Stop Motion Setup Overview
1:17:04
Жыл бұрын
AUT Digital Design 2022 Orientation
49:31
Civil War   Jason   Final
4:25
2 жыл бұрын
Jason Kennedy - Self-Tape
2:45
3 жыл бұрын
Relinking Metahuman Textures
3:37
3 жыл бұрын
Пікірлер
@johnmande7648
@johnmande7648 Ай бұрын
Is there any modern 2024 way of cleaning up facial mocap faster?
@Rafamation
@Rafamation Ай бұрын
Thank you, very helpful
@LeeSinTime_
@LeeSinTime_ 2 ай бұрын
terrible video. wasting time and nothing solve
@DRAWTIST1
@DRAWTIST1 4 ай бұрын
Thank you for this!
@elisep1001
@elisep1001 5 ай бұрын
such a good idea, thank you for sharing
@ambientfuel4264
@ambientfuel4264 6 ай бұрын
great video. this helps a lot. i am using rokoko vision now myself (for now until i can afford the suit) and this helped me understand the mechanism and process for clean up. thank you. I just need a bigger area with my webcams to get better results. then once I get the suit I might get better results and better grounded characters. :)
@matteo.grossi
@matteo.grossi 6 ай бұрын
Something might have changed with the latest metahumans. I have selected the lod0 mesh (head_lod0_mesh) and the "rl" node is nowhere to be found.
@Kuuribro
@Kuuribro 7 ай бұрын
I wish this had worked, but my custom rig just freaks out when trying to use the mocap data. Jumps around, and various parts are just rotating endlessly. :(
@Kuuribro
@Kuuribro 7 ай бұрын
Ah never mind I got it! It worked like the other commenter here said. I had to make a totally new character setup with my existing skeleton and then use its controls as the custom rigging. NOW it works
@stephaniebellgardt
@stephaniebellgardt 7 ай бұрын
Please correct me if I'm missing something here, but I was trying to do this exact thing the other day and I accomplished it in what I believe was a simpler workflow. To clarify, I had only the original base mesh and single-tile 8K textures that came with it. So I did not have the original ZBrush sculpt (if you do have this, then this goes even quicker). Here's what I did: 1) Started with the original 1K basemesh in Maya, then duplicated that and added desired number of UDIMs 2) Brought 1K basemesh into ZBrush, where I applied the original polypaint and displacement detail from the single-tile maps (skip this if you already have the original ZBrush file) 3) Brought in my new UDIM basemesh and re-projected onto that from the 1K basemesh -- so now I have my UDIM model with all the original painting and sculptural detail. This (as far as I can see) eliminates the need for doing anything with polygroups or having to deal with applying UDIM maps one by one. 4) Exported all UDIM textures at once from the MultiMap exporter
@DrJasonKennedy
@DrJasonKennedy 4 ай бұрын
If I understand you correctly, you are only using single-tile textures, correct? If so, yes, that is a much simpler workflow. What the workflow in the video addresses is when you have textures across multiple UV tiles. To my knowledge, ZBrush does not natively handle these well. Please correct me if I am mistaken. (Just saw this now, so sorry for the late reply)
@KillJoy323
@KillJoy323 7 ай бұрын
2:25
@WillFalcon
@WillFalcon 9 ай бұрын
13:40 you could just invert hidden polygroups by shft ctrl + drag, anyway exporting textures without plugins from zbrush is a nightmare.
@AndreNMailho
@AndreNMailho 9 ай бұрын
Amazing workflow Jason. Thank you so much for it.
@Maxdesign3d
@Maxdesign3d 9 ай бұрын
3DSMax BIPED do clean up automatically. dont waste time in maya.
@zedbrush
@zedbrush 10 ай бұрын
I'm surprised you didn't mention using Mirror and Weld in Zbrush to fix the symmetry issue. In Zbrush go to GEOMETRY>MODIFY TOPOLOGY>MIRROR AND WELD. That does a very good job of fixing broken symmetry. Also ... once you export your re-symmed/dynamesh model over to Maya for retopology (Quad Draw) you may find that the symmetry isn't lined up properly in Maya. There seems to be a glitch between zbrush and Maya when exporting from one to the other (Zbrush to Maya) .... you can fix this by going to the Plug In palette in Zbrush>Scale Master>Center Subtools To World. Then export your dynamism to Maya and your model will be perfectly centered and ready for quad draw/retopology.
@merlin_cg
@merlin_cg 11 ай бұрын
You're a life saver. Learning Maya at the moment and I wanted to add a rig to my already animated ball, I just matched transformations to the ball then followed this and it worked perfectly!
