Using Mesh to MetaHuman in UE | Unreal Engine

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  • เผยแพร่เมื่อ 6 มิ.ย. 2024
  • In this tutorial, Senior Technical Product Manager Raffaele Fragapane takes you through the process of turning your own custom scan, sculpt, or model into a MetaHuman using the Mesh to MetaHuman feature in the new MetaHuman Plugin for Unreal Engine. He also covers further refining your MetaHuman in MetaHuman Creator. Download the plugin here: www.unrealengine.com/marketpla...
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ความคิดเห็น • 228

  • @CinematicCaptures
    @CinematicCaptures 2 ปีที่แล้ว +40

    Can’t wait to hop in and try this. Super exciting!

    • @AlexiosLair
      @AlexiosLair 2 ปีที่แล้ว

      So long you are free :D

    • @chadcrypto2675
      @chadcrypto2675 2 ปีที่แล้ว +1

      @@AlexiosLair If you use the engine, it's free!

    • @kiyoshiakiyama2173
      @kiyoshiakiyama2173 2 ปีที่แล้ว

      @@chadcrypto2675 gonna make my own realistic waifu then 😏

  • @JonathanWinbush
    @JonathanWinbush 2 ปีที่แล้ว +44

    This opens up so many possibilities 🤙🏾

    • @kolis_
      @kolis_ 2 ปีที่แล้ว +2

      Yes it does…😆🤙🏾

    • @crunchycreatives
      @crunchycreatives 2 ปีที่แล้ว +1

      Real actor to 3D actor in less than ten minutes? This is nuts.

  • @BaseRealityVR
    @BaseRealityVR 2 ปีที่แล้ว +83

    So we can now auto rig any character face mesh we have, to a metahuman rig. Wow when did this brilliant feature happen. And this is such good timing for me and what i just finished :)

    • @piorism
      @piorism 2 ปีที่แล้ว +3

      Well not really - this is more like taking the regular metahuman base and shaping it around a custom model, resulting in a custom sculpted MetaHuman variant (basically skipping the manual tweaking step). Still very cool though !

    • @jackiechannel6351
      @jackiechannel6351 ปีที่แล้ว

      @@kartikeysrivastava7864 You still need a good photogrammetry scan for accurate results

    • @jackiechannel6351
      @jackiechannel6351 ปีที่แล้ว

      @@kartikeysrivastava7864 It can but it difficult to achieve without perfect stillness of the subject. Professional photogrammetry has simultaneous capture

    • @piorism
      @piorism ปีที่แล้ว +3

      @@jackiechannel6351 Why would you assume that there is a need for a high-end photogrammetry source here ? The tool merly snaps the MH structure to a few marker pointsand the to the surface of the input model. I don't think there is any need for a very detailed source input - as a matter of fact I would assume that even a broken/incomplete head scan would work just fine.

  • @jameson5633
    @jameson5633 2 ปีที่แล้ว +17

    This is so amazing! Thank you team Epic Metahuman programmers and td we live in wonderful time of awesome people who doing it for all of us.🤗😊👍

  • @studiopixani8258
    @studiopixani8258 2 ปีที่แล้ว +1

    This is truly...EPIC! Thank you dev team!

  • @MR3DDev
    @MR3DDev 2 ปีที่แล้ว +10

    3D animation just got another level

  • @unfgames
    @unfgames 2 ปีที่แล้ว +1

    Mind blowing! 🤯 trying this out now! Looks like Metahumans will become much more flexible to use

  • @shadyartstudio
    @shadyartstudio 2 ปีที่แล้ว

    It works Flawlessly! Thank you so much epic for giving these amazing technology for free.

  • @jesusfreak_x3l
    @jesusfreak_x3l 2 ปีที่แล้ว

    Woooo!!! They did it.- and what a novel workflow at that!! Bravo!

  • @BarakXYZ
    @BarakXYZ 2 ปีที่แล้ว +1

    Amazing next-gen stuff guys. Bravo!

