And you can use a referenced character, you just need to select on a pose image, and change in the name space in studio library to "From Selection" and just make sure that the facial selection set is selected, then the poses work again!
@marcelogonzalez9565
2 жыл бұрын
11:00 you can also press the home key to reset the position. or go to View-Default View. Fantastic tutorial, thanks.
@VensJem
2 жыл бұрын
21:07 I just import reference as image sequence on image plane, so I don't have to pay for Keyframe MP or something else and it's perfectly synced :)
@avtpro
6 ай бұрын
Man. You save lives. You save lives Man! Thank You for sharing all your hard work. Very Clear and can will save a lot of time. My utmost Gratitude. Thanks.
@aiarch
2 жыл бұрын
best advice. it's better to have a key than not have a key. learned it the hard way :). thanks for the great tutorial
@pangeaedit8868
2 жыл бұрын
Hi man thank you for making this. Probably the ONLY tutorial that acctualy helps you using metahumans 100% in your games.. bravo!
@LikeAwesome
8 ай бұрын
very cool way of using studio library! thanks for the tip I will use it!
@ry3d26
2 жыл бұрын
This is an absolutely brilliant tutorial, thank you for this. I used this process to animate metahumans for my project and it turned out great.
@SadLittleCloudsArt
2 жыл бұрын
I'm glad to hear the vid was useful!
@outtoplay
2 жыл бұрын
Very nice job. Looking forward to more UE and or Maya content!
@jynxbot352
Жыл бұрын
Omg you are my savior! Thank you!
@kaixity8497
2 жыл бұрын
this tutorial is amazing
@SadLittleCloudsArt
2 жыл бұрын
I should also mention that namespaces can affect the export of animation, which is another reason why we don't reference the Metahuman rig into a scene for animation. If there is a namespace, the exported animation will refer to a skeletal hierarchy that reflects it because namespaces are baked into object names in Maya. That will cause problems in Unreal when importing, so to avoid all of that I just don't use namespaces.
@anupamghoshh
2 жыл бұрын
What would be the difference in the workflow if instead of Maya , blender 3.0 is used ?
@SadLittleCloudsArt
2 жыл бұрын
@@anupamghoshh Fairly similar in a general sense, but the specifics would be wildly different. There are Metahuman importers for Blender from the community, and it should be possible to use rigify on the body, so it's certainly possible to use Blender instead of Maya for the animation portion.
@kannan7223
2 жыл бұрын
Pls Full tutorial slow and clear final composting also
@rebecca_b163
7 ай бұрын
Thanks for the tutorial! I've been trying my own MH anim project following onto this video. The one thing I am stuck on is exporting my baked prop animation and importing it into Unreal, the pivot point is not exporting correctly so my prop with its animation is not where it's supposed to be in Unreal. Are you able to clarify the process for the prop? I can see that you have some joints for your prop, is that what was baked and exported?
@SadLittleCloudsArt
7 ай бұрын
Yes, everything that's animated in the video even if it's just a prop has at least 1 joint. Doing that allows Unreal to treat it the same as any other skinned mesh and animate properly. If you baked your prop as an alembic animation, then you might need to flip some axes on import since Unreal uses something different from what Alembic assumes. For a vertex cache animated object there should be a transform in the import options and iirc -1.0, 1.0, -1.0 should flip everything so that it animates as expected. You could also manually just rotate the global pivot of the object but it won't line up perfectly. My prop has joints to get around those kinds problems, even though it doesn't deform locally. It's a skinned mesh with its own animation like the MH, only with fewer joints. If your prop doesn't need to do anything other than be held, you could skip giving it animation at all and just parent the object to the MH at the hand joint. If you are using a skinned mesh and things still don't seem to align correctly by a noticeable margin (there's always going to be a small amount of misalignment from compression and floating point error), then check in Maya that you don't have any extra transforms on your geometry and that the prop can animate properly with its own keys without any constraints or parenting (fbx export doesn't handle those cases predictably). If all that checks out, try importing the animation you exported to fbx back into an empty Maya scene. If it comes in correctly there it should be the same in Unreal. I've caught a few of my own problems like that because the fbx export failed to work right but I'd only noticed in Unreal.