@Sh4v1n43h
@Sh4v1n43h 11 ай бұрын
How many fps is this?
@DrJasonKennedy
@DrJasonKennedy 11 ай бұрын
12fps
@Sh4v1n43h
@Sh4v1n43h 11 ай бұрын
How do you get the photos of them when they’re airborne
@DrJasonKennedy
@DrJasonKennedy 11 ай бұрын
Using a stop-motion armature, which is painted out after principle photography is completed. This is an example of the type of armature used in these projects: kineticarmatures.com/product/rs2-rig-arm/
@marcmordelet
@marcmordelet Жыл бұрын
great work !
@DrJasonKennedy
@DrJasonKennedy Жыл бұрын
Thanks Marc!
@tombriggs5348
@tombriggs5348 Жыл бұрын
One more way zbrush doesn’t play well with other apps is this: every other app on the planet can handle uvs in the range 0-1. If you lay out uvs in Maya or Blender or whatever, you need to shrink them slightly so no uv actually has a whole number value. So a uv set from Maya going from 0-1 will be screwed up in Zbrush when it comes time to export the maps. Instead you must set the ranges to be from about 0.01-0.99 or less, within the bounds of the tile. Just another idiosyncrasy of Zbrush.
@mhamaddaoud-y6l
@mhamaddaoud-y6l Жыл бұрын
the rotate Y is reversed
@prony5145
@prony5145 Жыл бұрын
Wow! Great tutorial series! Helped me a lot!❤❤
@1RNik
@1RNik Жыл бұрын
Hi Jason, when I select the _rl.dna file maya crashes instantly! I'm also having an issue importing any metahuman from bridge and I expect its from this file. Any ideas on what could cause this?
@1RNik
@1RNik Жыл бұрын
I had a friend try to reproduce it on his end and he had no errors. So he sent me the maya file and when I linked it to the _rl.dna file maya crashed. It seems that _rl.dna file is responsible for the crash and its only happening for my computer. Would it have to do with system requirments? These are my computer specs, OS: Windows 10 Pro MB: GA-880GA-UD3H processor: AMD Phenom II X6 1090T Memory: 16384MB Graphics: GTX 1050ti My friends pc is much stronger, his has Windows 11, an intel processor and a GTX 3080 nvidia graphics card
@DrJasonKennedy
@DrJasonKennedy Жыл бұрын
Hi @@1RNik, yes, my first thought is that it is likely system-related. What are your system specs, especially RAM and GPU? Are you running any other software at the same time? For instance, if you have Unreal or Bridge open while trying to change your setup in Maya, I would close the other software first. I haven't run into this specific issue before, so I can only speculate.
@1RNik
@1RNik Жыл бұрын
@@DrJasonKennedy Hi Jason! Thanks for replying! I've made some progress on this issue. I had a friend try to reproduce it on his end and he had no errors. So he sent me the maya file and when I linked it to the _rl.dna file maya crashed. I didn't have unreal open though bridge was open when I was linking lod0 to the _rl.dna file in attributes. I had the same crash when bridge was closed. It seems that _rl.dna file is responsible for the crash and its only happening for my computer. These are my computer specs, OS: Windows 10 Pro MB: GA-880GA-UD3H processor: AMD Phenom II X6 1090T Memory: 16384MB Graphics: GTX 1050ti My friends pc is much stronger, his has Windows 11, an intel processor and a GTX 3080 nvidia graphics card
@DrJasonKennedy
@DrJasonKennedy Жыл бұрын
@@1RNik Based on those specs, I strongly believe it is your hardware that is the issue. Your CPU was released in 2010. You run 16GB of RAM and a reasonably old GPU. You can find the minimum required specs here: dev.epicgames.com/documentation/en-us/metahuman/metahuman-plugin-hardware-and-device-requirements
@1RNik
@1RNik Жыл бұрын
@@DrJasonKennedy Thanks Jason! I've opened a support ticket with Quixel and they've responded and are helping me troubleshoot the issue. Hopefully they can pinpoint exactly which component is causing the issue. I am able to load metahumans into Unreal without issue, its only maya which seems to have problems because of the dna file, so perhaps they can help with a patch. Will keep you posted!
@florencebelll
@florencebelll Жыл бұрын
Hi Jason, great video but I'm stuck at the netfabb part. Is there a software like netfabb for mac? I've tried a few now but I keep running into problems. Cura didn't work for me :(
@adam551982
@adam551982 Жыл бұрын
GREAT! If I have access to a few thousand dollar program like Maya I can fix my symmetry being broken 10 hrs in to my sculpt.
