- Видео 53
- Просмотров 41 063
David Mórász
Добавлен 17 мар 2010
ADR1FT but it's an RF video signal from the astronaut's bodycam
Using ReShade ofc with Shader Toggler addon to disable the helmet.
Просмотров: 252
Видео
Teaser: Nuke.Unreal installing 3rd-party C++ libraries
Просмотров 363 месяца назад
for your Unreal Engine project in less than 5 minutes. Nuke.Unreal is a swiss-army knife command line utility for your Unreal Engine projects built on top of the great Nuke build tool. This video demonstrates a feature where it can install a C library via the great xrepo (xmake's package manager), in a way that the resulting source code can be further distributed without the need for Nuke.Unrea...
Anger Foot but it's even more cartoon (ReShade stuff)
Просмотров 95 месяцев назад
Anger Foot but it's even more cartoon (ReShade stuff)
Ruining G String's art direction with ReShade
Просмотров 1312 года назад
The game is called G String, major spoilers in the video. It contains the ending sequence in its entirety for example. Sorry in advance about my gameplay. The following effects were applied in Reshade: * Convincing global illumination only based on current frame depth-buffer (RTGI by Pascal Gilcher) * A method of pretty solid real-time motion vector estimation which is good-enough™ for an OK, k...
Mimicry Gameplay
Просмотров 1362 года назад
This is our entry for the Epic MegaJam 2022 gamejam. Read more info at microdee.itch.io/mimicry
touchrect POC
Просмотров 733 года назад
Proof-of-concept touchpad emulation for touch-screens, made in C github.com/microdee/touchrect
SpaceMouse for Unreal Engine 1.2
Просмотров 4,4 тыс.3 года назад
Showcasing features of the SpaceMouse for Unreal Engine plugin. Find sources and precompiled binaries here: github.com/microdee/UE4-SpaceMouse Buy it on Unreal Marketplace: www.unrealengine.com/marketplace/en-US/product/spacemouse-for-unreal-engine Music is made by Psykick (CC-BY): dig.ccmixter.org/people/Psykick
Ruining Half Life 2's art direction
Просмотров 1,2 тыс.5 лет назад
Click See More! Half Life 2 with MMOD 1.2 and Cinematic Mod 2013 1.25. Source engine is not too enthusiastic about this as you can see. Reshade is used on top of it for Ambient Occlusion, Color Bleeding, Global Illumination, Reflections (all in screen space of course so no magic) and some color grading. No external effects are applied. It's mind blowing a 15 years old game can still look like t...
mdbot5 - audio analysis galore
Просмотров 735 лет назад
BPM, percussion and melody detection music by abduct (konfort-018)
Wooting Piano - Helm
Просмотров 9666 лет назад
if you have a wooting keyboard now you can use it as an aftertouch midi keyboard. Download here: github.com/microdee/WootingPiano/releases/latest It's recommended to be used with www.tobias-erichsen.de/software/loopmidi.html
Wooting Piano - Serenade 4
Просмотров 1876 лет назад
if you have a wooting keyboard now you can use it as an aftertouch midi keyboard. Download here: github.com/microdee/WootingPiano/releases/latest It's recommended to be used with www.tobias-erichsen.de/software/loopmidi.html
Reogrid in vvvv - colors
Просмотров 2756 лет назад
Demonstrating colors in vvvv implementation of reogrid
ReoGrid in VVVV
Просмотров 1,2 тыс.6 лет назад
An almost full fledged Spreadsheet editor inside mp.essentials for vvvv powered by ReoGrid. reogrid.net Get it with vpm at: vvvvpm.github.io/#mp.essentials Get vpm at: github.com/vvvvpm/vpm/releases/latest Supported by MESO.DESIGN
Notui: multitouch and sliding demo
Просмотров 3436 лет назад
Notui is a new renderless UI interaction framework mostly aimed at but not limited to large touchscreens, written in C#, and here is running in VVVV, but it's not tied to it. Developed at MESO Sorry about small elements I recorded this on a large touchscreen and I lost all reference of size on regular screens.
StanisłAV: A Legyőzhetetlen (The Invincible)
Просмотров 3218 лет назад
StanisłAV: A Legyőzhetetlen (The Invincible)
TheShow Crew - Te Kikkel (Banyek Version)
Просмотров 2299 лет назад
TheShow Crew - Te Kikkel (Banyek Version)
md.vis.tutorial.05 md.bot and the sequencer
Просмотров 62312 лет назад
md.vis.tutorial.05 md.bot and the sequencer
Ambient occlusion alone should actually improve the game
Thats mint dude. Any tips for getting reshade working on this game?
