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BONUS EP! Adding or asset to a Metahuman, or existing Rigged mesh. Plugins to Enable for Metahuman: MetaHuman Animator MetaHuman Animator Depth Processing MetaHuman Live Link MetaHuman Core Tech For Motion Matching Animations: Pose Search Chooser Animation Warping Motion Trajectory Animation Locomotion Library Deformer Graph All can be enabled from the base UE5 Plugins section. In this series I show you my process for creating a Game Ready Game Asset, Jordan Munn's Jacket from Intergalactic. In the BONUS Part 5 we go through skinning the asset of an existing rig and skeletal mesh, all inside UE5. Testing with some animations, and correcting some skin weights. Everything we need to finally bring our asset to life! I wanted to make this video to demystify the process of asset creation. The series is going to be broken up in the sections, based on programs in the pipeline, and will be released weekly. If you have any questions shoot me a message on Discord, Artstation or Instagram. Big shout out to the @Marvelousdesigner team for reaching out to create this series! Thank you all for your continued support! Join the Discord! / discord / animarch3d https://www.artstation.com/frank2223 TIME STAMPS 00:00 - Intro 00:35 - Plugins 00:50 - Character I'm Using 01:30 - Adjusting the Jacket 02:45 - Modelling Tools 05:00 - Zero out Changes 05:20 - Convert to Skeletal Mesh 06:30 - Transfer Weights 07:25 - Adding it to a Metahuman 08:25 - Creating a new Sequence 08:50 - Animating in the Sequencer 10:05 - Paint Correcting Skin Weights 12:00 - Outro