@MichaelArtStation
@MichaelArtStation Жыл бұрын
is there way to not lock camera ranges and move the clips around so the start and end change to the new range? I guess it would be more thinking that the cameras are anim clips versus locked ranges..
@Koalalaa
@Koalalaa Жыл бұрын
👍👍👍
@BihariFreelancer
@BihariFreelancer Жыл бұрын
is there any plugin to do this :P
@DrJasonKennedy
@DrJasonKennedy Жыл бұрын
If you mean a plugin that will do this whole process for you, there likely is not. What I mean by that is the process I show in this tutorial is two-fold: some of the cleanup could be replicated through automation, but there is a significant portion where I have to make my own artistic judgments, and that is not something a script can do for you. It pretty much comes down to the level of quality you wish to achieve. If you wish to create quick productions that aren't professional-level, then sure, go ahead with an automated solution. Some of Maya's own tools are better for this now than they were when I recorded this tutorial. However, if you want professional results, you have to invest professional skills and time.
@BihariFreelancer
@BihariFreelancer Жыл бұрын
@@DrJasonKennedy yes I think simplyfy curve is good to get rid of jitterings. Thank you for tutorial
@keithyakouboff8755
@keithyakouboff8755 Жыл бұрын
Very nice. I'm not a compositor, but I love RS, and I've always been curious about how to composite AOVs. 'Preciate your work!
@DrJasonKennedy
@DrJasonKennedy Жыл бұрын
Thank you for watching, I appreciate your comment.
@keithyakouboff8755
@keithyakouboff8755 Жыл бұрын
Why was the video cut off before we could see the final result of your z-depth pass?
@DrJasonKennedy
@DrJasonKennedy Жыл бұрын
Great question, Keith. It's amazing that you're the first to ask it. The answer is.... I don't know. Either something got incorrectly edited in KZbin, or I did not press record after pausing to render the Z-depth pass and never realised it. This video was created about three years ago, so I cannot recall any of those details. However, you can watch the next video where I carry on from here. This includes the Z-depth pass as one of the images brought into After Effects: kzbin.info/www/bejne/gnqUmJyHq7J_r9U
@keithyakouboff8755
@keithyakouboff8755 Жыл бұрын
@@DrJasonKennedy Oh cool... thanks.
@VituralHwang
@VituralHwang Жыл бұрын
How do I make Xgen Grooming moving with my character rig ? I have eyelid, eyebrow and hairs. I just need they to move with my character. Ex: eyelid move with the eye when it open and close. I don't need simulation. Thank you !
@andresca1985
@andresca1985 Жыл бұрын
Hi, when i download a metahuman file from ue5, how i can show the controls of animations? now is hidden, or is deleted, thanks
@hivetech4903
@hivetech4903 Жыл бұрын
In Resolve what is the color space setting for a Z depth render imported from Redshift?
@3dfiske
@3dfiske Жыл бұрын
I'm able to get the Metahuman when I downloaded it off the Quixel bridge. But when I received a Metahuman rig from the modeler and update the maya file in note pad to path it to the DNA file, it still doesn't work. Any suggestions?
@DrJasonKennedy
@DrJasonKennedy Жыл бұрын
The first thing to confirm is whether the Unreal plugin is loaded in Maya before you open the file. Also, make sure to use File > Open rather than double-clicking on the file.
@dianaAnKylo
@dianaAnKylo Жыл бұрын
thank you so much! i have been struggling with proper mocap transfer for a week! this tutorial is very helpful.
@ang2733
@ang2733 Жыл бұрын
This is very helpfull thank you!
@ang2733
@ang2733 Жыл бұрын
I think you can also use High Pass. I used it many many years ago, but dont remember the process it was so long ago.
@DrJasonKennedy
@DrJasonKennedy Жыл бұрын
Thank you! I had forgotten about the highpass filter and was trying to recreate it with this technique. However, after experimenting with highpass, I found that a combined approach works even better. I recorded it as a follow-up to this video. You can find it here: kzbin.info/www/bejne/q2jCmKeoi8lgjcU
@ang2733
@ang2733 Жыл бұрын
@@DrJasonKennedy Wow! Thanks. I'll check it out. Yes I had forgotten about HighPass too until I saw yr video.
@donschaschlik7943
@donschaschlik7943 Жыл бұрын
what about frequency separation?
