Texturing with Quixel Mixer
3:53
3 ай бұрын
Rig metahuman face with Rigify
13:16
(Unbevel - Part 19)
0:56
Жыл бұрын
Metahuman hair into Blender
2:36
Жыл бұрын
Пікірлер
@asy42699
@asy42699 8 күн бұрын
is there a faster way to do this ?
@Bakyt3D
@Bakyt3D 7 күн бұрын
i don't know. maybe
@FilipMasiulewicz
@FilipMasiulewicz 21 күн бұрын
Hi. What about corrective joints? They are not moving properly with this solution, unfortunately.
@Bakyt3D
@Bakyt3D 21 күн бұрын
sorry i've switched to Blender so i kind of forgot MotionBuilder
@Vinay-be4lj
@Vinay-be4lj 29 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 ?
@Bakyt3D
@Bakyt3D 29 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-be4lj
@Vinay-be4lj 29 күн бұрын
if we transfer metahumans to blender, does it reduce the quality of their textures ?
@Bakyt3D
@Bakyt3D 29 күн бұрын
image textures are transfered without loss.
@Vinay-be4lj
@Vinay-be4lj 28 күн бұрын
@@Bakyt3D okay thanks!
@Sajisfy
@Sajisfy Ай 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?
@Bakyt3D
@Bakyt3D Ай бұрын
hey there, if i understand your question correctly, you can paint head texture in an image editor.
@zayyanrabbani4540
@zayyanrabbani4540 Ай бұрын
hi, in my case theres only material instance and no texture image. is there any fix to this problem?
@Bakyt3D
@Bakyt3D Ай бұрын
hi, probably it's the case which I explained at the end of this tutorial. Some types of hair cannot be exported.
@a.dgraphicsdesign
@a.dgraphicsdesign Ай бұрын
I faced this error *_"Generation has thrown an exception: list index out of range"_* when I click the Generate Rig option.
@Bakyt3D
@Bakyt3D Ай бұрын
You probably deleted necessary bones. Start over and be careful not to delete necessary bones.
@SIARSEDIG
@SIARSEDIG 2 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 ?
@Bakyt3D
@Bakyt3D 2 ай бұрын
yes, plus it's about posing/animating in blender, make corrections/cleaning of Mocap and finally sending those animations back to unreal
@SIARSEDIG
@SIARSEDIG 2 ай бұрын
@@Bakyt3D Ok, I understand now. Thank you for sharing this knowledge!
@Bakyt3D
@Bakyt3D 2 ай бұрын
@SIARSEDIG you’re welcome 😊
@mrb6913
@mrb6913 2 ай бұрын
how can we make the hair react to light?
@Bakyt3D
@Bakyt3D 2 ай бұрын
in blender? you mean cast shadows?
@mrb6913
@mrb6913 2 ай бұрын
@@Bakyt3D it does cast shadows, but it's still fully visible even with lights off
@Bakyt3D
@Bakyt3D 2 ай бұрын
@@mrb6913 sorry, i have no problem when rendering
@mrb6913
@mrb6913 2 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?
@Bakyt3D
@Bakyt3D 2 ай бұрын
Hey there, I suggest you look at my shading playlist: kzbin.info/www/bejne/n3q5gpaGmdGHaa8
@noahmasseira2775
@noahmasseira2775 2 ай бұрын
Is there any way to export the metahumans hair as hair cards?
@Bakyt3D
@Bakyt3D 2 ай бұрын
yes there is: kzbin.info/www/bejne/eofJmJibeb-tmNU
@kshitijtiwari9602
@kshitijtiwari9602 2 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
@kshitijtiwari9602
@kshitijtiwari9602 2 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.
@Bakyt3D
@Bakyt3D 2 ай бұрын
@@kshitijtiwari9602 hi there, where are you going to use your animation? in blender or in some other software?
@kshitijtiwari9602
@kshitijtiwari9602 2 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!
