Mesh to Metahuman more in-depth

  Рет қаралды 25,194

Dustin Meyer

Dustin Meyer

Күн бұрын

Пікірлер
@workinprogress2077
@workinprogress2077 6 ай бұрын
Excellent!! You gotta click the node, then move it ,then click away , then select next node click. Sop glad i found this I was confused for a minute!!!
@thalessabino166
@thalessabino166 2 жыл бұрын
The proper workflow for correcting things would be to do the initial tracking like you did, hit Identity Solve and then you can start tweaking. This will try to align the markers that are not auto-tracked saving you a ton of time when fine tuning. Another thing I'd recommend, after doing the initial solve, if you want to adjust the ear for example, go to free camera mode, rotate the camera, promote another frame and adjust just the ear in that frame. Its much easier to match the shape of the ear with a slightly different view angle. You can have as many promoted frames as you want and as long as you have at least one Active curve in a frame it will be used for the Identity Solve. But you got a pretty good result considering you have a stylized mesh
@jackthewhite12
@jackthewhite12 2 жыл бұрын
this is actually really cool I today did a 3 frame test face from the front and ears for left and right got a pretty good result until unreal engine crashed, look like you might need to turn on certain trackers depending on what different frames you have I dont know if you can adjust the same trackers from different frames. thanks for the tips
@thalessabino166
@thalessabino166 2 жыл бұрын
@@jackthewhite12 having the same markers in multiple frames is not supposed to be a problem, but they might confuse the system if not place correctly, so I’d recommend to not duplicate them
@moonduckmaximus6404
@moonduckmaximus6404 2 жыл бұрын
hey when i select the unchecked options nothing is highlighted. its only showing the normal lines that happen automatically how can i see the other lines? when u selected the first eyebrow 4 example, it showed up on the left side of the screen. when i select the eyebrow i dont see anything anywhere. can you help?
@thalessabino166
@thalessabino166 2 жыл бұрын
@@moonduckmaximus6404 The markers that are not auto-tracked are going to be placed on the original template mesh location. So what you need to do is follow the workflow I described in my previous comment. Promote the frame, track it and click on Identity Solve. After the first solve you can enable other curves in the outliner and you'll be able to see them
@moonduckmaximus6404
@moonduckmaximus6404 2 жыл бұрын
@@thalessabino166 hey thanks so much man. you've been a big help.
@3dchick
@3dchick Жыл бұрын
This was exactly what I've been looking for, holy cow, THANK YOU!!!!
@johnmande7648
@johnmande7648 2 ай бұрын
12:59 is it still (CTRL+LMB) to remove points because that shortcut isn't working for me.
@JUYAN16
@JUYAN16 Жыл бұрын
I don't get why Unreal make the face so custimizable but not the body. But thanks for this tutorial dude. It made my metahumans look way more accurate.
@aliraza-en9hu
@aliraza-en9hu Жыл бұрын
Thank you very much for the detailed tutorial about mesh to metahuman 🤩
@fabianoperes2155
@fabianoperes2155 2 жыл бұрын
GREAT video, bro! CONGRATS!
@KriGeta
@KriGeta 2 жыл бұрын
that is amazing!!
@virtual_intel
@virtual_intel 2 жыл бұрын
Try to go for a Blue Snowball mic as your mic is having serious issues. After I got one my mic issues vanished. Other than that great job!
@jackthewhite12
@jackthewhite12 2 жыл бұрын
I just picked up a Blue Yeti yeah my mic is pretty shit, I am going try and use OBS next time
@MarvelMaster
@MarvelMaster 2 жыл бұрын
nice...I always wondered why my metahumans looked wrong
@dysnXO
@dysnXO Жыл бұрын
how can i add extra points?
@MR3DDev
@MR3DDev 2 жыл бұрын
