Feeding_Wolves
Feeding_Wolves
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MetaHuman Animator Eyelid Fine-tuning in Unreal Engine
In the process of fine-tuning the upper and lower eyelids of a facial animation captured with MetaHuman Animator in @UnrealEngine
I am approaching this fine-tuning process by using the FACS resources by Melinda Ozel @facetheFACS
Fun fact about AU5 Upper Lid Raiser: When widening your eyes, the lower eyelid gets dragged up!
Questions for facial animators:
#1. What section of the face do you tackle first, when fine-tuning facial motion data?
#2. Do you reference FACS when making adjustments to face animations?
Special thanks to Melinda Ozel for her resources on facial expressions (melindaozel.com/)
And special thanks to Jake Hicks Photography / @JakeHicksPhotography (lnkd.in/e5rpMuH6) for assisting me with the lighting.
Powered by a @PugetSystemsPC workstation.
#metahumananimator #ue5 #digitalhumans #facialanimation #metahuman #motioncapture #mocap #facs #unrealengine
มุมมอง: 977

วีดีโอ

MetaHuman Animator Eyebrow Fine-tuning in Unreal Engine
มุมมอง 1.4K3 หลายเดือนก่อน
In the process of fine-tuning the eyebrows of a facial animation captured with MetaHuman Animator in @UnrealEngine Questions for those using MetaHumans and facial animators: #1. How much time do you spend fine-tuning facial performances? #2. Can you list the controls on the MetaHuman Face Control rig that affect the brow area? (hint: there are a few more I did not show at the end) Thanks to Mel...
Metahuman Cinematics Captured with DragonFly Virtual Camera in Unreal Engine 5
มุมมอง 9Kปีที่แล้ว
It has been an amazing learning experience using the recently released DragonFly Virtual Camera by @GlassboxTech in @UnrealEngine 5.1 to capture this Metahuman performance. This #VCam allowed me to recreate real world sensors and lenses in Unreal, combined with the @ZEISSCinematography CinCraft Mapper which generated accurate lens distortion ST Maps that I assigned to each lens. Link to DragonF...
Unreal Engine 5 | Enzo Behind the Scenes | Part 12: The Vitruvian Metahuman Statue, Nanite & UDIMs
มุมมอง 2.2Kปีที่แล้ว
This is the twelfth and final behind the scenes of Enzo where @tomisackmann and I share how the Vitruvian Metahuman Statue was created. I also show you how I converted this to nanite and imported the UDIMs Tomas created. To create a reference for the scale and position of the Metahuman body, I captured the two Vitruvian Man poses using the @MovellaInc Link suit, and the @ManusMeta Prime II glov...
Unreal Engine 5 | Enzo Behind the Scenes | Part 11: Da Vinci's Squared Circle & FK Control Rig
มุมมอง 1.4Kปีที่แล้ว
This is the eleventh behind the scenes of Enzo, where I walk you through how the three-dimensional version of Leonardo da Vinci's squared circle was created by 3D Artist @PixelUrge in @BlenderOfficial I also walk you through how I animated the structure using the default FK Control Rig in Unreal. We used the dimensions taken from an image from the research publication by Vitor Murtinho covering...
Unreal Engine 5 | Enzo Behind the Scenes | Part 10: Metahuman Textures & Body Morph in Unreal
มุมมอง 6Kปีที่แล้ว
Link to our short film Enzo: th-cam.com/video/psw2M94h_aA/w-d-xo.html This is the tenth behind the scenes, where I walk you through the process of bringing Enzo's body morph into Unreal and how I modified Enzo's face and body textures by using the metahuman material parameters. A special thank you goes to Unreal Artist and Metahuman Animator Sergey Vereshchagin, for sharing the pipeline for imp...
