Hi. What about corrective joints? They are not moving properly with this solution, unfortunately.
@Bakyt3D21 күн бұрын
sorry i've switched to Blender so i kind of forgot MotionBuilder
@Vinay-be4lj29 күн бұрын
should i animate metahumans in unreal engine only but i don't know how to perfectly use unreal engine, so if it transfer my metahumans into blender with their texture on them , will it make metahumans look bad or low quality ?
@Bakyt3D29 күн бұрын
yes there will be quality loss, but for most cases negligible imho. for example tiny facial hair will not be transfered, stuff like that
@Vinay-be4lj29 күн бұрын
if we transfer metahumans to blender, does it reduce the quality of their textures ?
@Bakyt3D29 күн бұрын
image textures are transfered without loss.
@Vinay-be4lj28 күн бұрын
@@Bakyt3D okay thanks!
@SajisfyАй бұрын
That was a very good tutorial, thank you for it. I have one more question: I can’t find the base color of the hair. Do you have any idea where it might be or what other name it might have?
@Bakyt3DАй бұрын
hey there, if i understand your question correctly, you can paint head texture in an image editor.
@zayyanrabbani4540Ай бұрын
hi, in my case theres only material instance and no texture image. is there any fix to this problem?
@Bakyt3DАй бұрын
hi, probably it's the case which I explained at the end of this tutorial. Some types of hair cannot be exported.
@a.dgraphicsdesignАй бұрын
I faced this error *_"Generation has thrown an exception: list index out of range"_* when I click the Generate Rig option.
@Bakyt3DАй бұрын
You probably deleted necessary bones. Start over and be careful not to delete necessary bones.
@SIARSEDIG2 ай бұрын
I am not sure if I understand the series but is this how you create a blender custom character and rig it to the same metahuman rig/blendshape standards ?
@Bakyt3D2 ай бұрын
yes, plus it's about posing/animating in blender, make corrections/cleaning of Mocap and finally sending those animations back to unreal
@SIARSEDIG2 ай бұрын
@@Bakyt3D Ok, I understand now. Thank you for sharing this knowledge!
@Bakyt3D2 ай бұрын
@SIARSEDIG you’re welcome 😊
@mrb69132 ай бұрын
how can we make the hair react to light?
@Bakyt3D2 ай бұрын
in blender? you mean cast shadows?
@mrb69132 ай бұрын
@@Bakyt3D it does cast shadows, but it's still fully visible even with lights off
@Bakyt3D2 ай бұрын
@@mrb6913 sorry, i have no problem when rendering
@mrb69132 ай бұрын
what about the other textures that are exported except deep coverage? also could you kindly tell how to do the eyebrows in a similar way?
@Bakyt3D2 ай бұрын
Hey there, I suggest you look at my shading playlist: kzbin.info/www/bejne/n3q5gpaGmdGHaa8
@noahmasseira27752 ай бұрын
Is there any way to export the metahumans hair as hair cards?
@Bakyt3D2 ай бұрын
yes there is: kzbin.info/www/bejne/eofJmJibeb-tmNU
@kshitijtiwari96022 ай бұрын
Hey! Great tutorial, super helpful! I am having troubles in the retargeting to original mesh step. I animating the character myself using IK. The IK-FK slider for the hand_ik_r and hand_ik_l controller is set to ik same with both the feet controllers that we were supposed to change to Fk in the earlier tutorial. Because of this the fk bones are not being animated so while retargeting the arms do not move. Is there a workaround that allows me to both use ik for animation but also applies the animation to the fk bones. Thanks, apologies if its confusing
@kshitijtiwari96022 ай бұрын
edit - i baked the ik animation and then clicked the fk-ik snap action button on the plugin to bake the action of the ik onto the fk bones.
@Bakyt3D2 ай бұрын
@@kshitijtiwari9602 hi there, where are you going to use your animation? in blender or in some other software?
@kshitijtiwari96022 ай бұрын
@@Bakyt3D I am trying to import the animation to unreal. after baking the ik animations, i clicked on the snap fk>ik action button to snap the fk bones to the ik animation and was able to retarget the animation to the original animation. I was able to import the animation in unreal! it works thanks!
@Bakyt3D2 ай бұрын
@@kshitijtiwari9602 ok cool!
@kshitijtiwari96022 ай бұрын
@@Bakyt3D Hey i am having an issue where once i import the animation into unreal engine and apply it on the metahuman, the character scales up
@RazorbackPT3 ай бұрын
Every tutorial should be like this.