@Bakyt3D
@Bakyt3D 2 ай бұрын
@@kshitijtiwari9602 ok cool!
@kshitijtiwari9602
@kshitijtiwari9602 2 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
@RazorbackPT
@RazorbackPT 3 ай бұрын
Every tutorial should be like this.
@Snahbah
@Snahbah 3 ай бұрын
Made by a man who has watched MANY tutorials, and then did his own the right way √
@Bakyt3D
@Bakyt3D 3 ай бұрын
😄👍
@BPGames
@BPGames 3 ай бұрын
How can we then export the animation to an unreal engine for use? (Without extra bones and rig control levers)
@Bakyt3D
@Bakyt3D 3 ай бұрын
similarly to this workflow: kzbin.info/www/bejne/gKjSfWdonZx-g8U
@Dethgears
@Dethgears 3 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?
@Bakyt3D
@Bakyt3D 3 ай бұрын
no, if you have deformities they will be lost.
@scrafya8190
@scrafya8190 3 ай бұрын
Is there a discord channel that i can join for help?
@Bakyt3D
@Bakyt3D 3 ай бұрын
yep i have discord channel: bakyt3d but I'm not always available
@barkhorn-cj9dr
@barkhorn-cj9dr 4 ай бұрын
Thanks man
@Bakyt3D
@Bakyt3D 4 ай бұрын
Any time man
@buxoided
@buxoided 4 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
@Bakyt3D
@Bakyt3D 4 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.
@buxoided
@buxoided 4 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
@Bakyt3D
@Bakyt3D 4 ай бұрын
@@buxoided 👍хорошо надо попробовать
@hafsabano9537
@hafsabano9537 4 ай бұрын
Kindly make animation tutorials for beginners
@Bakyt3D
@Bakyt3D 4 ай бұрын
yes I always try to make my tutorials beginner friendly
@hafsabano9537
@hafsabano9537 Ай бұрын
@@Bakyt3DThank you
@hafsabano9537
@hafsabano9537 4 ай бұрын
Excellent !
@tyrannosaurustits7083
@tyrannosaurustits7083 4 ай бұрын
EXACTLY what im looking for !!!
@Bakyt3D
@Bakyt3D 4 ай бұрын
Glad if it helped :)
@tyrannosaurustits7083
@tyrannosaurustits7083 4 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?
@pn4960
@pn4960 5 ай бұрын
very useful thank you
@Bakyt3D
@Bakyt3D 5 ай бұрын
Glad it was helpful!
@BarishaillaMUNNA
@BarishaillaMUNNA 5 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.
@Bakyt3D
@Bakyt3D 5 ай бұрын
hi try exporting in TGA format. you probably exported as PNG
@BarishaillaMUNNA
@BarishaillaMUNNA 5 ай бұрын
yes I tried as a PNG format 😵‍💫😵‍💫
@Bakyt3D
@Bakyt3D 5 ай бұрын
@@BarishaillaMUNNA 😎
@shanedooley7105
@shanedooley7105 5 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!
@Bakyt3D
@Bakyt3D 5 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.
@AndreeGGaramendi
@AndreeGGaramendi 5 ай бұрын
Gracias, estoy es justo lo que necesitaba , increible
@ZEQIOU
@ZEQIOU 5 ай бұрын
why i put the skeleton into UE5.3 metahuman. My body and head are separates.😢
@Bakyt3D
@Bakyt3D 5 ай бұрын
try this: kzbin.info/www/bejne/mpW0fICKgKyjiqc
@ZEQIOU
@ZEQIOU 5 ай бұрын
@@Bakyt3D thanks!
@Bakyt3D
@Bakyt3D 5 ай бұрын
@@ZEQIOU anytime ;)
@samet1936
@samet1936 5 ай бұрын
Does this method prevent the outfit from entering the character?
@Bakyt3D
@Bakyt3D 5 ай бұрын
I don’t understand the question.
