Niagara Fluids Tutorial: Character on Fire Simulation (Skeletal Mesh) VFX in Unreal Engine 5.3
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- čas přidán 30. 06. 2024
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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.
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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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Really great tutorial!!
this was really well done
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
so cool!
Great video. Thanks.
Love it!!
Can we paint only arms for exemple?
Yes but requires slightly different setup
Question how to have better resolution for smoke/fire in render?
Omgosh i been looking for this. Does this work on a green screen video subject? If so what changes do i need to make.
I need to see this on a colossal titan!!
im on 5.3 and have the same issue of the FX moving as well
That is great
noted
Ultra Dynamic Sky / Weather - in Unreal Marketplace... done.
Very good, I guess any mesh can be used as an emitter.🙃
but how with the third person model, it spawns in, isnt just in the scene.. is that possible? It must be
Where did u get the niagara templates?
you need to activate niagara fluid in plugin project setting
@@fabfov6064 Second time i need this comment, i'm replying and liking to move this up
Hello I love your tutorials indeed. Can you just show how to get character body and clothe wet? How about tear 😂 effects?0
Thank you. Currently I’m only focused on Niagara fluids.
any chance you cover on how to do liquids using the new niagara fluids? I'd be really interested in that.
I’m covering that in my new course launching tomorrow
@@RedefineFX oh man! I’m excited for that!
@@RedefineFX Can Niagra fluids do good looking majestic Waterfalls?
no not yet @@UnchartedWorlds
@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.
I've got the same problem. Did you find a solution?
@@guerrerourbano7 Same problem here, did you guys get it to work?
not working
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?
Yes - I can’t explain it here but it’s covered inside the Immmersion course
@@RedefineFX how do I sign up for the immersion course?
It’ll open for enrollment on march 20
@@RedefineFX how much is it?
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 🎉
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...
@@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.
Ya we want exact same thing in embergen
Heard loud and clear 🫡
Great tutorial. one question, How would this work on a metahuman?
Haven’t tried
@@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.
Couldnt save your vid to my watch later or favourites, any reason as to why that is?
I can’t upload anything to twitter. Nothing is working today.
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.
The shadows will currently only show up when you render it out with path tracer
@@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?
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 ?
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.
@@kickheavy8982 sadly no :/
we need something like this in embergen
Easily doable in embergen. You want a tutorial for this exact thing in EG?
@@RedefineFX If you can find the time to make an embergen tutorial it would be a huge help.
@@RedefineFX yes, if you can then it would be very helpful🙌🏽
So anybody run into "compiler errors" with Niagara systems. the Plugin is enabled and mesh distance fields is on.
You find a solve for this? Started playing around with 5.3.2 update and getting compile issues.
would this technique work with any object instead of a mocap MM?
It should yes
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?
Having the same issue.
@@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.
Did you have any succes with moving the object from the world origin?@@borrowedtruths6955
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
@@SpeederProject Thank You.
its posible to hide the mesh and only keep the niagara animation?
Yes just uncheck Visible in render in the character settings
2:24 - And now you can see our character is on fire -
🤣 sure can
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
emitting from a walking 3rd person character is covered inside my course
@RedefineFX oh wow! The free one? That's spectacular! Thanks man, I joined the fb group too, love your work
@RedefineFX Thanks for the nice tutorial, it is not working
Niagara Templates Missing , how can i fix it ?
install the niagara fluids plugin also to see the templates.
what is your PC? My laptop with RTX 3080 can't handle it...
Recorded on 4090 rtx
im running on 5.31 everything is visible in scene until i attach skeletal mesh ;/
the same happens to me
maybe try again, its working for me in latest version
I have the same problem
I don't want my Character to be on 0/0/0 coordinates.. how is it possible to change the location?
That requires a different setup entirely and is covered in my Niagara immersion course
Amazing news!@@RedefineFX I made it work with this setup by turning of local space in the emitter settings
@@flathmann hey men, I turn on the local space butttttt still doesn't work for me ? do you have a solution ?
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
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?
It's safe to assume it's 5.3 specific
Figured as much! time to migrate the project. :D @@RedefineFX
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