Using Synty Characters in Unreal Engine 5.1 with Live Retargeting (Patreon)
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Hello Supporters!
I've been torturing my brain with too much Unreal Engine recently, and this is the first video reflecting the consequences. I've been using UE4 since 2019 on and off and haven't had a chance to investigate UE5 until recently, so I thought a good start would be to re-visit my favourite Synty characters and how to make them play nice with the new skeleton. That's what the video is about: using the new third person template and making a Synty character walk around.
Interestingly this isn't dissimilar to using the fit-suit method on the Genesis characters, in that we let the UE skeleton (Quinn) drive the Synty characters live. There's no retargeting involved, or rather not in the way that we've been used to from Unreal Engine 4. Instead, we'll tell the engine where an IK chain is, tell it the bones involved on the target, and it'll just calculate the necessary movements on the fly. Although they've made it as simple as possible, it's still a bit fiddly, but will work with any character and skeleton.
In other news, Daz have made some changes to the workload we've been delivering over the last 6 months: up until recently, my team and I have been delivering a whopping 12 videos per month as well as two live streams, which brought the channel up to 80k subscribers (woohoo!!)
We feel that there's a great amount of content to explore for new subscribers now, so we're going to reduce the amount of content we produce to one weekly upload and a single live stream a month (for Daz+ subscribers). This means I'll have more time to take care of my own channel and projects again, and Unreal Engine is something that I'm really excited about. My plan is to integrate it into my creative workflow for animations and fun little game demos that I can share with you in the future.
Have a great weekend 👋