Unreal Engine 5 | Enzo Behind the Scenes | Part 9: Creating the Metahuman Body Morph in Maya
มุมมอง 8Kปีที่แล้ว
Link to our short film Enzo: th-cam.com/video/psw2M94h_aA/w-d-xo.html This is the ninth behind the scenes, where @tomisackmann walks us through how he transferred all of the sculpting details from the character he created for his course on @cgcircuitLLC onto the Metahuman by creating a body morph in @Autodesk Maya. To transfer the textures and body sculpt to the Metahuman face and body, Tomas u...
Unreal Engine 5 | Enzo Behind the Scenes | Part 8: Metahuman Textures by Tomas Sackmann
มุมมอง 4.6Kปีที่แล้ว
Link to our short film Enzo: th-cam.com/video/psw2M94h_aA/w-d-xo.html This is the eighth behind the scenes, where @tomisackmann shares how he transferred all the textures and sculpting details from the character he created for his course on @cgcircuitLLC to Enzo. To transfer the textures and body sculpt to the Metahuman face and body, Tomas used @MaxonVFX ZBrush, the ZWrap by @Russian3dscannerS...
Unreal Engine 5 | Enzo Behind the Scenes | Part 7: Metahuman Body & Facial Motion Fine Tuning
มุมมอง 4.9Kปีที่แล้ว
Link to our short film Enzo: th-cam.com/video/psw2M94h_aA/w-d-xo.html This is the seventh part of the behind the scenes, where I share how I fine-tuned Enzos body and facial motion performance using the Metahuman control rigs. Enzo was brought to life using the mesh to metahuman plugin by @3lateral4 & @EpicGamesStore in @UnrealEngine 5. The body performances were captured using the @MovellaInc ...
Xsens Metagloves by Manus | First Test
มุมมอง 4.3Kปีที่แล้ว
I just did my first test with the new @MovellaInc Metagloves by @ManusMeta and am blown away by the finger tracking accuracy, especially with the fingertips. Special thank you to Arsène van de Bilt and the team at Manus for helping me get everything set up! Excited to do the next test by combining these gloves with the @MovellaInc Link suit, the Mark IV HMC by @FacewareTech with the @GlassboxTe...
Unreal Engine 5 | Enzo Behind the Scenes | Part 6: Metahuman Facial Motion Pipeline with Faceware
มุมมอง 6Kปีที่แล้ว
Link to our short film Enzo: th-cam.com/video/psw2M94h_aA/w-d-xo.html This is the sixth part of the behind the scenes, where I share the pipeline I used in order to get Enzos facial motion performances into UE5. Enzo was brought to life using the mesh to metahuman plugin by @3lateral4 & @EpicGamesStore in @UnrealEngine 5. I captured the face and body performances using the Mark IV HMC by @Facew...
Unreal Engine 5 | Enzo Behind the Scenes | Part 5: Metahuman Body Mocap Pipeline with Xsens & Manus
มุมมอง 7Kปีที่แล้ว
Link to our short film Enzo: th-cam.com/video/psw2M94h_aA/w-d-xo.html This is the fifth part of the behind the scenes, where I share the pipeline I used in order to get Enzos body and finger motion capture data into UE5. Enzo was brought to life using the mesh to metahuman plugin by @EpicGamesStore & @3lateral4 in @UnrealEngine 5. I cover the UE4 to UE5 uasset pipeline, the Live Link pipeline a...
Unreal Engine 5 | Enzo Behind the Scenes | Part 4: Metahuman Body Control Rig Overview
มุมมอง 7Kปีที่แล้ว
Link to our short film Enzo: th-cam.com/video/psw2M94h_aA/w-d-xo.html This is the fourth part of the behind the scenes, where I share my process of testing the body control rig on Enzo. Enzo was created using the mesh to metahuman plugin by @EpicGamesStore & @3lateral4 in @UnrealEngine 5. In sequencer, I go over some of the new foot controls that have been added to the body control rig. How to ...
