Niagara Fluids Tutorial: Character on Fire Simulation (Skeletal Mesh) VFX in Unreal Engine 5.3

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  • čas přidán 30. 06. 2024
  • Continue learning Niagara Fluids with the new (and completely FREE) Niagara Fluids Crash Course (featured by 80 Level & now updated) Grab it here: redefinefx.com/blast/
    In this unreal engine 5.3 Niagara Fluids tutorial we emit smoke and fire out of an animated character. This works for Mixamo animations too.
    Niagara Fluids comes bundled with unreal engine 5.3, download it here: www.unrealengine.com/en-US/do...
    Are you interested in more Niagara Fluids VFX tutorials? Please let me know in the comments.
    Subscribe & don't miss upcoming unreal engine VFX tutorials: goo.gl/TjY9Fr
    0:00 Get animated character
    0:40 Niagara Fluids
    1:11 Emitting particles from skeletal mesh
    2:30 Link Niagara system to moving character
    3:06 Improving fire simulation
    4:52 Get the FREE Niagara Fluids Crash Course
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Komentáře • 94

  • @RedefineFX
    @RedefineFX  Před 9 měsíci +3

    Want to learn Niagara Fluids? Join thousands of VFX artists who have taken my new (and completely FREE!) Niagara Fluids Crash Course (12 videos): redefinefx.com/blast/

  • @azrhyga
    @azrhyga Před 9 měsíci

    Really great tutorial!!

  • @scobelverse
    @scobelverse Před 5 měsíci

    this was really well done

  • @CotoFury
    @CotoFury Před 7 měsíci

    Hi, thanks for the tutorial!.
    It would be interesting and quite helpful to see these effects already exported and seeing a resource consumption test, since as a newbie I have no idea

  • @HyperGalaxyEntertainment
    @HyperGalaxyEntertainment Před 9 měsíci

    so cool!

  • @IamSH1VA
    @IamSH1VA Před 9 měsíci

    Great video. Thanks.

  • @kevindimitch5852
    @kevindimitch5852 Před 9 měsíci +1

    Love it!!
    Can we paint only arms for exemple?

    • @RedefineFX
      @RedefineFX  Před 9 měsíci

      Yes but requires slightly different setup

  • @hanson251985
    @hanson251985 Před 8 měsíci +3

    Question how to have better resolution for smoke/fire in render?

  • @emperorscotty
    @emperorscotty Před 6 měsíci

    Omgosh i been looking for this. Does this work on a green screen video subject? If so what changes do i need to make.

  • @TheSephiroth3517
    @TheSephiroth3517 Před 9 měsíci

    I need to see this on a colossal titan!!

  • @val81leal
    @val81leal Před 8 měsíci

    im on 5.3 and have the same issue of the FX moving as well

  • @NipponAnimationNet
    @NipponAnimationNet Před 9 měsíci

    That is great

  • @Deliel
    @Deliel Před 9 měsíci

    Very good, I guess any mesh can be used as an emitter.🙃

    • @J4ME5_
      @J4ME5_ Před 5 měsíci

      but how with the third person model, it spawns in, isnt just in the scene.. is that possible? It must be

  • @weistudios
    @weistudios Před 6 měsíci +6

    Where did u get the niagara templates?

    • @fabfov6064
      @fabfov6064 Před 3 měsíci +3

      you need to activate niagara fluid in plugin project setting

    • @mr.bonnieb.5782
      @mr.bonnieb.5782 Před 3 měsíci

      @@fabfov6064 Second time i need this comment, i'm replying and liking to move this up

  • @24vencedores11
    @24vencedores11 Před 9 měsíci

    Hello I love your tutorials indeed. Can you just show how to get character body and clothe wet? How about tear 😂 effects?0

    • @RedefineFX
      @RedefineFX  Před 9 měsíci

      Thank you. Currently I’m only focused on Niagara fluids.

  • @jmv1
    @jmv1 Před 8 měsíci

    any chance you cover on how to do liquids using the new niagara fluids? I'd be really interested in that.

    • @RedefineFX
      @RedefineFX  Před 8 měsíci +1

      I’m covering that in my new course launching tomorrow

    • @jmv1
      @jmv1 Před 8 měsíci

      @@RedefineFX oh man! I’m excited for that!

    • @UnchartedWorlds
      @UnchartedWorlds Před 8 měsíci +1

      @@RedefineFX Can Niagra fluids do good looking majestic Waterfalls?

    • @RedefineFX
      @RedefineFX  Před 8 měsíci +1

      no not yet @@UnchartedWorlds

  • @RtxRob
    @RtxRob Před 6 měsíci +1

    @RedefineFX Thanks for the nice tutorial, however it seems to be not working in the viewport when the NS is added as child of mesh via character blueprint. I have already enabled plugins niagara fluid, cache, etc. Set the NS to auto activate in blueprint, it shows there within the blueprint but not in viewport. Any help would be great. Thanks again.

