Tutorial | How to add custom clothing onto Metahumans in Unreal Engine using Blender| Import NIKES

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  • เผยแพร่เมื่อ 15 ต.ค. 2024

ความคิดเห็น • 110

  • @Krytikyle
    @Krytikyle 2 ปีที่แล้ว +1

    My dude, thank you so much! I've been struggling with this for 2 days now, I followed similar tutorials but kept hitting walls, it seems that the bone rotation truly is key for this to work.

  • @BrewsterBot
    @BrewsterBot 2 ปีที่แล้ว +4

    Thank you so much man! I couldn’t find a lot of tutorials on this, but this really helped with a film that I’m making.

    • @fracturedfantasy
      @fracturedfantasy  2 ปีที่แล้ว +1

      So glad it was helpful, that's the goal! ✌

  • @virtual_intel
    @virtual_intel 3 ปีที่แล้ว +8

    I knew this was possible. I'm sure far more can be done regarding swapping things using Blender. Dope technique you developed and very useful. Now I will get to learning how to build my very own clothing assets out on Blender. Oh yeah this is Super Awesome!!

  • @conbuch9758
    @conbuch9758 2 ปีที่แล้ว +3

    I've been putting off blender for awhile now (for no reason at all, im stubborn) but this was such a crucial part of the next step in my film. Cant tell you how much I appreciate your straight forward and informative video man, keep it up!
    PS: they are definitely backwards xD

    • @fracturedfantasy
      @fracturedfantasy  2 ปีที่แล้ว +1

      haha, I forgot about the backwards part. Glad it helped you out!

  • @visualmeditation-relaxingv8391
    @visualmeditation-relaxingv8391 2 ปีที่แล้ว +4

    I can't thank you enough for this Blender-Unreal Series. Coincidentally I have decided to go the same route for my 3d workflow. After years in Maya and many many years of 3ds max I feel finally home in #Blender .

  • @CrazyRabbit0228
    @CrazyRabbit0228 3 ปีที่แล้ว +3

    Best tutorial ever, i recently just try to rig my vroid character cloth to unreal! This tutorial is very helpful😍

    • @fracturedfantasy
      @fracturedfantasy  3 ปีที่แล้ว

      That's awesome to hear, glad I'm paying it forward 😃

  • @DirkTeucher
    @DirkTeucher 3 ปีที่แล้ว +2

    Awesome. So good to see a blender tutorial for this, thank you. I used Maya for like 12 years or since whenever 4.0 was released but been solo on blender since 2.8 and loving it, haven't felt the need for maya till metahumans dropped so this tutorial is most welcome ! Blender is just so much nicer and faster to use (in my opinion). I am going to try this with a full outfit. Will let you know how it goes.

    • @fracturedfantasy
      @fracturedfantasy  3 ปีที่แล้ว +1

      Please do and let me know! I'm going to attempt the same sometime this weekend. I have heard both successful and unsuccessful trials. I imagine there will be more complications with the larger outfits.

    • @7_of_1
      @7_of_1 3 ปีที่แล้ว +1

      Wish I could do that, I just can't deal with Blender and have to stick with Maya. Tried 3 or 4 times to make the switch but it makes me want to throw the machine through the window lol. I mean i tried with Zbrush and I thought an alien had designed the interface but learned to love it after 6 months. Blender though, just can't. Mental blockage.

    • @fracturedfantasy
      @fracturedfantasy  3 ปีที่แล้ว +4

      @@7_of_1 I hear ya. I have a real deep curiosity for Maya. Everything I've heard is that it's an amazing tool and a leader in the space. I'm obviously taking the angle of 'free' on this channel, as I like the angle Epic has taken with their ecosystem. I feel like the immediate accessibility for all, regardless of financial position is a cool angle that spurs creativity for a portion of the population that otherwise would be limited. Not a knock on the paid options, just a current personal preference in terms of content creation.