Grandchild - 3-Zebras
Great tool. To anyone who wishes to emulate what Mr David has done here: ● Simply install the LoopMidi Software and create a port. ● Then open Mr David's tool and choose LoopMidi as option. ● Finally, open your DAW (I use Reaper, David is using Thimeo) ● Choose Midi and Select LoopMidi as Input
I am a bit hesitant on buying the plugin, from the video I can't tell, does it "focus" / "rotate around object" in all the other "viewports", my space mouse works perfectly in the "scene viewport" (rotating around object I select) but the moment I switch to editing "static mesh" or viewing object in "blueprint viewport" it switches the "navigation method". From your recorded video this also seams the case. Can you confirm that the "rotation center is the selected" object and does can I navigate with my SpaceMouse in While editing MasterMaterial or Blueprint Graph
Hi again David, i am trying to install again on 5.2 and i got this error here : The following modules are missing or built with a different engine version: HIDUE SpaceMouseReader SpaceMouseRuntime SpaceMouse Engine modules cannot be compiled at runtime. Please build through your IDE.
Hello, I just installed your plugin, I really need to use it in play mode, but it doesn't work for me. It works only in edit mode. Could you please explain how I could use it in the play mode, as I can see that based on your video it's possible to use it there. Thank you
This is great! I have found the Github, but would be happy to purchase on Marketplace, One question: I have my Space Pilot working in 4.27 using this plugin... But is it supposed to only Rotate, or be able to 'move' upwards, forwards, etc. I had gotten a good feel for my Space Navigator over the years, but really want to be able to use my Space Pilot the same way as it is heavier, easier to work with... THANK YOU! (I will try turning off the 3DConnexion driver and reboot.. Maybe that is the thing..:)
Surprising to see it work with TM 2022.2.2 :) - place github release folder into Twinmotion\Twinmotion2022.2\Engine\Plugins
would this work with ue5?
yes
@@mcrode 5.1?
@@unrestrainedfamily9356 I've added prebuilt 5.1 release 2 days ago, it might need a day or two more until Marketplace is updated, until then github.com/microdee/UE4-SpaceMouse/releases/download/1.2.5/SpaceMouse-Win64-1.2.5.5.1.0-PreBuilt.zip
Hi, is there any example how to use it with for runtime camera actor? Best
Yes, you can clone the test project github.com/microdee/UE4-SpaceMouse-TestProject via git and see the player pawn blueprint iirc which should contain the camera behavior. In real scenario of course you want to develop your movement component instead of directly patching it in the actor.
Bought this today (for UE5.0.3) and it works great! I've asked the manufacturer about getting the SpaceMouse working in the ICVFX template for months but it was too difficult for them. Clearly you care about excellence, thank you!
yeah I talked to 3DConnexion product manager once, and he said they didn't even know you can have multiple viewports in Unreal. + that they don't tend to spend more than a sprint or 2 (2-4 weeks) on one integration, as their engineers are also needed elsewhere.
@@mcrode Well thank you for investing the time to figure out the things that they can’t :-)
That's my Ichika Nakano's favorite
Would there ever be a way of controlling props in editor with a 3D Connexion SpaceNavigator? Instead of viewport controls having moving, scaling and rotating items in editor? I think this would be a really cool feature, and would speed up kitbashing assets around a scene.
I get this nowadays a lot, and it would be an interesting feature, but the UX is not trivial, even less so for non-game viewports (mesh viewers, material previews, actor preview in blueprint editor etc...) Unfortunately my focus is not on this right now so I cannot tell when I will arrive to implement such a thing. Until then you can still pilot actors with the spacemouse, I know it's not exactly the best UX for kitbashing but better than nothing I guess.
@@mcrode Yeah I understand, I suppose I would only ever expect it to work in the main viewport, implementing it into every type of viewport would be a huge undertaking. But if you ever do come back to the Idea of this, I would actually pay $100s for a plugin that did this, and I know if it was good 1000s of other people would. It could be a game changer!
Hi, does this work on UE 5?
Can you use this for the razer analog or steelseries apex pro keyboard?
nope, I made this only for the Wooting keyboards.
Can you use this for the razer analog or steelseries apex pro keyboard?
