The code and logic is open source so a savvy 3ds Mac coder could find equivalent logic to this. The basic code behind it is finding the mapping between the FBX animation (expressions driven) to what facial control it's driven by.
@seanwnolan first of all thank you for this. i have been looking for something like this since unreal engine 4 metahumans. i tried following this and your read me file. Its showing the animation has been transferred in maya but when i press play the face does not move. thank you in advance also if i get this to work i would like to show people this method on my channel giving you full credit of course. this tool is very helpful to alot of people im sure
Hi, This was by design as I did not want to make any assumptions about skeleton connections in the Maya scene. Users might already have their Metahuman rigged using another package like mGear. So this process and code I'm providing is only intended for the facial animation and not skeletal animation. Bringing in skeletal animation in the scene would require a completely different set of commands and require additional input from the user.
Thanks for sharing ! Question, I have an issue where it can’t find Face_ControlBoard_CtrlRig node, not sure if its from bridge rig export or I am missing something.. using maya 2020.4
Sorry for the error. I have an update to the code and process coming soon. This video will be irrelevant once this update has been pushed out. I'll post here once the update has been uploaded. Thanks for the interest.
Hello, Iam struggling to install the script, I've installed python & pyMel on PC but somehow the maya wont see it, and I get error "Must have PyMEL installed". Any idea how to overcome this ?
Is it possible to do the reverse? After importing the animation from Metahuman Animator into Maya, is it possible to export it to Unreal Engine to apply it to the Metahuman character? thank you
Yes, it is possible! I think there maybe existing tutorials to help describe this process. But essentially will require 2 exports, one for the body and the other for the head. Both have their own skeletons on the Unreal side. It's is also possible to use Maya's built in Game Exporter tool. But you do need to know the meshes and the skeletons that would be tied to the skeleton in Unreal.
This is great Sean!
Thanks Steve! 😀
Game changer! Boy I'd KILL to have this script work in 3ds Max!
The code and logic is open source so a savvy 3ds Mac coder could find equivalent logic to this. The basic code behind it is finding the mapping between the FBX animation (expressions driven) to what facial control it's driven by.
@@seanwnolanthank you for sharing the script, I guess I will try to adapt it for Blender.
Thank you!!
@seanwnolan first of all thank you for this. i have been looking for something like this since unreal engine 4 metahumans. i tried following this and your read me file. Its showing the animation has been transferred in maya but when i press play the face does not move. thank you in advance also if i get this to work i would like to show people this method on my channel giving you full credit of course. this tool is very helpful to alot of people im sure
Thanks for the interest and sorry for the issues. Should be resolved shortly. However these instructions will be updated to reflect this update.
@Jsfimz
Give a go again and hopefully this will work out for you
th-cam.com/video/uw_gXGLq7d0/w-d-xo.html
github.com/swnolan/metahuman_facial_transfer
hi nolan, I check the animation curves and found head transform is included in fbx, but how can the head movement be visualized in maya animation?
Hi,
This was by design as I did not want to make any assumptions about skeleton connections in the Maya scene. Users might already have their Metahuman rigged using another package like mGear. So this process and code I'm providing is only intended for the facial animation and not skeletal animation. Bringing in skeletal animation in the scene would require a completely different set of commands and require additional input from the user.
Thanks for sharing !
Question, I have an issue where it can’t find Face_ControlBoard_CtrlRig node, not sure if its from bridge rig export or I am missing something.. using maya 2020.4
Sorry for the error. I have an update to the code and process coming soon. This video will be irrelevant once this update has been pushed out. I'll post here once the update has been uploaded. Thanks for the interest.
New update and process. Tested in 2020 and confirmed working with new steps
github.com/swnolan/metahuman_facial_transfer
@@seanwnolan thank you !
Hello, Iam struggling to install the script, I've installed python & pyMel on PC but somehow the maya wont see it, and I get error "Must have PyMEL installed". Any idea how to overcome this ?
Might want to double check the install docs.
help.autodesk.com/view/MAYAUL/2022/ENU/?guid=GUID-2AA5EFCE-53B1-46A0-8E43-4CD0B2C72FB4
Is it possible to do the reverse? After importing the animation from Metahuman Animator into Maya, is it possible to export it to Unreal Engine to apply it to the Metahuman character? thank you
Yes, it is possible! I think there maybe existing tutorials to help describe this process. But essentially will require 2 exports, one for the body and the other for the head. Both have their own skeletons on the Unreal side.
It's is also possible to use Maya's built in Game Exporter tool. But you do need to know the meshes and the skeletons that would be tied to the skeleton in Unreal.
@@seanwnolan thnk you ! :)
I’ve updated the code to support exporting out the facial data back to unreal.
New code update and video tutorial!
th-cam.com/video/uw_gXGLq7d0/w-d-xo.html