I have no intention of using Unreal Engine or any other 3D product.īlender is my product of choice. Thanks for the suggestion, but I’m looking at it from a strictly Blender-using standpoint. MetaHuman Creator is seriously impressive and you have to admit, that if it ever gets ported over to Blender as part of the downloadable package as default, that would be quite something! I’m generally not a forum user myself but felt driven to join-up here today specifically to ask this question. The more videos I see of what people are producing with it, the more painful (and worrying) it becomes that Blender doesn’t have this sort of thing built-in as standard. We really need this sort of hands-on ease of creation in Blender, and there’s no getting away from it, these things are extremely impressive, productive, and work for both amateurs and professionals alike. If it is, I really hope some bright-spark out there sees the need to port it over to Blender. Cannot tell you how many times I’ve checked the official Blender roadmap hoping to see something like this, but nothing like it ever shows up.ĭidn’t Blender team-up with Epic on certain development tasks some tiime back? It would be absolutely amazing to have MetaHuman Creator inside of Blender using Cycles and EEVEE, because isn’t the whole Unreal Engine thing Open Source as well? But I must admit it’s incredibly frustrating that this type of thing appears to be becoming the norm for other 3D products out there, but sadly not for Blender. I never will of course, I’ve been loyal to Blender since before I got my first grey hair, and nothing will ever change that. Attachments materials.py (20.Does anyone know of any plans to add or port MetaHuman Creator to Blender? It’s so damn good it’s actually making me want to jump ship! I have attached the file, if you try it out please let me know if you run into any issues - I haven't run across any yet. This is quite different from the prior materials loader I wrote. It also has a few extra features/fixes like it will set roughness based on the shininess value in the export file. I have modified it so that if the Principled Shader is available it will use it, if it isn't it will just use the regular nodes as in the past. One of the much anticipated features is the Principled Shader, and I have created a modified MHX2 material importer in the form of a modified materials.py file that you can just drop into your MHX2 runtime addon directory, in my case:Ĭ:\Users\Lindsay\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\import_runtime_mhx2 So far I haven't run into any problems with 2.79. Possibly I wasn't paying enough attention, but if you want to keep both then keep your eyes open. I'm not absolutely sure but I don't think that the installer on Windows asked me where to install it so my 2.78 executable etc. There's a decent video overview of new features at: The release notes with new features list are at: For anyone that hasn't noticed, the stable release version of Blender 2.79 has now been released!
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