    • @DirkTeucher
      @DirkTeucher 3 ปีที่แล้ว

      ​ @Garry Cleaver Haha yeah I know what you mean. I tried blender 2.5 and 2.79 and vomited all over my keyboard :D But 2.8 with EEVEE onwards after watching a couple hours of beginner tutorials a couple hours a night for 2 weeks got me hooked. I started using Maya less and less and cancelled my Maya subscription after about 3 months of learning Blender.
      One of the other reasons I looked at blender 2.8 again was for sculpting because I cannot stand the Zbrush interface, and I have used it since one of the first releases. I can move 70 million polys in zbrush no problem at all but Blender falls over at 15 million. But I don't do high res character stuff so it doesn't bother me that much and you don't need 70 million polys to make something amazing th-cam.com/video/6Exayvv6BkI/w-d-xo.html . I think it just depends what you do.
      The blender node editor + node wrangler + node preview add ons vs maya hypershade. I will choose blender any day. So much more intuitive and faster to use for procedural shaders (imho). CTRL + Shift + T to set up a PBR shader with 5 textures in 2 clicks. There are so many little shortcuts like that that blow my mind all the time and the add ons are awesome. I do miss particles, mash and that insert button for pivot placement though :D
      I make low/mid end 3d models for mobile games and viz for the web so I just don't need Maya 99% of the time it has more high end niche features ... that I just never used. And cascadeur is rapidly looking to replace any last lingering thoughts I have left about how awesome it was to animate with Maya.
      Since Autodesk bought Alias wavefront I feel like it's just been in a slow decline. It's a great shame, Maya was so awesome for indie devs 5-10 years ago which is I guess why Autodesk offered them an disgusting amount of money to sell it to them.
      Check out the Cycles X benchmark video I just did on my channel if you'd like to see how fast rendering is going to be in Blender 3.0. ... I rendered the barcelona benchamrk 6k image in 33 seconds.... Freaking awesome ! I can only wax lyrical about blender and suggest you give it another try. It took me 2 months an hour a night to crack it and i'm addicted is all I can say about it. (It's kind of obvious right)

    • @7_of_1
      @7_of_1 3 ปีที่แล้ว

      I love ZBrush now and would not want to move from it for sculpting. I’m doin more character stuff now and from what I understand the issue people have with blender is bone orientation and what’s with the armature thing and a reticle anyway? Why can’t they be normal.
      I can’t bring myself to do It. You did make some good points though.

  • @OG_KIRITO
    @OG_KIRITO 3 หลายเดือนก่อน

    Great video, its been a while since you posted. Keep going man love the energy!!

  • @soepdelsoep
    @soepdelsoep หลายเดือนก่อน +1

    wauw u helped me out so much! even now its still the correct way

  • @Bard-fx3su
    @Bard-fx3su 3 ปีที่แล้ว +4

    Thankyou dude, you are awesome for working this out.

  • @onthenet6717
    @onthenet6717 3 ปีที่แล้ว +2

    Nice very nice I m loving it , next show us how to resculpt the body

  • @Phoenix_VR
    @Phoenix_VR 3 ปีที่แล้ว +2

    Always with innovative and great tutorials :)
    Respect and admiration to you sir :)

  • @mexihkano
    @mexihkano 2 ปีที่แล้ว +1

    Thank you for this! Works like a charm!

  • @RWBKelly
    @RWBKelly ปีที่แล้ว +1

    Great Stuff. Did exactly what it says on the tin. I kept Y forward and all seems to work out.. Cheers. This the same for clothing I presume?

    • @fracturedfantasy
      @fracturedfantasy  ปีที่แล้ว +1

      Yes, same principle - with more complexity.

