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Virtual Production Insider
United States
เข้าร่วมเมื่อ 17 เม.ย. 2024
Welcome to Virtual Production Insider! This is a dedicated channel to learning the ins and outs of virtual production. Our goal is to create the FREE educational resource that we wish we had when we were getting started in Virtual Production. We've also launched a Discord server in an effort to create a supportive and collaborative community!
Follow Us:
Virtual Production Insider - @vpinsider (Instagram & Tiktok)
Follow Us:
Virtual Production Insider - @vpinsider (Instagram & Tiktok)
Custom Metahuman Clothing MADE EASY
Use this link to get your first month with Metatailor for only $10:
marketplace.metatailor.app/payment-type-mod?p=price_1OMDzdBOHElGgbDvCP9V1Kx5&c=7nRbsSzN
Metatailor App: www.metatailor.app
Metatailor Discord: discord.gg/F5MfYkkV
Unreal Engine Film School Waitlist:
forms.gle/HXSG9FMmx68wQyhR6
Join the Discord server:
discord.gg/BWFFh5qBUK
Follow Us:
vpinsider
www.tiktok.com/@vpinsider
More about David Stapp:
www.linkedin.com/in/david-stapp-43930094/
More about Form Studios:
www.formstudios.com
#unrealengine #tutorial #virtualproduction #metahuman #metatailor
marketplace.metatailor.app/payment-type-mod?p=price_1OMDzdBOHElGgbDvCP9V1Kx5&c=7nRbsSzN
Metatailor App: www.metatailor.app
Metatailor Discord: discord.gg/F5MfYkkV
Unreal Engine Film School Waitlist:
forms.gle/HXSG9FMmx68wQyhR6
Join the Discord server:
discord.gg/BWFFh5qBUK
Follow Us:
vpinsider
www.tiktok.com/@vpinsider
More about David Stapp:
www.linkedin.com/in/david-stapp-43930094/
More about Form Studios:
www.formstudios.com
#unrealengine #tutorial #virtualproduction #metahuman #metatailor
มุมมอง: 3 124
วีดีโอ
How I Created an Unreal Engine Short Film BY MYSELF
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Today, we are breaking down my short film submission for the "Secrets of the Luminara" challenge by KitBash3D. Check out the full "Banished" short film: th-cam.com/video/8bwMhDHEUsc/w-d-xo.html Sign up for the "Unreal Engine Film School" Waitlist: forms.gle/HXSG9FMmx68wQyhR6 Join the Discord server: discord.gg/BWFFh5qBUK Follow Us: vpinsider www.tiktok.com/@vpinsider More about D...
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Recreating BLACK OPS 6 in Unreal Engine
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Today, we are recreating a scene from the Black Ops 6 campaign in Unreal Engine 5. Want to learn how to create cinematics in Unreal Engine? Then be sure to subscribe so that you can be notified when my "Unreal Engine Film School" course launches! Join the Discord server: discord.gg/BWFFh5qBUK Follow Us: vpinsider www.tiktok.com/@vpinsider More about David Stapp: www.linkedin.com/...
How I Created my Kinetic Rush Submission in Unreal Engine (Top 100 Finalist)
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Today, we are breaking down my submission to the Kinetic Rush 3D Challenge. Join the Discord server: discord.gg/BWFFh5qBUK Follow Us: vpinsider www.tiktok.com/@vpinsider More about David Stapp: www.linkedin.com/in/david-stapp-43930094/ More about Form Studios: www.formstudios.com #unrealengine #tutorial #virtualproduction
Virtual Production Breakdown: Fallout
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In this episode, we take a look at how Fallout utilized virtual production to bring it's world to life. Behind the Scenes Articles: www.magnopus.com/projects/fallout www.unrealengine.com/en-US/spotlights/magnopus-brings-amazon-s-fallout-series-to-life-with-virtual-production-powered-by-unreal-engine www.fxguide.com/fxfeatured/inside-the-led-bunker-of-fallout/ Join the Discord server: discord.gg...