@Bakyt3D
@Bakyt3D 5 ай бұрын
biliyorsan Türkçe sorabilirsin
@samet1936
@samet1936 5 ай бұрын
@@Bakyt3Dmesela kolu kaldırdığımda kıyafet karakterin içine giriyor onu engelliyormu dedim ama öğrendim engelliyor yaptım teşekkürler
@samet1936
@samet1936 5 ай бұрын
@@Bakyt3D no problem thank you :D
@Bakyt3D
@Bakyt3D 5 ай бұрын
@@samet1936 süper 👍
@moesaadi4601
@moesaadi4601 6 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?
@Bakyt3D
@Bakyt3D 6 ай бұрын
Sure, is this character good for you?
@moesaadi4601
@moesaadi4601 6 ай бұрын
Not this character
@moesaadi4601
@moesaadi4601 6 ай бұрын
@@Bakyt3Dcan you give me where I can message you
@moesaadi4601
@moesaadi4601 6 ай бұрын
I need a specific character.
@Bakyt3D
@Bakyt3D 6 ай бұрын
@@moesaadi4601 can you reach me via e-mail? [email protected]
@pikkmestock4884
@pikkmestock4884 6 ай бұрын
DIDNT TOLD HOW TO IMPORT TETXTURES
@Bakyt3D
@Bakyt3D 6 ай бұрын
hi there, I have a playlist on shading: kzbin.info/aero/PL0N7uZ-eoiHhzUsIA7VYZfw4-bB6Fu4vd&si=5aRp8gcI8X8xoust
@anngelinan
@anngelinan 6 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.
@Bakyt3D
@Bakyt3D 6 ай бұрын
sorry I haven't tried that
@MrMrRol
@MrMrRol 6 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
@Bakyt3D
@Bakyt3D 6 ай бұрын
привет, надо экспортировать анимации из соответствующей папки под названием Animations
@aigritintin
@aigritintin 6 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 ?
@Bakyt3D
@Bakyt3D 6 ай бұрын
hi, you have to do it in Edit mode
@isisaisat
@isisaisat 6 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!
@Bakyt3D
@Bakyt3D 6 ай бұрын
im glad if it helped. sorry I have no idea how to transfer facial mocap
@Instant_Nerf
@Instant_Nerf 7 ай бұрын
What about hair ? How can we give them hair ?
@Bakyt3D
@Bakyt3D 7 ай бұрын
I got you covered ;) kzbin.info/www/bejne/eofJmJibeb-tmNUsi=KwNq8ZGZkxDVOxi8
@asy42699
@asy42699 14 күн бұрын
@@Bakyt3D what about the eyebrows
@Bakyt3D
@Bakyt3D 14 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.
@CGDive
@CGDive 7 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.
@Bakyt3D
@Bakyt3D 7 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.
@CGDive
@CGDive 7 ай бұрын
@@Bakyt3D I see. Thanks for the info!
@Bakyt3D
@Bakyt3D 7 ай бұрын
@CGDive you are welcome, anytime ;)
@hotsauce7124
@hotsauce7124 7 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?
@Bakyt3D
@Bakyt3D 7 ай бұрын
technically it is possible but you'd better work with lowpoly metahumans like LOD4 or above.
@hotsauce7124
@hotsauce7124 7 ай бұрын
@@Bakyt3D Thank you
@Bakyt3D
@Bakyt3D 7 ай бұрын
@@hotsauce7124 anytime =)
@hardflame8464
@hardflame8464 7 ай бұрын
Спасибо ^_^
@Bakyt3D
@Bakyt3D 7 ай бұрын
незашто ))
@hotsauce7124
@hotsauce7124 7 ай бұрын
Hello do you have more tutorials for editing mocap with Blender? Like blending two or three different mocap clips in Blender?
@Bakyt3D
@Bakyt3D 7 ай бұрын
No, not yet. but I'll let you know when I publish one.
@hotsauce7124
@hotsauce7124 7 ай бұрын
Hello, did you make a weight painting tutorial?
