Thank you for sharing this amazing tutorial! I can't wait for your next video!
@sabkarim
Жыл бұрын
This is awesome! Thanks for sharing all this!
@sabkarim
Жыл бұрын
Could you please check your email? Thanks!
@mrkshh
3 жыл бұрын
awesome dude! i love you!
@SK-hj1xh
3 жыл бұрын
it will be great to see how to attach one piece of mesh character model with some differences in proportions and shape to metahuman face and body altogether
@Metarig
3 жыл бұрын
using the same method you can use any type of body
@Thomas90s
8 ай бұрын
Great tutorial, thank you! for me the control rig is not showing up when i follow the step in 23:55 :( any idea why?
@AlexKongMX
Жыл бұрын
Hello Maya Expert and thank you for all your tutorials they are increidbly useful! I was wondering if you know how to get a Metahuman 5.2 or 5.3 into Maya? Do I export the fbx straight from Unreal?
@StyleMarshall
3 жыл бұрын
Great Tutorial , Mr. Maya 😉 👍
@Jsfilmz
3 жыл бұрын
i know u!
@StyleMarshall
3 жыл бұрын
@@Jsfilmz who r u ? 😁
@Alexander_Beim
2 жыл бұрын
I know u both.
@JUYAN16
Жыл бұрын
Yes but the body you use didn't have a head geometry. What if you want to transfer the metahuman to another human body?
@Wellbeing_Kim
3 жыл бұрын
exactly! It was what I wanted. I would like to thank you for your experience and insight. It was one of the necessary tasks to properly utilize Metahuman. Beyond simply modifying the volume or shape of the mesh, this work was absolutely necessary to create structures such as high heels. Sorry, I have one more question. As in the video above, if you match a separate mesh that you modified in Maya with the same name as the original metahuman, it seems to work well when exported to Unreal while retaining its functionality. So, if I use the face correction and bone adjustment methods from your old video, MAYA Proximity wrap, will it work if I rename it in Unreal like the tutorial you are showing now?
@Metarig
3 жыл бұрын
Hi, thank you. I'm glad that it was useful to you. regarding your question about the face, unfortunately, no, you can't export the face and have them working with the control rig. proximity wrap will not be exported as FBX it's only valid in Maya. you can export the face as alembic to Unreal engine though. I'm going to make a new tutorial on how to replace the face and export it as Blendshapes and bones so it can be used in games too. even it is possible to have the face working with the face control rig in unreal it isn't worth the try cause the control rig in unreal is not exactly one to one in Maya and we use Maya for animation not unreal so I just ignore the control rig in unreal. even worse the body control rig is not one to one. they are slightly different and this slight difference makes it impossible to have imported simulated cloth. in short, if you make your animation in Maya, it would be best to just ignore the control rig altogether and sent the metahuman as a regular character. please stay tuned for this tutorial it will be the most advanced one.
@Wellbeing_Kim
3 жыл бұрын
@@Metarig Thank you very much! This is one of the best tutorials I've seen in a while.
@hashemalshaer
3 жыл бұрын
@@Metarig Hello Ayam, Thank you very much for this tutorial as well as for sharing your knowledge, I'm commenting here because i had the same question Taehy asked above, and I understand why it's not possible to export the face into Unreal because of the proximity wrap and FBX, but if we managed to modify the metahuman head shape (sculpt it) and modify the joints positions to match the change and keep working properly without any problems, without using any blend shapes or proximity wrap, would we use the same method you used above to replace the unreal metahuman head geometry with the modified one? Note: the above process of modifying the face shape and the face joints and have them working perfectly fine in Maya is done based on Gabriel tutorial here: kzitem.info/news/bejne/trCruKp_s2KnY44 Thank you
@Metarig
3 жыл бұрын
@@hashemalshaer thank you for your question. there are three ways you can modify the joints and even modify the shape with tweak node or corrective blend shape animate it bake blendshapes and joints and send it to unreal as a non metahuman character ( you can't use control rig anymore ) or you just add corrective blend shape to your shape and send it to unreal as metahuman but you can't offset joints. you can send it as an alembic file to unreal. it is possible to offset the joints in unreal but it's not easy to do. you have to modify the animation blueprint for the face. the video you sent is really great and he has done an amazing job regarding the script but in that case, you have to keep the same topology and it works just in Maya. I can write a similar script cause I know how it is supposed to be. but in my opinion, it's not necessary because you can use a deformer to deform your mesh perfectly without having to stick to that topology and being limited like the one I showed you
@hashemalshaer
3 жыл бұрын
@@Metarig thank you very much for your explanation, I titally understand. I will do some research about how Metahuman was implemented in unreal in details, and will keep. Updated in case I found any way to get it to Unreal while having the full control rig (if possible :))
@김세민-x1l
3 жыл бұрын
thanks you for making the tutorial. :)
@Metarig
3 жыл бұрын
you are welcome. please share so I will have more subscriptions and it will give me the motivation to make more tutorials
@fanyang2876
2 жыл бұрын
thanks~ this is really helpfull.
