Unreal Engine - Maya Metahumans Offset - Alpha05 - Alpha Release
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- เผยแพร่เมื่อ 6 ก.พ. 2025
- The very first alpha release of metahuman face offset.
Packed with bugs, barebones UI, missing features.
I released cause I got loads of requests asking to test it.
Here's the code I am talking about in the video.
drive.google.c...
Looking forward to test it! Thanks a lot for sharing this.
Thank you very much,I've been studying your course these days,You are so great
Thank you :)
Wow! That's totally awesome!
Really thank you,I will test this
Excellent! thank you very much Gabriele, worked perfectly, I really appreciate your work :)
Exactly what i needed
bro this is insaaaane
tried it last night,it works pretty good!
Thank you so so so so much!
thx for your sharing.
You are a gentleman and a scholar! If you get this uploaded to github, I'd love to help contribute to this! Cheers!
Feel free to take the script modify it and improve it! There's load of stuff to be done!
thanks for sharing, it works in maya2022
that is awesome....thanks, I will spread the word.....
took a while, but I got it working with a scan of me....I'm a metahuman, thanks to you....
thank you
Wow It's Amazing!!!
Thank you Thank you very much !!!! , I will try to study your code.
Great Job!!!!
cool!
Hi, thanks a lot for the video! can you give some advice? i changed the blendshape on some emotions inside maya, i had problems with cheeks and corners of the mouth, i smoothed the transition. But after import to uel, and add dna, changes i made with blendshape in maya don't work. i need to rewrite dna, and make import to unreal copy? can you tell me how to do it better? thanks !
Thank you very much for your Great Script.
After generating the read plug-in, the facial bone node is not adsorbed to the face, and the direction of the bone node is chaotic. How to solve this problem?
Great tutorial! Thanks for sharing! After carefully reading your code, would like to ask, about the custom eyeball, how to deal with it? Could you give me some ideas?
Hi Gabriele! It works pretty well when I tested your script. But I ran into a couple of problems.
1. the script cannot recognised the new model unless it is named exactly like you have in the video demo.
2. some of the weights are off and the eye joints is off.
Looking forward to a new update!
Is it possible to sew a head to a body somehow and transfer it to Unreal? So to have a working skeleton and body. It would be interesting to understand such a problem. It would also be interesting to know if a third-party mesh can be skinned to the skeleton of a metahuman?
different topology and vertex order would be a problem. but there are some tools for copying skinning data between different different mesh/topology. But deformations are happening with MHs custom RBF solver so it must be time consuming to implement something like that.. Gabriele mentioned writing a cleaner tool with more functions in future, man is a wizard so its possible :))
I run the script, saved and reopened my scene.
The error message keeps showing when I move any facial controls. // Error: Failed to set blendshape values! //
( I'm using Maya 2022.2 )
Thank you very much, I have a mistake here.# Error: RuntimeError: file line 600: Error occurred during execution of MEL script
line 1: line 1: Cannot find procedure "ProximityPin".
Hi, I tried to export the static mesh from the head of Metahuman of UE5 to fbx and put it into Maya, but after executing python only the looks are correct, the position of the bones are not correct or even wrong, is there any way to fix it?
非常感谢
is there an update for the script? seems to be great
Maya 2020.4 Script doesn't work((( Could help? Got this error.
// Result: proximityPin886 pinOutput885 //
# Error: No object matches name: pinInput*
# Traceback (most recent call last):
# File "", line 1256, in retarget
# File "", line 741, in retarget_head
# File "", line 611, in offset_joints_from_target
# ValueError: No object matches name: pinInput* #
Again, thank you for this tutorial and for the script. I wanna ask you if you were able to export the whole new modified character (geometry and rig) from Maya to Unreal totally, means, to export everything to a fresh clean unreal scene and have everything there working, is that possible? Or should we have the Unreal copy of the original meta human character imported in Unreal from Quixel, then we import the Maya modified rig and the modified geometry and replace certain parts in the original unreal version?
This tool does not implement yet the unreal export part. There's dev work to be done in order to achieve that.
@@xtruder3D understood, we are not dealing only with a rig and a mesh, there is a solver in Maya in the background and ceratin blueprints in Unreal to handle the facial rig, I would love to see this exported and working in unreal, that would be a breaking point for metahuman!
Thank you again :)
Awesome work. Are yo0u still working on it? Or this is it? Ciao se sei italiano :)
Dear teacher, could you tell me about Metahuman binding in MAYA? I have researched and found that there are three sets of bones in it: 1, basic skeleton with weight, 2, drive skeleton, 3, action data skeleton. I don't know what upperarm_l_pM_PM_IMPUT and _output are used for. How is it built? Thank you.
Thank you very much! It was very helpful.
I would like to export the face model with the joints repositioned and bring it to UE4. What process do I need to follow?
This tool does not implement yet the unreal export part. There's dev work to be done in order to achieve that.
@@xtruder3D I see, I guess it is still true. Thank you for your reply. I wonder why there is a difference between MAYA data and UE4 data.I thought it would be easier to use if the workflow was more like CC3.
