How to Rig and Animate a Metahuman: Maya to Unreal Engine 5 Workflow

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  • เผยแพร่เมื่อ 28 ก.ย. 2024

ความคิดเห็น • 102

  • @Madguru
    @Madguru ปีที่แล้ว +7

    Thanks for the shout out :). I'm so glad the tools have been helpful for you.

    • @azielarts
      @azielarts  ปีที่แล้ว +1

      Absolutely! Well deserved!

    • @venomtang
      @venomtang 8 หลายเดือนก่อน

      You linked the Animation Survival kit book, is that an Amazon affiliate link? If it is you need to mention that or im going to flag/ report you

    • @reaper5859
      @reaper5859 2 หลายเดือนก่อน

      I am unable to get your product to work, Maya version 2022, Metahuman version 5.3, Drag and Drop doesnt do anything at all and doesnt add any buttons to the active panel etc

  • @matinmhd5179
    @matinmhd5179 ปีที่แล้ว +14

    Use in Bridge for UE5
    The UAsset version of this MetaHuman is not compatible with UE4. You can download it in Bridge for UE5.
    I want to download, I get this error from the bridge software, what should I do?
    Thank you

    • @pandoraskeyboard
      @pandoraskeyboard 4 หลายเดือนก่อน

      Hey, did you ever solve this?

    • @Dethgears
      @Dethgears 3 หลายเดือนก่อน +1

      MH Settings, Download Settings, Models, change Metahumans tab from UAsset to SourceAsset.

  • @jamqdlaty
    @jamqdlaty 11 หลายเดือนก่อน +4

    So it seems there's been some change. Standalone Bridge tells me to downlaod Metahumans for UE5 in the build-in Bridge for UE, I can't do it in the Standalone one. And Bridge for UE doesn't have option to export, just to add to the project.

    • @ashleyaucoin859
      @ashleyaucoin859 10 หลายเดือนก่อน

      Did you find a solution/workaround for this?

    • @jamqdlaty
      @jamqdlaty 10 หลายเดือนก่อน +1

      @@ashleyaucoin859 Nope. :(

    • @adreyguy1139
      @adreyguy1139 5 หลายเดือนก่อน

      Same problem

    • @BroliestBro
      @BroliestBro หลายเดือนก่อน

      Change download settings from uassets to source assets

  • @PedroScherz
    @PedroScherz 4 หลายเดือนก่อน

    Is it possible to export the mesh, rig and blend shapes from Maya to Blender?

  • @anjason-n7k
    @anjason-n7k ปีที่แล้ว +1

    great! Thank you, bro, this is of great help for beginners

    • @azielarts
      @azielarts  ปีที่แล้ว

      You are very welcome! I am really glad it was helpful!

  • @dianaAnKylo
    @dianaAnKylo ปีที่แล้ว +1

    amazing tutorial! Thank you!

    • @azielarts
      @azielarts  ปีที่แล้ว

      You are welcome!

  • @rudy552
    @rudy552 8 หลายเดือนก่อน

    I'm using the same version of maya as you but I can't find the bridhe plugin in maya. Can you help me?

  • @raretype3979
    @raretype3979 7 หลายเดือนก่อน +1

    is there a way to optimize the project with the rig? its pretty slow, and I can see that in the video it is as well. Particulary the torso and root

    • @azielarts
      @azielarts  7 หลายเดือนก่อน

      Do you mean in Unreal? I have not d
      Found a way yet. Sometimes I lower the engine scalability settings then I am working on a meta human for animation.

  • @hanumaanek
    @hanumaanek 8 หลายเดือนก่อน +2

    HI.. i get this error "Could not send data over port 13291" when exporting to maya.. Edit: nevermind i solve it.. i must install PyMel for maya

    • @evidencestorage8698
      @evidencestorage8698 3 หลายเดือนก่อน

      same problem, thanks man

    • @BroliestBro
      @BroliestBro หลายเดือนก่อน

      @hanumaanek can you please share the process

    • @evidencestorage8698
      @evidencestorage8698 หลายเดือนก่อน

      @@BroliestBro I had to reinstall maya with the Pymel option, that fixed it for me

    • @BroliestBro
      @BroliestBro หลายเดือนก่อน

      @@evidencestorage8698 thanks . I installed pymel and it worked

  • @arkadiuszgaska
    @arkadiuszgaska 7 หลายเดือนก่อน

    Hi. I have a question. How to make the scene with metahuman in maya run more smoothly when animating? When I grab the body_ctrlShape the rig moves slowly. Thanks :)

  • @ryanjstever
    @ryanjstever 9 หลายเดือนก่อน +1

    thanks for the video, how would you compare this script to the free Advanced Skeleton script?

