Latest Articles

The navigation at the bottom lets you see older posts

How to create Spring Effects in iClone

Spring Effects in iClone are “faux physics” if you will, something that lets a skeletal mesh bounce as it moves. We can create this from scratch on custom figures, and it’s a little finnickety to setup, but very straightforward if you know how to do it. These effects are not baked to the timeline (like …

Read more

Setting up Rigid Body Physics in Blender

It’s easy to setup rigid body physics in Blender, although far from obvious. I don’t do it often enough to remember by heart, so here are the basics: Physics Objects I’ll create a plane and an icosphere for this example, then move the sphere up above the plane by a few meters. Both objects need …

Read more

Reversing an Alembic File in Blender

Alembic cache files play back automatically in Blender. At first it seems we have very little control over how this happens, but when we take a closer look at the Modifiers Tab, we’ll see that that’s the place where all the magic happens: We’ll see some path information and a Time section. Expand it to …

Read more

Recover an auto save file in Blender

Let’s take a look at recovering badly saved or crashed files in Blender, and a quick setting that will improve the likelihood of recovery. It’s inspired by an incident at the coffee shop the other day, and I thought I’d share it with you and my future self. So while I was out at a …

Read more

Adjust Exposure Settings in Sky Creator

By default, Sky Creator adjusts the exposure of our scenes automatically, and a bit too abrupt. Pitch black night time scenes are being regulated as if it’s the middle of the day and vice versa, which is not great out of the box. There’s an easy way to disable the exposure settings in Sky Creator …

Read more

How to use VDBs in Unreal Engine

Since Unreal Engine 5.3 we can use static or animated VDBs in our project, thanks to a Heterogenous Volume and a built-in engine material. Here’s how to set this up. I’m using one of the excellent free assets from the JangaFX website. Import the VDB Right-click in your content browser and select “import” to bring …

Read more

Where is Smart UV Project in Blender 4.3?

You might have been as surprised to see Smart UV Project missing at first glance in Blender 4.3. If you’re used to the menu from 4.2 and before, you had expected to see something like this: Yet when you’re trying to use the same menu in 4.3 and above, all we see is this: What …

Read more

Animating Clouds with Sky Creator in Unreal Engine

I’ve recently picked up Sky Creator by Dimitry Karpukhin. It gives much more fine-grained control over cloud creation than what I’m used to from Ultra Dynamic Sky. It also contains rain and surface puddle effects. Naturally I wanted to animate the clouds with sequencer and make sure the way the clouds evolve is the same …

Read more

Creating Material Zones in Unreal Engine

Sometimes you want to assign a material to a portion of an existing asset, but there’s just no zone setup to make that happen. Thankfully the Modelling Tools in Unreal Engine have tools to create and delete material zones from selections. It’s designed to be deliberately unintuitive of course, so here’s a quick guide on …

Read more

Changes to Media Plate Actors in Unreal Engine 5.5 (no transparency fix)

EPIC have implemented some changes in the way Media Plate actors are handled in Unreal Engine 5.5. In addition to the (still experimental) Media Plate plugin, there’s now a new Holdout Composite plugin/component combo available that’s enabled by default. Due to changes implemented therein, emissive plates can apparently handle image content better and even works …

Read more

How to transfer UV Maps between objects in Blender

I had worked on the packed UV layout of a figure with the intention of using the resulting textures on the original model in Daz Studio. Trouble was, there was no way for me to import the new packed UV layout into the Genesis figure because I had modified the base model, so it didn’t …

Read more

Using the ZRemesher in ZBrush the right way

I’ve recently worked out how to properly use the ZRemesher in ZBrush. It ccan create handsome topology from somewhat messy meshes. I had previously assumed it’s a one-click magic button, but learnt the hard way that it actually distorts meshes to the point of not being able to recognise them afterwards. Turns out ZRemeshing is …

Read more

Filed under: Categories 3D Tagged as: Tags

How to disable an Unreal Engine plugin via text editor

Some plugins can cause trouble and keep the Unreal Editor from starting. When that happens, there’s no way to disable a plugin via the GUI. Thankfully it doesn’t quite mean “game over” just yet, because we can tweak our project’s configuration file to exclude plugins that may prevent a start. Here’s how to do it: …

Read more

Split UV Maps from Polypaint in ZBrush

Complex figures like humans are best UV unwrapped when they’re split into multiple parts, like arms, legs, head and so forth. When we’re working with Genesis or Reallusion figures, the heavy lifting has already been done for us, but when it comes to creating these splits from scratch it can be tricky. Here’s a way …

Read more

Filed under: Categories 3D Tagged as: Tags

How to setup FilaToon Shaders in Daz Studio 4.23

FilaToon is a new shader that’s been introduced in Daz Studio 4.23. The actual render engine to make this possible (Filament) has not changed and was actually introduced sometime in 2019, but it never did anything other than auto-translate Iray shaders under the hood for faster scene previews in the viewport. With FilaToon, the developers …

Read more

How to invert normals on an object in Unreal Engine

Flipping or recalculating normals usually requires a round-trip into a modelling app, but thanks to Unreal Engine’s built-in modelling tools, it can also be done “in-Engine” as they say. Let’s see how to do it! It’s a little hard to see from this screenshot, but the object on the right needs its normals flipped for …

Read more

Where are the new Daz Premier features in Daz Studio

If you’re looking for the new Daz Premier Subscription features (aka the ManFriday Subscription), here’s where to find them. You’ll need Daz Studio 4.23 or higher, and an active Daz Premier subscription to use these. Search Install Manager for “premier” and install the currently five packages that show up and restart Daz Studio. Here’s where …

Read more

How to import clothing from Marvelous Designer to Character Creator

Character Creator has a similar workflow to Daz Studio when it comes to importing and rigging clothing. We export the avatar, model/fit clothing in MD, export an un-rigged OBJ and transfer the skeleton and weight maps. Pitfalls lurk at every corner of course, so I thought I’d make some notes before I forget it all …

Read more

How to create a flickering light with a Light Function in Unreal Engine

I’ve been tinkering with a flickering light effect. While it is possible to animate the intensity with Blueprint code directly, there’s an easier way that lets us use the intensity as an override and make the light flicker without futzing with variables. The solution is a Light Function. To create one, let’s make a new …

Read more

How to fix “spatilally loaded Actor references non-spatilally loaded actor” in Unreal Engine

I had this warning in Unreal Engine 5.3 recently when opening a level and didn’t quite know what to make of it: “Spatially loaded actor references a non-spatially loaded actor”. Everything seemed to be working fine, and since it wasn’t an error as such, I didn’t worry too much about it. Curious about what this …

Read more