Theres a couple of things to check. Make sure you have textures downloading with your source model in bridge. Refer to the documentation. Also, check if you have DirectX set as your display render in your Preferences-> Display.
Is it possible to update this tool to the version of Maya 2024.2 and Unreal Engne 5.3.2? If it is already possible, can you show us how to do it? thank you so much
S Nolan, thank you for this tutorial and the work you have developed. Unfortunately, with Unreal Engine 5.3.2 it cannot be activated (and here it is not clear why Epic removed the plugin while it works in 5.2... Dunno??), so without this active plugin you cannot find the recall commands for Metahuman which then allow you to use dedicated software such as Maya for animation. Another problem is in Maya 2024.2 which does not mount the plugin and gives an error, while in the 2023 version it works.
Well shoot! I'm sorry you're running into issues. For clarity, the code I provided in my github project is pure Maya Python so if there's an issue with the Maya code not working in Maya 2024, I don't have plans in the near future to update it. I made the code Open Source to allow people to edit and use personally or commercially. As far as Metahuman in 5.3, it's hard to provide assistance as it's not a version I currently use. If work didn't consume my time, I'd be able to keep supporting updated versions of Maya and UE 😂.
you absolute legend! this is awesome step forward for independent film! Im transferring everything to maya for final animation and rendering, is there a way to transfer the body animations too? just i have the neck animations transferred to the body in unreal i wanna bring across too. thanks again legend
There's a few ways to go about this depending what your final need is. It's not a quick explanation. You may find your answer in searching other videos. There's 2 skeletons to contend with and each require different support. Apologies that this isn't helpful but glad the facial side is.
thanks for this amazing tool! i know this isn't your 'day job' but wondered if you came across an error where the MH imported from Bridge doesn't have the jaw control (or lips together, neck stretch and a few others) working? could be a version issue, but there's almost no help on this process/setup...and no error messages ion import. i'm using maya2023.0 and unreal5.3 thanks again
Hmm, haven't run into this. Might refer to Jae's tutorial as his is more through than mine, lol. th-cam.com/video/YyWw-yofP_I/w-d-xo.htmlsi=YuI2AjexF4xsWa3X
Thank you so much for this tool. I tried it with two different metahumans. Worked with just one. What could be a possible diagnosis ? Unreal 5.2, Maya 2020.
I’m probably not the best resource when it comes to animating. I’m generally working on tools and the tech side of things. Although the new Metahuman Animator tech in UE5.2 is a good starting point for getting your face footage transferred to the face rig with good results. My best suggestion is understand how the 3Lateral face works on Metahuman, how the facial muscles work together and combine to create believable movements.
Not quite sure what you are asking but using default Metahuman project found in marketplace samples. www.unrealengine.com/marketplace/en-US/product/metahumans
Apologies for delayed response. I can only provide support with the tool. If having Metahuman import issues, I'd double check if you have all the necessary Maya components such as Arnold and PyMEL as well as refer to docs I've provided in the description.
first character worked seamlessly, my second character ive used the metapipe tools to conform the rig to more extreme proportions, now on facial import i get the error, "missing Face_ControlBoard_CrtlRig node" unable to import animation... is this something that is fixable i cant seem to find that node in my original fresh metahuman character imported from unreal to maya either... I think it maybe the set current MetaHuman button, reads as HumanID_modified.dna when i want to edit it to bruteID.... any help greatly appreciated
I’m unfamiliar with the Meta pipe tools so hard to help with specifics. If another tool is renaming the original DNA file, you will need to modify the code to work around this. The tool currently only supports unmodified metahumans.
hey, thanks for the tutorial, I'm having trouble when installing the plugin, I've already installed pymel and try to run the code inside of maya using python and it doesn't show the UI platform to import the animation. Any tips on that? Thanks in advance!
With the latest code, there’s a drag and drop python file. Drag into Maya’s viewport and it will prompt to install the the tool. It’ll create a shelf button in a Metahuman shelf with a button to launch the tool. I rarely check comments here so if you run into issues, please report them in the GitHub project. However, I will be moving out of state so response will be delayed. Anyways, hope that helps.
@@seanwnolan tried it doesn't seem to work, the textures seem to be assigned correctly in the Hypershade Editor but even viewing in Textured mode makes the mseh looks grey.
hi, can u help me? for some reason I cant download any metahuman on the standalone version of bridge so that I can export it to maya, it says that I need to download on bridge for U5, but like, 4 months ago I could do it with no exceptions
thx! I successfully export metahuman animation into maya, but when i save the scene and reopen it, the animation is gone while the control rig is still moving, do you know how to save the scene correctly?
@@seanwnolan all i can see in the autodesk forum, its maya 2024 its not full compatible with quixel. with all installed, pymel, quixel shows me that was exported well but nothing shows on maya. so i downloaded, maya 2023 and works inmediatly
Hello there, I tried to learn your addon for maya. Do you think it is possible to make something similar for other tools like Blender? Would love if you might want to share some pointers.