@rebecca_b163
7 ай бұрын
Ah thanks for your insight - I will give it a go with adding a joint to the prop! In trying to troubleshoot my issue, I also realised that Unreal's Attach animation track also does the job quite decently of making the character hold a prop. Wish I had discovered that sooner before doing a lot of the animating in Maya haha@@SadLittleCloudsArt
@ars3d
5 ай бұрын
Thank you! But how did you load all textures to Maya? Seems that something`s missing in the video!
@SadLittleCloudsArt
5 ай бұрын
The plugin should bring the textures in as part of the process. A common problem is that the entire character is solid black, which indicates that the renderer isn't set to DirectX. If the materials are a default lambert or standardsurface, then that would mean a different part of the import isn't working and the problem is more involved and specific. The script window will report anything that fails with a note on what to do for the most part. Check for an error message.
@ars3d
5 ай бұрын
@@SadLittleCloudsArt Thank you for the tip! It works now! Thanks for the great content!
@TimV777
11 ай бұрын
Does meta human not come witb a rig? I just want toy export from mhc and pose it in maya and use that image as a reference for my 2d paintings lighting. 🤔
@SadLittleCloudsArt
11 ай бұрын
It has a face rig, but no there's no body rig. That's what I'm using Advanced Skeleton for here. It's free, easy, and fairly good for most situations so I recommend giving it a try. If you just want a basis for painting tho, I personally use Daz Studio. It's also free and is designed for what you're doing, whereas with Metahumans and Maya you're kind of going the long way around.
@Karl_Smink
2 жыл бұрын
Why are we animating the phone instead of just childing it to the MH's palm in Unreal and having it follow the transform?
@SadLittleCloudsArt
2 жыл бұрын
You can do it that way, but only if the phone never moves relative to the palm. Avoiding a stuck-on look to give it some follow thru and making the phone rest on the fingertips requires animation.
@Sawera_Khadium
7 ай бұрын
Hi Can I export Complete metahuman in FBX or OBJ format and import in Iclone or Omniverse environment???
@SadLittleCloudsArt
7 ай бұрын
I don't use iClone or Omniverse, but you can export fbx from Unreal by selecting the asset and choosing Asset Actions -> Export. That said, metahumans are comprised of many assets, materials, and blendshapes in addition to spline-based grooms for hair. There's no single method to put all of that into a file for other systems to import without substantial custom export/import tools for both Unreal and the target platform.
@jesse_dickson
2 жыл бұрын
My controls are so small that it's under the mesh, I have to hide the mesh to get to the controllers. When I try adjusting the size itdoes not work. I'm not sure what I did wrong.
@SadLittleCloudsArt
2 жыл бұрын
It's hard to say. It could be the units are wrong in the Maya settings if all the controls are too small, so make sure everything is set to default centimeters and degrees. Metahuman assumes 1 unit = 1 cm. If it's just a few controls like the neck or fingers and toes, that happens to me too. To fix that, select the control, press F9 for component mode, select the control vertices, and scale it until it's big enough. You have to use the control vertices of the curve because scaling just the object in a rig won't work and will break things because it adds a scale transform.
@kaixity8497
2 жыл бұрын
@@SadLittleCloudsArt same problem here
@SadLittleCloudsArt
2 жыл бұрын
@@kaixity8497 Try my above suggestion to resize the control curves and double-check your unit settings. Some of the controls like toes and the neck are usually too small for me too; its just a weird Advanced Skeleton interaction but not too hard to fix.
@lexxrelaxx2016
2 жыл бұрын
Wow are metahumans that much rigged? Crazy. I have something special in my mind. Thanks for amazing tutorial
@ajraavykishore8097
Жыл бұрын
which is the second tool from the left in the shelf ?
