HELP] Mesh stretching / elastic distortion when playing animations in UE5.8 😅

Hi everyone! 👋

I'm starting out with animation in Unreal Engine 5.8 and I've been stuck on a weird issue for a while...

I imported my 3D model and skeleton into UE5.8. Everything looks totally normal at rest in the Viewport, but as soon as I play an animation, the mesh deforms heavily, stretches out, and turns completely "elastic".

Project details:

Engine version: Unreal Engine 5.8

Is this usually related to Bone Translation Retargeting settings, bone scale issues/unit mismatch, or an import setting I might have missed in 5.8?

Any troubleshooting ideas or tips to fix this would be greatly appreciated! Thanks a lot! 🙏

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u/Ultimo_Jaguar — 5 days ago
▲ 0 r/pop_os

Que pensez-vous de Pop!_OS avec le bureau COSMIC (v1.3) ?

Hi everyone,

I am very interested in the COSMIC desktop environment and its version 1.3, specifically due to the new "Frosted Glass" effect. I would love to hear feedback from users who use it on a daily basis.

Stability: How does COSMIC perform today as a primary desktop environment?

Fluidity: Is the transparency and blur effect ("Frosted Glass") well-optimized and smooth during daily use?

Customization: Does the interface offer a good level of configuration freedom without sacrificing system stability?

Recommendation: For those currently using it, what is your overall impression compared to other Linux desktop environments?

Thanks in advance for your feedback and advice!

Do you need any further adjustments to this text, or is this ready for your post?

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u/Ultimo_Jaguar — 6 days ago
▲ 1 r/photogrammetry+1 crossposts

Need help: Free/Open Source autonomous flight mission apps for Parrot Bebop 2?

Hi everyone,

I'm getting started with photogrammetry for 3D environment creation, but I'm a complete beginner. I own a Parrot Bebop 2 and while the camera is capable enough for decent results, I'm struggling with the "automatic capture" aspect.

I know Pix4Dcapture is the industry standard for automated flight plans (grids, circles), but it’s currently out of my budget.

My question is:

Are there any free or open-source alternatives to automate flight missions for this specific drone model?

I have zero experience with manual flying, and I'm worried about not being precise enough to ensure the proper image overlap needed for a high-quality scan. If you know of any mission planning software (even via SDK or community-driven solutions) or have tips on how to manage capture without complex automation, I’d love to hear them!

Also, if any of you have experience using the Bebop 2 for 3D scanning, any tips on image quality or shooting techniques would be greatly appreciated.

Thanks in advance for your help!

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u/Ultimo_Jaguar — 6 days ago

Need help and tips

Hey everyone! 👋

I'm new here! I recently started learning 3D character creation. I already have a lot of character concepts and designs in mind, and I've even started working on a few of them, but I still lack the knowledge and resources to really bring them to the level I want.

While looking for tutorials and inspiration, and it made me realize that joining a community would probably help me improve a lot. I've been learning mostly on my own, so I'd really like to connect with people who have more experience and are willing to share advice.

Right now I'm using Blender and Unreal Engine 5 to create semi-realistic characters. My biggest issue is that my characters lose a lot of their personality when I translate them from my sketches into 3D. They often end up looking too generic, too realistic, or the proportions just feel off. I feel like they're missing that spark of life, even though that's exactly what I'm trying to achieve.

I'd love any advice you can give—whether it's about your workflow, software, add-ons, brushes, learning resources, sculpting techniques, or anything else that helped you improve.

Feel free to reach out or start a conversation. I'm always happy to learn, exchange ideas, and meet other artists.

Thanks in advance, and I'm looking forward to getting to know you all!

(I'm french sorry for the translation)

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u/Ultimo_Jaguar — 10 days ago

[Conseils] Par où commencer Gundam en VF ? (Ordre de visionnage)

Salut à tous !

J'aurais besoin de vos conseils pour me lancer dans l'univers Gundam.

J'ai regardé quelques épisodes quand j'étais plus jeune, mais je ne me suis jamais vraiment penché dessus par la suite. Aujourd'hui, face à la quantité astronomique de séries, je suis un peu perdu et j'aimerais m'y mettre sérieusement.

J'ai deux questions principales pour vous :

Par quel ordre commencer ? (Faut-il suivre la chronologie de sortie, l'ordre chronologique de l'histoire, ou commencer par des séries indépendantes ?)

Où trouver les versions françaises (VF) ? Existe-t-il de bons doublages accessibles légalement sur les plateformes de streaming ?

Pourriez-vous m'aiguiller pour commencer l'aventure convenablement ?

Merci d'avance

reddit.com
u/Ultimo_Jaguar — 10 days ago

Need help with MetaHuman custom body/face import

Hi everyone,

I've created a MetaHuman, but I'm running into a few issues when importing the body of a character that I created in another software.

  • When I import the body, the character looks strange and the proportions seem off.
  • If I import the face, the eyes become asymmetrical, even though they were perfectly aligned before the import.
  • I also lose access to the MetaHuman blending feature, so I can no longer mix my character with the existing MetaHumans.

Has anyone experienced this before or knows what might be causing it? Is there a specific workflow for importing a custom body and face while keeping everything compatible with MetaHuman?