    • @azielarts
      @azielarts  9 หลายเดือนก่อน

      Great question! For me personally I find this script saves me time in setup and is easier to use. But that is just my personal preference. Advanced Skeleton is also a great option

  • @Luka-el4gm
    @Luka-el4gm ปีที่แล้ว +1

    love it thanks men!

  • @thisisriil
    @thisisriil ปีที่แล้ว +1

    I follow the tutorial, but the facial rig that i exported from are not readable inside the sequencer, any thought?

    • @azielarts
      @azielarts  ปีที่แล้ว

      Hmm should be working. Make sure that you have animation checked on in the fbx export settings. What happens exactly when you try to import it? Does it give you an error or just does not show up?

    • @thisisriil
      @thisisriil ปีที่แล้ว

      @@azielarts Thanks for your response man, I figured it out, actually its the namespace issue

    • @azielarts
      @azielarts  ปีที่แล้ว

      @@thisisriil oh awesome! Glad to hear

    • @manaskakkad
      @manaskakkad 7 หลายเดือนก่อน

      ​@@thisisriil, hey there! I have the same issue. Can you please share the solution which worked for you. Thanks

  • @iamwatmissu9938
    @iamwatmissu9938 10 หลายเดือนก่อน +1

    Thank you for your superb tutorial! Help me a lot.
    BTW, if I am a rigger and want to hand the rig May file to the team, how best setup as the animator team require to install a lot of driver(UE/bridge)?

    • @azielarts
      @azielarts  10 หลายเดือนก่อน +1

      Hey great question. I think you would just pass the Maya rigg to the team since that is self contained. Once you have made the rig you don't need the plugin anymore. All you need to do to get the animations you made in Maya back on to your character in Unreal is to export an fbx animation with just the joint chain, and just import that as an animation file into unreal. The plugin is really just needed to get the character out of the unreal environment and into Maya, but once you have the metahuman set up in both Maya and Unreal, it is really just about passing a baked joint chain animation between them and unreal will recognize it is the same character.

    • @iamwatmissu9938
      @iamwatmissu9938 10 หลายเดือนก่อน +1

      @@azielarts I tried open the maya file in other Computer, it require some UE driver and dna file, also my rig use Metapipe too.
      So it quite big issue to ask freelance animators to install all of requirement to open the rig.
      @Madguru may I have your suggestion,please?

    • @azielarts
      @azielarts  10 หลายเดือนก่อน +1

      Strange, it should not need a plugin if you import the references. I have not used metapipe, i am wondering if that might be the issue?

    • @iamwatmissu9938
      @iamwatmissu9938 10 หลายเดือนก่อน +1

      I also test with send the original file which haven't use Metapipe yet, to the other computer that hasn't install UE and bridge yet. It can open maya file, the body joint can move the mesh, but the facial UI can't move the facial rig. @@azielarts

    • @azielarts
      @azielarts  10 หลายเดือนก่อน +1

      @@iamwatmissu9938 have you tried importing references before sending the file? That is the only thing I can think. Otherwise they might indeed need a UE plugin.

  • @rez40k
    @rez40k 11 หลายเดือนก่อน +3

    updated Bridge can export rig into maya 2023 pretty decent, but for shaders it wants render engine to be DirectX 11 (preferences/display/viewport 2.0).
    and, not for the record, there is a free autorig - advanced skeleton

  • @vanityvoodoo969
    @vanityvoodoo969 ปีที่แล้ว +2

    No need to spend money for a program to do the rigging unless you are absolutely lazy. There are free programs like accuRig, and Maya also has auto rig feature.

    • @azielarts
      @azielarts  ปีที่แล้ว

      Valid point.
      However, I believe our most valuable resource is our is your time.

  • @Dominicn123
    @Dominicn123 8 หลายเดือนก่อน +2

    hey bro, i just wanted to write and say thank you very much, i've gone insane the last 3-4 weeks trying to learn how to make cutscenes for my game project in unreal, seriously, i've been learning unreal and working on my game for a year now and this has been the most irritating part, every tutorial is all mixamo bullshit that you don't want lol, but you did exactly what you said at the start and took the thing i wanted to do in my head and presented a solution for it, like, exactly lol you did so so well, and earned youself another sub and fan in me lol

  • @rafayelkotbashyan8492
    @rafayelkotbashyan8492 8 หลายเดือนก่อน +1

    hi, I did everything according to your tutorial, but when I click export May it doesn’t give any response, can you help? :(

  • @XaiaDigital
    @XaiaDigital ปีที่แล้ว +2

    Seems like this is no longer working. Unreal 5.2 has different rig and bridge to maya brings only the head.