  • @bahaaabohala5895
    @bahaaabohala5895 3 ปีที่แล้ว +1

    Thanks for the cool explain , It helped alot 🤜🤛

  • @risnandarmultimedia5296
    @risnandarmultimedia5296 2 ปีที่แล้ว +1

    THx a lot for the tutorial.. very helpful

  • @GamiumGamers
    @GamiumGamers 3 ปีที่แล้ว

    lol i learnt more blender from this video than the beginner course xD

    • @fracturedfantasy
      @fracturedfantasy  3 ปีที่แล้ว

      Ha. That’s awesome 😎 High praise, thanks.

  • @dow647
    @dow647 3 ปีที่แล้ว +1

    Great video, thanks for sharing. Is it safe to assume that this process would work for other clothing types?

    • @fracturedfantasy
      @fracturedfantasy  3 ปีที่แล้ว +1

      The general process will. Weight painting can be a bit finicky, so there are going to be some nuances with each specific piece of clothing. I've seen some successful examples using this method for shirts and pants. I'm going to create a bit of series on some other clothing types. I should be posting those in the next week or so.

  • @DeeOdzta
    @DeeOdzta 2 ปีที่แล้ว

    top notch! thanks bud!

  • @alenabejenarou8605
    @alenabejenarou8605 2 ปีที่แล้ว

    AWESOME!!!!! Thank you so much!

  • @BooneyianLogic
    @BooneyianLogic 3 ปีที่แล้ว +1

    Thank you for your tutorial this is great stuff. How did you get the metahuman control rig into Unreal?

    • @fracturedfantasy
      @fracturedfantasy  3 ปีที่แล้ว +1

      Should just be there out of the box when you import a Metahuman through bridge.

  • @darianagreen9082
    @darianagreen9082 3 ปีที่แล้ว +1

    Thank you for your great tutorial! I will try this out this week. I was wondering if you will make it into a series of MH customization, explaining how to change clothes. Because only tutorials available is just how to make a transparent mask, hide the head from another model and attach Metahuman head to the new clothed body. This can be a viable workflow if the neck is almost totally covered. But otherwise if the character wears a t-shirt it wouldn’t work..
    Also thank you for mentioning me ) I still hope you can figure out how Alvaro from Mayhem Studio made his smooth transition from the gameplay to cinematics. When I asked him he answered he is using the standard camera attached to the character, that he drops as a Metahuman BP component into the timeline, then he animates that camera. But there are a few problems that I don’t know how he solves:
    1. The gameplay camera has settings that makes it inherit character yaw and rotation, so we can change its position, but we can’t rotate it unless we disable those settings in the details tab during the cinematics. But when the animation ends, I can’t figure out how to return back those inherit settings, as there is no key frame for them. And not sure how to do it from the BP. Not even sure if it’s the correct workflow
    Second problem is that the standard camera doesn’t have same settings as cinematic camera. Like focus, aperture. So for close up shots, how would we change those?
    And ultimately, if we have a dialogue and we need more cameras, should we use same camera changing it position or spawn a new one. Logically, we would need to spawn two cameras but Alvaro answered “don’t add more cameras, use the gameplay camera”. Not sure why, if we can use the gameplay camera as last camera anyway before the animation ends and put it in the exactly same position as it was in before the animation.
    I was just explaining all this because I would like to see if you try to replicate this workflow and explain step by step how to really better make a smooth and seemless transition from gameplay to cinematics and back. 🙏🏻🙏🏻🙏🏻

    • @fracturedfantasy
      @fracturedfantasy  3 ปีที่แล้ว +1

      I'm going to try it out on pants and top sometime soon. I expect the workflow will be slightly different but more or less the same. I also have a cool workflow from Quixel Mixer -> Metahumans that I'll be adding to the channel over the next 3-4 days.
      As for the camera.. yes I'm super interested in figuring this out. Need some time though. Alvaro is more advanced than me (he's been at this for a while) and he mentioned it was a bit difficult to setup. I'll figure it out, just hard to slot in all the learning. So much to learn and figure out and not enough time in the day ;) I'll let you know if I dig into that though.

