Metahuman custom cloth in Autodesk maya

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  • เผยแพร่เมื่อ 15 ม.ค. 2025

ความคิดเห็น • 51

  • @Naborbukv7
    @Naborbukv7 ปีที่แล้ว +4

    2 years. Two fucking years I've been looking for that one solid mesh that gives all the information about a character's skin. Thanks, man.

  • @junli4980
    @junli4980 3 ปีที่แล้ว +1

    There are few people in the world who simply and effectively introduce such a process, thank you very much for sharing, wish you a happy day!

  • @wilfreda.sessoms6183
    @wilfreda.sessoms6183 3 ปีที่แล้ว +1

    Excellent Tutorial. I like your delivery. Straight to the point, no joking around. Clear step by step instructions. Thank you! This is just what I needed. I subscribed!

  • @Acefree_86
    @Acefree_86 5 วันที่ผ่านมา

    Thanks man for this tutorial !!!

  • @tamtamX-cq8or
    @tamtamX-cq8or ปีที่แล้ว +1

    Do we need to connect the post process animBlueprint or something to the cloth skeletal mesh? By default it doesn't seem to use those extra twist joints and the extra joints on the knees and such causing the body to intersect with the clothing during deformation.

    • @tamtamX-cq8or
      @tamtamX-cq8or ปีที่แล้ว

      Nevermind looks like the maya game exporter is not a good choice for export.

    • @epic-quest-tales
      @epic-quest-tales ปีที่แล้ว

      I have the same problem, in my case lower arm twist bones are not working properly when I import in Unreal, actually none of the extra joints are not working in Unreal, but they are working fine in Maya. Did you find a solution for this? Thanks.

    • @tamtamX-cq8or
      @tamtamX-cq8or ปีที่แล้ว +1

      @@epic-quest-talesdid you export with the maya game exporter? That was my issue. When I just exported with the regular export selection that fixed it. Oh if it doesn’t work for the body then you might have forgotten to connect the post process animbp to the skeletal mesh

    • @epic-quest-tales
      @epic-quest-tales ปีที่แล้ว

      Yes exactly, I wrote it in the section before as SOLVED, I actually did not know about the post process anim bp, that they exist at all, I found out from your comment, that was my issue. I use normal fbx export (autodesk preset).@@tamtamX-cq8or

  • @Joy-zs9ig
    @Joy-zs9ig 3 ปีที่แล้ว

    你好!来自中国粉丝的问候!多谢楼主无私的奉献.

  • @vaskerstudio9429
    @vaskerstudio9429 3 ปีที่แล้ว

    wow, just wow man. I'm a maya noob and you made this so easy. keep up the good work

  • @enrix00
    @enrix00 3 ปีที่แล้ว +3

    Thank you very much brother for the tutorial, your contribution is really great, gracias amigo. bless u

    • @Metarig
      @Metarig  3 ปีที่แล้ว +1

      thank you for your interest I'm glad that it was useful for you

  • @virtualfilmer
    @virtualfilmer 3 ปีที่แล้ว +1

    This is exactly what I’ve been doing too - well done for making a tutorial on it! I’ve started making one but it takes so long to make 😂

    • @Metarig
      @Metarig  3 ปีที่แล้ว +1

      thank you for visiting my channel there's another tutorial for advanced cloth rigging I will be glad if you watch that one as well. the link is in the description

  • @unitednorthpole
    @unitednorthpole หลายเดือนก่อน +1

    Thanks!

  • @nicholass3430
    @nicholass3430 ปีที่แล้ว

    Hi, great workflow! Wanted to ask if doing high heel boots using this method, what changes would you make. Do you pose the combined mesh foot to fit the boots, then bind skin and copy weights? Thanks for your super helpful content

  • @MR3DDev
    @MR3DDev 2 ปีที่แล้ว

    JSFILMZ video brought me to this channel, excellent content, just what I needed to level up my metahuman game

    • @Metarig
      @Metarig  2 ปีที่แล้ว +1

      thank you for visiting my channel I'm glad that the content was helpful to you

  • @AshT8524
    @AshT8524 ปีที่แล้ว

    Thanks A lot, This is all I needed :)

    • @Metarig
      @Metarig  ปีที่แล้ว

      you are very welcome

  • @bigdamnhero2297
    @bigdamnhero2297 ปีที่แล้ว

    Thankyou for the simple tutorial. I have a question though, what if the body mesh is poking out of the cloth mesh? Any way I could address that?

    • @Metarig
      @Metarig  ปีที่แล้ว

      Usually you need to delete the hidden parts but you can also do it inside unreal through masking by material

  • @reinohvp
    @reinohvp ปีที่แล้ว

    Hi, thanks for the tutorial. Question: when I export the fbx is necessary to use the "autodesk media and entertainment" preset or can I use "send to unreal" option ?

    • @Metarig
      @Metarig  ปีที่แล้ว

      both work

  • @epic-quest-tales
    @epic-quest-tales ปีที่แล้ว

    Hi, I have another problem with my metahuman. When I export the model with Autodesk FBX preset as shown in the tutorial, in Unreal I do not get the skeleton constraints to work properly, the main problem in my case are lower arm twist constraints. I tried to include constraints in export but that does not work either. Is there a solution to this problem? Thanks.