  • @maxhuk
    @maxhuk 2 ปีที่แล้ว +5

    Thank you so much to the Quixel team for their hard work and to Epic for making this possible 🥹 It’s just next level stuff, you are pushing the industry forward in leaps 🤩 Very inspiring 😌

  • @MarkW1991
    @MarkW1991 2 ปีที่แล้ว +20

    Awesome, hopefully the ability to do the same with full body sculpts coming sometime soon. Would be the best with the option of specifying the exact height or just matching the input file, if it's been created with real scale in mind.

    • @vuron8893
      @vuron8893 2 ปีที่แล้ว +1

      Metahuman seems to be focusing almost entirely on head and face and, unfortunately, is one of the reasons that I haven't been able to fully utilize the tool. If this demo were fully body, than it would be incredible and I hope that's coming soon.

    • @CausticCaterpillar
      @CausticCaterpillar ปีที่แล้ว

      @@vuron8893 I can see a full body rigger coming in the future to specify body types. I don't think it would be more complicated than a face since it would need to identify just the arms, neck, hips, knees and feet. Mainly just the major joints of the body

  • @imjusttellingstories1688
    @imjusttellingstories1688 2 ปีที่แล้ว

    The future has come at the most unexpected moment:)Good job Epic:)

  • @rasmushaag7340
    @rasmushaag7340 2 ปีที่แล้ว

    Good tutorial, thank you! I loved you in "What we do in the shadows" btw

  • @freddrabble
    @freddrabble 2 ปีที่แล้ว

    Jesus, can't put in words how exciting this is?!?!

  • @metafuel
    @metafuel ปีที่แล้ว

    This is seriously incredible.

  • @kailabytes9191
    @kailabytes9191 2 ปีที่แล้ว +1

    This came at a perfect time. Thank you Epic Games!!

  • @learngameartwithpaul3714
    @learngameartwithpaul3714 2 ปีที่แล้ว +2

    This is insane.... thank you so much!

  • @AdvancedImagingSociety
    @AdvancedImagingSociety 2 ปีที่แล้ว

    This is fantastic, thanks for sharing!

  • @CdeeqFilmmaker
    @CdeeqFilmmaker 2 ปีที่แล้ว

    very amazing !!!! cant wait to use it

  • @LFA_GM
    @LFA_GM 2 ปีที่แล้ว +5

    I 've just tested. Works perfectly with high fidelity. Thank you, Epic, for such awesome tools.

    • @roblesliemedia
      @roblesliemedia 2 ปีที่แล้ว +1

      Where is this high fidelity or what do you mean? I've just got it working but I didn't see this option.

    • @LFA_GM
      @LFA_GM 2 ปีที่แล้ว +1

      @@roblesliemedia I mean with just a few clicks you can convert the scanned head or any character into a MH with high fidelity to the original file. This is what I've got from DAZ 3D Characters. th-cam.com/video/-0uKerqld6g/w-d-xo.html
      Just hide hair and other body parts and it is working greatly. Hope that helps.

    • @roblesliemedia
      @roblesliemedia 2 ปีที่แล้ว +1

      @@LFA_GM Looking good, I subscribed to your channel.

    • @LFA_GM
      @LFA_GM 2 ปีที่แล้ว +1

      @@roblesliemedia Welcome, thanks.

  • @Aldraz
    @Aldraz 2 ปีที่แล้ว

    This is great addition!

  • @Particle67
    @Particle67 2 ปีที่แล้ว

    This is an awesome job guys... Awesome

  • @spaceidiot200
    @spaceidiot200 2 ปีที่แล้ว +2

    interesting, just tried it out.
    Seems not be an exact wrap but more of a metahuman closest head it can generate to match the custom mesh.
    Still useful and pretty cool.

    • @roblesliemedia
      @roblesliemedia 2 ปีที่แล้ว +2

      Exactly my use case test as well. I feel it helps to make it not look so "metahumany" but it doesn't look like the person as I think people are hoping for.

  • @joantonio6331
    @joantonio6331 2 ปีที่แล้ว +31

    IMPORTANT :
    Remember to disable this plugin when you perform a build, you will have a LINK2001 error, so each time you want to build, disable the plugin then build

    • @m0rph3u5.
      @m0rph3u5. ปีที่แล้ว

      build what? I am getting an error whenever I click the Mesh to Metahuman button, I even tried opening the metahuman webpage to help it but it just does not want to work regardless of any mesh I used 3d scan or not

    • @fus3603
      @fus3603 ปีที่แล้ว

      @@m0rph3u5. A build is when you package your entire project so it converts to an .exe

    • @m0rph3u5.
      @m0rph3u5. ปีที่แล้ว

      Never heard of this term before. Build is use for building light and package is used for packaging and export.

