Mannequin Motion Poster in UE4 Niagara and Sequencer Tutorial

Mannequin Motion Poster in UE4 Niagara and Sequencer Tutorial

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Mannequin Motion Poster in UE4 Niagara and Sequencer Tutorial

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Introduction:

Hi guys, I’m Asif Ali, and you’re watching CGHOW. A few days back, I created this fire scene in Unreal Engine Niagara, using sequencer as well. Today, I’ll break down the entire scene and explain how I created each element and how I placed everything together. If you haven’t subscribed yet, please do so! And if you like this video, please share, comment, and thank you for watching. Let’s get started with the tutorial!


Before We Begin:

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Scene Breakdown:

So here’s my scene, and this is my sequencer. This is the camera, and here’s the view outside of it. I’ll show you everything in full screen now:

  1. Camera Setup:
    • The camera is the main focus, and I have the pointer preview enabled to see exactly what’s in the frame.
  2. Elements in the Scene:
    • Rocks: I have these rocks near the ground; some are close to the camera, creating a dynamic look as they move through the scene.
    • Character: This character is holding a sword, with rocks around it.
    • Fires: Multiple fire emitters with embers and distortion effects are placed throughout.
    • Big Character (Mixamo): This character is placed in the scene with linked eye effects for some extra detail.
    • Ring Effect: Behind the character, I’ve added a camera-facing sprite ring effect that gives the illusion of depth when viewed through the camera.
  3. Element Placement:
    • The rocks aren’t all visible due to the fire effect, but I placed them before adding the fire for an effective scene setup.
    • The main visual effects are fire, eyes, and the ring.

Character and Animation Setup:

  • I’m using two Mixamo characters:
    • One is a mannequin character and the other is a larger character I downloaded.
    • Both use idle animations from Mixamo.
  • Eyes Effect:
    • The eye effect is linked to the head bone, which adds a glowing trail to the eyes.
    • It uses a torus location and is controlled using radius and size parameters to make sure both eyes stay aligned symmetrically.

Fire Effect Creation:

  • For the fire, I’ve duplicated the effect multiple times to add variety in the scene.
    • Fire Texture and Material:
      • I use a gradient with power adjustments to control width, height, and opacity.
      • The fire’s randomness is controlled by adding noise and using a dynamic parameter for variation.
    • Flame Effect:
      • The flames have various materials, with radial gradients, curls, and some randomization.
      • I also created sparks and distortion effects to add realism and visual interest.
  • If you want to create stylized fire like this from scratch, check out my fire tutorial on the channel!

Additional Effects:

  1. Sparks:
    • Radial radial lights and particles are added for extra flair, with noise and gravity applied to the particles to make them look more natural.
  2. Distortion:
    • Similar to the fire effect but with a different material for the radial distortion, adding another layer of realism.

Ring Effect:

  • The ring behind the character is created using two emitters for variation, where one emitter is rotating the ring, and the other has an offset effect to add some visual interest.

Sword and Path Effects:

  • The sword is attached to the character’s hand. The material for the sword is designed to glow and scale dynamically using a black body emissive material.
  • For the particles coming from the sword, I used a sphere shape, with velocity and drag to create the glowing trails. The particles scale over time to give the effect of movement and energy.

Final Thoughts:

I hope you enjoyed this breakdown of the fire scene! Some people have suggested improvements, and I totally agree—everyone has their own visual style. But personally, I’m happy with how it turned out! Thanks for watching, keep learning, and don’t forget to subscribe to CGHOW! Bye-bye and take care!


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