    • @epic-quest-tales
      @epic-quest-tales ปีที่แล้ว

      SOLVED: For anyone else having this problem, you need to add the post process animation blueprint of the metahuman (e.g. m_med_nrw_animbp) that is provided when you import metahumans, when you import the skeleton as shown in the tutorial, open skeletal mesh window and in the Asset details tab, scroll down to Skeletal mesh part, there you have to add the post process anim bp.

  • @Iamazingperson
    @Iamazingperson 3 ปีที่แล้ว +1

    Awesome!

  • @멈뭄미-s5n
    @멈뭄미-s5n 4 หลายเดือนก่อน

    I succeeded with this and proceeded to attach the eyebrows to the face using the same method, but the face failed to merge with the bones. Even though I got the hierarchy correct in Maya. Thank you so much for telling me why this is so.

    • @멈뭄미-s5n
      @멈뭄미-s5n 4 หลายเดือนก่อน

      Heads do not have bundles that can be selected at once like Body_Joints.

  • @epic-quest-tales
    @epic-quest-tales ปีที่แล้ว

    Hello, I am trying to follow your tutorial but with Unreal Engine 5, I could not manage to export it through the Bridge plugin, it says that is is meant for Metahuman UE4 preset and not with UE5, how can find a workaround for this problem, as the bridge in Unreal Engine 5 that is integrated does not have the Maya plugin (as far as I could notice). (( My workaround that doesn't work)) - I tried to simply export FBX file from Unreal, but when importing the skinned mesh it gives the error that if failed to merge the bones and the T pose is missing. Thanks in advance.

    • @Metarig
      @Metarig  ปีที่แล้ว

      You have to download maya file from stand alone bridge and download the unreal one from integrated bridge

    • @epic-quest-tales
      @epic-quest-tales ปีที่แล้ว

      @@Metarig Thank You a lot for your very fast reply, I figured out my primary mistake, uasset and source asset are not the same thing, uasset is problematic, I needed the source asset to transfer to maya.

  • @elvismorellidigitalvisuala6211
    @elvismorellidigitalvisuala6211 3 ปีที่แล้ว

    Great! How to import a nacked metahuman into Unreal? Or remove original clothes?

    • @Metarig
      @Metarig  2 ปีที่แล้ว

      you need to have your metahuman naked

  • @mung_77mung25
    @mung_77mung25 3 ปีที่แล้ว

    Hello. I keep getting an error if the weight values ​​in Maya and Unreal do not match. (Cannot be attached)
    The default value of clothes is for T-pose, can you solve it?

    • @Metarig
      @Metarig  3 ปีที่แล้ว

      first you have to pose the meta character to be matched to your cloth or vice versa

  • @msafaacademy8167
    @msafaacademy8167 2 ปีที่แล้ว

    Hi
    how are you ?
    I am your biggest follower on TH-cam. But I have a question?? When I make a character on methuman and export it to the maya it comes without head hair ,mustach ,beard ,but texture is there , plz help me

    • @Metarig
      @Metarig  2 ปีที่แล้ว

      the metahuman for Maya has not hair. you also need to open the full rig file

    • @msafaacademy8167
      @msafaacademy8167 2 ปีที่แล้ว

      ​@@Metarig sorry i didn"t get you .. so what best solution for my problem ?? i should make hair and mustach in maya by xgen for example ??

    • @Metarig
      @Metarig  2 ปีที่แล้ว

      @@msafaacademy8167 metahuman for mays is only a representation of metahuman in unreal so you animate it and send animation to unreal and there you have your full character so you don't need hair in maya anyway or you don't need proper shader etc you are not supposed to render it

    • @msafaacademy8167
      @msafaacademy8167 2 ปีที่แล้ว

      @@Metarig ok and thanks for your help

  • @shuvodutt335
    @shuvodutt335 ปีที่แล้ว

    What is your system configuration

    • @Metarig
      @Metarig  ปีที่แล้ว

      1080 ti amd 9500x

  • @tozotata
    @tozotata 2 ปีที่แล้ว

    thanks

    • @Metarig
      @Metarig  2 ปีที่แล้ว

      you are welcome

  • @정도현-g4e
    @정도현-g4e 2 ปีที่แล้ว

    Thank you for the good tutorial. :)
    I followed your tutorial, and there was a problem in the process of importing from Maya UE4.
    The phrase "failure to merge" keeps popping up. How can I solve it?

    • @정도현-g4e
      @정도현-g4e 2 ปีที่แล้ว

      Plz help😂

    • @Metarig
      @Metarig  2 ปีที่แล้ว

      Hi for skinning use the set that names body joints

  • @sophiaboss3333
    @sophiaboss3333 ปีที่แล้ว

    I'm continuing to get the failed to merge bones error when importing and applying the skeleton , I was wondering if anyone knew the issue or ran into the same one

    • @Metarig
      @Metarig  ปีที่แล้ว

      this is because you skinned the character to the wrong skeleton you should only skin them to the joint set in the outliner