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Inu Games

@games_inu

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⭐️ UE Marketplace ➡️ ⭐️ Artstation Store ➡️ ⭐️ Two-person team #UE5 #UE5Study

Joined November 2018
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@games_inu
Inu Games
11 months
IGToolsPP: SpeedTree to Pivot Painter 2.0 Plugin! Transforms SpeedTree models into #UE5 static meshes with Pivot Painter 2.0 animated wind. Get it here: 🌲 or here: 🌴
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@games_inu
Inu Games
2 years
Phys control component in UE 5.1 content examples #ue5sutdy #ue5
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@games_inu
Inu Games
4 years
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@games_inu
Inu Games
4 years
Tutorial "Quadruped IK with Control Rig/FBIK": done! (link in comment) #ue4 #UE4Study #gamedev #indiedev #anim
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@games_inu
Inu Games
1 year
New chaos cloth editor in #UE5 .3
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@games_inu
Inu Games
2 years
Testing #UE5 .1. I managed to setup a simple Physics Control component. As I understand, it's playing animation through physics constraints, so you can also have phys. interactions (more in comment) #UE5Study
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@games_inu
Inu Games
3 years
MLDeformer trained with the result of a Marvelous Designer simulation (green: with deformer, blue: same mesh without deformer) #ue5
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@games_inu
Inu Games
5 years
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@games_inu
Inu Games
2 years
Looking at #ue5 sphere trace: hit result location/normal (blue) vs impact point/impact normal (red). #ue5study
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@games_inu
Inu Games
3 years
ue5-main news: Chaos Cloth - Add environmental collision support #ue5
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@games_inu
Inu Games
2 years
Found yesterday that making traces in #ue5 .1 control rig is pretty cheap. The green square on the floor is the debug draw of 961 sphere traces executed every frame. You can see floor details. Without debug draw it runs at 120 fps (1/2)
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@games_inu
Inu Games
2 years
Dug super old unfinished project, character physics in 5.1 are working pretty good, even in "async" mode here. Also it seems the old "weld stuff to char capsule by turning physics on-off" is working again #ue5study
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@games_inu
Inu Games
5 months
Skeletal nanite #UE5 .5 No need to change source anymore, just add r.Nanite.AllowSkinnedMeshes=1 in defaultengine and enable nanite in persona
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@games_inu
Inu Games
2 years
#ue5 motion matching, starting to look pretty. added "foot placement" node (foot locking and ik). 1/2
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@games_inu
Inu Games
4 years
Trying to make "stop at the last moment", like Sam in #DeathStranding #UE4Study #anim
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@games_inu
Inu Games
2 years
little walk cycle #cascadeur
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@games_inu
Inu Games
5 months
Is that how houses are built?
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@games_inu
Inu Games
4 years
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@games_inu
Inu Games
2 years
Procedural object aligned leaks on a procedurally generated roof #UE5
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@games_inu
Inu Games
2 years
Stone paved path. The mesh on the left is generated in zBrush using "create mesh from alpha", the mesh on the right is generated from a displacement BP in #UE5 , material is the same for both meshes. UE5 BP process is way faster than zBrush one. Thank you @rms80 for these tools.
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@games_inu
Inu Games
4 years
detour-crowd experiment nr.92113, bp only (no c++). how does it look? #ue4 #anim #ai #ue4study #gamedev #indiedev
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@games_inu
Inu Games
2 years
Trying to learn how to make starts, stops, turns, idles... the progress so far. Kinda difficult. I film myself as reference then try to reproduce. Does it qualify as mocap lol?
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@games_inu
Inu Games
9 months
Vertex anim tool wip #UE5
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@games_inu
Inu Games
6 months
Chaos is new Niagara
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@games_inu
Inu Games
4 years
Auto balancing !!! (another vid is coming in comment, coop balancing) #ue4study #anim
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@games_inu
Inu Games
8 months
Vertex anim tool: making some simple example materials to show what you can do with those pivots. Does anybody knows some cool vertex anim examples I can try? #UE5
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@games_inu
Inu Games
9 months
Prototyping generating this vertex anim effect in #ue5 . Like building in lego fortnite, not sure what it's called
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@games_inu
Inu Games
4 years
FBIK powered legs IK for wolf. It takes 4 traces, 3 SetTransforms and 1 FBIK node (plus some tmp variables setting to reduce wires). All in CR. Amazing. #ue4study #UE4 (I cut all 4.26 root motion glitches from the video, see comment for the uncut version)
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@games_inu
Inu Games
2 years
#UE5 "Foot placement" anim bp node does both foot ik and foot locking. You need "anim warping" plugin enabled. Pretty easy to setup:
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@games_inu
Inu Games
2 years
Do you love squats? #ue5 #anim
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@games_inu
Inu Games
4 years
Walking on stairs, starting to work a little bit. I don't have special "walk on stairs" anim, so this is just normal walk with step length adapted #ue4study #anim
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@games_inu
Inu Games
4 years
Smooth IK, becoming smoother. The error was to work in root bone space (aka CR "global space"). Converting everything to world space makes things much better. #ue4study #anim
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@games_inu
Inu Games
6 months
Checking UE5.4 physics. There's a new collision setting MACD (motion aware collision detection). Checking if those objects will go through walls etc.