Unreal Engine 5 | Enzo Behind the Scenes | Part 3: Metahuman Face Control Rig Test
มุมมอง 9Kปีที่แล้ว
Link to our short film Enzo: th-cam.com/video/psw2M94h_aA/w-d-xo.html This is the third part of the behind the scenes, where I share my process of testing the face control rig on Enzo, along with walking you through how to use the new Facial Pose library. Enzo was created using the mesh to metahuman plugin by @EpicGamesStore & @3lateral4 in @UnrealEngine 5. All of the face and body textures wer...
Unreal Engine 5 | Enzo Behind the Scenes | Part 2: The Metahuman Creator
มุมมอง 7Kปีที่แล้ว
Link to our short film Enzo: th-cam.com/video/psw2M94h_aA/w-d-xo.html This is the second part of the behind the scenes, where I share the modifications made to Enzo in the Metahuman creator. Enzo was created using the mesh to metahuman plugin by @EpicGamesStore & @3lateral4 in @UnrealEngine 5. All of the face and body textures were created by @tomisackmann by transferring the original textures ...
Unreal Engine 5 | Enzo Behind the Scenes | Part 1: Mesh to Metahuman Pipeline
มุมมอง 14Kปีที่แล้ว
Unreal Engine 5 | Enzo Behind the Scenes | Part 1: Mesh to Metahuman Pipeline
Enzo: Real-Time Filmmaking in UE5 with Mesh to Meta Plugin | Behind the Scenes | Introduction
มุมมอง 4Kปีที่แล้ว
Enzo: Real-Time Filmmaking in UE5 with Mesh to Meta Plugin | Behind the Scenes | Introduction
Enzo: The Vitruvian Metahuman | Behind the Scenes Glimpse in UE5 - Speaking Greek
มุมมอง 6Kปีที่แล้ว
Enzo: The Vitruvian Metahuman | Behind the Scenes Glimpse in UE5 - Speaking Greek
Enzo: Vitruvian Metahuman | Real-Time Filmmaking in UE5 with Mesh to Meta Plugin
มุมมอง 11Kปีที่แล้ว
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Unreal Engine Metahuman Facial Motion Workflow with Faceware
มุมมอง 97K2 ปีที่แล้ว
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Metahuman Facial Motion Performance Test with Faceware Mark IV HMC
มุมมอง 8K2 ปีที่แล้ว
Metahuman Facial Motion Performance Test with Faceware Mark IV HMC
Unreal Engine Metahuman Facial Motion with Faceware Mark IV and Glassbox Live Client
มุมมอง 15K2 ปีที่แล้ว
Unreal Engine Metahuman Facial Motion with Faceware Mark IV and Glassbox Live Client
Unreal Engine Metahuman with Faceware Mark IV HMC, Xsens, Manus & GlassboxTech
มุมมอง 278K2 ปีที่แล้ว
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Unreal Engine Metahuman & Facial Motion with Faceware Mark IV HMC Test
มุมมอง 19K2 ปีที่แล้ว
Unreal Engine Metahuman & Facial Motion with Faceware Mark IV HMC Test
Metahuman Face Control Rig Board Library in Unreal Engine 4.27
มุมมอง 29K2 ปีที่แล้ว
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Import & Retarget Xsens FBX onto Metahumans in Unreal Engine 5 with Foot Sliding Fix
มุมมอง 15K2 ปีที่แล้ว
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Unreal Engine Custom Metahuman Face Control Rig Board 4K
มุมมอง 2.5K2 ปีที่แล้ว
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Xsens MVN Live Link & Metahumans in Unreal Engine (UE4)
มุมมอง 17K2 ปีที่แล้ว
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Virtual Production/Mocap with Puget Systems Workstation & NVIDIA RTX A6000
มุมมอง 5K2 ปีที่แล้ว
Virtual Production/Mocap with Puget Systems Workstation & NVIDIA RTX A6000
Planet Ex - Unreal Virtual Production Fellowship
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ความคิดเห็น