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Welcome to Virtual Production Insider
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Welcome to Virtual Production Insider
David is by far one of the best Unreal Engine Cinematic Storyteller Artists out there. His work is awesome. I would definitely recommend him to people who may have a project going and are in need of top notch artist. Thanks David for sharing your knowledge in these though times we are living. Cheers man
Thanks so much! Really appreciate that
I’m making a multiplayer game and now I’ve added in metahumans when I test as 2 player when the character goes more than about 30m away his body parts go all whack, this is when I have it set as set lead component pose to the mesh, if I disable that then they all work fine even at distance but when player 2 comes from off screen to player 1 view his body parts are all whack until you stop pressing keys and press them again when he is on screen. Any ideas?
at 11:22 or there abouts, when the Metahuman is doing it's ROM test, you can see the skin in the armpits poking through. Is that fixable or is that more of a "Good enough for free" option?
@@thejetshowlive totally fixable! You can use the tools in Metatailor to fix areas like that.
@@VirtualProductionInsider Thank you do much for replying. Will Sub for that!
Try not to look at that rogue nostril hair. All seriousness, great vid. Thank you!
😂
Good tutorial!
Fantastic sir
Haha, its that simple....er no it isn't, unless you are very experienced with UE5+ Yes its all do-able but I found a mountain of problems using a slightly earlier version on a project. One being adding motion control to the body and mocap to the face seperate. Maybe they have remedied it in 5.5, but it was a struggle to join the head back to the body with mocap. Had to go through a mountain of different tuts to try and remedy it, with lots having the same problem at the time. I think one of the biggest, and this goes for other cg software too, is having to find and use so many external pieces of software to solve other problems. Clothing and clothing collision etc so loose clothing moves correctly. I'm moving more into Ai, now as I found it taking far too long to solve problems in UE which I found simpler in other cg software. I may come back to UE at some point. The voice to lip sync is an improvement. If your trying to get a likeness of a specific person, that is still quite a headache unless you are using the maya pipeline. I find UE quite disjointed logicaly sometimes. I always compared it to being like driving a car, except you have to build the car from scratch before you can drive it, where as other software its like the car is already built and you can tweak it for your own needs. Saying that brilliant work on your part, you are obviously very experienced with UE and for those having time to learn all its deep controls, including scripts at times, it can produce great results as you have proved here. 👍
😮😮😮
Insane. Bro mad props
when applying motion my metahumans head is floating. do you know how to fix this? im really stuck at the moment. thanks
Are you using UE 5.5?
@@VirtualProductionInsider yes i am using unreal 5.5 its not a floating head its infact the head stretches really, when i delete the control rig it goes but i really need the control rig on
Have you tried baking the animation to a control rig, and then adding an “additive” control rig on top of that to apply offsets? Also, I’m currently using UE 5.5 and am running into the floating head problem as well when working in sequencer with an animation applied to my Metahuman. The only thing that makes it temporarily go away is opening the Metahuman blueprint and clicking “compile” up in the top left. Definitely a bug that will need to be fixed in future updates
@@VirtualProductionInsider yeah i did try this aswell the neck is still stretching out really badly only fix is deleting the control rig for now and then it works but means i cannot fine tune the animations which is a major stress for the current deadline i have eurghhh! if you think of anything else do share but thanks for all your help subbed!
I guess I missed why the project is called "Banished". I guess because the power was hidden? Anyway, really great job. As a novelist, I would love to see my books come to life and have had my own projects in mind like this for a while. If I could, I'd totally make something like this.
Thanks so much! It’s called “Banished” because the temple they are exploring is called the “Temple of the Banished”, which is revealed when the main character is reading the inscription
I can't thank you enough!!! this is really helpful!!!!
Hey! I've found your vids super insightful. Thanks for sharing the knowledge. :) Did you ever face an issue with the eyes of MH rendering "glowy or shiny" with exponential height fog present in the scene? This shows up for me when they are further back in a scene. Hoping you've encountered and solved this issue before!