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@games_inu
Inu Games
1 year
Mass study: walking through a crowd of mass agents. Not sure how to make then react quicker. Also, can they slow down the player? Can this be replicated? So many questions :) #UE5
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@games_inu
Inu Games
4 years
More DetourCrowd hacking, new corner anticipation attempt #UE4 #UE4Study #gamedev #indiedev #anim
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@games_inu
Inu Games
2 years
#ue5 #anim ref by @Mao_motionactor those chaos cloth wrinkles on the sweater are pretty cool, especially on the back
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@games_inu
Inu Games
4 years
4.26 preview 7 fixed root motion blend problem!!! Here a happy root motion fbik wolf for you :)) PS: now that the new biped legs ik tuto is finished and uploaded, anybody wants a quadruped fbik tutorial? #ue4 #ue4study
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@games_inu
Inu Games
1 year
Just discovered that you can copy-paste whole transforms in #UE5 .3 UI. Actually you can copy paste almost any object properties category like Transform, Animation, Mesh (but not Materials). Also works with material instance parameter groups #UE5Study
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@games_inu
Inu Games
2 years
My #UE5 .1 Physics Component setup. @Mr_Rowl said there will be content examples later, so please follow him for updates :)
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@games_inu
Inu Games
2 years
#ue5 motion matching fun. if you give only jog anims to mm, then when you try to walk very slowly it will still try hard to make something with resources at hand (in this case chunks of stop anims with correct speed)
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@games_inu
Inu Games
4 months
Bouncy house building, bouncy code borrowed from css easeInBounce #ue5
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@games_inu
Inu Games
2 years
another little walk cycle wip. made with new version of #Cascadeur
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@games_inu
Inu Games
4 years
Escalator! We were thinking to retarget this stuff to epic mega human, is that feasible? #ue4 #ue4study #anim #screenshotsaturday
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@games_inu
Inu Games
2 years
I've just released "Girl Walks Anim Pack" on artstation, #UE5 project, fbx and cascadeur files included. Thanks to everybody who helped making the trailer in Sequencer! Here it is:
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@games_inu
Inu Games
1 year
About TSR ghosting. r.TSR.ShadingRejection.Flickering 0 seems to fix it for me. Moreover it doesn't seem to influence Moiré flickering at all. Let me know if that works for you too #UE5Study
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@games_inu
Inu Games
1 year
Skeleton editor appeared in #UE5 -main. You will be able to add, move, delete, rename and mirror bones. Also has a BP API.
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@games_inu
Inu Games
1 year
Cool trick from Paragon: if you have a "look around" aim offset, put the same anims at 0°, -180° and 180°. That will prevent the unnatural flipping of the character when looking directly behind. Video: with vs without #ue5study
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@games_inu
Inu Games
4 years
Made a simple foot landing prediction, which cool thing can I use it for? #UE4Study
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@games_inu
Inu Games
2 years
Physics control exploration, part 3 Looking at the skeletal meshes #UE5Study #UE5 Here
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@games_inu
Inu Games
3 years
Updated Kinovea to the latest version, not only it saves videos as sequence of images without problem, it also does automatic tracking! How cool is that!
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@games_inu
Inu Games
11 months
"The Mannys and the wolves" Finally updated those projects to #UE5 .3, if you are interested in anim driven locomotion you can find them on our artstation (link in bio)
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@games_inu
Inu Games
1 year
Scriptable PCG tool #UE5 👍
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@games_inu
Inu Games
3 years
New #UE5 IK retargeter tool
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@games_inu
Inu Games
2 years
#UE5 geometry script roof generator progress: glazed material, side and front tiles, tile position and angle random variations (so, it doesn't look too perfect), baking to mesh and custom UV. Remains: random imperfections and wear in the material, other tile types.
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@games_inu
Inu Games
2 years
#UE5 geo script roof generator: wrote another script for the kudarimune 降棟 (the bars you see on top). It uses spline to curve the bar, mirror and plane cut to cut the excess of tiles (just like a real roofer would do). Material is temporary. A few parts are still missing.