  • @mr0boe0jangles
    @mr0boe0jangles 3 ปีที่แล้ว

    Hey man, super informative video. Beyond attaching other meshes to metahuman characters, can you do a tutorial for cloth sim on metahuman characters? For those of us who can't find the clothing assets we are looking for in the marketplace for example. I assume it's a very similar workflow as this sneaker - just curious if there is anything else to know from a cloth sim vs static mesh clothing change. Thanks!

  • @EslamBiker
    @EslamBiker 3 ปีที่แล้ว

    Can you provide an explanation of how to fix the hand in re-target Metahumen, and if you use an animation from mixamo that convert it into Mannequin and re-target it into Metahumen, you will face a lot of problems that fuck up the animation

  • @YCDesigns
    @YCDesigns 11 หลายเดือนก่อน

    brother, I did the same thing, but when I import the sneaker into unreal, when I pose the avatar I only move the foot and the sneaker stays

  • @ykach3
    @ykach3 2 ปีที่แล้ว +1

    When I import the metahuman rig to blender- my bones aren't aligning as yours- it looks different - what am I missing here?

    • @fracturedfantasy
      @fracturedfantasy  2 ปีที่แล้ว

      Metahuman's have recently come out with an update to the MHC skeleton. I suspect you'll find some differences in the feet and hands then what I've done here... I suspect the logic should remain the same though.

  • @LeandroOliveira3D
    @LeandroOliveira3D 2 ปีที่แล้ว

    Thank you very much for this tutorial. It helped me a lot! But now, I have to wear the metahuman with a female high heel shoe. Duo to the different feet pose, I can´t make it work. Any idea how to get it? Thanks in advance.

    • @tallantchou2613
      @tallantchou2613 2 ปีที่แล้ว

      Hi~Do you find some solution for metahuman high heels?

  • @back2the90s8
    @back2the90s8 2 ปีที่แล้ว

    First off all, I wanna thank you for your tutorials. I like the way you explain things.
    I have a problem in this one. As soon as I import my mesh into blender (i use a different shoe), the modifier menu disappears and I don't know why. I have the shoe in the correct position, but cannot mirror it.

    • @back2the90s8
      @back2the90s8 2 ปีที่แล้ว

      Somehow I got it after a lot trial and error. Blender controls feel kinda akward for me, but I think I will get used to it after a while. Now my Metahuman has Nike Retros xD Thanks again for your nice tutorials!

  • @RealSpencirBridges
    @RealSpencirBridges ปีที่แล้ว

    Hey! I have some custom clothes on my character. But when using mocap on my character, the clothes get stuck in place. On LOD 1 it's fine but on any other LOD they get stuck? I generated LOD's for these characters not sure why it's doing this.

  • @Djawadi90
    @Djawadi90 3 ปีที่แล้ว +1

    Thanks for the tutorial. you are awesome.
    But how can we weight paint chest bones for example.Too many bones and they look a bit weird are they not ? I used to create my own bones and they were so simple, unlike that.

    • @fracturedfantasy
      @fracturedfantasy  3 ปีที่แล้ว +2

      I'm going to make a bit of a series here. I've got some different ways to customize different clothing sets that I'll share. I haven't had a chance to try fully customized tops or pants yet so will let you know how that goes in some upcoming videos.

    • @Djawadi90
      @Djawadi90 3 ปีที่แล้ว

      @@fracturedfantasy Happy to Hear about the series

  • @Natalia_Kyle
    @Natalia_Kyle 2 ปีที่แล้ว

    Hi just a quick question, when I try to pose the skeleton, both of the shoes move as one object instead of just the shoe attached to the foot I am moving. How do I stop it from doing this?

  • @PerFeldvoss
    @PerFeldvoss 3 ปีที่แล้ว

    Great tutorial(s), thanks - did you try to do it with the unreal pipeline for blender? Would possibly make the workflow even better?