@SadLittleCloudsArt
Жыл бұрын
That's Animbot, a suite of animation tools.
@fahadfarooq4455
5 ай бұрын
Hey man, I noticed you are using Maya 2024 and your Quixel bridge to Maya export for METAHUMAN is working. If I export other bridge assets my plugin works fine but METAHUMANS don't show up. Can you tell me a fix for this? The 1 click transfer from Bridge to Maya is what i'm looking for and I've been through so many tutorials already. Please save me :(
@SadLittleCloudsArt
5 ай бұрын
In the video I'm using Maya 2020, and even now I'm only using Maya 2022. There's usually a problem with the latest version of Maya with at least 1 tool I rely on, so I try to stay at least one version behind unless there's a specific reason for me to use the newest thing. I can't reproduce the exact issue you're having, but I suspect it's just an issue with Maya 2024 and the way it tries to build the Metahuman on import. If you can, I suggest using an older version of Maya or exporting the Metahuman as an FBX from Unreal. An FBX isn't ideal, and it wouldn't get you the face rig, but it's a useful way to continue general animation work while you figure out the exact cause of the problem.
@boristheblade5449
2 жыл бұрын
Very nice, thank you! :)
@user-vl8qg1vj8l
2 жыл бұрын
Best tutorial! I have one question. How can I import Anim plugin?
@SadLittleCloudsArt
2 жыл бұрын
Thank you! Do you mean AnimBot? Once you download it from the website there should be a file named "animBot Drag'n Drop Install.mel" Just drag that file into the Maya window and it will automatically set up everything.
@user-vl8qg1vj8l
2 жыл бұрын
@@SadLittleCloudsArt Thanks for your answer! I'll try it!
@doodleup1765
Жыл бұрын
very nice video
@aliabid8080
Жыл бұрын
That what I tray to find it thanks thanks thanks thanks thanks thanks thanks thanks thanks
@vsdifer2
2 жыл бұрын
Amazing tutorial. Thank you :) One question - what are the best marketplaces to buy finished scenes in UE? Or even scenes with character ready for animation? Just for practice.
@SadLittleCloudsArt
2 жыл бұрын
For character rigs, a good start would be animatorsresourcekit. It's a blog that has links to animation resources including character rigs. The Unreal Marketplace isn't bad for environments, and Quixel has enough stuff to cover general scenes if you combine the two. Kitbash3D is good for environments that don't need interiors and won't be too close to the camera. For random hero objects or anything really specific I can't be bothered to make myself I go to Cubebrush, TurboSquid, and CGTrader.
@samgoldwater
Жыл бұрын
@@SadLittleCloudsArt Sketchfab is getting super good for 3D scan assets too! :)
@JohnnyRampant
Жыл бұрын
Great tut mate, Do you know if I can zwrap the meta human to one of my characters, and not break the advanced skeleton auto setup, if joints remained same locations? Also Is that skeleton placement driven by like hidden locators or is it mesh driven? I’d love to change proportions of the limbs without breaking that nice rig.. appreciate reply if you have time
@SadLittleCloudsArt
Жыл бұрын
Thanks, I'm glad it helped! Unfortunately, Metahuman rigs don't play well with proportion changes. There's a fairly complicated driving system and it doesn't handle scaling. You could fix it so that it does, but at that point you're better off with other solutions. What many people do, including myself, is use Metahuman heads with custom bodies, often Daz3D. If you do that, you get the really nice facial rig with a more customized body that has a ton of resources (not just Daz ship, Artstation marketplace etc have tons of Marvelous Designer clothing sized to standard Daz bodies). If you just want to share Metahuman animation with a custom character, then I'd recommend using HumanIK to retarget in Maya or using the retargeting tools in Unreal. You might need to correct the animation a little afterwards, but that's way less work than any other approach imo.
@JohnnyRampant
Жыл бұрын
thanks for the response, some solid leads! cheers! @@SadLittleCloudsArt
@sankarb4598
Жыл бұрын
Hi, How to scale the metahuman after imported to the Maya..???