    • @azielarts
      @azielarts  ปีที่แล้ว +1

      Ooh thanks for the heads up. I will look in to this

    • @gauravrai853
      @gauravrai853 ปีที่แล้ว +1

      @@azielarts facing the same issue any update on this ?

    • @rez40k
      @rez40k 11 หลายเดือนก่อน

      and we have two separated files here - for the head, and for the body. coincidence? i don't think so

  • @jonairenikus
    @jonairenikus 4 หลายเดือนก่อน +1

    First time I write a comment) But you deserve it. Thanks a lot, man! I learned how to model, to animate, to rig and a little bit about UE. Now it's really possible to put everything in one project with Metahuman. I am really excited!

  • @joseelmersilvafernandez1806
    @joseelmersilvafernandez1806 4 หลายเดือนก่อน

    hello,I have problems when I want to download a metahuman from quixel bridge,it told me to install bridge for unreal engine 5,I don´t understand because I use UE5.3

  • @alchemy4327
    @alchemy4327 หลายเดือนก่อน

    Im noy able to export from quixel standalone why ? its not support for 5.4

  • @vincentzhang1192
    @vincentzhang1192 2 หลายเดือนก่อน

    Thank you ,this video helps me a lot

  • @ronaldolamont
    @ronaldolamont ปีที่แล้ว +2

    Good, clear, concise and easy to understand! Well done! I'm a new subscriber! 👍🏾

    • @azielarts
      @azielarts  ปีที่แล้ว +1

      Made my day!!!! Happy to have you

  • @azielarts
    @azielarts  ปีที่แล้ว +3

    ‼PSA‼ - Due to a recent update, Maya 2023 now works with the plugin, and past versions may give you some issues. Thanks so much to @janedwardmanibay8414 for the heads up 👍

    • @vuknikk
      @vuknikk 9 หลายเดือนก่อน

      Thanks for everything man, one of the coolest tutorials, also love your recording stage setup. I am trying hard here since I really need this workflow! However, after doing everything as you did, and trying with Maya 2022.1 and then now Maya 2023 , I get message in the Bridge that Export to Maya is successful, but nothing ever appears in Maya, no window of any kind. What could be an issue, do I need to do something in Maya settings ? What else it could be ?

  • @ryanjstever
    @ryanjstever 9 หลายเดือนก่อน +1

    Thank you so much! A walk tutorial would be great, please. Have you worked with mocap data and metahumans in maya yet? Id like to see that as well. Thanks!

    • @azielarts
      @azielarts  9 หลายเดือนก่อน

      Good to know, thanks! Yes I have, you need to do some retargeting but it works great

  • @minuscolochao1557
    @minuscolochao1557 9 หลายเดือนก่อน +1

    is it possible to rendering metahuman completely in maya ? with hair and clothes skin texture

    • @azielarts
      @azielarts  9 หลายเดือนก่อน

      Unfortunately not that I know of, you can export the texture maps, but the hair and materials are all very proprietary to Unreal

  • @reinohvp
    @reinohvp ปีที่แล้ว +1

    Can I send the full character with custom edits like cloths from Maya to Unreal Engine and not just the animations?

    • @azielarts
      @azielarts  ปีที่แล้ว

      Hey, yep you can!

  • @user-fs2ze
    @user-fs2ze ปีที่แล้ว +1

    You have a mistake in the description with the word BRDIGE
    BTW thanks for the tutorial!

    • @azielarts
      @azielarts  ปีที่แล้ว +1

      Omg thanks for the heads up👍

  • @alpboysan
    @alpboysan 11 หลายเดือนก่อน +1

    Hey, great tutorial, seems to work fine apart from one thing, when i apply the animation and play it in the sequencer, the body scales up about ten percent, pretty strange. Any thoughts on this?

    • @UnoFaroStudio
      @UnoFaroStudio 10 หลายเดือนก่อน

      You'll most likely want to check the Asset Details tab when opening your animation sequence in UE. Make sure you've added your MetaHuman body type skeleton in Retarget Source Asset and update the animation -- for example "f__med_unw_body" if you were working with the female/medium/underweight skeleton.

    • @arkadiuszgaska
      @arkadiuszgaska 6 หลายเดือนก่อน

      Hi, I have the same problem, did you manage to solve it?

  • @DarkW1zard
    @DarkW1zard ปีที่แล้ว +1

    hi. how add obj marvelous designer garment to avatar metahuman in UE5?