    • @fracturedfantasy
      @fracturedfantasy  3 ปีที่แล้ว +1

      I didn’t. Good thought! I’m going to release a tutorial for the upper body upcoming so I will look at potentially including this. Thank you.
      (by the way, TH-cam’s algorithm is overly aggressive against links and time stamps so one of your previous comments was removed by them, not me. I wanted to read and respond but it was already deleted)

    • @PerFeldvoss
      @PerFeldvoss 3 ปีที่แล้ว

      @@fracturedfantasyI like your tutorials, very easy to follow! Perhaps you could do one on MakeHuman and demonstrate how to mix it with metahuman. However - MakeHuman is moving to Blender, so I am hoping that there will be a nicer workflow between UR4, Blender and the makehuman addon (new name MPFB2) - in effect adding some of the "missing features" to metahuman!
      For NPC characters (that do not need many details) you can simply have the entire character, body+cloth+shoes as one mesh. But it will be possible to split everything - though you will have some clipping issues, like those between the Nike shoes and the pants.

    • @fracturedfantasy
      @fracturedfantasy  3 ปีที่แล้ว +1

      @@PerFeldvoss Appreciate the thoughts. A good example of the vast amount of tools and needs out there. So much to learn and cover off. Funny overlap... my original plan was to work through makehuman and do exactly what you are describing. When I started on that workflow, Metahumans was dropped out of nowhere and I obviously shifted focus to Metahumans.

    • @PerFeldvoss
      @PerFeldvoss 3 ปีที่แล้ว +2

      @@fracturedfantasy Yes - I am working on a (free) character customization tool for UE4. The idea is that you can import and categorize the shape keys/morph targets… so you can customize/randomize your character, and NPC's. It will thus work (generically) on any skeleton/mesh, but initially I wish to provide the full flow for MakeHuman. Then came metahuman and the blender version of MakeHuman.
      The metahuman heads are fine (more than), but it seems like the team behind this don't have many plans for the body/cloths - so MakeHuman seems relevant, either if you want to characters of "lower quality" or with metahuman heads… so "my plan" is to provide this, including a work flow for adding 'more' morph targets to the meta human head! (It should be rather simple…!) Link to "MHC" introduction: www.makehumancommunity.org/wiki/Documentation:Unreal_MHC

    • @fracturedfantasy
      @fracturedfantasy  3 ปีที่แล้ว +1

      @@PerFeldvoss Love that, keep me posted would love to see what you come up with. Good luck!

  • @deborahdantonio4330
    @deborahdantonio4330 3 ปีที่แล้ว

    Great tutorial! It sure put a light on many questions I had about metahumans. Would it be possible to use the same process to swap the face to a custom one and keep the facial rig? (Like, transfer weights and being able to use their facial control rig)

    • @fracturedfantasy
      @fracturedfantasy  3 ปีที่แล้ว +1

      It's more complicated. A good way to think about it is, the more bones you add, the more complicated it gets. There comes a point where the effort to transfer may be more than to just create new. We'd also have to consider the process to transfer the morph targets. To solve what you are suggesting, I'd probably take the metahuman skeleton and re-mesh the head, paint and then solve for the morphing separately... I'd have to think on it more. The other wrinkle in all of this is the LOD's. If you just want 1 LOD it's a little easier, but if you want to include multiple LOD's it gets even further complicated.... It's a good testament to the amount of work they have put into MHC already, it's really quite amazing.

    • @deborahdantonio4330
      @deborahdantonio4330 3 ปีที่แล้ว

      ​@@fracturedfantasy Hmm, I see. I've been experimenting with their heads using just 1 LOD. MHC is an amazing tool and I wanted to sculpt my character even further, give it some unique details on a DCC tool such as Blender/Zbrush then put it back on MH. That meant re-attaching the new head to the rig again... and I wondered if by doing that I'd be able to keep the facial control rig and morph targets working.
      Indeed, by the amount of work involved, I'm really getting the vibe that either you use MHC the way it is or you just start from scratch, but I might try a few more things first.
      Thank you for the reply!