I tried with a photograph. It does not work, while it does use one frame to do the tracking, when it comes to the mesh seems this thing uses like a wrap modifier on a generic metahuman head to get the custom one. Also your eye got bad results because you need to do a full frontal view, your model is slightly rotated.
@bryanharrison3889
@bryanharrison3889 2 жыл бұрын
The issue isn't the rotation of the front view, the issue is that the eyeball size in metahuman is locked and when you do larger eyes in stylized characters the mesh tracks the face and skin but doesn't track eye location, size, or eyelash location and size. Your model doesn't have to be exactly dead on straight looking into the camera, although that helps, it doesn't have to be exact because unreal is reading the location of the mesh that's uploaded.
@Glowbox3D
@Glowbox3D 2 жыл бұрын
Thanks man! Helpful video. I used my scanned head. It tracked the eyes, smile lines, and lips great. But when I make the other layers visible, none of them show up. They weren't anywhere on the screen. This a known issue? SOLVED: I used the identity solver, and then did a B comparison and when I zoomed in it had all the white lined layers. PS. You may want to up your mic volume a bit. Cheers.
@360ambiencevideos
@360ambiencevideos 2 жыл бұрын
how far can we take this ? what I mean by that, is can we use even a dog face, then somehow create a metahuman equivalent, moving the guides accordingly ? even pose the body in a on all fours position, and reshape the metabody too ? MetaAnimals is the next step me thinks/
@moonduckmaximus6404
@moonduckmaximus6404 2 жыл бұрын
hey when i select the unchecked options nothing is highlighted. its only showing the normal lines that happen automatically how can i see the other lines? when u selected the first eyebrow 4 example, it showed up on the left side of the screen. when i select the eyebrow i dont see anything anywhere
@jackthewhite12
@jackthewhite12 2 жыл бұрын
so there might be a few things when turn on the layer for example the eye brow there is the active and visibility. you could maybe have it set to active but not the Visibility. also it could have generated somewhere weird in location I even found a few that where almost off the screen
@thalessabino166
@thalessabino166 2 жыл бұрын
@@jackthewhite12 This is because for anything that is not auto-tracked, i.e., the curves you see after tracking a promoted frame, it will be shown where the Template Mesh is, which is often offscreen until you perform the initial Identity Solve.
@FeedingWolves
@FeedingWolves 2 жыл бұрын
Great video!
@kunqian7069
@kunqian7069 2 жыл бұрын
Have you tried to import the custom metahuman character back to Unreal and use live link app to drive the character? In my case, the facial animation looks very wired and all facial animation is wrong. Have you met this problem?
@jackthewhite12
@jackthewhite12 2 жыл бұрын
I have not tried this I'll give it a shot this weekend
@respair1385
@respair1385 2 жыл бұрын
It's a mapping issue. Just go to any random UE4 metahuman folder, find the Common -> Common -> Mocap. Copy the Mocap folder and replace it with the same folder but for your custom metahuman in UE5. It will fix the problem.
@Metarig
@Metarig 2 жыл бұрын
the rig is off even in mhc it's weird as hell not useful for a stylized character
@respair1385
@respair1385 2 жыл бұрын
@@Metarig Oh Hi Yusef, love your channel! Yeah I agree, nevertheless it really depends on your definition of stylized. As long as you don't mess with places where there's a critical edge flow (Eyes and lips) it should be fine. In other words, shouldn't stray too far from an Average Human face. But the Live Link problem seems to be a bug and Replacing the mocap data must fix it. (fixed it for me at least)
@Metarig
@Metarig 2 жыл бұрын