Bro that song... amazing
Anyone still here? :-) I installed this and it "works"... but everything is out of control regarding directions. X, Y, Z - Roll, Pith and Yaw. I can't find the correct values for Rotation and orbiting.
this is all very well documented here github.com/microdee/UE4-SpaceMouse/blob/master/README.md
Thank for making this but i went to your github and the installation instructions don't mention where to put all the files, should i just put the zip in the UE5 plugins folder?
extract the contents of the zip file into the folder <Unreal>/Engine/Plugins/Marketplace/SpaceMouse
@@mcrode I didn't buy it yet from the marketplace since i download it from your github page to test it but i will gladly buy it right after if it's working. So should i make a marketplace folder and a spaceMouse one in ue5 plugins folder? Thank for your help
@@petertremblay3725 exactly, and don't forget to enable it in the editor inside "Edit -> Plugins". This needs to be done per project
@@mcrode OK thank a lot David and i will purchase it right after a few test with it since 3d connexion support really suck!
thank you :) my unreal game just went up lol this will be such a great cinematic tool once mastered
Hi, how to use it in animation mode to pose a character? like this ruclips.net/video/7aATnpvGZCY/видео.html
is it possible to disable the tilt? it makes me dizzy 🤢
check out "* no roll" camera behaviors in the SpaceMouse plugin settings in Editor Preferences
*improving
Hi, when UE 5?
it's in github releases github.com/microdee/UE4-SpaceMouse/releases/download/1.2.4/SpaceMouse-Win64-1.2.4.5.0.0-PreBuilt.zip
i Am really struggling with the mapping of my old SpacePilot. The camera moves, but not the way I expect it to. I come from SolidWorks. Is there by any change a config file in can import so the settings are the same as it would be in SolidWorks?? Or maybe a manual on configuring the orbit response??
please read the relevant manual github.com/microdee/UE4-SpaceMouse#config--usage
Hi I have just found this by chance, finally I can use my SpaceMouse Enterprise in UE5 ... I hope it works on Mac? It does right? Please say yes :)
ruclips.net/video/bWkpV9LjEZk/видео.html&ab_channel=Mounchakoux
@@rastakouere3d Thank you, at least someone answered me. This looks good, but it is not for Mac. No worries I have ordered a Windows rig so I will try it out on that.
my plugin or 3DConnexion's official plugin doesn't support mac. What is inside the video linked by @Mounchakoux is the 3DConnexion plugin, which is wildly different to mine. UE5 is officially supported since it came out github.com/microdee/UE4-SpaceMouse/releases/download/1.2.4/SpaceMouse-Win64-1.2.4.5.0.0-PreBuilt.zip
@@mcrode Cheers! I just got my Windows set up yesterday, so I don't have to worry about MAC and Unreal Engine anymore, so I will try it all out on y new system now :)
Hey man, any date for UE5?
it's already there, release: github.com/microdee/UE4-SpaceMouse/releases/tag/1.2.4 direct download: github.com/microdee/UE4-SpaceMouse/releases/download/1.2.4/SpaceMouse-Win64-1.2.4.5.0.0-PreBuilt.zip
@@mcrode great! Now I'm in. Could please you tell me where the disconnect the scroll-wheel option is? Cannot find in the Unreal settings of 3DConnection and having the jumping problem.
@@carlosd562 you have 2.5 options: 1.: press the "Menu" button on your device which should bring up the per-application settings of 3DxWare and disable all default bindings 2.: there's a start menu shortcut for stopping 3DxWare services all together, just start typing "stop" in your start menu if you're on Windows 10 2.5.: disable the 3DConnexion service in the respective windows management GUI or the task manager, if you're not using the spacemouse in other apps (blender also doesn't use 3DConnexion services)
@@mcrode Ah! I did not disable all of them, that was it. Thank you very much!
oh yes, people think desaturating the game makes it look more realistic
how to you think does it support USB SPACEBALL 5000? thanks
only one way to find out ;)
@@mcrode i haven't this when i asked =) bu now i have and tested with this plugin and this is amazing and works like a sharm =) thank you so much
not working...
github.com/microdee/UE4-SpaceMouse/issues
Hi there. Is there a way to start the Unreal with the plugin Activated already.? I have to Activate and set it up every time I start the Unreal Engine.
that would annoy me to. did you solved this?