    • @fracturedfantasy
      @fracturedfantasy  3 ปีที่แล้ว +1

      @@deborahdantonio4330 yeah definitely not deterring you from continue to play and try. Just trying to give a realistic amount of effort. I actually find taking on challenges like this is a fun way to become an expert ;)

  • @emigolq8099
    @emigolq8099 2 ปีที่แล้ว

    Can I do it in 3Ds Max and there will be no problem?

  • @LastRally
    @LastRally 10 หลายเดือนก่อน

    thank you / very valuable

  • @studioxstaz102
    @studioxstaz102 3 ปีที่แล้ว +1

    Hi - Great tutorial, thank you! I followed along and added shoes successfully. I moved to garments created in CLO and imported into blender in the same manner. It looks as if you select the sweatshirt skeleton from the metahuman it tried to morph the asset to that frame. Any luck with assets other than shoes? Happy to share the workflow I have so far if you haven't and want to collaborate on a solution!

    • @fracturedfantasy
      @fracturedfantasy  3 ปีที่แล้ว +1

      I have a couple videos where I started working through a jacket, and a necklace. Always open to collaborating and cleaning up the process as I don't think any of mine are perfect yet. Jacket: th-cam.com/video/6tpc4oNzSXc/w-d-xo.html Necklace: th-cam.com/video/zxd0j80YYR0/w-d-xo.html

    • @studioxstaz102
      @studioxstaz102 3 ปีที่แล้ว

      @@fracturedfantasy You are on it! Amazing, I will check them out and let and comment on them if I find another solution. Seriously, thank you for all your great tutorials.

  • @spittingame4241
    @spittingame4241 ปีที่แล้ว

    How do I fit boots and the high heels 👠 on my character and then remove them so they can be flat footed?

  • @MaxStudioCG2023
    @MaxStudioCG2023 ปีที่แล้ว

    can you do the same with clothes ? like get some naked metahuman and put some custom clothes on it

  • @peter486
    @peter486 2 ปีที่แล้ว

    can you nanite it also? :=) or maby not because they have weightmaps and shit

  • @naytbreeze
    @naytbreeze ปีที่แล้ว

    How would I do this but back to daz ? Would I need to bring daz character in blender add clothes then export to ue? I was trying to send clothes back to daz to finish editing the daz mannequin but can’t seem to figure it out. Clothes disappears when u merge meshes in daz

    • @fracturedfantasy
      @fracturedfantasy  ปีที่แล้ว +1

      Not really sure about Daz as I don't use it myself. I would focus on figuring out the pipeline between Blender and Daz as that seems to be where it's hung up for you. Alternatively, as you mentioned you could go from DAZ->Blender->UE

  • @360ambiencevideos
    @360ambiencevideos ปีที่แล้ว

    odd how it worked with shoes, but using the same process did not work with a shirt.

  • @Norma-so7mu
    @Norma-so7mu 3 ปีที่แล้ว

    Hello ! Thank you so much for this ! Do you think we can also do it with a dress?

    • @fracturedfantasy
      @fracturedfantasy  3 ปีที่แล้ว

      Hi. Working on a jacket right now m.th-cam.com/video/VnhuDhmV0gk/w-d-xo.html. Going to try pants after that. I need to learn a bit about cloth for a dress as we’d probably want it to flow a bit with physics. I’ll think about how to do it.

    • @Norma-so7mu
      @Norma-so7mu 3 ปีที่แล้ว

      @@fracturedfantasy thank you sooo much you are really the best and time savior!

  • @gmarquesist
    @gmarquesist 2 ปีที่แล้ว

    In the case of doing it with an outfit piece, you'd ideally want to copy the weights from the body itself but I've been having a little bit of trouble with that because there's like two chains of armature that comes with it, one called DHI with a bunch of weight groups and the other that apparently is the one used in the outfit pieces when you export it as an asset like you did with the shoes in this video. Do you have any workflow tips for how I could rigg an outfit piece copying the weights from the body using the same armature bones as the ones from the shoe skeleton or other asset exported from the metahuman unreal thing?