@SadLittleCloudsArt
Жыл бұрын
It's technically possible, but it's much better to scale everything to match the Metahuman in Maya. You can scale more reliably and easily in Unreal after you finish animating.
@sankarb4598
Жыл бұрын
@@SadLittleCloudsArt I tried Scaling after rigging but the rig breaks. So, scaled group of the head & body joints then rigged it. But when I live linked the rig in unreal, skeletal mesh goes under the ground. So I am searching for proper scaling method for metahumans.
@SadLittleCloudsArt
Жыл бұрын
@@sankarb4598 That's what I mean; do not scale in Maya. If you must change the scale, do it in Unreal on the asset. That's how you avoid the issues you're seeing. It still won't be perfect in all situations, but that's the nature of scaling operations with Metahumans.
@user-vh2dj3mt3t
2 жыл бұрын
Hi great video. What are the specs you're using to run this ie GPU, PC etc? Having some issues with UE crashing on me when I load up the metahumans Thank you
@SadLittleCloudsArt
2 жыл бұрын
Hi, and thanks for watching! I have a GTX1060 6GB running on a Win11 PC with a Ryzen 7 3800XT and 32GB of RAM. I haven't had UE crash on load, but I have had it bail a few times while tweaking groom physics. For this video I turned off groom physics in the end because it was either crashing or colliding weirdly with the phys asset and giving her an afro. I don't know if this will help, but the Unreal channel has a video on some of the things you can do to make Metahumans a little more lightweight: kzitem.info/news/bejne/w4aDq3WJnGOjlaQ
@yasminalzayer7779
Ай бұрын
I didn't get the export options
@SadLittleCloudsArt
Ай бұрын
In what, Maya? Make sure you have FBX export loaded and enabled in the plugins menu and when you go to export use the plugin version (FBX Export) instead of the file save version. It's confusing, but that's actually 2 different things in Maya.
@yasminalzayer7779
Ай бұрын
@@SadLittleCloudsArt No in metahuman tap in Quixel bridge , its just show me the downloaded and add tap
@yasminalzayer7779
Ай бұрын
@@SadLittleCloudsArt Okay I found out I was not supposed to open it from Unreal I should have downloaded the app to do so hahah , thank you for the amazing tutorial
@JUYAN16
2 жыл бұрын
I don't know if anyone else already posted this but, when I save my Maya scene and open it up again, the Metahuman face controls don't work anymore. Is there a solution for this?
@SadLittleCloudsArt
2 жыл бұрын
It's hard to say without more info. The output window should have an indication of what's going on. Do you see any errors reported? Is it possible you created blendshape controllers with Advanced Skeleton? That's one way the facial controls can break; you shouldn't allow Advanced Skeleton to do anything to the face joints or any of the blendshapes
@sanjeetyadav8607
11 ай бұрын
Do you have any tutorial on these all vocals? or library files? 16:10. how to create W & F word pose?
@PeterRobieArt
3 ай бұрын
The best way would be using a mirror and seeing how the face moves when making these letters. The F and V are pretty much the same. So are Oh and Wh (mouth slightly more closed.) So you can combine some of the shapes together to make what you need. Since people have different accents, mannerisms and what not having a base library will get you 85% there and then you have to push the rest of the way.
@shaypayne
2 жыл бұрын
Hey, Great video so far! I'm having some issues with blending the face shapes, when I click apply it doesn't go back to my neutral pose
@SadLittleCloudsArt
2 жыл бұрын
If it doesn't apply a pose or only applies part of a pose, then it can mean that pose doesn't have keys on all the expected controls. Click on the neutral pose and make sure it contains the same number of objects as the other poses. If it doesn't, that's a sign that other poses can set keys that the neutral pose can't.