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@games_inu
Inu Games
2 years
New progress for #UE5 geo-scripted traditional Japanese roof: almost finished the corner for the hipped gable roof. The BP for the wood part that supports the tiles also uses 2 splines, some vertex paint, a cut and a mirror. The whole corner is generated by BPs.
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@games_inu
Inu Games
1 year
Today's progress of our SpeedTree to #UE5 tool (PPTool). Imported this beauty of 45352 branches, leaves and 3.3M tris. Every leaf is animated! Generation in UE takes 72sec (1 SM and 2 textures). Slowest part is exporting the USD from ST and importing it in UE, takes few minutes
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@games_inu
Inu Games
3 years
wolf on a 30° slope. simple rm blendspace, fbik and couple of tricks. what do you think? #ue5study
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@games_inu
Inu Games
1 year
More birching :) After fixing a stupid material error it looks better. Remains to find out why Speed Tree stretches the leaves so much. The big advantage of Pivot Painter 2 method is that you can animate EVERY leaf separately and it only takes 2 tiny textures! #ue5
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@games_inu
Inu Games
1 year
It seems #ue5 -main motion matching also works with "root motion from everything", which makes it RMM "root motion matching" I suppose? It looks pretty good. People with MM experience, is that a common thing?
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@games_inu
Inu Games
3 years
skip run cycle wip. learning animation is difficult
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@games_inu
Inu Games
2 years
Additive leaning turn, like in Lyra: a blendspace of 3 additive 1 frame anims and the lean angle is just the difference in actor yaw vs previous frame/delta time. Very simple. #UE5Study
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@games_inu
Inu Games
10 months
Released! Texture Channel Packer tool for #UE5 Link in comment.
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@games_inu
Inu Games
3 years
Control Rig in #UE5 has built in "space switching". You can change parent space of each control between it's default parent, "world" or any other rig element (bone, control, ...). I'm not very familiar with this concept, which interesting uses does it have?
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@games_inu
Inu Games
4 years
Quadriped foot IK prototype wip #UE4 #gamedev #indiedev @MalberShark
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@games_inu
Inu Games
3 years
New treasure was found in ue5-main: Mirror anim graph node. More in comment #ue5 #ue5study #anim
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@games_inu
Inu Games
1 year
First try to generate Pivot Painter 2 textures and UVs directly in Unreal using USD importer, python and geometry script. It seems to work great! No need for Maya or 3ds anymore. #UE5 is my new favorite DCC lol
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@games_inu
Inu Games
2 years
Various anims I made this summer in #cascadeur , what do you think?
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@games_inu
Inu Games
1 year
Just a proof of concept, I think it can be improved. #UE5
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@games_inu
Inu Games
2 years
"Democratization of Art" intensifies: it seems there are stolen anims in the current "Free of the month" on the @UnrealEngine marketplace. Just checked one and it seems exactly the same anim. Not even retargeted correctly (feet don't touch the ground)
@_vladislavzh
Vladislav Zharkov 👾
2 years
UE developers, be aware: current set of free content of the month on @UnrealEngine Marketplace contains a bundle that has animations lifted from Mixamo and other UE asset developers. Here are few comparisons. I really hope Epic Games will investigate this.
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@games_inu
Inu Games
1 year
New 5.3 Spline Free Draw mode and Niagara. (would be cool to have "normal offset" param in spline tool) #UE5 #UE5Study
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@games_inu
Inu Games
10 months
New plugin: Texture Channel Packing directly in #UE5 . Here packing 5 Quixel textures into 2: Diffuse+Roughness and Normal+AO+Displacement (using a user defined preset). Still need to write doc, test more and submit. PS Most of the time was actually spent fighting with UI lol
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@games_inu
Inu Games
2 years
A little bit of progress with the walk animbp. #UE5 state machines are pretty clean!
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@games_inu
Inu Games
8 months
Getting Nanite+Lumen+WPO running at circa 60fps with a RTX 2080 ti and 1440p. Without OBS recording it goes even a little better. I used shadow proxies, optimized WPO, WPO Disable Distance, and a few other tricks. I'll explain in details how I obtained this in a tutorial. #UE5
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@games_inu
Inu Games
3 years
#UE5 -main news: MLDeformer trained and operational! (ML=machine learning). Here, left arm is just normal mesh, right arm has a ml deformer trained to simulate DQ skinning. Also, that's the 1st time i did anything ML related. Walkthrough coming later.