@김승환-h8d
2 жыл бұрын
amazing thankyou!
@attilakovacs8329
Жыл бұрын
After transfer blendshape with "proximity wark" how to attach the joint of the metahuman face, to a custom joint body?
@matthewisikhuemen8907
3 жыл бұрын
Niceee. Thanks very much for this.
@Metarig
3 жыл бұрын
you are welcome
@vibeimmagine
Жыл бұрын
Hi, wonderful tutorial I did everything you show in your tutorial but I got an issue here when I load back in UE the structure of a Metahuman body revert back to the original and the new body become a mess please do you have any advice for that, your help could really save me and my work thank you
@glren
Жыл бұрын
When I import the animation into UE5, my metahuman is deformed,what should i do
@Alter3go
3 жыл бұрын
thanks man!
@Metarig
3 жыл бұрын
you are welcome
@brandondownes530
Жыл бұрын
Does this need to be done with the UAsset Source file or can this be done through exporting the body mesh through UE to Maya?
@asankadenipitiya6737
3 жыл бұрын
cool
@poochyboi
Жыл бұрын
is it possible to wrap a metahuman body and its rig to a custom body? so i can use the metahuman rig but have the body of the custom character?
@Metarig
Жыл бұрын
Yes
@嘀嗒嘀嗒-i3w
3 жыл бұрын
Can it be used to animate wide-eyed characters? If possible, could you issue a cartoon character tutorial? I can pay for it
@Metarig
3 жыл бұрын
Hello there's no restriction for doing that I'll have a tutorial on how to change the face in unreal I appreciate your donation to the channel. I'll put a donation link soon
@嘀嗒嘀嗒-i3w
3 жыл бұрын
@@Metarig Can you match the cartoon model with big eyes and small mouth Because I've never been able to match my eyes to my mouth.. Or I can send you my model, and if there is a tutorial, I can pay to learn it..thx
@Metarig
3 жыл бұрын
@@嘀嗒嘀嗒-i3w please contact me by email
@Jsfilmz
3 жыл бұрын
you and those damn blue slippers. also that girl needs to eat sandwhich
@Metarig
3 жыл бұрын
I have a hate and love relationship with those slippers. you are the culprit of obisity pandemic in the US
@Alter3go
3 жыл бұрын
LMAO
@tagrandmere0782
Жыл бұрын
hi man, i have FAILED TO MERGE BONES, when im importing the fbx from MAYA to UE, like you did, do you have any idea from where it could come from? thanks for your video
@Metarig
Жыл бұрын
what error are you encountering?
@tagrandmere0782
Жыл бұрын
@@Metarig FAILED TO MERGES BONES : This could happen if significant hierarchical changes have been moade e.g. inserting a bone between nodes. Would you like to regenerate the Skeleton from this mesh ? Is that because i didnt use the maya script? ty for your quick answer!
@Metarig
Жыл бұрын
@@tagrandmere0782 it means you have skinned it to the wrong skeleton you need to skin it to the skeleton that start with dhi
@filipmasiulewicz5036
2 жыл бұрын
I am afraid there will be some problems if rotation axes of both skeletons are not matched. In my case (I am at the beginning of the process) the differences are substantial. I feel the same about the clavicle position not matching.
