Why you can't use anything other than Maya for changing a metahuman's face

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  • เผยแพร่เมื่อ 7 ม.ค. 2025

ความคิดเห็น • 28

  • @LFA_GM
    @LFA_GM ปีที่แล้ว +2

    That's true, I created a head morph in Blender, even though I did not change the face, I noticed that small face details were lost, such as lateral wrinkles around the mouth when smiling. It was subtle but noticeable only when playing facial animations before and after importing back into UE.

  • @BAYqg
    @BAYqg ปีที่แล้ว +2

    We are so lucky to have you as a teacher 🙏🙏🙏 Thanks for sharing with us!

  • @sdzsqwq7365
    @sdzsqwq7365 ปีที่แล้ว +2

    The thing is not happening to me using Blender 3.5. I tried importing and exporting fbx over and over again, and the data always get preserve.

  • @faceit-b3d
    @faceit-b3d ปีที่แล้ว +1

    I just tested an FBX export and re-import with the Meta Human blender file that you shared (Vivian). All weight influences are preserved (up to 12 on some vertices). Am I missing something?

  • @filipmasiulewicz5036
    @filipmasiulewicz5036 ปีที่แล้ว

    I exported the head from Maya and my blendshapes still don’t work.

  • @mrpdean
    @mrpdean ปีที่แล้ว

    Houdini's KineFx doesn't have any limits on the number of joints that can influence a vertex.

    • @Metarig
      @Metarig  ปีที่แล้ว

      Please test it and see that when you export an FBX file and then import it again, the maximum influence remains the same or gets clamped.

    • @mrpdean
      @mrpdean ปีที่แล้ว

      @@Metarig Thanks. I will test it as that will be very annoying if that's true 😔

    • @mrpdean
      @mrpdean ปีที่แล้ว

      So I ran a quick test in Houdini and can at least confirm that there is no loss of joint influences or skin weight data when exporting from Houdini. The vertices that have 12 joints influencing them still have 12 joints influencing them when exporting from Houdini as an Fbx, and the skin weight values remain intact. Phew!

    • @Metarig
      @Metarig  ปีที่แล้ว

      ​@@mrpdean Where did you get the 12 joints? Is it from a MetaHuman? We need to know if it gets clamped when imported into Houdini, similar to Maya.

    • @Metarig
      @Metarig  ปีที่แล้ว +1

      @@mrpdean Maya has a deformer called Delta Mush, which is incredibly useful for rigging. Its power lies in the ability to stack multiple instances of it and paint their values. You can achieve amazing results with this deformer. I'm curious to know if Houdini offers a similar functionality. While I'm aware that some people may have developed plugins for it, there's no guarantee they will work as seamlessly as the native deformer in Maya.

  • @tigermehran
    @tigermehran ปีที่แล้ว

    Great content, thanks

  • @ryanjstever
    @ryanjstever ปีที่แล้ว

    Thanks for this. Just curious have you ever tried rendering a MH in Maya? with whichever renderer doesnt matter.

    • @Metarig
      @Metarig  ปีที่แล้ว +1

      yes I used arnold and the result was good

  • @RonnieMirands
    @RonnieMirands ปีที่แล้ว

    Hey my beloved teacher, i used to use your script to use humanIK in Maya with Metahumans, but never got this error : The skeleton definition is invalid and cannot be locked. Wondering if Metahuman change something or is it me? Thanks for any help!

    • @RonnieMirands
      @RonnieMirands ปีที่แล้ว

      Oh i realise now, its happens just with the new male, from UE 5.0 and above or Maybe 5.1 and 5.2. Weird. :(

    • @Metarig
      @Metarig  ปีที่แล้ว +1

      @@RonnieMirands ftry with a fresh metahuman right out of bridge bro

    • @RonnieMirands
      @RonnieMirands ปีที่แล้ว

      @@Metarig after playing more i realised it comes already with 2 bad character definitions, (maybe thats why i was getting an error) so when i try your script still works. It creates a new character definition, you must just change it and delete the two wrong definitions. thanks man!

  • @ruudygh
    @ruudygh ปีที่แล้ว

    what about 3ds max or c4d?

    • @Metarig
      @Metarig  ปีที่แล้ว

      I haven't tested them yet, but I believe 3ds Max supports this feature. The question is, when importing an FBX file, does it get clamped like in Maya? The problem lies with the importer, but Blender doesn't have any control over the maximum influence anyway.

    • @jgthomas123
      @jgthomas123 ปีที่แล้ว

      Have you tested using the maya fbx export tool?