MetaHuman Animator Eyebrow Fine-tuning in Unreal Engine

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  • เผยแพร่เมื่อ 25 ส.ค. 2024
  • In the process of fine-tuning the eyebrows of a facial animation captured with MetaHuman Animator in ‪@UnrealEngine‬
    Questions for those using MetaHumans and facial animators:
    #1. How much time do you spend fine-tuning facial performances?
    #2. Can you list the controls on the MetaHuman Face Control rig that affect the brow area? (hint: there are a few more I did not show at the end)
    Thanks to Melinda Ozel (melindaozel.com/) for her incredible resources on facial expressions.
    And thanks to ‪@JakeHicksPhotography‬ (jakehicksphoto...) for assisting me in applying real-world lighting techniques to light digital humans.
    Powered by a ‪@PugetSystemsPC‬ workstation 😎
    #metahumanimator #metahuman #ue5 #unrealengine #digitalhuman #motioncapture #mocap #facialanimation

ความคิดเห็น • 16

  • @2DNAC
    @2DNAC 4 หลายเดือนก่อน

    The eyebrow animation fine-tuning in this video subtly enhances the character's expressiveness, showcasing impressive detail. Amazing job!!!

  • @VRDivision
    @VRDivision 4 หลายเดือนก่อน

    this is just beautiful

  • @charlytutors
    @charlytutors 4 หลายเดือนก่อน

    Wow! Very nice!

  • @konstantindlakrua9408
    @konstantindlakrua9408 4 หลายเดือนก่อน

    It's amazing!

  • @JonathanWinbush
    @JonathanWinbush 4 หลายเดือนก่อน

    🔥🔥🔥🔥

  • @wallasace
    @wallasace 4 หลายเดือนก่อน

    Great work!
    Lots of eye corrections, it made a big difference. Do you often work with graphic curves in your process? I saw a lot of wobble in the raw and normally I would use curves to correct

    • @FeedingWolves
      @FeedingWolves  4 หลายเดือนก่อน +1

      Thank you! When you say graphic curves, do you mean the curve editor? I am using the curve editor to adjust the existing keys for the brows currently. I made a tiny adjustment to the eye movement, just for this short clip. Haven't gotten to the eye section yet.
      There is a "bug" where the eyes tilt down when the brows raise up. I am going to also use the curve editor to adjust this strange peak in the Y-axis, but it is going to be tricky figuring out what data is being lost during those brow lifts in the eye Y axis.
      Curious to know, how would you approach this issue?

    • @wallasace
      @wallasace 4 หลายเดือนก่อน

      ​@@FeedingWolves Exactly curve editor 😅
      Got it, I saw better now that when the eyebrows are raised the eye goes crazy. To fix it I would do the same as you with the curves, but to debug it I could think of:
      1 - The Process step in the MHC may be interpreting different data values ​​for the same shape/control/bone/drive(?), so it is possible that the same data arrives for different controls; Maybe another test to diff the results? (You can see this if you take the frames that have noise and compare them with the eyebrow movement frames)
      2 - I don't really like using this idea, but maybe it's a bug in Unreal's attempt to translate it, similar to my first idea but in software way(?); 😅
      3 - The footage may have been compromised by shadows, changes in light and quality, making the process difficult to achieve. But knowing your work, I don’t think that’s the case.
      4 - At least: nothing is perfect, working with Mocap professionally I never saw perfect results (not yet but I'm working on it) this kind problem is complete normal and always need to clean up.
      Note: in Control Rig there are two controls to make this movement "CTRL_R_eyeAim" and "CTRL_C_eyeAim" may have some way to smooth this inside the asset? I'm literally working right now with Faceware's Retargerter and when I retarget the same problems appear, luckily I can change the same parameters that smooth out the curves and reduce the number of keyframes so it doesn't flicker to much. But for a "perfect" animation clean up will be necessary.

    • @FeedingWolves
      @FeedingWolves  4 หลายเดือนก่อน +1

      @@wallasace This is an awesome reply! Thank you! Let me touch on your points.
      1. The Process step - I have seen this with Faceware data as well (skip to 4:03 th-cam.com/video/Yxm9qMo9gyQ/w-d-xo.htmlsi=VfVr4AnBbbqisHlN ) so it might be due to the actual MetaHuman itself. You might be onto something in saying something is interpreting data values for the same shape/bone drive. Perhaps the MetaHuman Rig Logic itself is, might somehow be triggering the eyes to look down with brow raises or when a "corrective" is over correcting? Not sure but I like your explanation.
      2. I am "debugging" for sure with the brow data as it has a hard time differentiating when there is an outer brow raise vs the release of a brow down/brow lateral. So using those curves as references is helpful.
      3. Footage compromised, I am flattered you think that is not the case with me!
      4. Yes, there will always be cleanup. I feel like you have to be a very patient person to "want" to clean up, as I actually enjoy doing this with the face, but I dont enjoy it as much with body data.
      On your note: Faceware uses the C_Eye that controls both eyes which is very helpful and convenient. MetaHuman Animator animates each eye separately. I can understand why as eyes are not always perfectly even when darting and such. I haven't tried switching to the Eye Aim but...I might be able to see if that jolt in the eye Y-axis is not there and use that as a reference.

    • @wallasace
      @wallasace 4 หลายเดือนก่อน

      ​@@FeedingWolves Oh thanks, are you welcome! 😊
      You took a good result with Faceware Studio, did ever try do this process with Analyzer and Retarget in Maya? I'm facing several problems right now: it's a extreme slow process and I'm not getting good results from this yet. I has been used Faceware Studio only two times and to be honest I didn't explore to much yet.
      1 - Are you using the Glassbox ABP? In the video you show so many controls curves, if not might be fair to give a try with that?
      2 - Question, the both eyes are having this same issue?
      3 - Clean up the face is a meditation, but the body and the FINGERS is really a pain in the ass (sorry). For this nothing like a good music and good cup of coffe/tea to do this hard work.
      Note about your note about my note: Could be a good try, but at Process Stage can you change that? Because if not that will be worthless.

  • @habibi-mq7yb
    @habibi-mq7yb 3 วันที่ผ่านมา

    Can we use eyebrows hair cards instead of alembic groom?

  • @xaby996
    @xaby996 4 หลายเดือนก่อน

    Do the new 5.3 tools interest you at all?

    • @FeedingWolves
      @FeedingWolves  4 หลายเดือนก่อน

      Which tool? Unfortunately, I have had a hard time with the bugs in 5.3 so I have avoided using that version.

    • @xaby996
      @xaby996 4 หลายเดือนก่อน

      ​@@FeedingWolvesthey added some basic weight painting tools and skeleton editing tools. Probably not exciting if youre use to bouncing between the best software out there

    • @FeedingWolves
      @FeedingWolves  4 หลายเดือนก่อน

      @@xaby996 Actually that is quite interesting. I haven't tested either of those out yet, but I am sure I am going to need to use the skeleton editing tools at some point. Have you found any good videos that delve into either of those tools?

    • @xaby996
      @xaby996 4 หลายเดือนก่อน

      ​@@FeedingWolvesnope. Just a few ppl showing that its possible.