This seems like a very cool process! I'm interested in wrapping a metahuman around a Daz3D character. If that is possible, I'll definitely buy your product. Can you make a video showing this process with a Daz3d Character?
this is amazing! i've been trying to see if we can combine the customization power of cc4 and the animation tools of iclone with realism of metahumans and this is one step closer! do you have a workflow to also bring the cc4 textures with the latest update and also if you have a workflow process for animation/posing these modified metahumans with iclone's livelink tool?
Thanks for the great tutorial! How was the skeletal mesh of irene's metehuman full body shown at the 22 second mark created? Which video does preview video refer to?
Hello, th-cam.com/video/A4iJc_KLTFY/w-d-xo.html. If the engine doesn't allow you to import the OBJ as skeletal mesh, import the obj in blender and export it to fbx from there and import back the fbx to Unreal
Thanks! I just bought Mesh Morpher. I want to transform a metahuman into a 3D-scanned body. The 3D scan doesn't have bones, so how should I align it? Is there a tutorial you would advise? It also seems this video is a bit out of date, it would be good to see this process in the new version... I can't find the bone hierarchy for example...
Control Points are the only way to do it if the poses don't match. th-cam.com/video/7ohhLtx7ycU/w-d-xo.htmlsi=qQ75tqEiLv6pqjCu But even with control points if the poses are too different the wrapping might fail.
@@PugLifeStudio Thank you for your quick answer! I've worked with over 40 control points, and the poses are more or less similar. I started from a m_med_nrw_body... because this has a skeleton and bones (This has no head)... The 3D-scan has only the root bone. The result looks very distorted, although I've checked all the control points from the target have matching points in the source... It has very scrambled geometry... should I add more control points? How do I start from the full body (which doesn't have any bones left?).
Is this still supposed to work? It looks quite different on my version. I have no wrapper in the create morph target from mesh settings, and I have no bone alignment in the wrapper. To have it like a streamlined process as in the video makes sense to me. I am not really sure how I would do it in the current version. How do I change the pose of the source to fit the target? I assume I have to open the CC3+ model with "create from pose". Open the metahuman fullbody as a reference, pose the cc3+ model and create a pose. Then open the fullbody and open the CC3+ model as the source and the previously created pose for that source. Am I right? Edit: when I open the CC3+ mesh with create from pose, then the bones are super tiny on the ground. As if there is some ball of wool laying around. Could you redo this tutorial with the current version from beginning to end? I try to make this for days, but it just wont work.
Hi I was just watching this wondering myself if it was out of date. You might want to check out his channel. It seems from my cursory examination of the recent tutorials they may be using a different approach. Also I notice that most of these posts are a year old. The video does seem good but I think they were using Metahumans for UE4 at that time. I don't know if I right, as I'm just starting to look into it, but I do hope he's come up with a method that works now. Good luck
This seems like a very cool process! I'm interested in wrapping a metahuman around a Daz3D character. If that is possible, I'll definitely buy your product. Can you make a video showing this process with a Daz3d Character?
this is amazing! i've been trying to see if we can combine the customization power of cc4 and the animation tools of iclone with realism of metahumans and this is one step closer! do you have a workflow to also bring the cc4 textures with the latest update and also if you have a workflow process for animation/posing these modified metahumans with iclone's livelink tool?
So this solution will essentially transfer the CC4 Topology into the Metahuman one? Or just wrap the Metahuman topology to the CC4 Topology?
Thanks for the great tutorial! How was the skeletal mesh of irene's metehuman full body shown at the 22 second mark created?
Which video does preview video refer to?
Hello, th-cam.com/video/A4iJc_KLTFY/w-d-xo.html. If the engine doesn't allow you to import the OBJ as skeletal mesh, import the obj in blender and export it to fbx from there and import back the fbx to Unreal
Thanks!
I just bought Mesh Morpher. I want to transform a metahuman into a 3D-scanned body.
The 3D scan doesn't have bones, so how should I align it? Is there a tutorial you would advise?
It also seems this video is a bit out of date, it would be good to see this process in the new version... I can't find the bone hierarchy for example...
The fullbody I exported of the metahuman doesn't have any bones either...
Control Points are the only way to do it if the poses don't match. th-cam.com/video/7ohhLtx7ycU/w-d-xo.htmlsi=qQ75tqEiLv6pqjCu But even with control points if the poses are too different the wrapping might fail.
th-cam.com/video/5dl-k0_qAYM/w-d-xo.htmlsi=y6SCdG0d333xyD0W
@@PugLifeStudio Thank you for your quick answer! I've worked with over 40 control points, and the poses are more or less similar.
I started from a m_med_nrw_body... because this has a skeleton and bones (This has no head)...
The 3D-scan has only the root bone.
The result looks very distorted, although I've checked all the control points from the target have matching points in the source...
It has very scrambled geometry... should I add more control points?
How do I start from the full body (which doesn't have any bones left?).
Could you show me side by side picture between before-morph and after-morph? I can't tell the difference. I am very interested in this.
th-cam.com/video/TuQDxNXXHTA/w-d-xo.html
Awesome ! 👍
Target must be non changable mesh, source is what to change
Is this still supposed to work? It looks quite different on my version. I have no wrapper in the create morph target from mesh settings, and I have no bone alignment in the wrapper. To have it like a streamlined process as in the video makes sense to me. I am not really sure how I would do it in the current version. How do I change the pose of the source to fit the target? I assume I have to open the CC3+ model with "create from pose". Open the metahuman fullbody as a reference, pose the cc3+ model and create a pose. Then open the fullbody and open the CC3+ model as the source and the previously created pose for that source. Am I right?
Edit: when I open the CC3+ mesh with create from pose, then the bones are super tiny on the ground. As if there is some ball of wool laying around. Could you redo this tutorial with the current version from beginning to end? I try to make this for days, but it just wont work.
Hi I was just watching this wondering myself if it was out of date. You might want to check out his channel. It seems from my cursory examination of the recent tutorials they may be using a different approach. Also I notice that most of these posts are a year old. The video does seem good but I think they were using Metahumans for UE4 at that time. I don't know if I right, as I'm just starting to look into it, but I do hope he's come up with a method that works now. Good luck
but it will obviously missallign the animations right?
That’s why you align. So the metahuman pose is preserved and the metahuman animations still work
Can we do CC4 body to MetaHumans?
th-cam.com/video/yeUBJ27dhdE/w-d-xo.html
Did u find an answer to this?