Amazing work! I wonder if the target mesh is sculped from the original mesh or it can be any different model as long as it's given the same topography? I tried your script with a different head mesh which went through re-topo in Zwarp, but the result comes out kinda glitchy. Does the target have to be deformed from the original head mesh to get a good result?
You should be able to have a new mesh but you need to keep the same vertex order, if i understand well.
Hi Gabriele, I found the head fbx has problem to be reimported back to UE4. I guess your facial control has different connections than the original and the weights are rebond. When I organise the head mesh and skeleton structure, export to fbx and reimport mesh in UE4 MH project, only the map moves in facial animation. Most of the joints moves a little as it may have very different weights than the original MH. Can it to be fixed sometime?
Hi! I wrote tthis tool firstly to understand metahuman. This tool does not take care of exporting in Unreal. There's extra dev work to be done in order to make that function.
@@xtruder3D Thank you so much!
I know it could be a dev of whole pipeline but I am looking forward to see this happening.
Can anyone help with changing to arnold materials without breaking the rig?
UE中 导入DNA文件后会导致模型变形,请问怎么解决的,万分感谢
Thank you very much, I tested this face script. I found that there are some bugs. When is the next update? Looking forward to the next version, come on.
I reckon you can share the problems you have encountered. What I realised is that you have to name all the imported meshes EXACTLY like his naming conventions (_retarget) or so, and check the meshes have done freeze and reset transformation, and no channel is locked. So far I found the script is very reliable, my problem is I haven’t figured out a way to go back to UE4 yet.
用中文回覆
1. 你要把每個模型完全照他的方式命名
2. 記得歸零 軸心確定在原點
3. 不要有channel 被鎖
這樣應該都會跑 但權重不一定理想
這個腳本超棒
@@chiuviktor6574您好,我发现匹配新模型后,左右撇嘴的效果很差,别的没有问题
@@chiuviktor6574 Hey, my workflow is to wrap my custom model with metahuman's head. The topo and UV are the same. There is a trouble with the script. I also try to directly use metahuman to sculpt. When the shape deform range is not large, it is completely feasible. , But the deform range is relatively large, many bones will be misaligned. I don't know what kind of you are.
Can u upload the script in your github? thx, this link, I can't open it.
Hey, Gabriele, big thanks for your script. I test it these days, I found if my model is offset by some distance from the original model(Freeze), the script is not work correctly, or my model and the original model face has a large gap, the script is not also work correctly, I think if sometime the script to palce loctor with wrong way.
Hi, thank you for testing the script. If you move your model away from the origin and the freeze transform then the transform offset values will be baked onto the vertex space. This will prevent a proper blending when I am computing the deltas. Place the model on top of the source model. Freeze The transforms then move the model away without Freezing again. That will work.
@@xtruder3D Thank you for your reply. I know this. I want to make a custom character that may have different heights. I have also tried to align the head directly. After I execute the script, some bones are not attached to the face, which makes I am troubled.
I have a similar idea here I want to share with you, I hope it will be helpful to you.
1. Read the original mesh (not driven by bones to prevent getting the wrong vertex position after deformation), traverse the facial bones, and use the bone world position to get the point number (closestPointOnMesh)
2. Use the point number to get the point world position of the custom Mesh
3. Set the custom Mesh vertex world position to the bone (move -pcp, the position of the child bone remains unchanged)
4. The new local position of the bone = DNA output value + local incremental offset-the old local position of the bone
5. Rebind, copy weight
@@zhihanyan8355 Yep I am very aware of that limitation. I know why that is happening. This is one of the many bugs I mentioned in the video. I am working on an improved algorithm that is taking care of that as well :)
@@xtruder3D how I tackled this was by having a duplicate joints made from all outgoing joint translation joints from riglogicnode. Move them to new vertex position, using xform ws pcp and then use a doublelinear add node on the bones already connected to rog logic node, compare the delta values of the duplicated bones and original bones in local space and add those deltas to the double linear
When will the next version be released? I hope the bones in the next version will be offset
Hi Gabriele, I guess the problem I encountered is because the skeleton has re-positioned by your script, and when I do reimport mesh, the new head has somehow lose animation. If I do reimport mesh/geometry, the head is gonna be disfigured but keep the animation. I see you can reimport the mesh well in the deepdive video, could you show me how you did it please?
Yep :)
Thank you very much. I tested it. It's very good. I'm looking forward to the next version. Come on.
I am quite busy at the moment but I will work on it :)
you're a genius! can I Request body rig version?
+1
@@zhangjack9164 Eventually I'll do it but I am quite busy right now :( Sorry
@@xtruder3D
Yes brother, I know you are really busy lately. You did a series of very detailed control rig related tutorials. This will help many people understand and learn related knowledge. No one on TH-cam has done such a detailed and in-depth teaching as you, you are really a selfless person! I am also working on a character of my own recently. I hope that not only me, but also more people can make their characters move in UE4 with the help of your script.
cannot find procedure "ProximityPin"
Maya 2020
Guys, please tell me how to install this script.
I explain it around 2:20
@@xtruder3D tnx so much. Can I contact you somehow? There are several ideas and questions about metahuman.