如何为虚幻四游戏制作MOD | How to Mod UE4 Games - 2021

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2021-11-28 21:27:31
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https://www.youtube.com/watch?v=0OhniH3Z-As 搬运自Youtube @faithG I dropped the skeleton into Visuals/Characters/,It should have been in Visuals/Characters/Hero_Swords In this video, I show you how to rip models, set up and rig your custom model over the original one, set up the files inside of UE4 and finally pak everything together to get the mod working in the game! Feel free to hit the Like button and Sub if you enjoy content like this! More to come in the future. =D If you want to support me with creating mods and the likes, feel free buy me a coffee!  Patreon: http://www.patreon.com/fatihG Paypal: http://www.paypal.me/fagurd Twitter: https://twitter.com/fatihG_ Twitch: https://www.twitch.tv/fatihg_ 00:00 - 使用Umodel将模型解包出来 Extracting models using Umodel. 01:52 - 将模型转换为FBX格式 Convert model to .FBX 03:34 - Maya的初次设置 Initial set up in Maya. 06:07 - 将自己的模型导入Maya并进行设置 Importing custom model into Maya and set up. 11:50 - 添加swoosh 网格 Adding a 'swoosh' mesh. 16:08 - 创建网格代理 Proxy mesh creation. 18:15 - 检查原始网格的权重 Examining the weighting of the original meshes. 19:41 - 顶点权重手柄 Vertex Weighting the handle. 20:39 - 顶点权重网格代理 Vertex weighting the proxy mesh. 30:25 - 为swoosh设置权重 Weighting the Swoosh. 35:34 - 将代理网格的权重迁移到游戏模型中 Transfering the weights of the proxy mesh to the game model.  37:40 - Maya崩溃了T_T 重搞(用了已经设置好皮肤权重的旧模型进行了这一步) Maya Crashed T_T. Do the same for the swoosh mesh. (I continue the process using an older model I had already skin wieghted.) 38:10 - 将制作完毕的模型导出为FBX Exporting the rigged models to FBX.  40:11 - 虚幻四项目设置 UE4 project set up.  45:22 - 将我们的自定义模型导入虚幻四 Importing our custom model into UE4 52:12 - 可选:设置材质以在虚幻四中预览 OPTIONAL - setting up the materials for preview in UE4. 52:43 - 为项目进行烘培Cooking the project. 54:54 - 收集烘培完成的资源,并创建一个pak文件 Gathering the cooked assets and creating a .pak. 57:16 - 安装您的mod Install your mod!
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赛事库 课堂 2021拜年纪