  • @SiddheshJadhav-z2j
    @SiddheshJadhav-z2j วันที่ผ่านมา

    Great work

  • @FernandoLopez-jj5tc
    @FernandoLopez-jj5tc 12 วันที่ผ่านมา

    Who are U? Thank u.

  • @act_4act_425
    @act_4act_425 17 วันที่ผ่านมา

    I subscribed ❤😊

  • @habibi-mq7yb
    @habibi-mq7yb 19 วันที่ผ่านมา

    Pls help me. I want to customize my metahuman body.

  • @rohitnair7140
    @rohitnair7140 หลายเดือนก่อน

    help, i am stuck at retarget manager and the windows show completly different.

    • @FeedingWolves
      @FeedingWolves หลายเดือนก่อน

      Hi, so this video was made when UE5 was just released. You will need to use IK Retargeter. I touch on the IK Retargeter workflow in this video at 6:17 th-cam.com/video/BXMyE7OIyhk/w-d-xo.htmlsi=EfJfqTtvCXo8VTbp

  • @paonerao
    @paonerao หลายเดือนก่อน

    rockstar !!

  • @thejetshowlive
    @thejetshowlive หลายเดือนก่อน

    Nice

  • @charlytutors
    @charlytutors หลายเดือนก่อน

    Awesome, as always! =)

  • @user-PayWorld
    @user-PayWorld หลายเดือนก่อน

    Can someone please tell me how to use the animation at the beginning of the metahuman warming up?

    • @FeedingWolves
      @FeedingWolves หลายเดือนก่อน

      what do you mean use the animation? have you keyframed it?

    • @user-PayWorld
      @user-PayWorld หลายเดือนก่อน

      @@FeedingWolves How can I use the animation that the character does at 0:27 in the video?

    • @FeedingWolves
      @FeedingWolves หลายเดือนก่อน

      @@user-PayWorld Oh I keyframed that. I just went through each control, made an adjustment and then copied and pasted the keys to the other side.

    • @user-PayWorld
      @user-PayWorld หลายเดือนก่อน

      @@FeedingWolves I guess what I wanted to say was, "Where is the animation called f_med_nrw_ron_01?" This animation doesn't appear in my environment. How can I make it appear?

    • @FeedingWolves
      @FeedingWolves หลายเดือนก่อน

      @@user-PayWorld It will not appear because it does not exist in any project😥 I created it from scratch. Add a metahuman to sequencer, then use the body control rig, and go through each bone an animate it and set a key. You can then bake it to an animation sequence and use it in all your projects.

  • @renegadealgorithmmedia1958
    @renegadealgorithmmedia1958 หลายเดือนก่อน

    Masterclass!!!!!🎉🎉🎉

  • @JonCG
    @JonCG หลายเดือนก่อน

    This is Awesome Grabriella,Love it

  • @JonathanWinbush
    @JonathanWinbush หลายเดือนก่อน

    Impressive as always 🤙🏾

  • @spaceidiot200
    @spaceidiot200 หลายเดือนก่อน

    would be clearer to show just the eye lid raise, rather than both that and the outer brow raise. as the outer brow raise does not affect the lower eyelid on its own.

    • @FeedingWolves
      @FeedingWolves หลายเดือนก่อน

      Good point! I kept the brow raises in there instead of removing them as they are tied to when they eyes widen during the performance.

  • @VRDivision
    @VRDivision หลายเดือนก่อน

    impressive!

  • @tbowren
    @tbowren หลายเดือนก่อน

    Eye see what you did there, very nice.

    • @PixelProf
      @PixelProf หลายเดือนก่อน

      I agree! This is very..... eye opening. 🙂

    • @FeedingWolves
      @FeedingWolves หลายเดือนก่อน

      haha I see what you did there!

    • @FeedingWolves
      @FeedingWolves หลายเดือนก่อน

      @@PixelProf lol here we go with the puns!

  • @harshitgswm7115
    @harshitgswm7115 หลายเดือนก่อน

    What is price ?

  • @bossmen6665
    @bossmen6665 2 หลายเดือนก่อน

    How does it track your body

  • @yahbin77
    @yahbin77 2 หลายเดือนก่อน

    U have a natural gift for teaching. My 8 year daughter is inetrested in your stuff. Bless you.

    • @FeedingWolves
      @FeedingWolves 2 หลายเดือนก่อน

      This message made my day!!! Thank you so much!!! Tell her she has a new fan!

    • @yahbin77
      @yahbin77 2 หลายเดือนก่อน

      @@FeedingWolves Sure Madam.

  • @yahbin77
    @yahbin77 2 หลายเดือนก่อน

    Just Genius. Thanks Ma'am.

  • @davidbolivarg
    @davidbolivarg 2 หลายเดือนก่อน

    This is just perfect and very useful, thanks a lot!!