@donschaschlik7943
@donschaschlik7943 Жыл бұрын
and using the average filter for the low frequency layer
@DrJasonKennedy
@DrJasonKennedy Жыл бұрын
@@donschaschlik7943 It depends on the look you are going for and how you intend to use the result. Personally, I prefer the method in this video combined with a highpass (in Part 2). The frequency separation technique produces a very averaged image, but it does so in a way that I feel loses some details I would prefer to preserve. Thank you for your suggestion, though - I am always happy to try out different techniques and see if they improve on my current workflow.
@antonio4740x
@antonio4740x Жыл бұрын
Wait, this nightmare is the only workflow for exporting UDIM textures from Zbrush? Thanks I guess, but holy hell, Zbrush should enter 2020's
@DrJasonKennedy
@DrJasonKennedy Жыл бұрын
It is certainly a feature I would like to see updated, too.
@alexbobyr8076
@alexbobyr8076 Жыл бұрын
Thank You for the great tutorial.
@DrJasonKennedy
@DrJasonKennedy Жыл бұрын
You're welcome, Alex. Glad it was useful.
@pargile
@pargile Жыл бұрын
Ooh that's really smart! Given the tool's standardised nature, would it be possible to MEL script an automated quick dance for basic humans, following the guide you laid out? :0
@DrJasonKennedy
@DrJasonKennedy Жыл бұрын
Certainly, so long as the naming convention remains the same. For instance, the default left/right assignments are "l_" and "r_". However, in my version, I opt for these to be "L_" and "R_". This could potentially confuse a MEL script that is only written for the default assignments. (Although, it is conceivable someone could include an option for the most commonly used prefixes that gets around this.) Other areas of concern would be if you create a rig that has more than just the basic biped controls - for instance, a tail or tentacles. These may need to be added manually after the script completes.
@JamesLui13
@JamesLui13 Жыл бұрын
Cool🪄 Thankyou for sharing 👍👍
@jisookim4763
@jisookim4763 Жыл бұрын
Great!!! Thanks Bro.
@leosmi1
@leosmi1 Жыл бұрын
applying moving average to this movements noises isn't faster?
@DrJasonKennedy
@DrJasonKennedy Жыл бұрын
Speed versus accuracy. It comes down to what looks right. This method gives a lot more control at the cost of time. If you are short on time, a broader approach like you suggest can work, but it may still have some issues. But if it looks good enough for your purposes, then go for it.
@leosmi1
@leosmi1 Жыл бұрын
@@DrJasonKennedy thank you
@AshT8524
@AshT8524 Жыл бұрын
Thanks a lot <3
@KRGraphicsCG
@KRGraphicsCG Жыл бұрын
Using a gradient as a mask to set your face pose symmetry is ingenious. But for complex shapes like sliding your lips left and right is tougher to mirror. Before I would have a separate compound shape as its own shape, but now I don't have to. Though the additive might need some tweaking
@DrJasonKennedy
@DrJasonKennedy Жыл бұрын
Yes, certain shapes don't work well with that type of symmetrising. However, I sculpt the shape for one direction (say, sliding to the left), and then use a mirroring method like this to produce a symmetrical copy for the sliding right shape: studio.kzbin.infoSPmgIpMLWoM/edit
@KRGraphicsCG
@KRGraphicsCG Жыл бұрын
@@DrJasonKennedy I saw that video earlier and it's pretty cool. I was also going to try and mirror the model in ZBrush, but that would require baking down all layers, freezing the subd levels, flip the mesh, and reconstruct the mesh
@AshT8524
@AshT8524 Жыл бұрын
Thank you I opened my metahuman animation file after many months and was so confused what could have changed. I had moved files lol
@forzamaya4087
@forzamaya4087 Жыл бұрын
2023 maya student anyone?
@eugene4950
@eugene4950 Жыл бұрын
Stupid question ,can you compose them inside maya directly in hypershade ?
@DrJasonKennedy
@DrJasonKennedy Жыл бұрын
Hi Eugene, not sure what you mean by "compose" in this case. I assume you mean "composite"? If so, then the answer is no - Maya does not have built-in compositing features (yet), which is why you need to import the rendered results into a software like After Effects, Fusion, or Nuke to complete the composite.
@IJustLoveStories
@IJustLoveStories Жыл бұрын
Holy crap, that is amazing. Thank you so much for showing me this, half an hour of trying to fix it manually solved with a single button.
@AmaanHasanDilawar
@AmaanHasanDilawar Жыл бұрын
So informative