@@daslolo YES. Actually, right after I wrote this, I've realised that the Mouse Setup is saved on the Project, so if you start Unreal to work on the SAME project, it will work just fine. It will only ask you to setup the mouse again when you start a new Project. It is annoying and unnecessary, but it not a big deal. The Mouse's setup could be "linked" to the Software and NOT to the project, just like 3D MAX, Solid Edge, Inventor, AutoCad and every other 3D Software that I work on.
@@TIAGOBEZERRA999 totally, one of the Unreal weirdness. I think the reason is that spacemouse interfaces via a plugin and plugins are per-project which is consistent. A fix would be to allow app-wide plugins but then you run into other problems.
Hi David, will this work with UE5?
yes, but you need to compile for now (no need for programming knowledge) github.com/microdee/UE4-SpaceMouse/discussions/51#discussioncomment-794446
Are there installation instructions anywhere for this pluggin? not sure where to begin
buy it on Marketplace or download the beta for free on Github and then read the README on github
Art Direction? Pfft,what's that? SHINY AND DARK FOR THE WIN!
exactly hence the "ruining" part in the title
@@mcrode I don’t think they were trying to criticize you
THIS WILL BE HALF-LIFE IN 2015
NIce!, how did you adjust settings like speed?
hi there I am figuring out how to install this fBX contribution but I don't understand how to install it. hope you can gime me a line
hello ok works! it was necessary few changes in Editor Preferences- Plugins - Space Mouse. Finally😜
This is basically Cinematic Mod + “Shaders” in a nutshell:
In case of questions - you just put all the files inside Plugins folder in your unreal project
Have you made it with Unreeal Engine ?
no, it 's made with plain C#
if you are here somehow, you have just reached the bottom of the autechre beauty
Really have to thank you for this amazing plugin; I don't understand why there's no native support. May I ask you how can I lock the horizon? I'm used to work without the rotation of the camera. In software with native support, (MAx, Sketchup...) there's the 'lock horizon' advanced options in 3dconnexion software, but here I have no idea how to do it. THanks again for your support! +1
Thanks, an update is just about to be released on Marketplace and it's released on Github. Horizon is locked when you select a camera behavior without roll in Editor Preferences -> Plugins -> SpaceMouse.
The only thing ruining the Art is the awful Reshade.
Great tool, thanks so much! How do you get it from navigation mode to become a cursor across windows?
this is not a mouse replacement, I can imagine it would be pretty unwieldy to control the OS cursor with it.
this version in first comment doesn't work with 2.26 version, what can I do please ... kind regards
They changed something for plugin packaging in 4.26 and my script for 4.25 and below doesn't seem to work anymore. I'll be able to fix this only around Christmas. Until then you can quickly google "UE4 C++ tutorial" and compile the repository project yourself to get the binaries for the plugin.
@@mcrode thx for your efforts ❤
unreal 2.26 please
4.26 has been released yesterday man, try the one I've compiled for the preview some time ago: github.com/microdee/UE4-SpaceMouse/releases/download/1.0.1/SpaceMouse-1.0.1-UE_4.26.7z
@@mcrode thank you for the reply... I really try it but it's doesn't work. give me this message ...the following modules are missing or built a different engine version ... HIDUE spacemouseReader spacemouseRuntime spacemouse engine modules cannot be copied at runtime . please build through your ide.
This is what Half Life 2 looks like in my fever dreams
We totally need to get this compiled on mac.. any chance of that happening? Also will this support latest enterprise models?
I don't own a mac, and I'm frankly very opinionated on Apple "platforms", so I cannot compile, test and debug this to make sure it works. As a matter of fact the issue is also flagged "needs help" on github. You can try compiling the SpaceMouseTest project yourself and see how that goes. Please read up how to do that in official Epic docs if you don't know it yet. Also I don't own an Enterprise model but someone else already helped me out making them work with the plugin. The puck and the buttons should work but the LCD screen is not something I'm planning to implement myself, it's an open source project so I invite anyone creating pull-requests.
@@mcrode can you link me to some EASY step by step guide to compile it on mac? i cannot find anything
@@jaco96 googling for 2 minutes yielded: github.com/botman99/ue4-xcode-vscode-mac or the official documentation assuming you already know minimal C++ developer tooling on Mac: docs.unrealengine.com/en-US/Programming/Development/CompilingProjects/index.html and also because UE4 is a C++ middleware/framework and not an end-user editor (despite Epic trying to lure people into thinking that) EASY and UE4 is rarely said in the same sentence. Unity is much better at hand-holding for people who don't want to come in contact with the errands of programming.
@@mcrode nice will try to follow these
@@jaco96 Did this work?