    • @azielarts
      @azielarts  ปีที่แล้ว

      Hey! You would need to skin the new clothes to the exported metahuman skeleton in a 3d package like Maya or Blender and re-import it

  • @msafaacademy8167
    @msafaacademy8167 9 หลายเดือนก่อน +1

    this is soooo useful thank you Bro so much But what about walk cycle

    • @azielarts
      @azielarts  9 หลายเดือนก่อน

      I am so glad! I have not gotten to that video yet, hopefully soon

  • @kevinsvlog4381
    @kevinsvlog4381 ปีที่แล้ว +1

    thank you man. This will help me a lot!

    • @azielarts
      @azielarts  ปีที่แล้ว

      Absolutely, so glad you found it helpful!

  • @filipmasiulewicz5036
    @filipmasiulewicz5036 9 หลายเดือนก่อน

    Hi. My blendahapes don’t work when the head is animated in UE after exporting it from Maya. Applying DNA file changes nothing. I tested various fbx versions and of course enabled morph/blendahapes options in export settings.

  • @arkadiuszgaska
    @arkadiuszgaska 6 หลายเดือนก่อน

    Hello, is this working only with retargeted metahuman or is italso works with a custom animation blueprint which uses the metahuman skeleton not the manequin skeleton.
    It looks like the plugin exports the animation only for the mannequin skeleton?

  • @janedwardmanibay8414
    @janedwardmanibay8414 ปีที่แล้ว +1

    how did you get quixel to maya working? I have both maya and bridge installed, followed your tutorial and when I click export it says that it exported to maya successfully but nothing happens in maya

    • @azielarts
      @azielarts  ปีที่แล้ว

      Hmm are you using Maya 2018? Also try restarting the computer

    • @janedwardmanibay8414
      @janedwardmanibay8414 ปีที่แล้ว

      @@azielarts its all good now, turns out you need pymel installed along with maya for quixel bridge to work, and autodesk just updated to pymel 3 apparently which caused errors for quixel bridge so I just installed a newer version of maya this time with pymel checked in the installation prompt and it just worked

    • @azielarts
      @azielarts  ปีที่แล้ว

      @@janedwardmanibay8414 nice! glad to hear, what version of Maya worked for you?

    • @janedwardmanibay8414
      @janedwardmanibay8414 ปีที่แล้ว

      @@azielarts 2023 but I think 2022.3 works too

    • @azielarts
      @azielarts  ปีที่แล้ว +1

      @@janedwardmanibay8414 Awesome, thanks for the update. They must have made that change recently.

  • @BaolongZhang
    @BaolongZhang ปีที่แล้ว +1

    this is soo useful! thank you so much!

    • @azielarts
      @azielarts  ปีที่แล้ว

      Amazing! Really glad it was helpful

  • @ZMihran
    @ZMihran 10 หลายเดือนก่อน

    Bro, thank you very much for a great tutorial!
    From the video we can see that Madguru's rig controllers are too big, it won't be convenient to animate. Please tell me, is it possible to resize the controllers in Maya?

  • @AJsapala481
    @AJsapala481 ปีที่แล้ว +1

    Awesome video! Thank you!!!

    • @azielarts
      @azielarts  ปีที่แล้ว

      You are welcome!!

  • @JUYAN16
    @JUYAN16 8 หลายเดือนก่อน

    Is there a way to import the FBX back into Maya and make the head controls work?

  • @mayur8782
    @mayur8782 ปีที่แล้ว +1

    bro this metahuman import work with blander ?

    • @azielarts
      @azielarts  ปีที่แล้ว +1

      Ooh have not tried! I think it should

    • @rez40k
      @rez40k 11 หลายเดือนก่อน +1

      there is a long list of plugins in the export settings - not just blunder, but houdini, marmoset, cinema etc )

  • @jakejuan-ue4pg
    @jakejuan-ue4pg ปีที่แล้ว +3

    Bro.Advance Skeleton is Free no need for that lol.just my opinion

    • @azielarts
      @azielarts  ปีที่แล้ว +1

      Yeah totally, I just find the Mad Guru plugin a lot easier to use, especially for beginners. Totally respect the Advanced Skeleton approach though.

    • @jakejuan-ue4pg
      @jakejuan-ue4pg ปีที่แล้ว +1

      @@azielarts the problem of Mad Guru rig is that luck of feature like matching IK or FK versa etc.but anyways its on your preference maybe hes your friend promoted his stuff and that totally find bro.have fun Cheers.

    • @poppi3362
      @poppi3362 ปีที่แล้ว +1

      I cant get it to work with the face rig. Trying to apply a advanced rig skeleton to the metahuman with face rig makes the rig way too small. Do you have a solution for this?

    • @rez40k
      @rez40k 11 หลายเดือนก่อน

      @@poppi3362 that an interesting question about marriage of advanced face with metahuman face rig. imho, it's easier to remake all face poses for metahuman rig, than swap advanced controls to metahuman bones.