Transforming Text to playable 3D Character: Genie to Unreal Engine

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[Music] I assume that you may already be aware of the new AI tool that can turn text prompt in the 3D models it is very popular at the moment but how quickly can we build a playable character in the game engine from such a model generated entirely from text and what all is needed let's find out [Music] hello boys and girls my name is Ol this time I thought I'd introduce you to the process of using a new artificial intelligent tool called Genie developed by Luma AI let's create a 3D character with it and transfer it to Unreal game engine as a playable character Luma AI has built this tool to work in the Discord service so of course you will need a Discord account for this one when you manage to get in you should check these simple instructions from this channel so you know what kind of a prompts you can request from this AI after that you will find several Genie channels here where you can start generating your own 3D models to enter the prompt you should just type slash Genie at the beginning and then simply describe what kind of a 3D model you want to produce I want to make something fun and crazy character so I'll write long-legged astronaut rabbit at the beginning I want it to be in cun style so I type that and I would like it to be in right position so that it can be rigged so I add a TST term also in then in the end I can add the desired texture resolution which I want to be 4K in this case when I hit the enter my prompt request starts the process and after surprisingly short moment Genie is ready and offers me a four 3D model options I can now open the one that I'm interested by clicking this number button here models will be opened in the separate 3D viewer where I can rotate the model and watch it more closely we notice quickly that these models are quite low quality they can have a weird extra lenss and they are not very detailed anyway but these are just preview versions if no suitable model is found in the first assortment we can ask Genie to generate the next four candidates again or we can change our prompt to match something that will eventually produce a 3D model that we will like for example in this third set I found this Astro bunny that looks like a potential game character so I want to continue with this one I can come back to Discord and ask sinini to refine the fourth option which is the model where I want to have more detailed textures the refining function is bit more difficult to calculate so my request is transferred through this channel in the queue and depending on how many processed requests there are already created by other users the generating can take approximately 20 minutes or more sooner or later G will have time to process the refining request and a new much more accurate and detailed model will become available by the way this 3D viewer has the option to edit and check out different kind of a material properties you are able to change roughness and metalness values and see how your model will look if you want to change it to be very reflective or shiny but these feature don't help us now now as we have to set them again until we get to the end of this process so we are ready to download this model which comes in the glp format by default and so that we could continue along the road I planned we immediately have to convert this file to fpx format the most convenient way is to do it in blender in blender we can also do other small adjustments through the model if it's needed for example I like to align and scale the model a little bit so that the origin is at the character's feet level and not in the center of it I also like to rotate the model 90° so that the green y AIS goes through the character in this position it will be better aligned when we open it in the next phas also I like to make sure that the texture is saved as a separate image file glb models can include the texture inside the model and for the fbx that function is not so clear every time so it is good to have the generated texture also as a jbag file if it will be lost in the process after these minor settings we are ready to export the model into the fpx format and that's all we need to do in the blender for now then the next step is to open software called acur rig it is a very effective character rigging application for Windows and it can be downloaded free from the real Luen website we start the rigging by dragging the fbx file of our character to the acurate this is a very intuitive application where we will continue to The Next Step as soon soon as we have completed the ricking tasks there are not many steps at the beginning we determine the center line and then the location of the limbs by moving joint points we Define where the bends and joints of the figure are located on the left you can see very clear instructions According to which it is easy to place the points when it comes to the step where it asks how many fingers our character has we can set the value to zero for this one since this character do not have clear separate fingers in it and that's it after a little processing Agri has automatically rigged our character and we can immediately see it moving we can test how the character works on different kind of em motion capture files and it is quite satisfying trying to see it in a live and in a movement the last thing left in this application is to export the rigged character through the correct format you press the export button and select the fbx format again and then the unreal template below it after this we can then move to the unreal game engine to create a new project let's choose a third third person game template and save the project where we want and as soon as we get this project open we can create a new folder for our character under the content directory here we can now drag the fbx file that we dged in the acurate application the important thing in this import settings is to set the right skeleton that our character obeys in the game EnV and here we choose this older skeleton mannequin model that inherits from the earlier u4 version this works best for the characters rigged in acur and from the advanced settings here it is good to activate these two options now we are ready to import the character model in unreal in order to make our build rapid character playable we need to connect its current skeleton structure to an existing u5 manin we need to go inside the character folder there to mannequins and animation and then right click over this default Manny character and up here where is the retarget animation assets we found duplicate and retarget animation assets SL blueprints this opens the window where we can easily retarget the current skeleton system to match Skeletor which we brought our rabbit character in we just need to choose the correct ik retargeter from this menu which is in this case this one which targets the ui5 to older ui4 Manny and then we just choose our rabbit character from this menu to be the target from the folder field we can choose the same folder where our rabbit lives so that this tool can place all the retarget movements in the correct place and now our astronaut rabbit is ready for the game we just have to replace it in the game characters place which is the default ui5 manquin character and it happens in here we go inside the third person folder and select blueprints in there then we doubleclick this blueprint window open in here we activate the viewport Tab and select this default character now on the right side we found this place where we can change the default character and there we roll the list so that we can found our rabbit we are almost done the last setting is to change the animation class to match the APB Manu which we retargeted our character for now we are ready to save the blueprint settings and test how our astronaut rabbit will work as a playable character we simply just hit this green play button and is the correct word boom or a VOA in here I don't know but anyway this funny character which we created from the text prompt in AI is now running and jumping and interacting as a playable character inside the Unreal Engine what is your opinion about this process it's funny to think how many automated functions we use to achieve this there weren't very many steps to accomplish this so I can well imagine that this whole process can be automated with AI in the future there is also alternative method to make make the rigging part of this tutorial you can use a similar rigging solution that can be found in the mixamo service it works with the same principle and directly in web browser so you can rig your character regardless of what operating system you use I hope this was an inspiring video if you liked it hit the like button and subscribe to my channel and I'll continue making interesting 3D content so until the next time thanks for [Music] watching
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Channel: Olli Huttunen
Views: 20,941
Rating: undefined out of 5
Keywords: 3D model, 3D scan with phone, 3d Rendering, 3d modeling, Ai, Ai modelling, Jet burner Paine, Lothar, Photogrammetry, Polycam, accurig, actorcore, animate toys, blender, blender tutorial, boy band, character rigging, created with ai, from Genie to Unreal Engine, genie ai, iclone8, modelling, motion capture, playable 3D character, reallusion, rigging, scanning toys, terminator, text to 3d, texture fixing, training, tutorial
Id: yIdUVNruk9o
Channel Id: undefined
Length: 12min 46sec (766 seconds)
Published: Wed Nov 08 2023
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