    • @fus3603
      @fus3603 ปีที่แล้ว

      @@m0rph3u5. True, but build sometimes is incorrectly used also to refer as packaging, and for the context of his sentence that seems 90% sure what he is trying to say

    • @RayaneAtd
      @RayaneAtd 9 หลายเดือนก่อน

      Thank you

  • @jimmwagner
    @jimmwagner 2 ปีที่แล้ว

    I can't wait to give this a shot.

  • @Shinzen996
    @Shinzen996 2 ปีที่แล้ว

    Thank you for your hardwork!!!

  • @Hunger53
    @Hunger53 2 ปีที่แล้ว +11

    Trully groundbreaking! Would be also great to have the same feature but for the body, so it will automatically align everything we sculpted, maybe even with custom textures, who knows?

  • @patrikbaboumian
    @patrikbaboumian 2 ปีที่แล้ว

    This is so exciting!!! :)))

  • @_casg
    @_casg 2 ปีที่แล้ว +10

    no way dude, i was literally just thinking what if i wanted to sculpt my own meta human but the character custimizations arent enough. Now yall just let us merge objects to a meta human rig. That's boss moves right there

  • @KAMShow-se9qd
    @KAMShow-se9qd 2 ปีที่แล้ว

    damn amasing thank you also for tutorial please keep upgrading

  • @gunasai1301
    @gunasai1301 2 ปีที่แล้ว

    damn good feature
    thanks for this timing saving process

  • @SandeepTogarathi
    @SandeepTogarathi 2 ปีที่แล้ว

    Now let’s do rest of the body. Very excited to try this out

  • @KillerTacos54
    @KillerTacos54 2 ปีที่แล้ว +3

    Phenomenal!

  • @unreal_animations
    @unreal_animations 2 ปีที่แล้ว

    Amazing !! 🤘🤘

  • @AndreNMailho
    @AndreNMailho 2 ปีที่แล้ว +1

    Holy f* s*. Are you kidding me? This should be the next front page of Times bro xD.
    This is AMAZING, I need to test this tool right now.

  • @michailmarkou1995
    @michailmarkou1995 2 ปีที่แล้ว +1

    Epic feature!

  • @toapyandfriends
    @toapyandfriends 2 ปีที่แล้ว +2

    This is seriously awesome and a major bonus it makes this so much more awesome but the fact that I can't export it to Blender and it takes so long to render something or video out in Unreal Engine makes it kind of a deal breaker for me ....and I tried it all day on this really nice 3D model I bought of Michelle Pfeiffer today trying to get it to look like her and it came close but I realized I'm still gonna have to master animation to get it to look exactly like her when i animate... even though I could point my iPhone Facecap app at Michelle Pfeiffer on the TV and capture her face from the TV and apply that animation to the model... Which will get me close but then I'm still only limited to things that Michelle Pfeiffer has
    already said and just the way she said em

    • @toapyandfriends
      @toapyandfriends 2 ปีที่แล้ว

      Still an awesome tool could expand upon it... I'm imported the head mesh into Blender and I'm in the process of texturing it to see how realistic I can make it ..the rig was still on there when I did so that's a plus

  • @rafalosso170
    @rafalosso170 2 ปีที่แล้ว +57

    Wait, a feature like this out of nowhere? It's almost groundbreaking!

    • @AndreNMailho
      @AndreNMailho 2 ปีที่แล้ว +2

      Exactly what I thought. Why are they not announcing this everywhere?