    • @FeedingWolves
      @FeedingWolves 2 หลายเดือนก่อน

      Aww thank you so much! I am so happy you found it useful!!

  • @wallasace
    @wallasace 3 หลายเดือนก่อน

    Great work! Lots of eye corrections, it made a big difference. Do you often work with graphic curves in your process? I saw a lot of wobble in the raw and normally I would use curves to correct

    • @FeedingWolves
      @FeedingWolves 3 หลายเดือนก่อน

      Thank you! When you say graphic curves, do you mean the curve editor? I am using the curve editor to adjust the existing keys for the brows currently. I made a tiny adjustment to the eye movement, just for this short clip. Haven't gotten to the eye section yet. There is a "bug" where the eyes tilt down when the brows raise up. I am going to also use the curve editor to adjust this strange peak in the Y-axis, but it is going to be tricky figuring out what data is being lost during those brow lifts in the eye Y axis. Curious to know, how would you approach this issue?

    • @wallasace
      @wallasace 3 หลายเดือนก่อน

      ​@@FeedingWolves Exactly curve editor 😅 Got it, I saw better now that when the eyebrows are raised the eye goes crazy. To fix it I would do the same as you with the curves, but to debug it I could think of: 1 - The Process step in the MHC may be interpreting different data values ​​for the same shape/control/bone/drive(?), so it is possible that the same data arrives for different controls; Maybe another test to diff the results? (You can see this if you take the frames that have noise and compare them with the eyebrow movement frames) 2 - I don't really like using this idea, but maybe it's a bug in Unreal's attempt to translate it, similar to my first idea but in software way(?); 😅 3 - The footage may have been compromised by shadows, changes in light and quality, making the process difficult to achieve. But knowing your work, I don’t think that’s the case. 4 - At least: nothing is perfect, working with Mocap professionally I never saw perfect results (not yet but I'm working on it) this kind problem is complete normal and always need to clean up. Note: in Control Rig there are two controls to make this movement "CTRL_R_eyeAim" and "CTRL_C_eyeAim" may have some way to smooth this inside the asset? I'm literally working right now with Faceware's Retargerter and when I retarget the same problems appear, luckily I can change the same parameters that smooth out the curves and reduce the number of keyframes so it doesn't flicker to much. But for a "perfect" animation clean up will be necessary.

    • @FeedingWolves
      @FeedingWolves 3 หลายเดือนก่อน

      @@wallasace This is an awesome reply! Thank you! Let me touch on your points. 1. The Process step - I have seen this with Faceware data as well (skip to 4:03 th-cam.com/video/Yxm9qMo9gyQ/w-d-xo.htmlsi=VfVr4AnBbbqisHlN ) so it might be due to the actual MetaHuman itself. You might be onto something in saying something is interpreting data values for the same shape/bone drive. Perhaps the MetaHuman Rig Logic itself is, might somehow be triggering the eyes to look down with brow raises or when a "corrective" is over correcting? Not sure but I like your explanation. 2. I am "debugging" for sure with the brow data as it has a hard time differentiating when there is an outer brow raise vs the release of a brow down/brow lateral. So using those curves as references is helpful. 3. Footage compromised, I am flattered you think that is not the case with me! 4. Yes, there will always be cleanup. I feel like you have to be a very patient person to "want" to clean up, as I actually enjoy doing this with the face, but I dont enjoy it as much with body data. On your note: Faceware uses the C_Eye that controls both eyes which is very helpful and convenient. MetaHuman Animator animates each eye separately. I can understand why as eyes are not always perfectly even when darting and such. I haven't tried switching to the Eye Aim but...I might be able to see if that jolt in the eye Y-axis is not there and use that as a reference.

    • @wallasace
      @wallasace 3 หลายเดือนก่อน

      ​@@FeedingWolves Oh thanks, are you welcome! 😊 You took a good result with Faceware Studio, did ever try do this process with Analyzer and Retarget in Maya? I'm facing several problems right now: it's a extreme slow process and I'm not getting good results from this yet. I has been used Faceware Studio only two times and to be honest I didn't explore to much yet. 1 - Are you using the Glassbox ABP? In the video you show so many controls curves, if not might be fair to give a try with that? 2 - Question, the both eyes are having this same issue? 3 - Clean up the face is a meditation, but the body and the FINGERS is really a pain in the ass (sorry). For this nothing like a good music and good cup of coffe/tea to do this hard work. Note about your note about my note: Could be a good try, but at Process Stage can you change that? Because if not that will be worthless.

