Nick! Looking forward to seeing the videos from Siggraph!
This is great thanks for sharing! For audio, you can always drag it into the free Adobe enhance audio page, it does a great fix
Have fun out there for me! 🤙🏿🤙🏿
🙌
❤Superawesome
🙌
What about using an image sequence as a texture sample for vfx, like an explosion for example. I know the recommended method is the use a flipbook, but let's say I want to use an images sequence instead. is that possible to set up?
Thank you so much!
Great breakdown I get asked about this a lot I'm just going to forward this video for now on 🤙🏿🤙🏿
Hah! Thanks Winbush! You rock, and your videos are fantastic! ( I'm routinely sending folks to your content myself 🙂 ) Will you be at SIGGRAPH this year (I think the last time I ran into you was SIGGRAPH 2022?) If not, maybe UnrealFest in Seattle? Anyway... thanks again! Have fun!
@@PixelProf I wish I have to much on my plate right now so I had to call off my Siggraph trip but I'm hopeful to make UnrealFest this year I've never been to Seattle yet
Question. I am working on an application for a client. They gave me motion capture data from Vicon, but it is only the skeleton. I don't have an avatar mesh that is rigged to the skeleton. At the very beginning of your video is the ViconFemale_v2 and ViconMale_v2 avatar files. I basically just need those default avatars so I can extrapolate from them and make custom character meshes with these skeletons. Do they come with Shogun software license? Or is it possible to just 'rig' the skeleton to whatever and then retarget to UE mannequin or does some of this mesh data also transfer in the retargeting?
Yup... the full model is available from the Vicon Shogun program folders, but Vicon Shogun can also just export the mesh along with the animation. Here's a video on that: czcams.com/video/MkdzU_vYqVA/video.html If your client can export from Vicon as shown in that, you'll have everything you need.
ummmm, is it possible to use keyframes on the motion sequencer to modify the example 'bar' visibility by modifying the 'Alpha' color channel of the simple color, instead of switching it to being a material?
Hey there! Thanks for this video, its a fantastic culmination of the previous videos into one, very helpful and I'll be able to use this to begin creating some usable graphics. One question though, unlrelated to this video but I have been pulling my hair out trying to figure out how to make a countdown timer (think waitscreen for an event to start). It seems easy enough to do using HUD/Widgets but by the nature of the Motion Design tools this doesn't seem to work since using Rundown to play levels doesn't actually "play" them and therefore I cannot figure out how to trigger a widget or hud to appear in the editor without using the Play in Editor function.
I actually solved this myself. Well, rather I determined that using widgets is just a colossal pain for Motion Design elements but I discovered the very simple "clock" animator (smh) to turn a text actor into an easy and intuitive to use timer.
Hello Everyone> I have A QUERY> can u plz tell how to emit NIAGARA PARTICLES FROM A GREEN SCREEN VIDEO of Human or Use Movie Source To emit niagara particles only from Viewable Section of the movie clip> and not from the Alpha Channel (may be using media as material on plane with media player enabled) then emitting particles from the plane and not from the Alpha channel of material or plane> can u plz make dedicated video on this
If the greenscreen video is on a 2D plane, do you want the whole rectangular plane to emit particles, or just the portion that is the person in front of the greenscreen?
Only RGB
I have solved the issue > now I have the issue of making the green screen always face the camera with pre-build blueprint, addon, empty parenting with camera or other tricks> so can u make a blueprint to make the screen always face the camera> only in Z direction
@@nimitverma3460 yup… here’s an older video I made on that: czcams.com/video/_Hl8_eZ4sFY/video.htmlsi=ubuE0ak4MmkBJJVc It should still work, but there is also a method for setting up materials that ensure the pixel surface is always facing the camera. I haven’t had time to make a video on that yet, but you can dissect how that works by grabbing the free “Downtown West” scene from the Marketplace and examining how the materials for distant background trees are setup.
Now I have used the tool > Easy Object Movement from marketplace > it has the option of look at object