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@games_inu
Inu Games
2 years
IK trick to avoid knee issues in crouch poses. I learned that from some talk but newer tried before. Works fine when idle, less good when walking but that's easy to fix too #UE5Study #UE5
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@games_inu
Inu Games
2 years
#ue5 motion matching, with help of @hui211314dd 's tutorial (link below) some progress was made. I also added foot placement node and modified a couple of params. Looking better but still jumping between anims too much
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@games_inu
Inu Games
5 years
Visit our #UE4 Marketplace! ➡️ 町家 Modular Japanese Town House ➡️ 足場 Modular Procedural Scaffolding ➡️ MSS & MSSR Modular Snap System Plugins
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@games_inu
Inu Games
8 months
TIL a blueprint can have a namespace, and its functions/vars/type will not appear in suggestions unless the other BP imports the namespace. May be useful for filtering stuff I think #UE5Study
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@games_inu
Inu Games
5 months
Updated the AnimBP for this little guy (on artstation store) to work with UE5.4.
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@games_inu
Inu Games
4 years
Trying to make more "smooth" ik and it's kinda difficult... #UE4Study #anim
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@games_inu
Inu Games
2 years
Tifa's round kick: she slides forward, rotates 360° and kicks in 9 frames/0.3s (hello physics!) There's also a subtle vertical camera shake after kick
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@games_inu
Inu Games
3 years
凄いですね! #UE5 #UE5Study
@rms80
Ryan Schmidt
3 years
Creating a procedural displaced-from-texture mesh actor using Geometry Scripting in #UE5 . Great way to author Nanite-resolution content in-Editor. Full 5-min vid () also shows how to add a 'freeze' toggle to avoid expensive recomputes while transforming/etc
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@games_inu
Inu Games
4 years
Polishing, stress-testing and a new floor (you could recognize it from the wolf animbp demo level) #ue4 #anim #gamedev #indiedev
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@games_inu
Inu Games
1 year
You can make "scriptable tool" BPs in #ue5 .2. They all will show up in the sidebar in the scriptable tool mode. I'll put my little "object placement tool" BP in comment
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@games_inu
Inu Games
4 years
RELEASED: AnimBP for Locomotion Animset Project + Tutorial Get it here: Contains UE4 project + detailed tutorial explaining all the tricks. Doesn't contain Loco Animset pack itself of course (buy it!!! link in comment). #UE4 #UE4Study #gamedev #anim
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@games_inu
Inu Games
6 months
You can edit materials in BPs? I didn't know that
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@games_inu
Inu Games
4 years
forget "ball rolling game", there is "cat on rolling ball" game #ue4 #ue4study #anim #gamedev #indiedev
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@games_inu
Inu Games
2 years
#UE5 Orientation warp node is for strafe movement (for some reason i thought it was for leaning). You give local space direction angle and it will rotate the legs in that direction. 1/2
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@games_inu
Inu Games
2 years
Dual Quaternion Skinning and other examples in Animation deformer map/UE 5.1 content examples #ue5sutdy #ue5
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@games_inu
Inu Games
2 years
#UE5 motion matching: I tried to summarize my understanding of motion matching (pose search/ trajectory plugins) in 3 slides. I'm not sure it's totally correct, please let me know :) #ue5study
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@games_inu
Inu Games
5 months
I like material layers in #ue5 but I was thinking it's difficult to change their parameters at runtime. In fact it's not difficult at all, use SetParameterByInfo, Index is the layer's index (background is 0 etc)
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@games_inu
Inu Games
1 year
I think i understand how constraints work in cascadeur. "Hands in pockets" walk ref @Mao_motionactor
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@games_inu
Inu Games
4 years
#UE4 has a super useful Detour Crowd pathfinding debugger! Enabled with "ai.crowd.DebugSelectedActors 1" console command then Simulate. It shows lot of useful stuff. #UE4Study
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@games_inu
Inu Games
2 years
#UE5 Stride warping node makes bigger steps if the char speed is higher than the animated speed. Also works the other way. Can use root motion track to estimate anim speed, see previous tweet (1/2)
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@games_inu
Inu Games
6 months
physics behave differently in 5.4 by default, testing #ue 5.3 first, 5.4 second. also rhit time seems to be a little bigger in 5.4
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@games_inu
Inu Games
2 years
Chaos constraints, works pretty good #UE5
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@games_inu
Inu Games
2 years
The pattern-tool added in #UE5 .1 modeling tools is very interesting: here a simple example with a box, but I can imagine a lot of cases where it can be useful (flowers, foliage, decorations, etc). Still not available in geometry scripts, but - I image - it will be in the future.
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@games_inu
Inu Games
7 months
Another vertex anim #UE5
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@games_inu
Inu Games
2 years
There's a new cool feature in #UE5 anim graph: state alias. It's like a virtual state (without code) referencing a set of real states. If one of those real states is active the transitions from the alias can be taken (screenshot in comment)
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