@Snahbah3 ай бұрын
Made by a man who has watched MANY tutorials, and then did his own the right way √
@Bakyt3D3 ай бұрын
😄👍
@BPGames3 ай бұрын
How can we then export the animation to an unreal engine for use? (Without extra bones and rig control levers)
@Bakyt3D3 ай бұрын
similarly to this workflow: kzbin.info/www/bejne/gKjSfWdonZx-g8U
@Dethgears3 ай бұрын
Question, because of a previous step in the pipeline, (Deleting all the additional bones), does retargeting use the deformities that are lost in the process?
@Bakyt3D3 ай бұрын
no, if you have deformities they will be lost.
@scrafya81903 ай бұрын
Is there a discord channel that i can join for help?
@Bakyt3D3 ай бұрын
yep i have discord channel: bakyt3d but I'm not always available
@barkhorn-cj9dr4 ай бұрын
Thanks man
@Bakyt3D4 ай бұрын
Any time man
@buxoided4 ай бұрын
мне кажется можно сделать проще, удаляеш все кости, делаеш скейл обратно, соединяеш голову и тело, береш авториг про и делаеш скелет) я искал как метахумана можно перенести с контролерами и с весами исходного метахумана, в видео как я понял веса уже не те, и экспортировав одежду в анриал,д ругой метахуман уже провалится сковзь одежду тк веса не совапдают
@Bakyt3D4 ай бұрын
да проще, но используя мой метод можно переслать анимацию тела в анрил. кости остаются в местах по умолчанию поэтому анимация метахьюмана в анриле будет более менее правильная.
@buxoided4 ай бұрын
@@Bakyt3D ну я загружаю метахуман скелет, создаю свой, кости моего скелета я ставлю в точно такое же положение. и совпадние тоже 100 процентоное в анимации
@Bakyt3D4 ай бұрын
@@buxoided 👍хорошо надо попробовать
@hafsabano95374 ай бұрын
Kindly make animation tutorials for beginners
@Bakyt3D4 ай бұрын
yes I always try to make my tutorials beginner friendly
@hafsabano9537Ай бұрын
@@Bakyt3DThank you
@hafsabano95374 ай бұрын
Excellent !
@tyrannosaurustits70834 ай бұрын
EXACTLY what im looking for !!!
@Bakyt3D4 ай бұрын
Glad if it helped :)
@tyrannosaurustits70834 ай бұрын
@@Bakyt3D although now i only just realized a big problem, on your previous bendy bone tutorial, there's a hip system that uses "armature" bone constraint, I tried that for Rigify, and found out that if i move the root bone (the big pad with arrows), that hip center moves along with that root bone (not proportionately to it), which shouldn't be happening, is there a fix for this?
@pn49605 ай бұрын
very useful thank you
@Bakyt3D5 ай бұрын
Glad it was helpful!
@BarishaillaMUNNA5 ай бұрын
Sir, when i export metahuman face cavity map from unreal engine it became full back and when set it to blender it is full transparent. I tried materialise to make cavity map again but when i export it is also become transparent. Now what can i do.
@Bakyt3D5 ай бұрын
hi try exporting in TGA format. you probably exported as PNG
@BarishaillaMUNNA5 ай бұрын
yes I tried as a PNG format 😵💫😵💫
@Bakyt3D5 ай бұрын
@@BarishaillaMUNNA 😎
@shanedooley71055 ай бұрын
Hey, thanks so much for this series, its amazing. I'm having issues trying to return back to real world scale. At what point or how can I scale the mesh and armature back to its original scale and apply it. Thanks!
@Bakyt3D5 ай бұрын
I'm glad if it helped. You can scale the rig in object mode to 0.01 at any time and continue to work with your animation. though root armature will remain huge, you won't need root armature anyway, so it can remain hidden. If you need changes in root armature you can still do them, and then regenerate the rig to its real world scale.
@AndreeGGaramendi5 ай бұрын
Gracias, estoy es justo lo que necesitaba , increible
@ZEQIOU5 ай бұрын
why i put the skeleton into UE5.3 metahuman. My body and head are separates.😢
@Bakyt3D5 ай бұрын
try this: kzbin.info/www/bejne/mpW0fICKgKyjiqc
@ZEQIOU5 ай бұрын
@@Bakyt3D thanks!