  • @Vaine_77
    @Vaine_77 6 หลายเดือนก่อน

    Does this work for daz 3d characters as well

  • @nameisyury1085
    @nameisyury1085 3 ปีที่แล้ว

    Thanks for tutorial! Any way to put on gloves, helmet etc?

    • @fracturedfantasy
      @fracturedfantasy  3 ปีที่แล้ว +1

      I did a helmet in this video: th-cam.com/video/um2uYtOVv1E/w-d-xo.html ... For gloves I'd follow the same process in this video or the jacket tutorial I made here: th-cam.com/video/6tpc4oNzSXc/w-d-xo.html . It sounds like you may have already tried that, but thats how I'd do it. Alternatively depending on what you want to do you can repurpose glove assets from existing modular characters. I was able to get gloves working from the "stylized modular character" pack.

    • @nameisyury1085
      @nameisyury1085 3 ปีที่แล้ว +1

      @@fracturedfantasy thanks! I already solved my problem. I just got my gloves skel mesh over "Body" skel mesh and it works for me. To put helmet on head I just attached it in blender, copy weights and get it over "Face" skel mesh with face skeleton.

    • @fracturedfantasy
      @fracturedfantasy  3 ปีที่แล้ว +1

      @@nameisyury1085 Oh that's wicked! Glad you got it sorted, cheers ;)

    • @nameisyury1085
      @nameisyury1085 3 ปีที่แล้ว

      @@fracturedfantasy thanks for your guides!

  • @HatPeasyCat
    @HatPeasyCat 3 ปีที่แล้ว +1

    Thx!

    • @fracturedfantasy
      @fracturedfantasy  3 ปีที่แล้ว

      Thanks for commenting :) Glad you found it useful! I'm working on a few more clothing vids as I've learned a lot since this one.

  • @ockertmaghielvanheerden5486
    @ockertmaghielvanheerden5486 ปีที่แล้ว

    @Fractured Fantasy can this be done with the default SkMannequin ?

    • @fracturedfantasy
      @fracturedfantasy  ปีที่แล้ว

      Yes. The difference might be in how the weight paint is copied over. Some of the bones might be different between MH and Default Skeleton. It could work as laid out in the video or you may have to tweak the weight painting slightly. Concepts are similar though.

    • @ockertmaghielvanheerden5486
      @ockertmaghielvanheerden5486 ปีที่แล้ว

      @@fracturedfantasy thanks man I will try to paint the weight differently and let you know. Keep up the good work 👌

  • @kaixity8497
    @kaixity8497 2 ปีที่แล้ว

    is it the same to do w pants

  • @DirkTeucher
    @DirkTeucher 3 ปีที่แล้ว +2

    I tried and failed to add a custom outfit I created to the metahuman today but so far no luck.
    1) Install the blender Mr mannequin addon - th-cam.com/video/UCESgYBphLY/w-d-xo.html .
    2) Set the Mr Mannequin rig up to align nicely with my clothing outfit and then selected the rig with the mesh and CTRL + P to parent and selected with automatic weights.
    3) I didn't bother weight painting as this is just a test and automatic weights work great for this kind of thing.
    4) Exported the skeleton to unreal in the hopes I could parent the face_BP metahuman head part to this skeleton on the head socket as seen here - th-cam.com/video/vMeyTJYmFp8/w-d-xo.html .
    This kind of works but I get some very strange results where the head is warping and scaling up so I am going to try something else.
    Just letting you know in case it helps give you some ideas as I said I would.
    I will have another attempt tonight or tomorrow with a different method but maybe someone else can make it work with a tweak I am missing :D

    • @PerFeldvoss
      @PerFeldvoss 3 ปีที่แล้ว +1

      I don't know if it's relevant, but metahuman rig is different from the standard unreal.