    • @brenolad
      @brenolad 2 ปีที่แล้ว

      @@AndreNMailho It went out in email blasts

    • @jackiechannel6351
      @jackiechannel6351 2 ปีที่แล้ว +3

      @@ukrainewarfootage2023 this sort of stuff has been possible for a while using wrap4d or zbrush shrinkwrapping tools. This just allows for a better preservation of features in the unreal/maya rig

  • @francescocalvi7096
    @francescocalvi7096 2 ปีที่แล้ว +30

    Wait what. Did you just casually generate an extremely clean AF mesh from a scan within unreal and kept going like it was nothin? Hot doggie

    • @kettenotter
      @kettenotter 2 ปีที่แล้ว +2

      Yep... exactly my reaction... I missed only some texture reprojection functionality buts probably coming.

    • @pathfinder9602
      @pathfinder9602 2 ปีที่แล้ว

      lol, no body noticed that coming

    • @samuelenslin1850
      @samuelenslin1850 2 ปีที่แล้ว +5

      Not quite. Its "just" taking the metahuman-default mesh and wrapping the scan onto that. Still amazing, but not retopology.

    • @DaroxxFR
      @DaroxxFR 2 ปีที่แล้ว +2

      @@samuelenslin1850 Wrapping a mesh to get a cleaner topology is one of the few methods of retopology (you have manual (clean but a lot of work), automatic (quick but... yeah) and hybrid (a lot of work to make a good base but quick to reusing it))

    • @samuelenslin1850
      @samuelenslin1850 2 ปีที่แล้ว +3

      @@DaroxxFR True. But it's not generating new topology is what I was getting at.

  • @Suburban_Pantsula
    @Suburban_Pantsula ปีที่แล้ว

    I'm in awe

  • @cinemarks.3d
    @cinemarks.3d ปีที่แล้ว

    Cool tutorial! 💪 The workflow would be even better if the original skin texture of the 3D scan could be blended in Metahuman aswel with a slider. I do that in Photoshop now afterwards bases on the Metahuman final texture. Makes it look closer to the scanned person.

  • @mousse4577
    @mousse4577 2 ปีที่แล้ว

    amazing! Is there any way to edit the morph target models as well? It looks creepy when generating expressions for more stylized models.

  • @JeffersonDonald
    @JeffersonDonald 2 ปีที่แล้ว

    Wow. Just wow!

  • @MovingDungeons
    @MovingDungeons 2 ปีที่แล้ว

    I love love love it :)

  • @Jobutsu
    @Jobutsu 2 ปีที่แล้ว

    amazing !

  • @fleurbird
    @fleurbird 2 ปีที่แล้ว

    Magic! Unbelievable!

    • @Jsfilmz
      @Jsfilmz 2 ปีที่แล้ว

      you look familliar

  • @christinepalejo7675
    @christinepalejo7675 2 ปีที่แล้ว +1

    The after a lot of testing, the limitation I can see.it doesn't work well on stylize character that have a big eye like the a Disney character, hope it will work on any character design soon. But great work guys. Thanks a lot for the update

  • @Wellbeing_Kim
    @Wellbeing_Kim 2 ปีที่แล้ว

    I was just opening the library for DNA modification. I waited almost 2 years. Finally!!!!!!!!!!!!!!!!!!!!

  • @fabianoperes2155
    @fabianoperes2155 2 ปีที่แล้ว

    AMAZING!

  • @mckachun
    @mckachun 2 ปีที่แล้ว

    super awsome !!!!!!

  • @threedai
    @threedai 2 ปีที่แล้ว

    Well Done !

  • @UnrealTutorialsPro
    @UnrealTutorialsPro 2 ปีที่แล้ว +2

    Muchas gracias por el tutorial, Empezaré a hacer pruebas escaneándome a mi mismo.

  • @JonTeriini
    @JonTeriini 2 ปีที่แล้ว +3

    brilliant, oh you tweak in mhc too :)

  • @GandoshGanbaataryo
    @GandoshGanbaataryo 2 ปีที่แล้ว +2

    God fucking dammit. We've just finished 3 characters with full range of motions... In three weeks without going home. Oh come oonnn. Not sure what im feeling right now... Godddammit

    • @invadereriks
      @invadereriks 2 ปีที่แล้ว +1

      Same boat, but hey at least you can use your characters outside of unreal.

  • @ChamIseul
    @ChamIseul 2 ปีที่แล้ว +1

    와...대박~입니다~

  • @heromation
    @heromation 2 ปีที่แล้ว

    Very cool. Does this work with low poly characters as well?