Sorry, not familiar with Blender. I don’t know how Metahuman is setup in it. My code is pretty well documented but depends on how the rig is setup in blender.
for numerous reasons you can't use bender for metahumans. There is stuff just not implemented in Blender logic that are required for MH (i'm not a dev but for sure its not gonna happen)
Epic does provide a python library to extract data from the DNA file which is what's used to rebuild the scene in Maya. I'd suspect it's feasible to extract this data into Blender. github.com/EpicGames/MetaHuman-DNA-Calibration
@@seanwnolan do you know which case can help export sequence of the control rig keys. I mean if we use the range float of the control rig board there should not be a issue what rig to use as long as it have all the expression made basedon the metahuman list of expression action.
I followed your steps, but I didnt get any keyframes from the fbx file which was exported from UE. And the attr was named as like foot_l_ctrl_FBXASC046Scale_FVXASC046X. What was the subfix?
If you open the FBX you exported from UE into a fresh Maya scene, is there animation curves on the root joint? If not, check your export settings again.
Got animation sequence to work thanks dude!
You bet! I recently updated the install process to help simplify that. Also added an export button. It all works “seamlessly” as Ada would say 😄.
@@seanwnolan hahaha awesome man thanks again!
First of all, thank you for providing this tool.
You are welcome!
I really Cant Thank you enough Sean! this is why brains and smart ppl exist! to add to Humanity! like u did
Wow, very much appreciate your kind words. 😊
Thank You, Thank You :D Awsome tool :)
You're welcome!
It's very nice and the result is amazing, thank you
Great to hear!
you sir, are top! amazing work keep it up
This is so helpful - thanks a lot!
you are amazing. god bless you
Very kind. Enjoy 😊
This is amazing! How are you maintaining the texture on your model in Maya? My Metahuman imports as a solid color.
Theres a couple of things to check. Make sure you have textures downloading with your source model in bridge. Refer to the documentation. Also, check if you have DirectX set as your display render in your Preferences-> Display.
Is it possible to update this tool to the version of Maya 2024.2 and Unreal Engne 5.3.2? If it is already possible, can you show us how to do it?
thank you so much
I don’t have either versions but I believe the code should still work for these versions. If not, please describe what issues you are encountering.
S Nolan, thank you for this tutorial and the work you have developed. Unfortunately, with Unreal Engine 5.3.2 it cannot be activated (and here it is not clear why Epic removed the plugin while it works in 5.2... Dunno??), so without this active plugin you cannot find the recall commands for Metahuman which then allow you to use dedicated software such as Maya for animation.
Another problem is in Maya 2024.2 which does not mount the plugin and gives an error, while in the 2023 version it works.
Well shoot! I'm sorry you're running into issues. For clarity, the code I provided in my github project is pure Maya Python so if there's an issue with the Maya code not working in Maya 2024, I don't have plans in the near future to update it. I made the code Open Source to allow people to edit and use personally or commercially.
As far as Metahuman in 5.3, it's hard to provide assistance as it's not a version I currently use.
If work didn't consume my time, I'd be able to keep supporting updated versions of Maya and UE 😂.
you absolute legend! this is awesome step forward for independent film! Im transferring everything to maya for final animation and rendering, is there a way to transfer the body animations too? just i have the neck animations transferred to the body in unreal i wanna bring across too. thanks again legend
There's a few ways to go about this depending what your final need is. It's not a quick explanation. You may find your answer in searching other videos. There's 2 skeletons to contend with and each require different support. Apologies that this isn't helpful but glad the facial side is.
thanks for this amazing tool! i know this isn't your 'day job' but wondered if you came across an error where the MH imported from Bridge doesn't have the jaw control (or lips together, neck stretch and a few others) working? could be a version issue, but there's almost no help on this process/setup...and no error messages ion import. i'm using maya2023.0 and unreal5.3 thanks again
got it sorted, was an old bridge/maya plugin version
Hmm, haven't run into this. Might refer to Jae's tutorial as his is more through than mine, lol.
th-cam.com/video/YyWw-yofP_I/w-d-xo.htmlsi=YuI2AjexF4xsWa3X
Works perfectly now, was a bridge version issue❤
Thank you so much for this tool. I tried it with two different metahumans. Worked with just one. What could be a possible diagnosis ? Unreal 5.2, Maya 2020.
Sorry to hear. Any errors in the script editor?
YOU ARE A GOD! THANK YOU!!!!!
Glad it helped!
Can we also add body animation with facial animation sequense ?
This involves a separate process that this tool doesn’t support. However, it is possible but I just don’t have the time unfortunately.
That`s just so Dope! how can i contact you for some Q&A ?
What can I help answer?
can you do a tutorial please on how you get such good lipsyncing?
I’m probably not the best resource when it comes to animating. I’m generally working on tools and the tech side of things. Although the new Metahuman Animator tech in UE5.2 is a good starting point for getting your face footage transferred to the face rig with good results. My best suggestion is understand how the 3Lateral face works on Metahuman, how the facial muscles work together and combine to create believable movements.