  • @2DNAC
    @2DNAC 3 หลายเดือนก่อน

    The eyebrow animation fine-tuning in this video subtly enhances the character's expressiveness, showcasing impressive detail. Amazing job!!!

  • @konstantindlakrua9408
    @konstantindlakrua9408 3 หลายเดือนก่อน

    It's amazing!

  • @xaby996
    @xaby996 3 หลายเดือนก่อน

    Do the new 5.3 tools interest you at all?

    • @FeedingWolves
      @FeedingWolves 3 หลายเดือนก่อน

      Which tool? Unfortunately, I have had a hard time with the bugs in 5.3 so I have avoided using that version.

    • @xaby996
      @xaby996 3 หลายเดือนก่อน

      ​@@FeedingWolvesthey added some basic weight painting tools and skeleton editing tools. Probably not exciting if youre use to bouncing between the best software out there

    • @FeedingWolves
      @FeedingWolves 3 หลายเดือนก่อน

      @@xaby996 Actually that is quite interesting. I haven't tested either of those out yet, but I am sure I am going to need to use the skeleton editing tools at some point. Have you found any good videos that delve into either of those tools?

    • @xaby996
      @xaby996 3 หลายเดือนก่อน

      ​@@FeedingWolvesnope. Just a few ppl showing that its possible.

  • @VRDivision
    @VRDivision 3 หลายเดือนก่อน

    this is just beautiful

  • @charlytutors
    @charlytutors 3 หลายเดือนก่อน

    Wow! Very nice!

  • @JonathanWinbush
    @JonathanWinbush 3 หลายเดือนก่อน

    🔥🔥🔥🔥

  • @davidbolivarg
    @davidbolivarg 3 หลายเดือนก่อน

    Hi Gabriella! Excellent tutorial! I recorded a video for LiveLink, added to a Sequencer... everything was perfect except is important that the character moves and tilts the head accordingly to the gestures (as it was recorded), but when I use the Face Control Rig, the head won't move anymore. The gestures are fine but the tilt and all of that won't happen again. If I delete the control rig, the neck and head movements return without any problem. Is there any way to mix both? I´ve tried every "solution" but none works

  • @SoulVisionStudio
    @SoulVisionStudio 3 หลายเดือนก่อน

    Wow i loved the camera work and the symbolism in the story, this is really good

  • @Eclectic_Chicken
    @Eclectic_Chicken 4 หลายเดือนก่อน

    oooh yes, it helped me with audio 2 face !!! thanks a lot !!!

  • @josiahgil
    @josiahgil 4 หลายเดือนก่อน

    I am new to UE, thank you for this valuable info.

    • @FeedingWolves
      @FeedingWolves 4 หลายเดือนก่อน

      I am so happy to hear that! And welcome to the community!!

  • @frellinghazmot4443
    @frellinghazmot4443 4 หลายเดือนก่อน

    What are your zbrush export scale settings at upon export? It comes in really small in Unreal Engine.

  • @cinematic_monkey
    @cinematic_monkey 4 หลายเดือนก่อน

    What a wonderful person you are!

  • @xTHHxAimiForevr
    @xTHHxAimiForevr 5 หลายเดือนก่อน

    have you updated your workflow for UE5?

  • @anthonysieben1758
    @anthonysieben1758 5 หลายเดือนก่อน

    Hello Hello, this is a great video but I'm encountering same issue with tangents from neck to chest, and tweaking the material settings doesn't really do the job :S I tried different techniques : repainting vertex colors to standard MH ones. recomputing tangents on the seperate skeletal meshes, nothing really works... If anyone has an idea I'm keen to have it :) Thanks!

  • @MaisnerProductions
    @MaisnerProductions 5 หลายเดือนก่อน

  • @gw244
    @gw244 5 หลายเดือนก่อน

    Gabriella, I'm looking to buy the bodysuit & face combo that you have. How much did you pay?