    • @ecoveydesigns1060
      @ecoveydesigns1060 2 ปีที่แล้ว

      In most softwares you can use a "remesh" tool that will lower the poly count without disturbing the look of you model.

  • @unw3ee
    @unw3ee 8 หลายเดือนก่อน

    Thanks for the guide!
    Is there a way to use clothes from my 3D model as metahuman clothes?

  • @mrsaudify
    @mrsaudify ปีที่แล้ว +3

    Where is the metahuman plugin in 5.1 ?

  • @solomonsfarm1159
    @solomonsfarm1159 ปีที่แล้ว

    Finally....yesssss

  • @sakibkhondaker
    @sakibkhondaker 2 ปีที่แล้ว

    This is so better and user-friendly than Ziva Face Trainer.

  • @supasuoasuoasupa1939
    @supasuoasuoasupa1939 2 ปีที่แล้ว +9

    what about the body?

  • @toapyandfriends
    @toapyandfriends 2 ปีที่แล้ว

    I just tried it it's so awesome thank you it really works so awesome thank you so much for this high technology!!... I don't even need Character Creator no more... Just if you can I need to figure out how to render this or get this in the Blender so far I haven't been able to render anything if you could direct me to a video on this channel that really helps me output video at no more than 30 seconds per frame...

    • @roblesliemedia
      @roblesliemedia 2 ปีที่แล้ว

      Bring it into an Unreal project and export as an FBX

  • @nikolayusupov
    @nikolayusupov ปีที่แล้ว

    So cool

  • @MrYoungfly1
    @MrYoungfly1 2 ปีที่แล้ว

    Thank you.

  • @zeon3d755
    @zeon3d755 ปีที่แล้ว

    Very helpful. Is there anyway you can import ue5 mannequin mesh into metahuman then apply skin to it? I'm trying to create a metahuman based on exact mesh spec of ue5 mannequin.

  • @MEneifal
    @MEneifal 2 ปีที่แล้ว

    This is nuts

  • @lovelearn341
    @lovelearn341 2 ปีที่แล้ว

    All great stuff but is there any chance for skin texture?
    I only saw the raw texture

  • @Brandontroll
    @Brandontroll 2 ปีที่แล้ว +2

    Is that template mesh supplied or can any template mesh be provided ?

  • @nabir14
    @nabir14 2 ปีที่แล้ว +3

    Unreal Engine is the best!

  • @user-sr4jp9vr6e
    @user-sr4jp9vr6e 2 ปีที่แล้ว +3

    Great video!
    The Subtitles are wrong tho

  • @Drahoslav_Lysak
    @Drahoslav_Lysak 2 ปีที่แล้ว

    Blow my mind :)

  • @razorblade-
    @razorblade- 2 ปีที่แล้ว +2

    seems like the end of classic wrap, zbrush, maya, mari workflow for digidoubles

  • @whynotll83
    @whynotll83 ปีที่แล้ว

    Would it be possible to use facial features from a built head to a meta human? like the website character builder where you can blend multiple features.

  • @crunchycreatives
    @crunchycreatives 2 ปีที่แล้ว

    Wait what?!? Wow!

  • @ange501048123
    @ange501048123 2 ปีที่แล้ว

    Nice Epic!

  • @AdolfoDomingues
    @AdolfoDomingues ปีที่แล้ว

    how did you make the viewport see things in front view ortographic? I can't find the viewport controls in UE5 like it had on UE4 that I could click on the corner of the screen

  • @Dworakus
    @Dworakus 2 ปีที่แล้ว

    Can you now also apply the original texture to the new mesh?

  • @Maisonier
    @Maisonier ปีที่แล้ว +1

    Can we use leap motion or usb kinect from Microsoft for the new metahuman animator?

  • @SlipknotRevan
    @SlipknotRevan 2 ปีที่แล้ว

    Does it apply the textures from the original scan as well?

  • @adstix
    @adstix 2 ปีที่แล้ว +2

    Amazing skills!
    I see a time in the near future where humans may no longer be featured in Hollywood movies!
    A time when the exact replicas of famous people from the past will be re enacted in epic films!
    Kudos to the talented Unreal team 👍
    The future is yours to merge with the past in high definition clarity!