Thanks! One thing to try is going to the "M_EyeOcclusion" material for the metahuman and changing the Translucency pass setting on the left. I cover this in my "Fixing 5 Common Metahuman issues" video on this channel
th-cam.com/video/zRUvK1l4xYk/w-d-xo.html
Is there a perpetual license for purchase or is it only subscription based?
I bought an annual license. Includes all updates for a year.
@ Has it been worth the $300+ for the year so far?
@@nu-beings For me it has.. but I do VFX and make alot of characters.. I think if ur need to dress up more than 2-3 characters in a year then buy the annual, its discounted.
How is MetaTailor better than me just using Mutable plugin for free inside UE 5?
Metatailor lets you take existing 3D clothing and fit it to your character. The mutable plugin is designed to take that clothing and then apply it in a way that allows you to easily customize your character and enable/disable clothing in a dynamic way. While the mutable plugin can hide polygons to prevent clipping, you still want the clothing to properly fit the body of your character for best results
Great question! Most of users combine the two. Consider this, METATAILOR is like having a self adapting clothing wardrobe. For example, most artists have spent time and money over the years hunting down the “perfect” item on some 3D marketplace just to learn they have to spend hours getting it to work for their project. METATAILOR makes any clothing fit any avatar instantly. You’ll feel like your playing the sims but you’re actually doing a very technical workflow and don’t even realize it.
5 .fbx free export per month? No, thx.
Hey man great work, Lighting was on point . Complicated pipeline but I feel blender could have done all of this for unreal. Waiting for more content.... PS Please check the blend weights of the characters around the neck and elbows.
Thanks so much! And definitely agree about the blend weights, learned a lot making this film, but I’ve still got a ways to go!
I guess changing a CHARACTER to fit in a clothing is never an option.
What machine specs do you have?
I saw a previous comment. A 3090 and a 7800xd is surprising.
The VRAM on the 3090 makes a big difference
No idea what I'm missing here. Did my File->Export, then import from MetaTailor.... "Invisible avatar" it seem.... :(
You have to put the metahuman at 0,0,0 positing in UE before exporting to MT
U solved many problems I have that metailor utube didn't explain, thx
I SUBSCRIBED THX MAN ...one problem i have is i have a meta human in my short film and the hair is looking white or shiny for some odd reason instead of natural...is there a fix to that
Great..I hope i can do it like this..thank you.
don't forget to zero the transforms before exporting metahuman 👶
Argh... that was my mistake. Set my meta on origin
Yes, good catch! Definitely an important step
Yes very important tip
I wonder if we could use this program to make body suits to give them a better body. Hmmmmm.....Might be the work around for Metahumans failure to adjust the body.
what do you mean?
@@racereview1679 Metahumans has 3 body types. I was wondering if you could make a body suit, like a fat suit, for example and use that as the body as a workaround for lack of body options for Metahuman.
@@themightyflog Interesting thought! Technically if you made a "body suite" with the skin texture on it that is multiple sizes you could theoretically make new bodies that way or at least easier blendshapes.
@ like a virtual fat or muscle suit.
@@themightyflog Yeah Ive done this actually. I imported a body mesh into MT and fitted it skin tight (using the shrinkwrap slider) to various different avatar bodies, from there I exported variants of the fitted body mesh into MAYA and made a range of blendshapes. Is that what youre trying to do?
We have uncharted at home *uncharted at home*
Thank you for this tutorial. They just found a new customer in me!
You'll be at 50K soon, again thanks so much for the content. This is the first day that I even knew about your channel aaannnnnd boom a video drops a couple hours later. So good. ✌
Welcome to METATAILOR!
Sign me up. This is awsome.
This was jam-packed with great information. Well done dude. Thank you for this. You've earned my sub.
Hey, great vid. However, when I convery metahuman rig to layered, the animation works but the rig breaks, any ideas why. The rig moves slightly and the head disconnects. thanks
Thanks! Are you using UE 5.5? If so, this is a known issue with 5.5 and will hopefully be fixed in a future update
Man I am so glad I opened TH-cam today, sub and stalker mode engaged. Deep thanks for all the information in this video. Proof of concept is motivational GOLD!