  • @Raitan2008
    @Raitan2008 Před 3 měsíci

    Thanks for another great tute. I am using Iclone 8 to import characters, and this works fine as long as the character stays at the origin point. Is there a way to get the flames to move with the character in sync past the origin point?

    • @RedefineFX
      @RedefineFX  Před 3 měsíci

      Yes - I can’t explain it here but it’s covered inside the Immmersion course

    • @Raitan2008
      @Raitan2008 Před 3 měsíci

      @@RedefineFX how do I sign up for the immersion course?

    • @RedefineFX
      @RedefineFX  Před 3 měsíci

      It’ll open for enrollment on march 20

    • @Raitan2008
      @Raitan2008 Před 3 měsíci

      @@RedefineFX how much is it?

  • @Dannylewis27
    @Dannylewis27 Před 2 měsíci +1

    Hey bud. I love your tutorials they're so straight forward and clear but I have problems with this one. Everything looks fine in the editor window but will not appear on the map, even if I start the game no niagra appears. Other niagra effects pop up straight away so it's something within this blueprint. I've triple checked everything. I'm dumbfounded.
    Any advice. Greatly appreciated.
    Also I signed up to your course 🎉

    • @ThinkingUkranian
      @ThinkingUkranian Před měsícem

      Hi man! Have you solve that issue? same shit, trying to combine flamethrower with burning man, thrower is working well, but burning man dont want to burn at all in the level and sqcer...

    • @Dannylewis27
      @Dannylewis27 Před měsícem

      @@ThinkingUkranian hey dude. Nope! It works until you add the reproduction sprite on the character. After that nothing shows up in the sequencer or anywhere. Shows up in the viewport while making the effects fine though.

  • @srinibasmondal1773
    @srinibasmondal1773 Před 9 měsíci

    Ya we want exact same thing in embergen

  • @nigussusolomon643
    @nigussusolomon643 Před 4 měsíci

    Great tutorial. one question, How would this work on a metahuman?

    • @RedefineFX
      @RedefineFX  Před 4 měsíci

      Haven’t tried

    • @nigussusolomon643
      @nigussusolomon643 Před 4 měsíci

      @@RedefineFX I tried it and it works on the skeleton but i can't figure out a way to make the particles appear on the metahuman's face or their clothing.

  • @Synkhan
    @Synkhan Před 9 měsíci

    Couldnt save your vid to my watch later or favourites, any reason as to why that is?

    • @RedefineFX
      @RedefineFX  Před 9 měsíci +1

      I can’t upload anything to twitter. Nothing is working today.

  • @TMC_
    @TMC_ Před 9 měsíci

    Is there really no way to get shadows going with this? Really cool tutoria, but the feature in UE is pretty useless for VFX if you cant have any kind of shadows.

    • @RedefineFX
      @RedefineFX  Před 8 měsíci +1

      The shadows will currently only show up when you render it out with path tracer

    • @TMC_
      @TMC_ Před 8 měsíci +1

      @@RedefineFX thanks. Yea just to clarify, your Tut is great, but it find it really weird of epic to release such a half baked feature?

  • @lntredits9486
    @lntredits9486 Před 3 měsíci +1

    is there a way to get something like this on static meshes ? like i have a metor in my scene ( animated in sequencer location and rotation ) and i want fire on the meteor and a smoke trail..is this possible ?

    • @kickheavy8982
      @kickheavy8982 Před 2 měsíci

      Have you figured out how to do this on a static mesh yet? It's exactly what I'm trying to do now. Most tutorials only show how to set it up on a skeletal mesh. That doesn't really help if you have a static mesh already animated in your scene that you simply want to attach your particle system to.

    • @lntredits9486
      @lntredits9486 Před 2 měsíci

      @@kickheavy8982 sadly no :/

  • @Levi-samaa
    @Levi-samaa Před 9 měsíci +2

    we need something like this in embergen

    • @RedefineFX
      @RedefineFX  Před 9 měsíci +3

      Easily doable in embergen. You want a tutorial for this exact thing in EG?

    • @TroubleShotVFX
      @TroubleShotVFX Před 9 měsíci

      @@RedefineFX If you can find the time to make an embergen tutorial it would be a huge help.

    • @Levi-samaa
      @Levi-samaa Před 9 měsíci

      @@RedefineFX yes, if you can then it would be very helpful🙌🏽

  • @RosBroz3D
    @RosBroz3D Před 8 měsíci

    So anybody run into "compiler errors" with Niagara systems. the Plugin is enabled and mesh distance fields is on.