@user-mf2ny3pc7u
Жыл бұрын
Hey. Great Video!! I am facing some issue when I am attaching the animation to the blueprint in sequencer. I followed all the steps till exporting from maya and importing to unreal. But in sequencer when I attach any exported animation the whole character scales up weirdly. Even if I used the correct skeleton while importing animation to unreal. Any idea where I went wrong?
@SadLittleCloudsArt
Жыл бұрын
If you have anything in Maya above the root node, like a locator or maybe the rig is grouped, then that can introduce scale keys on export. Also make sure that you're exporting only the rig's skeletal animation (Export Selected) and that the fbx options don't include any scaling conversion (the units in Maya should equal the units in Unreal 1= 1). When importing the animation in Unreal, again make sure there's no unit conversion. In Sequencer, make sure there's nothing grouped with the Metahuman and that it isn't parented to something. Lastly, in Sequencer after importing the animation and assigning it to the Metahuman, you can expand the animation to view individual channels for each joint the animation has keys for. Take a look at the root joint, hip joint and pelvis and make sure there's no scale keys. If there are, it means the imported animation had them somehow. If all of that looks fine, then it's possible there's a bug in Unreal with the specific case you have or there's something other than the animation driving the Metahuman scale.
@user-mf2ny3pc7u
Жыл бұрын
@@SadLittleCloudsArt Thank You for the reply. I cross checked everything you mentioned, and tried all the setting of exporting and importing. Still no luck. I am using Unreal 5.1.1 and Maya 2020 for my project.
@marko8095
2 жыл бұрын
tnx!
@JasonTCampbell
Жыл бұрын
If you don’t delete the body controls in sequencer do they conform to the imported animation to allow for editing in sequencer or is it all overridden by the default pose? Thanks.
@SadLittleCloudsArt
Жыл бұрын
They override the imported animation, unfortunately. There's tools in 5.1 that allow you to translate imported animation into the body rig if you want to keep the controls in UE. The process is a little involved, but it's based on the new forward and reverse solvers: docs.unrealengine.com/5.0/en-US/control-rig-forwards-solve-and-backwards-solve-in-unreal-engine/
@original9vp
2 жыл бұрын
Was this made with the 0.5.0 Metahumans @ SadLittleClouds?
@SadLittleCloudsArt
2 жыл бұрын
Yes, this is the 0.5.0 update on UE 4.27.2
@ZigUncut
Жыл бұрын
I can get the face animation to work and the body animation but I can't get the head and the body to link up. Face moves, body moves head and shoulders don't. Any ideas what's going on?
@SadLittleCloudsArt
Жыл бұрын
If it's just the portion of the shoulders that make up the lower part of the head mesh and neck, I think it may be that the Head joint was parent constrained to something on accident. Try showing joints and setting the viewport to XRay joints. If the joints are where they should be, then it's possibly skinning being interpreted wrong by Maya. Go to Settings>Animation>Evaluation Mode and try DG.
@ZigUncut
Жыл бұрын
@@SadLittleCloudsArt Sorry I should have been clearer. It's when I import the animations in unreal that the spilt occurs. I can join the head in blueprints but then the face stops working and if I don't joint them the face moves but the neck and head stay fixed in space. (BTW maya is already in DG mode)
@ZigUncut
Жыл бұрын
ok so I jsut started again and it seemed to work. I think the problem was something to do with the arkit and or iclone. once I got rid of them everything worked fine.
@ZigUncut
Жыл бұрын
Nope. It's gone again. Must be something with the face export. I seem to be the only one on the internet having this problem. What am I doing? If I ever find out I'll post.
@ZigUncut
Жыл бұрын
Ok I'm an idiot. FBX import on the face rig don't import the animation then add it to the track. I must've missed that tiny but important fact. Sir you are great thanks.
@kaleo_mendes
2 жыл бұрын
Hello, first of all: thankyou for the tutorial. How do you created the body controls? They look like advanced skeleton controls. Did you made a new rig, or there´s a way of converting metahuman rig to these controls?
@SadLittleCloudsArt
2 жыл бұрын
Yes it's Advanced Skeleton. Please watch carefully starting at 6:50 to see how I bind the Metahuman to the rig.