Any advice or suggestions would be greatly appreciated. Thanks in advance!

reddit.com
u/Ultimo_Jaguar — 10 days ago

Metahuman

Bonjour,

J'ai créé un MetaHuman, mais je rencontre plusieurs problèmes lorsque j'importe le corps d'un personnage que j'ai créé dans un autre logiciel.

  • Lorsque j'importe le corps, le résultat est étrange et le personnage ne ressemble plus à ce qu'il devrait être.
  • Si j'importe le visage, les yeux deviennent asymétriques alors qu'ils étaient parfaitement alignés avant l'import.
  • En plus de ça, je n'ai plus accès à la fonction qui permet de mélanger (blend) mon personnage avec les MetaHumans prédéfinis.

Est-ce que quelqu'un sait d'où peut venir ce problème ? Est-ce qu'il y a une étape que j'ai oubliée ou une méthode particulière pour importer correctement un corps et un visage personnalisés sans casser le rig MetaHuman ?

Toute aide ou retour d'expérience serait vraiment apprécié. Merci !

reddit.com
u/Ultimo_Jaguar — 10 days ago

Metahuman T pose

Salut quelqu'un pourrait-il m'aider j'ai besoin de faire passer un metahuman en T pose mais je ne trouve pas comment.

Merci d'avance

reddit.com
u/Ultimo_Jaguar — 11 days ago

Unreal Engine 5 – Frequent crashes and VRAM issues on my HP Omen 16 (RTX 3050 Ti)

​

Hi everyone,

I'm having frequent crashes in Unreal Engine 5, and the red message telling ram insufficient.

Here are my PC specs:

- HP Omen 16

- NVIDIA GeForce RTX 3050 Ti

- Intel Core i7

- 16 GB RAM

- SSD

I mainly work on 3D scenes and game development. Even on projects that don't seem particularly heavy, Unreal Engine starts slowing down significantly and eventually crashes with what appears to be a VRAM-related error.

I'm trying to understand whether this is:

- A limitation of the RTX 3050 Ti's VRAM.

- A project optimization issue.

- An Unreal Engine 5 configuration problem.

- A driver or Windows issue.

- Or something else entirely.

Has anyone experienced similar problems with a similar configuration? If so, what helped reduce VRAM usage or prevent these crashes?

Any advice on engine settings, optimization techniques, or debugging steps would be greatly appreciated.

Thanks in advance!

reddit.com
u/Ultimo_Jaguar — 20 days ago

Is switching to Linux worth it for 3D, game development, and illustration?

Hi,

I’m currently working on a laptop with these specs:

- HP Omen 16

- NVIDIA GeForce RTX 3050 Ti

- 16 GB RAM

- Intel core i7

- SSD storage

My main work revolves around 3D modeling, game development, digital illustration, and general creative production (Blender, sculpting, texturing, rendering, game engines, etc.).

I’m considering switching fully or partially to Linux and wanted to ask for advice from people with experience in these fields.

Would moving to Linux actually be useful for my kind of workflow? If so, why?

I’m especially interested in understanding:

- Performance differences for 3D software and rendering

- Stability for long creative sessions

- GPU driver support (especially NVIDIA)

- Development environment advantages for game dev

- File/workflow compatibility with industry-standard tools

- Any real productivity gains compared to Windows

What does Linux genuinely bring to a 3D / gamedev / illustration workflow, and what are the drawbacks?

Thanks.

Sorry for the automatic translation.

reddit.com
u/Ultimo_Jaguar — 20 days ago

What design principles make class/job systems satisfying in MMORPGs and RPGs?

Hi everyone,

​

I’m trying to better understand class/job systems from a game design perspective.

​

I’m not looking for a simple ranking of “the best game” or a popularity contest. I’m more interested in why certain class systems feel satisfying, memorable, flexible, or deep from a mechanical and design standpoint.

​

More specifically, I’d like to discuss the rules and design choices behind class/job systems in RPGs and MMORPGs.

​

Questions:

​

  1. What makes a class/job system satisfying from a design perspective?

​

  1. How important is strong class identity compared to build freedom?

​

  1. Is it better design to let one character learn multiple classes/jobs, or to force each character into a stronger specialization?

​

  1. What are the benefits and drawbacks of multiclassing or hybrid builds?

​

  1. How can a game create meaningful class progression without overwhelming the player?

​

  1. What makes a class system feel deep without becoming too complex or unreadable?

​

  1. What are good ways to make classes feel distinct mechanically, not just visually or thematically?

​

  1. How should a game balance accessibility for new players with long-term mastery for experienced players?

​

  1. What class/job systems do you think are well-designed, and what specific mechanics make them work?

​

  1. On the opposite side, what are common design mistakes in class/job systems?

- too much homogenization?

- useless or dominant classes?

- false choices?

- overly rigid roles?

- too many passive bonuses?

- poor balance between freedom and identity?

​

  1. Are there examples of games where the class system is ambitious but fails because of its rules, balance, progression, or player incentives?

​

  1. In your opinion, what should be the core design goal of a great class/job system: player expression, tactical clarity, role identity, experimentation, balance, or long-term progression?

​

I’d really appreciate answers that explain the underlying mechanics and design reasoning, rather than just naming a favorite game.

​

Thanks in advance.

reddit.com
u/Ultimo_Jaguar — 1 month ago