    • @Sandbananas
      @Sandbananas Před 7 měsíci

      You find a solve for this? Started playing around with 5.3.2 update and getting compile issues.

  • @goazu
    @goazu Před 2 měsíci

    would this technique work with any object instead of a mocap MM?

  • @borrowedtruths6955
    @borrowedtruths6955 Před 7 měsíci +1

    Everything works perfectly, until I move my character off X0, Y0, Z0. Even after I move the Niagara fire to the same coordinates as the character, they will not match up any longer. Any help?

    • @Kenb3d1
      @Kenb3d1 Před 6 měsíci +1

      Having the same issue.

    • @borrowedtruths6955
      @borrowedtruths6955 Před 6 měsíci

      @@Kenb3d1 Yeah, I'm still trying to find a fix for it. If you find an answer, I would appreciate it if you would leave a comment here.

    • @psylimusic
      @psylimusic Před 5 měsíci

      Did you have any succes with moving the object from the world origin?@@borrowedtruths6955

    • @SpeederProject
      @SpeederProject Před 4 měsíci +2

      Set your particle system to local space so that when you move the actor in the scene the particle system will use the local transform

    • @borrowedtruths6955
      @borrowedtruths6955 Před 4 měsíci +1

      @@SpeederProject Thank You.

  • @guerrerourbano7
    @guerrerourbano7 Před 5 měsíci

    its posible to hide the mesh and only keep the niagara animation?

    • @RedefineFX
      @RedefineFX  Před 5 měsíci

      Yes just uncheck Visible in render in the character settings

  • @bonniedeldojo1556
    @bonniedeldojo1556 Před 6 měsíci

    2:24 - And now you can see our character is on fire -

  • @J4ME5_
    @J4ME5_ Před 5 měsíci

    god I wish I could figure out how to do this to a third person character.. could you help us figure that out? Also, when I go back to the scene and drop the character Fire into the scene, the fire is not lit at all, also not there when I press play

    • @RedefineFX
      @RedefineFX  Před 5 měsíci

      emitting from a walking 3rd person character is covered inside my course

    • @J4ME5_
      @J4ME5_ Před 5 měsíci

      @RedefineFX oh wow! The free one? That's spectacular! Thanks man, I joined the fb group too, love your work

  • @belkheirifathi4726
    @belkheirifathi4726 Před 9 hodinami +1

    @RedefineFX Thanks for the nice tutorial, it is not working

  • @mr_rokib
    @mr_rokib Před 7 měsíci +1

    Niagara Templates Missing , how can i fix it ?

    • @Kenb3d1
      @Kenb3d1 Před 6 měsíci +3

      install the niagara fluids plugin also to see the templates.

  • @sh0tiphone
    @sh0tiphone Před měsícem

    what is your PC? My laptop with RTX 3080 can't handle it...

  • @pva5142
    @pva5142 Před 9 měsíci

    im running on 5.31 everything is visible in scene until i attach skeletal mesh ;/

  • @flathmann
    @flathmann Před měsícem

    I don't want my Character to be on 0/0/0 coordinates.. how is it possible to change the location?

    • @RedefineFX
      @RedefineFX  Před měsícem

      That requires a different setup entirely and is covered in my Niagara immersion course

    • @flathmann
      @flathmann Před měsícem

      Amazing news!@@RedefineFX I made it work with this setup by turning of local space in the emitter settings

    • @hugomrt6082
      @hugomrt6082 Před měsícem

      @@flathmann hey men, I turn on the local space butttttt still doesn't work for me ? do you have a solution ?

    • @flathmann
      @flathmann Před měsícem

      Did you check if the local space in turned off in the SourceEmitter and in the Master_Emitter as well?
      I had the same problem, that is sometimes worked after I turned it off and sometime it didn't, but I can't tell why.. Also make sure everything is compiled.
      Let me know if you figured out what the problem was!
      @@hugomrt6082

  • @Raldazzar2
    @Raldazzar2 Před 9 měsíci

    Is it safe to assume that this is 5.3 specific? tried to emulate on current project which is on 5.2 and was fine until I connected the Niagara system to the skeletal mesh. it attached, I clicked none. and it just refuses to render in the scene. cannot for the life of me figure out why, also, as daft as it sounds, the positioning of the FX keeps moving. if I put it to the exact same as the actor, it doesn't remain. even though its attached?

    • @RedefineFX
      @RedefineFX  Před 9 měsíci

      It's safe to assume it's 5.3 specific

    • @Raldazzar2
      @Raldazzar2 Před 9 měsíci

      Figured as much! time to migrate the project. :D @@RedefineFX

    • @ryansaper
      @ryansaper Před 2 měsíci

      I'm in 5.3 and I have no option for sockets to set to "none" when I drag it on top of my char. I only have that option in the character blueprint, but still doesn't work