@Metarig
2 жыл бұрын
You need to retargrt the animation either in maya or unreal rotation axes doest matter for retargeting
@filipmasiulewicz5036
2 жыл бұрын
@@Metarig Thanks for response. I think retargeted animation will look normal, but problems will appear when we want to edit it in Maya. I will try and give a feedback on it.
@SenecaVFX
3 жыл бұрын
Thank you so much for this tutorial. I was following along but had an issue when it came to swapping the new body with the Unreal one. In Unreal, the Metahuman's body's 're-import from file' option is greyed-out and won't let me import my new mesh. Have you ever seen this problem before? I was able to import the body by double-clicking the Skeletal Mesh of the Metahuman body and importing it in the Skeletal Mesh editor, but if I did it there the head wouldn't move to the new location and Unreal becomes very unstable, crashing all the time. Any tips? Thanks again for the tutorial, I have the body working well in Maya and the deformations are looking really nice.
@Metarig
3 жыл бұрын
Hi. probably your mesh is the problem. mayb it's too high, or has bad topology. try with another rmesh and if it went well try to find the problem with the other mesh
@SenecaVFX
3 жыл бұрын
@@Metarig Thanks, I'll give it a shot and investigate further. Any idea why Unreal would have the re-import controls grayed out? Thanks for replying so quick, your tutorials are very helpful.
@Metarig
3 жыл бұрын
@@SenecaVFX maybe you have not selected metahuman base skeletal while importing it
@SenecaVFX
3 жыл бұрын
@@Metarig thank you, I’ll check into that.
@asddssddafas8119
Жыл бұрын
Hello, where can I get the script used in the video
@Metarig
Жыл бұрын
hello, here is the rigging script kzitem.info/news/bejne/yn6vp2F5g5SLl3Y
@asddssddafas8119
Жыл бұрын
@@Metarig Thank you very much for your help. Another question is about the sh you use for the metahuman head bone position matching script
@Metarig
Жыл бұрын
@@asddssddafas8119 it's not a bone matching it's discarding bones and coverts them to blendshapes it's couple of scripts but there's a bone matching plugin released from epic games you can check it out
@gemini6937
2 жыл бұрын
what version of maya do u use? But, if I want to change one body just to another bode but same size? like ur exported body is bigger and wider than her original body thank you so much
@Metarig
2 жыл бұрын
it's 2020. you can scale down the root drv by grouping it then scaling it and the underneath joints will follow the new position then you can skin it to your new body
@gemini6937
2 жыл бұрын
@@Metarig thank you so much!
@Metarig
2 жыл бұрын
@@gemini6937 you are very welcome
@gemini6937
Жыл бұрын
@@Metarig If I want to add animation from rococo motion library to my metahuman had with non meta body like u have shown, It will attach to the sceleton and work? thanks a lot
@Metarig
Жыл бұрын
@@gemini6937 yes it will work
@RikkTheGaijin
2 жыл бұрын
Something is wrong, I tried simply to import a Metahuman from Maya WITHOUT TOUCHING IT, and I still get "FAILED TO MERGE BONES" in Unreal. How did you solve this???
@brandondownes530
Жыл бұрын
Hello, did you find a solution to this?
@turalmemmedov3648
2 жыл бұрын
Hi and thank you for this channel. I watched almost all your videos in 1 day )) I have a question. When I export the body as in this video and export the morhed face as in this video kzitem.info/news/bejne/tGqok2l5npueoHY&ab_channel=NoahStudio Everythink works execpt head. Control rig doesnt see head bone and animations doesnt move the head. When I look at metahuman file in maya, the body rig ends in head joint. But face rig have other bones after head joint. I think this is a problem. I am not a rigger or animator, just try to make it work in UE ))) Any suggestion for that?
@turalmemmedov3648
2 жыл бұрын
In UE4 skeleton, after neck2 bone, head bone is grayed out and have black dot in front of it Edit: Looks like maya doesnt export last joint. Is it something in export setting? I cant find anything :/
@turalmemmedov3648
2 жыл бұрын
Ohh found a solution. In your video you only selected mesh and exported. That was a problem for me somehow. When I selected both mesh and DHIBodyRoot it worked and exported headjoint too. Again Thank you for your amazing work.
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