@VVV-xm9wt
Жыл бұрын
I wish that was such easy
@bluemzi_
Жыл бұрын
Hey! I've imported my metahuman to maya, and the rig, I mean the controllers for example the arm or the spine controllers are so small, they are inside of the characters body.. Is there a way to fix this? (I've followed your video and on the second try its the same..)
@SadLittleCloudsArt
Жыл бұрын
That's a common thing with Advanced Skeleton, though it shouldn't be happening for a regular Metahuman. The fix is kind of annoying, but if you select the problem controller and go into Component mode (F9), you can see all the control vertices. Select them all and scale up until the control is outside of the model. Repeat this for any other problem controllers. You can translate and rotate as well, but that can confuse your animators so I normally just stick to scaling. Why this can happen in the first place is a mix of Maya settings, Metahuman options, and Advanced Skeleton versions. I've found its easier to just deal with bad controllers than try to find a way to never have the issue at all.
@bluemzi_
Жыл бұрын
@@SadLittleCloudsArt Thanks! I will try it!
@bluemzi_
Жыл бұрын
@@SadLittleCloudsArt Alright the scaling works but it is so slow :/
@vsdifer2
2 жыл бұрын
Hello agian. What can go wrong? After pressing Create + Place FitSkeleton and Build AdvancedSkeleton i cant finish with pressing Constraint to Joints, it shows error - Error: file: C:/Users/vsdifer/Downloads/AdvancedSkeleton5/AdvancedSkeleton5.mel line 13383: No object matches name: pelvis
@vsdifer2
2 жыл бұрын
ps: everything seems to work fine. Textures, facial animation, but i cant get result from this button - Constraint to Joints. Plugin generates a skeleton, but it is not controlling the mesh.
@SadLittleCloudsArt
2 жыл бұрын
@@vsdifer2 I've had similar errors with AdvanceSkeleton if I've created more than one fitskeleton or have a namespace for my Metahuman. It's important that the Metahuman be under the root of the scene for this and lots of other reasons. If there's no namespace, and you have a clean scene with no AdvanceSkeleton groups or objects (so, the first attempt with a newly imported Metahuman) then it could just be a bug with AdvanceSkeleton. Try going back to an older version (I used 5.826), as it's possible some of the recent UE5 stuff broke things.
@vsdifer2
2 жыл бұрын
@@SadLittleCloudsArt thank you. I'll try that.
@vsdifer2
2 жыл бұрын
@@SadLittleCloudsArt thank you so much! It worked with version 5.826
@kconrad5893
2 жыл бұрын
Is this really the best anyone can do with animation for human characters? I don’t mean to be insulting because this is about on par with pretty much ever other pieces of animation I see, but damn, I still think the facial movements and even the body movements are lacking. Still in the uncanny valley. Especially the movements of the mouth. Am I expecting too much?
@3Dmotionblur
Жыл бұрын
Camera Python script that I found fixes it, you can make it a button on the shelf kzitem.info/news/bejne/2n-Z2X6eh3xlZ3o
@SadLittleCloudsArt
Жыл бұрын
Thank you! That bug is super annoying but this takes away a lot of that pain
@3Dmotionblur
Жыл бұрын
@@SadLittleCloudsArt it really does!! Just making it a button and get on with your life. Was just thinking to also add a "switch to perspective view" at the end. I don't know what that would be in Py
@peter486
Жыл бұрын
my rig came in with blacl skin wtf?
@SadLittleCloudsArt
Жыл бұрын
That usually means Maya isn't set up for the materials. Go into Maya settings and make sure the viewport is set for DirectX, not OpenGL or software.
@haripriyan8277
2 жыл бұрын
Do u think u can make a tutorial for Android users?
@AnonGuardians
Жыл бұрын
I can't comprehend why people continue to give their money to Advanced Skeleton; it's nothing more than a complete rip-off.
Пікірлер: 102