    • @gw244
      @gw244 5 หลายเดือนก่อน

      So I contacted Xsens. There are three versions of the bodysuit; MVN Awinda Starter, MVN Awinda and MVN Link. Which one of these are you using, Gabriella?

  • @scienticus
    @scienticus 7 หลายเดือนก่อน

    No more videos?

    • @FeedingWolves
      @FeedingWolves 7 หลายเดือนก่อน

      They are coming😉

    • @g3nius
      @g3nius 7 หลายเดือนก่อน

      great @@FeedingWolves

  • @impact4th
    @impact4th 7 หลายเดือนก่อน

    hi this is amazing !! i wnat notepade where is?

  • @mehulpangtey
    @mehulpangtey 7 หลายเดือนก่อน

    we need tutorial

  • @scienticus
    @scienticus 8 หลายเดือนก่อน

    Do I need MVN ANimate Plus or Pro, to use the Xsense MVN Live Link or is MVN Record enough?

    • @FeedingWolves
      @FeedingWolves 8 หลายเดือนก่อน

      In order to stream live data, you will need either the Plus or Pro version.

    • @scienticus
      @scienticus 8 หลายเดือนก่อน

      Whats the point of MVN Record, if you cant do anything with it? Not even safe in FBX. Why there is not a cheaper version. Not everyone needs an intensive cloud with all that functions.@@FeedingWolves

  • @dougmaisner
    @dougmaisner 8 หลายเดือนก่อน

    How do you get the height map to work in the cavity slot? Is the process explained in one of Sackmann's courses?

    • @FeedingWolves
      @FeedingWolves 8 หลายเดือนก่อน

      Yes we put the height map in the cavity slot.

    • @dougmaisner
      @dougmaisner 8 หลายเดือนก่อน

      @@FeedingWolves But don't you have to make changes to some blueprints to get the height map to work in the cavity slot? I couldn't get it to work.

  • @hotsauce7124
    @hotsauce7124 9 หลายเดือนก่อน

    Hello you made a great UE Animation Fellowship MVN to Metahuman lecture. I have a question about that lecture. Question: at time index 44:10. In the Details tab, what “Remap” asset did you plugged into the “Retarget Asset drop down selection menu?”

    • @FeedingWolves
      @FeedingWolves 9 หลายเดือนก่อน

      I created an IK Rig for the MetaHuman and IK Rig for the Puppet (source) and then created an IK Retargeter asset to retarget the data from the Puppet to the MetaHuman. I assigned that IK Retargeter Asset. Is that what you are asking?

    • @hotsauce7124
      @hotsauce7124 9 หลายเดือนก่อน

      Thank you so much! I love your enthusiasm for UE5 and Xsens mocap. Thank you so much for you videos. I'm learning a lot from your Faceware to UE tutorials as well. Faceware looks like an amazing tool.@@FeedingWolves

  • @hotsauce7124
    @hotsauce7124 9 หลายเดือนก่อน

    Question, has the Xsens puppet with "flat hip bones" been moved in the Xsens website? It does not seem to be available anymore.

  • @Turmnllyrc
    @Turmnllyrc 9 หลายเดือนก่อน

    how did you get it to work?

  • @megalockge
    @megalockge 10 หลายเดือนก่อน

    You're the best

  • @CalmDownJack
    @CalmDownJack 10 หลายเดือนก่อน

    metahumans look weird

  • @ApexArtistX
    @ApexArtistX 10 หลายเดือนก่อน

    no need to bake.. just import into main sequence the data

  • @Kata-oy4gl
    @Kata-oy4gl 11 หลายเดือนก่อน

    Awsome tutorial ! one werid question after finishing mesh to meta and more editing in Mhc in the website how to bring it back to unreal i cant find it the bridge no where only showen in the website at the moment whyy ! i am confused thanks

  • @nicholass3430
    @nicholass3430 11 หลายเดือนก่อน

    Hi, thank you for your wonderful tutorials. Do you know how to insert a custom iris texture? Or does anyone have a copy of the old eye shader (which has an iris col texture slot in the MI) Help appreciated!!