I created this little sequence just to play around in unreal Engine and thought I’d share my process. Music is by The Fade In ( https://www.instagram.com/the_fade_in/ ), thanks buddy!

I used Adobe Fuse ( https://www.adobe.com/de/products/fuse.html ) for the base body and Mixamo ( https://www.mixamo.com/ ) for the motion capture animation. I created a T-Pose transition for the walking animation in Cinema 4D so I could import my baked geometry cache via Alembic file in Marvelous Designer and easily drape the clothes from a T-pose rather than a walking pose.

I created the clothes in Marvelous Designer and then baked the full simulation back to alembic again. In Unreal Engine I then only used the clothes’ alembic file’s geometry cache and swapped out the actual character with an FBX file that contains bones, I did this mainly for performance reasons  but it also makes it easy to swap out certain parts like the helmet by simply parenting the objects to the bones, something I always do in Cinema 4D since it just saves the hustle to properly rig every little add-on. So I created an Unreal Engine Blueprint that contained the FBX Walker and the helmet and parented some lights to the eyes so I’d get a proper glow.  I messed with the lens flare settings and camera focus distance / DOF and added a dirt map to the lens and was amazed at Unreal’s result. As a  3D nerd, I’m used to waiting forever to finally see a result, sometimes rendering for hours just to get a sharp image, playing with unreal engine feels very surreal since you have immediate feedback of what you’re doing. I really feel that this will be the future of rendering, and having the capability of even making my 3D experiments somewhat interactive is really cool!

Luckily Marvelous Designer saves cubic projection UVW tags so I dont even have to bake the textures for the clothes but can just swap out the textures as needed in C4D/Unreal Engine. I achieved the texture swapping in Cinema 4D by simply dragging and dropping the texture tags and their selection from a seperate FBX file I created in Marvelous Designer, onto the newly created Alembic file. I guess I’m just really lazy but that’s the quickest workflow I’ve found which leaves me the option to play around with the textures in a modular way.



In Unreal engine I then used the Sequencer to capture my characters’ animation from different angles. I also used the sequencer to actually keyframe animate my characters forward motion, a workaround for a mistake I actually made here, which I only realized after the fact. Obviously my characters cloth simulation would make more sense if the character actually moved in a forward direction, since he has a cape that would naturally drag on the floor, I forgot to untick “In place” on the Mixamo animation options, woopsie! I think in the end you barely notice the mistake, the cape’s wight just feels a bit off. Who knows, maybe its lead lined against the radiation 😉

I had a great time messing with unreal engine and really love all the potential it has for creating real time content that just looks awesome out of the box! Having the beta capability of importing Alembic geometry cache in Unreal is pretty mind-blowing. Seeing that making something like this Character (minus the helmet) in under an hour and then being able to just look at it in real time in a game engine opens up so much potential. Obviously I’m not a game developer but if anyone is out there that might be interested in throwing a project together, I’d be happy to provide you with some assets.

I have decided to give away the character so you can have a look. You can use this in any way you want, no credit needed, just let me know if you make somethign cool with it.

Side Notes:
-Alembic Files export a bit strangely in MD, so the character might appear extremely large,
you might have to scale it down or adjust your scene so you can see something.
-Increase the phong on the cloth to make it smoother!

Download  the full character Cinema 4D Project here: DOWNLOAD

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