Nice Job. You should see what I did with Move AI and Nvidia Omniverse. 1 Artist 50 minute animated series broken into 30 Episodes. All custom models no metahumans. Everything is built by me except the environments. Those I relied on marketplace assets.
exelente!! estoy haciendo uno de star wars con mi cara y la de mi esposa ajajaj propia historia.amo la animacion
me paso lo mismo ise una pelicula y tarde 8 meses. y todo solo.n encuentro en latinoamerica quien le guste animacion!!1 es frustrante
Hey please do u have a course on this ?
It’s coming soon! You can actually sign up for the waitlist using the link in the description
Congratulations! And thank you for the excellent tutorial.
Great tips! Thanks for sharing these 5 nuggets. Question,Do you know what technique might be the best way to get a Metahuman to pick up and put down a prop such a s box? I've tried the attach method inside the sequencer and it works to attach the box to the Metahuman but for the love of me I can not get the box to be stationary when the Metahuman hasn't picked it up. It just automatically attaches itself to the Metahuman. I've cheated it by creating 3 seperate boxes and turning them on and off when the metahuman is not caring the box... I know there is a way to have it just be one box the entire time without cheating it.
Thanks! You should be able to adjust when the object attaches by dragging the in and out point for the attach track in sequencer. This will determine when the attachment begins and ends. Give that a go and see if that works
Awesome and very inspirational. And thanks for covering so many different techniques in a relatively short video! Lots to check out.
With my new PC, I have decided that I will take what I have learned from this and make my own short film.
Do you mind sharing tips … I would like to make one for myself
Okay@@RellIRL firstly, learn Blender. It is free and once you get over the learning curve you'll do well! You will also want to read books or watch things in regards to "Cinematography" as well as lightings and the rule of thirds. It won't be easy but invest in a powerful PC too.
Man I've been searching for a way to use the audio to facial animation, then use LiveLink the record the rest of the face combining them into one. Been driving me crazy lol
I am waiting for your full course
Amazing work!
One of the Top tips!
Спасибо, и правда реалистично
how often does Unreal Engine 5 crash though?
It never really crashed during the layout and animation phase, i did run into some crashes during rendering when i would run out of VRAM. So then i would have to optimize the scene in order to avoid that
I really love the effort you guys are putting into this channel. I would however express some reservations about the idea that you can arrive at the prelight day with a myriad of parts of your virtual set that still need fixing. If this is the case they better be things that can be fixed quickly because the rest of the production will notice and has other things they need to accomplish on that same prelight day. I'm just giving you a DP's perspective (and one who really enjoys VP most of the time). I know that if the producer (or god forbid the director) notices that all these different parts of the set don't look right and need fixing it's going to cause stress and a negative first impression which can spill over to the following days. Moral of what I'm saying is make sure you've got it close enough to keep it to fine tuning. And I feel like that wasn't adequately expressed. Sorry for the rant and keep up the good work guys!
Thanks for the feedback, and i agree 100%! We always try to deliver clear expectations of what IS and IS NOT possible on the prelight day in terms of changes. This is where communication can be crucial.
Great tutorial! I was wondering if you know the reason why when using movie render cue, the exposure of the final animation doesn't match what the camera is showing on the viewport. I tried to find the solution in many many tutorials but none of them seem to have that issue. The only wayaround I found was to overexpose my camera and do some render tests until the result matches the right exposure I had before overexposing it. Cheers mate, you got a new subscriber!
Thanks! This is typically caused by the viewport using a different lighting view. You can try going to the top left of the viewport and click “Lit” and then make sure “Game Settings” is checked. This ensures that you are looking at the same lighting view that Movie Render Queue will use
@@VirtualProductionInsider Thanks for getting back and yes, it is checked. But the render always shows the result way more darker than the preview :(
@@bubaruleshow is your exposure set? Is it using a post process volume?
@@dmsproductions6838 yes
great! patiently waiting on your unreal course