Creating an Interactive Elf Female Avatar - From Fuse to Unreal Engine 5.1 and iClone 8

Creating an Interactive Elf Female Avatar - From Fuse to Unreal Engine 5.1 and iClone 8

Freedom Arts - 3D Animation & Game Developer via YouTube Direct link

- Exporting Facial Morph / Blend Shape as OBJ from Fuse

3 of 17

3 of 17

- Exporting Facial Morph / Blend Shape as OBJ from Fuse

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Classroom Contents

Creating an Interactive Elf Female Avatar - From Fuse to Unreal Engine 5.1 and iClone 8

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  1. 1 - Introduction and Overview
  2. 2 - 3D Avatar Designing in Fuse: Designing an Elf Female avatar
  3. 3 - Exporting Facial Morph / Blend Shape as OBJ from Fuse
  4. 4 - iClone 8: Combining Morph Blend Shapes and exporting as OBJ
  5. 5 - Maya: Checking Morph Blend Shapes for consistency
  6. 6 - Mixamo Auto Rigging: Initial attempt Unsuccessful
  7. 7 - Maya: Removing Root Bone to rectify rigging issues
  8. 8 - Mixamo Auto Rigging: Second attempt Successful
  9. 9 - Maya: Creating a Root Bone for better rig control
  10. 10 - Maya: Using the Simplygon Plugin for Material Baking
  11. 11 - Unreal Engine: Importing Avatar and Material Setup
  12. 12 - UE5: Installing Freedom Animation Pipeline Plugin
  13. 13 - UE5: Creating an Inverse Kinematics IK Rig
  14. 14 - UE5: Creating an IK Retargeter and Retargeting animations
  15. 15 - UE5: Setting up the Elf Female avatar as the Player Main Avatar
  16. 16 - UE5: Exporting Avatar as FBX & UASSET, then testing in another project
  17. 17 - iClone 8: Converting the avatar to an iAvatar and setting up facial animations

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