@Bakyt3D5 ай бұрын
@@ZEQIOU anytime ;)
@samet19365 ай бұрын
Does this method prevent the outfit from entering the character?
@Bakyt3D5 ай бұрын
I don’t understand the question.
@Bakyt3D5 ай бұрын
biliyorsan Türkçe sorabilirsin
@samet19365 ай бұрын
@@Bakyt3Dmesela kolu kaldırdığımda kıyafet karakterin içine giriyor onu engelliyormu dedim ama öğrendim engelliyor yaptım teşekkürler
@samet19365 ай бұрын
@@Bakyt3D no problem thank you :D
@Bakyt3D5 ай бұрын
@@samet1936 süper 👍
@moesaadi46016 ай бұрын
I’m in need of done one who can make me a character on blender in a specific pose. And I can pay. Can you do that for me?
hi there, I have a playlist on shading: kzbin.info/aero/PL0N7uZ-eoiHhzUsIA7VYZfw4-bB6Fu4vd&si=5aRp8gcI8X8xoust
@anngelinan6 ай бұрын
How do you Transfer the metahuman from motion builder to 3ds max? When i send the file over to max, it stalls on import envelopes and I'm forced to end task in the task manager.
@Bakyt3D6 ай бұрын
sorry I haven't tried that
@MrMrRol6 ай бұрын
Подскажите пожалуйста как можно экспортировать метахумана с анимацией из UE5 в Blender Когда я импортирую в блендер, то анимация не проигрывается. Ее будто нет Заранее благодарю за ответ
@Bakyt3D6 ай бұрын
привет, надо экспортировать анимации из соответствующей папки под названием Animations
@aigritintin6 ай бұрын
hi, when i go for making a bone collection, it does not appear as a collectionbut as a group, therefore i cannot make it invisible and it is complicated to select the remaining bones.. Any solutions ?
@Bakyt3D6 ай бұрын
hi, you have to do it in Edit mode
@isisaisat6 ай бұрын
this whole playlist is a true lifesaver, thank you so much for sharing your knowledge. although, i`m having issues when trying to insert facial mocap data on top of it, i know it`s an entire different topic but i wonder if you got any ideas on how to fix it? i`ve been using faceware retargeter through maya but when importing it to UE5 the head always gets detached from the body (the motionbuilder edited mocap data works fine but the head stays in place) and i`m not sure how to work around it. again, thank you so much!
@Bakyt3D6 ай бұрын
im glad if it helped. sorry I have no idea how to transfer facial mocap
@Instant_Nerf7 ай бұрын
What about hair ? How can we give them hair ?
@Bakyt3D7 ай бұрын
I got you covered ;) kzbin.info/www/bejne/eofJmJibeb-tmNUsi=KwNq8ZGZkxDVOxi8
@asy4269914 күн бұрын
@@Bakyt3D what about the eyebrows
@Bakyt3D14 күн бұрын
@@asy42699 unfortunately, i could not find a way to import T3D files into blender. so the simple solution would be having eyebrows as textures.
@CGDive7 ай бұрын
Hi, cool stuff and I like your presentation style. So you are converting the Metahumans to Blender characters, right? In other words, there will be no backward compatibility with MH in Unreal.
@Bakyt3D7 ай бұрын
Thanks, your tutorials are great source of information. Yes, basically for the face rig there’s no backward compatibility. But you can retarget body animation back to MH in Unreal.
@CGDive7 ай бұрын
@@Bakyt3D I see. Thanks for the info!
@Bakyt3D7 ай бұрын
@CGDive you are welcome, anytime ;)
@hotsauce71247 ай бұрын
Is there a way to make a stylized custom Metahuman body in Blender, then export out the new stylized custom body to UE5?
@Bakyt3D7 ай бұрын
technically it is possible but you'd better work with lowpoly metahumans like LOD4 or above.
@hotsauce71247 ай бұрын
@@Bakyt3D Thank you
@Bakyt3D7 ай бұрын
@@hotsauce7124 anytime =)
@hardflame84647 ай бұрын
Спасибо ^_^
@Bakyt3D7 ай бұрын
незашто ))
@hotsauce71247 ай бұрын
Hello do you have more tutorials for editing mocap with Blender? Like blending two or three different mocap clips in Blender?
@Bakyt3D7 ай бұрын
No, not yet. but I'll let you know when I publish one.