    • @DirkTeucher
      @DirkTeucher 3 ปีที่แล้ว +1

      @@PerFeldvoss I was hoping I could parent the metahuman face part of the rig to a socket on mr mannequin. You can do this sort of thing pretty easily in most other software. Maybe not in this example though.

    • @PerFeldvoss
      @PerFeldvoss 3 ปีที่แล้ว +1

      @@DirkTeucher Can be done, will post later 😉

    • @PerFeldvoss
      @PerFeldvoss 3 ปีที่แล้ว +1

      I started out from this, but with a makehuman char - saved as headless. And masking out of the neck... th-cam.com/video/C7S3vv6-7V0/w-d-xo.html

    • @DirkTeucher
      @DirkTeucher 3 ปีที่แล้ว +1

      ​@@PerFeldvoss Nice. I got it working with a mixamo character today pretty easily. Just parent the face by dropping the BP_charactername blueprint onto the head bone of the mixamo skeleton and move it around to position it and open the BP up to the viewport and delete the other meshes on the metahuman you don't need. Need to figure out how to do this with a mannequin skeleton still though so I can make use of all mannequin animations .... like the strike-a-pose-animation-pack on the epic store which has 600 poses and animations. No idea why this does not work on the Mr Mannequin skeleton which is a shame as that would have been an awesome workflow.

  • @BigChiken44
    @BigChiken44 2 ปีที่แล้ว

    "Blender is a crux of it". What? All serious tutorials, all documentation for unreal is for Maya and 3ds max. Metahuman supports export ONLY to Maya. Because Maya is what is used by animators in the game and cinema industry. It's not 2k/month

  • @7_of_1
    @7_of_1 3 ปีที่แล้ว +2

    Maya indie full product is $ 250 a year.

    • @fracturedfantasy
      @fracturedfantasy  3 ปีที่แล้ว +1

      Oh that’s way more reasonable. I wonder what I looked at, must have been a full commercial license. Thanks for clearing that up! I should fact check a little further!

    • @7_of_1
      @7_of_1 3 ปีที่แล้ว +1

      @@fracturedfantasy No problem, like the way you just work stuff out and get on with it, I think maybe I could learn a bit from that. At the moment I feel a bit paralyzed about so many things going on and maybe I should just try a bit harder and get on with it. Thanks man.

    • @fracturedfantasy
      @fracturedfantasy  3 ปีที่แล้ว +1

      @@7_of_1 Love that! Thanks for the feedback. There is a bit of give and take there, but yeah, sometimes we get polarized in perfection or the infinite decisions. I've decided to just plow through for the moment. I think it's cool you picked up on that.

  • @sardurabagiga3756
    @sardurabagiga3756 3 ปีที่แล้ว

    There is difference between shoes and clothes - shoes are basically rigged to 2-3 bones, not like clothes, which are rigged to bunch of bones. Rigging shoes to ANY skeleton is a breeze. You try to rig CLOTHIUNG to skeleton. But clothing is too hard for you, correct? Managed to rig a pair of shoes to 4 bones in 26 minutes? Great work! :)

    • @fracturedfantasy
      @fracturedfantasy  3 ปีที่แล้ว +3

      I think this might be an attack on me, not sure? Anyways if you want help and answers on clothing: m.th-cam.com/video/6tpc4oNzSXc/w-d-xo.html if not, it’s ok. Peace, love and have a great day!

  • @kreion
    @kreion ปีที่แล้ว

    Can you make a tutorial on adding high heels on metahumans, please?

  • @sozinho7819
    @sozinho7819 ปีที่แล้ว

    Hi, I can’t find a way to make this work, do u have discord or something where we can talk?

  • @mustafacabuk2475
    @mustafacabuk2475 2 ปีที่แล้ว

    Hey. I am looking for professional game developers for my startup company. We work with the Unreal Engine 5 and I would be happy about your enquiries. This is a long term project with many investors. Feel free to contact me.