@@respair1385 Hi, I'm glad that my channel is useful to you, yes I think for a very humanoid face it does a good job but still can't make it 100% like the target. I'm going to have a very very stylized character with a non metahuman body in the channel soon I used mesh to meta it was helpful for topology
@enigmaticimagination01
@enigmaticimagination01 2 жыл бұрын
Most creepiest character ever!
@xzombiefx
@xzombiefx 2 жыл бұрын
Hi, when i try searching the metahuman pluging nothing apears, why?
@jackthewhite12
@jackthewhite12 2 жыл бұрын
What version of unreal engine are you using
@xzombiefx
@xzombiefx 2 жыл бұрын
@@jackthewhite12 the new one 5.0.3
@jackthewhite12
@jackthewhite12 2 жыл бұрын
@@xzombiefx look on the unreal engine store for MetaHuman Plugin and click on the instill to engine www.unrealengine.com/marketplace/en-US/product/metahuman-plugin?sessionInvalidated=true
@xzombiefx
@xzombiefx 2 жыл бұрын
@@jackthewhite12 thx i'll try that!
@xzombiefx
@xzombiefx 2 жыл бұрын
Hi! That worked thanks! I have another question for you. When i import my metahuman into unreal, all looks good, but when i go backwards with the camera the hair desapears. How can fix that (put the lods to 0 at any distance?
@georgesmith6389
@georgesmith6389 2 жыл бұрын
Great video - ty! Any tips on how to get large, round eyes like Pixar? You almost had it in this video but you had to shrink the eyes after it was uploaded in MHC....
@jackthewhite12
@jackthewhite12 2 жыл бұрын
currently you cannot make the eye large in metahumans until they have a control to increase the eyeball socket size and eye size you will get some strange results
@Laynielouxu
@Laynielouxu 2 жыл бұрын
Thank you
@Metarig
@Metarig 2 жыл бұрын
for the ears, you should use a different frame and I need to add you spent a lot of time on the eyes and you backed it to the default mh eyes that don't look like the eyes of the model. I have done some testing myself the rigging part is not useful at all but as far as it gives me 90% close shape with the same topology it's very helpful I use that and in wrap3 I make it 100%. in Maya, I discard all the joints attached to the face and with a script, I convert the delta shape into blendshape. for the eyes, my source is a normal metahuman, not a custom one which always results in weird movement.
@lievenvanhove
@lievenvanhove 2 жыл бұрын
Hi Ayam, Am I understanding you correctly you have a metahuman, with other eyes than the ones MHC puts constraints on? (strange, big eyes). I was testing today, and how much you do your best with the eyes, afterward, you have to rescale them to the normal metahuman-ones as @Dustin Meyer did at the end of his video.
@Metarig
@Metarig 2 жыл бұрын
@@lievenvanhove Hi for making any kind of face I have no restriction wht so ever
@lievenvanhove
@lievenvanhove 2 жыл бұрын
@@Metarig Hi! thanks for your answer! With metahumans you mean? Would you have any examples of that? (maybe even a tutorial :-) )
@Metarig
@Metarig 2 жыл бұрын
@@lievenvanhove I will have a video in my channel soon
@lievenvanhove
@lievenvanhove 2 жыл бұрын
@@Metarig Looking forward to it!
@unrealhabitat
@unrealhabitat 2 жыл бұрын
A cartoon Meta Human this is new haha
@themightyflog
@themightyflog 2 жыл бұрын
Man I cannot wait till I can truly edit the body and make easier edits on these models. I got GANTZ to make.
@zoybean
@zoybean 2 жыл бұрын
You're trying to make a manga like GANTZ which used 3d?
@arrtma
@arrtma Жыл бұрын
look like she got some curse
@animaticmediaUSA
@animaticmediaUSA 2 жыл бұрын
Seriously great information ! but your mic? Seriously?
@jackthewhite12
@jackthewhite12 2 жыл бұрын
Yeah it pretty bad I'm sorry I picked up a new mic a blue yeti so it should be better
@lytn9391
@lytn9391 2 жыл бұрын
nice mic
@jackthewhite12
@jackthewhite12 Жыл бұрын
im sorry I did get a new one
@mohammadaminhasani5213
@mohammadaminhasani5213 2 жыл бұрын
that's ugly
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