After all facia cleanup how to send back to unreal engine with updated facia expression
There's an Export FBX button in the tool. You'll need to import the data. The video should describe that process.
@@seanwnolan share the link of that video
@@artrush3603
Uh, it's this video. 👆
Could you please tell me where i can download sequence level folder?
Not quite sure what you are asking but using default Metahuman project found in marketplace samples.
www.unrealengine.com/marketplace/en-US/product/metahumans
If you are asking how to find and use the sequencer tool, there's docs.
docs.unrealengine.com/5.2/en-US/sequencer-cinematic-editor-unreal-engine/
is there a way to import the head movement?
Sorry, this tool will only supports facial animation and not skeletal.
While importing metahuman to Maya , I got stuck stuck 85% and says skipped adding shader for mesh obj.. at bottom.
Apologies for delayed response. I can only provide support with the tool. If having Metahuman import issues, I'd double check if you have all the necessary Maya components such as Arnold and PyMEL as well as refer to docs I've provided in the description.
first character worked seamlessly, my second character ive used the metapipe tools to conform the rig to more extreme proportions, now on facial import i get the error, "missing Face_ControlBoard_CrtlRig node" unable to import animation... is this something that is fixable i cant seem to find that node in my original fresh metahuman character imported from unreal to maya either... I think it maybe the set current MetaHuman button, reads as HumanID_modified.dna when i want to edit it to bruteID....
any help greatly appreciated
I’m unfamiliar with the Meta pipe tools so hard to help with specifics. If another tool is renaming the original DNA file, you will need to modify the code to work around this. The tool currently only supports unmodified metahumans.
Hey Sean are you available for ad-hoc work? we need your help. thanks
Sorry, I work FT and not available for side work. But thanks for asking.
hey, thanks for the tutorial, I'm having trouble when installing the plugin, I've already installed pymel and try to run the code inside of maya using python and it doesn't show the UI platform to import the animation. Any tips on that? Thanks in advance!
With the latest code, there’s a drag and drop python file. Drag into Maya’s viewport and it will prompt to install the the tool. It’ll create a shelf button in a Metahuman shelf with a button to launch the tool. I rarely check comments here so if you run into issues, please report them in the GitHub project. However, I will be moving out of state so response will be delayed. Anyways, hope that helps.
Great tutorial
Hitting "6" on the keyboard will display textures in Maya.
@@seanwnolan tried it doesn't seem to work, the textures seem to be assigned correctly in the Hypershade Editor but even viewing in Textured mode makes the mseh looks grey.
You may need to double check the docs and ensure you have Arnold installed and any other components needed for Metahuman.
hi, can u help me? for some reason I cant download any metahuman on the standalone version of bridge so that I can export it to maya, it says that I need to download on bridge for U5, but like, 4 months ago I could do it with no exceptions
Try Jae's explanation. He walks through better than me.
th-cam.com/video/YyWw-yofP_I/w-d-xo.html
thx! I successfully export metahuman animation into maya, but when i save the scene and reopen it, the animation is gone while the control rig is still moving, do you know how to save the scene correctly?
Check your DNA path.
github.com/swnolan/metahuman_facial_transfer/issues/9
i cant export to maya 2024, anything else has the same problem?
Oh shoot! Are you able to provide more details? Are there any errors in the script editor? If so, could you please add to your details?
Thanks!
@@seanwnolan all i can see in the autodesk forum, its maya 2024 its not full compatible with quixel. with all installed, pymel, quixel shows me that was exported well but nothing shows on maya. so i downloaded, maya 2023 and works inmediatly
Glad to hear you got it working.
Hello there, I tried to learn your addon for maya. Do you think it is possible to make something similar for other tools like Blender? Would love if you might want to share some pointers.
Sorry, not familiar with Blender. I don’t know how Metahuman is setup in it. My code is pretty well documented but depends on how the rig is setup in blender.
for numerous reasons you can't use bender for metahumans. There is stuff just not implemented in Blender logic that are required for MH (i'm not a dev but for sure its not gonna happen)
Epic does provide a python library to extract data from the DNA file which is what's used to rebuild the scene in Maya. I'd suspect it's feasible to extract this data into Blender.
github.com/EpicGames/MetaHuman-DNA-Calibration
@@seanwnolan do you know which case can help export sequence of the control rig keys. I mean if we use the range float of the control rig board there should not be a issue what rig to use as long as it have all the expression made basedon the metahuman list of expression action.
The animation should be compatible with other metahuman.
Hi, You mentioned maya 2023. For the life of me I can't make the metahuman exported or opened in maya 2023. Am I missing something?
Jae did a better walk through than I did. Maybe this will help.
th-cam.com/video/YyWw-yofP_I/w-d-xo.html
Thanks!@@seanwnolan
I followed your steps, but I didnt get any keyframes from the fbx file which was exported from UE. And the attr was named as like foot_l_ctrl_FBXASC046Scale_FVXASC046X. What was the subfix?
If you open the FBX you exported from UE into a fresh Maya scene, is there animation curves on the root joint? If not, check your export settings again.