@hotsauce71247 ай бұрын
Hello, did you make a weight painting tutorial?
@Bakyt3D7 ай бұрын
will be ready in about a week or so
@hotsauce71247 ай бұрын
@@Bakyt3D thank you
@Bakyt3D7 ай бұрын
@@hotsauce7124 you're welcome 🤗
@Bakyt3D7 ай бұрын
@@hotsauce7124 BTW, the upcoming weight painting tutorial will be focused on the face, not the body.
@rachmadagungpambudi78207 ай бұрын
"Bone Heat Weighting: failed to find solution for one or more bones" why ?
@Bakyt3D7 ай бұрын
try CGDive's solution: [SOLVED] Bone Heat Weighting failed (Automatic Weights doesn't work in Blender)
@dx9xd8 ай бұрын
This is awesome :D Is there a way to clean up the face / head bones for animating in blender?
@Bakyt3D8 ай бұрын
yes there is! making a tutorial on face rigging is also in my plans ; )
@dx9xd8 ай бұрын
@@Bakyt3D thanks dude, I look forward to it
@Bakyt3D8 ай бұрын
@@dx9xd sure man, I hope it will be useful
@Naffay8 ай бұрын
Hey, thank you for this. when im trying to select the bones its not letting me add them in a bone group, the plus sign is not highlighting , so i cant add the bones in a group.
@Bakyt3D8 ай бұрын
Hey there, plus sign is not for adding bones to a group, Assign button is. Plus sign is for generating a new group.
@Naffay8 ай бұрын
@@Bakyt3D Hi thank you for replying, but the assign option wasnt accesible too. But when i went to pose mode i was able to assign them a group.
@Bakyt3D8 ай бұрын
@@Naffay Great!
@Naffay8 ай бұрын
thank you for this series @@Bakyt3D
@Bakyt3D8 ай бұрын
@@Naffay you're welcome, more to come ;)
@stevens3d8 ай бұрын
Could you please make a video about : How to add Niagra particles simulations on a Metahuman ?
@Bakyt3D8 ай бұрын
hi, there are already good tutorials on niagara. unfortunately, right now I don't have sufficient knowledge on the subject.
@MotuDaaduBhai8 ай бұрын
Can I attach a metahuman skeleton to a custom mesh using the same method?
@Bakyt3D8 ай бұрын
Sure you can, but be careful not to change bones locations otherwise you will have problems when retargeting back to unreal. If you intended to use your mesh in blender only then don't go through all this process. Simply add armature -> Human (meta-rig) and adjust it according your mesh in edit mode.
@MotuDaaduBhai8 ай бұрын
@@Bakyt3D I was looking for a workaround for attaching Metahuman base skeleton to a custom body mesh. There is a process with metapipe plugin but it requires Maya and Wrap3D which are expensive. And on top of that, it is very hard to work with body which has unique features and hard to wrap on. Your workflow shows some light at the end of the tunnel. Let’s see if it works :)
@Bakyt3D8 ай бұрын
@@MotuDaaduBhai this workflow is mainly about taking metahuman skeleton to blender, then editing and baking animation and sending animation back to unreal. Working with mesh is optional but without mesh it's sometimes hard to understand what's going on. so I included a tutorial on skinning.
@MotuDaaduBhai8 ай бұрын
@@Bakyt3D any plan on creating a script out of it?
@Bakyt3D8 ай бұрын
@@MotuDaaduBhai no unfortunately I don't have such programming skills
@evridesign8 ай бұрын
My original Metahuman bones look different than yours, what could be the problem?
@Bakyt3D8 ай бұрын
Do you use discord? I may help you there discord.gg/wtAEn9wf
@evridesign8 ай бұрын
Thanks for the help, i wrote in the channel!@@Bakyt3D
@Nerd-we2pz8 ай бұрын
Final What i was looking for ! thanks a lot! Looking forward to see more blender animation tutorials
@Bakyt3D8 ай бұрын
I'm glad if this helped! Sure, more tutorials are on my mind.
@FaruCG8 ай бұрын
Metahuman to blender -) mutton chops beard no mash problem please solved bro..
@Bakyt3D8 ай бұрын
I see mutton chops beard has an exclamation mark, it means the beard is experimental. Choose another one without exclamation mark.
@Bakyt3D8 ай бұрын
Note: If the metahuman is rotating around his pelvis with no change in height, try setting Root as Armature FBX node type when exporting from Blender.