@Bakyt3D
@Bakyt3D 7 ай бұрын
will be ready in about a week or so
@hotsauce7124
@hotsauce7124 7 ай бұрын
@@Bakyt3D thank you
@Bakyt3D
@Bakyt3D 7 ай бұрын
@@hotsauce7124 you're welcome 🤗
@Bakyt3D
@Bakyt3D 7 ай бұрын
@@hotsauce7124 BTW, the upcoming weight painting tutorial will be focused on the face, not the body.
@rachmadagungpambudi7820
@rachmadagungpambudi7820 7 ай бұрын
"Bone Heat Weighting: failed to find solution for one or more bones" why ?
@Bakyt3D
@Bakyt3D 7 ай бұрын
try CGDive's solution: [SOLVED] Bone Heat Weighting failed (Automatic Weights doesn't work in Blender)
@dx9xd
@dx9xd 8 ай бұрын
This is awesome :D Is there a way to clean up the face / head bones for animating in blender?
@Bakyt3D
@Bakyt3D 8 ай бұрын
yes there is! making a tutorial on face rigging is also in my plans ; )
@dx9xd
@dx9xd 8 ай бұрын
@@Bakyt3D thanks dude, I look forward to it
@Bakyt3D
@Bakyt3D 8 ай бұрын
@@dx9xd sure man, I hope it will be useful
@Naffay
@Naffay 8 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.
@Bakyt3D
@Bakyt3D 8 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.
@Naffay
@Naffay 8 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.
@Bakyt3D
@Bakyt3D 8 ай бұрын
@@Naffay Great!
@Naffay
@Naffay 8 ай бұрын
thank you for this series @@Bakyt3D
@Bakyt3D
@Bakyt3D 8 ай бұрын
​@@Naffay you're welcome, more to come ;)
@stevens3d
@stevens3d 8 ай бұрын
Could you please make a video about : How to add Niagra particles simulations on a Metahuman ?
@Bakyt3D
@Bakyt3D 8 ай бұрын
hi, there are already good tutorials on niagara. unfortunately, right now I don't have sufficient knowledge on the subject.
@MotuDaaduBhai
@MotuDaaduBhai 8 ай бұрын
Can I attach a metahuman skeleton to a custom mesh using the same method?
@Bakyt3D
@Bakyt3D 8 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.
@MotuDaaduBhai
@MotuDaaduBhai 8 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 :)
@Bakyt3D
@Bakyt3D 8 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.
@MotuDaaduBhai
@MotuDaaduBhai 8 ай бұрын
@@Bakyt3D any plan on creating a script out of it?
@Bakyt3D
@Bakyt3D 8 ай бұрын
@@MotuDaaduBhai no unfortunately I don't have such programming skills
@evridesign
@evridesign 8 ай бұрын
My original Metahuman bones look different than yours, what could be the problem?
@Bakyt3D
@Bakyt3D 8 ай бұрын
Do you use discord? I may help you there discord.gg/wtAEn9wf
@evridesign
@evridesign 8 ай бұрын
Thanks for the help, i wrote in the channel!@@Bakyt3D
@Nerd-we2pz
@Nerd-we2pz 8 ай бұрын
Final What i was looking for ! thanks a lot! Looking forward to see more blender animation tutorials
@Bakyt3D
@Bakyt3D 8 ай бұрын
I'm glad if this helped! Sure, more tutorials are on my mind.
@FaruCG
@FaruCG 8 ай бұрын
Metahuman to blender -⁠) mutton chops beard no mash problem please solved bro..
@Bakyt3D
@Bakyt3D 8 ай бұрын
I see mutton chops beard has an exclamation mark, it means the beard is experimental. Choose another one without exclamation mark.
@Bakyt3D
@Bakyt3D 8 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.
@evridesign
@evridesign 8 ай бұрын
Thank you! managed to safe a client work!
@Bakyt3D
@Bakyt3D 8 ай бұрын
Great! Glad it helped!