  • @PerFeldvoss
    @PerFeldvoss 2 ปีที่แล้ว +1

    I would love that you could do this for clothes and body!

  • @psy237
    @psy237 2 ปีที่แล้ว +1

    Can't wait for the moment big stylized eyes will be support and the sclera can be scaled ;) My test run was great but the big eyes are sadly useless for now :'( but by then I'm probably too far with riggin and animating in blender that switching to meta human is just to cumbersome...

    • @bervync
      @bervync ปีที่แล้ว

      Yeah I just did a test too, my character's eyes are not too exaggerated but slightly larger than the default MH eyes. This led to the eyelashes and eye cartiledges of MH not matching up to the new mesh.

  • @jackthewhite12
    @jackthewhite12 2 ปีที่แล้ว

    I encountered a issue where I messed up on a character because of to many eye lashes I edited the charter reimported it but it had the old trackers still when I followed these steps no idea to to rest them had to create a new project

  • @maldo_95
    @maldo_95 ปีที่แล้ว

    Would it be possible to import just a mesh with no albedo and get a metahuman model off of that?

  • @edmosh
    @edmosh ปีที่แล้ว

    How can I apply this final metahuman with the animation to the original mesh? I mean, if i create a metahuman based on a roman statue mesh, and then apply the animation on the statue with all the original textures and so on..

  • @Lv7-L30N
    @Lv7-L30N 2 ปีที่แล้ว

    increible

  • @TheFunDimension
    @TheFunDimension ปีที่แล้ว +1

    i dont see the plugin, and all I know in UE5 is to scale an object. So it's not like i can fix it. Does anyone knows how to make the plugin appear?

  • @paulsingh2931
    @paulsingh2931 2 ปีที่แล้ว

    can i do this with a character ive made like an orc from warcraft, because they have tiny noses and tusks, or could i even do it with a character like a demon?

  • @silverbackstudios1727
    @silverbackstudios1727 2 หลายเดือนก่อน

    0:23 I’m using M1 Max MacBook Pro and I can’t seem to find the plug-in in my UE5.3.2 even though I have Metahuman in my vault. Took half a day to trouble shoot it but I can’t find the solution. I tried reinstalling the launcher, UE5 and Metahuman but to no avail. Please advice.

  • @user-jq9nu2vp9c
    @user-jq9nu2vp9c 2 ปีที่แล้ว

    When using a face link, the shape of the mouth is distorted to one side. Obviously, it looked normal in the metahuman program.But when I do a live link in Unreal Engine 5, it comes out distorted.

  • @JB-Editing
    @JB-Editing 2 ปีที่แล้ว

    Why does the mesh have no textures after the auto rig ?! 🤔

  • @jerrtinlsc
    @jerrtinlsc 2 ปีที่แล้ว

    Wow!

  • @brandonwinston
    @brandonwinston 2 ปีที่แล้ว

    What are some ways to generate a face mesh?

  • @markbrittain4625
    @markbrittain4625 ปีที่แล้ว

    Can meta human be used to build alien or none human meshes to build a life like build for humanoid beings?

  • @dannymendiola
    @dannymendiola 2 ปีที่แล้ว +2

    Unreal being free makes me feel more and more like a thief with every new feature

  • @astralstormgamestudios1259
    @astralstormgamestudios1259 9 หลายเดือนก่อน

    cant find the metahuman plugin.. its not listed

  • @WordOnWheels
    @WordOnWheels ปีที่แล้ว

    Why is it when i open metahuman that there is 2 characters meshed into one ? the face of one is on the neck of the other, and one set of arms is set underneath the other set of arms ? I literally just opened unreal engine and meta human and this is what comes up and it appears there is absolutely nothing that can be done. What am i missing ?

  • @cutcontent5210
    @cutcontent5210 2 ปีที่แล้ว +1

    How much of the neck do I need for this? Or would the head be enought

    • @thales9316
      @thales9316 2 ปีที่แล้ว

      The head is enough

  • @reginaldarmah2381
    @reginaldarmah2381 2 ปีที่แล้ว +1

    Zbrush sculpts coming up