please stop changing metahuman faces in the wrong way

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  • เผยแพร่เมื่อ 15 ต.ค. 2024
  • I have seen some videos on youtube that people trying to show how you can change a metahuman face. in this video, I'll tell you why their method is wrong.
    I'm working on a tool to automate all the stuff without the need for wrap3. it will be released alongside the metahuman tutorials on Udemy. I'm waiting for the metahuman plugin for Maya 2022. because Maya 2022 can use Python 3 and for mac users only Python 3. so there won't be backward compatibility for Python 2 for mac users. please subscribe and stay tuned.

ความคิดเห็น • 62

  • @Rombododecaedron
    @Rombododecaedron 2 ปีที่แล้ว +3

    Thank you! That is what I couldn't understand within this custom metahuman thing. People adjust the topology and then they sort of consider that the rig will adjust by itself.

  • @RikkTheGaijin
    @RikkTheGaijin 2 ปีที่แล้ว +1

    please, how do you export the face back in Unreal working with the Metahuman rig, when I do I get FAILED TO MERGE BONES

  • @davidnori1995
    @davidnori1995 6 หลายเดือนก่อน

    How about constraining the joints to the original geometry, then adding the effect of the new blendshape and lastly deleting the constraints while keeping the new position? After that you can reskin the face and remove the custom blendshape.

  • @borovikmotion
    @borovikmotion ปีที่แล้ว

    Hi, I have a question, so the part about moving the joints to change the shape of the face is great, but what about the animation? I mean, the distance/angles how much the joint should move in animation - should depend on the proportion of the character, for example, if the character has big eyebrows - the movement should be large, if the eyebrows are small - the movement should be short, etc. So, If we just simply move joints to change proportions - we still get weird deformations, right? Thank you

    • @Metarig
      @Metarig  ปีที่แล้ว

      Yes thats correct

  • @realcygnus
    @realcygnus 2 ปีที่แล้ว +2

    Nifty ! What a time to be alive !

    • @mdferoze8565
      @mdferoze8565 ปีที่แล้ว +1

      haha i think you redirected to the wrong channel🤣, two minuted paper is not here.

    • @realcygnus
      @realcygnus ปีที่แล้ว

      @@mdferoze8565 Still applicable 🤣

  • @JoeRaasch
    @JoeRaasch 2 ปีที่แล้ว +1

    Very cool, thanks for showing this!

  • @claudiosilva2088
    @claudiosilva2088 2 ปีที่แล้ว +1

    Hi, this is awesome. How to make changes in the MH body without braking the rig? For example, in MH creator you have 3 shapes of body to choose from (emancipated, average and fat). I want my character weight to be somewhere between the average and fat shape. Is it possible to be done without breaking the corrective blendshapes? Thank you! 😊

    • @Metarig
      @Metarig  2 ปีที่แล้ว

      hello. yes .please watch this tutorial
      th-cam.com/video/yeUBJ27dhdE/w-d-xo.html

  • @VSimCardV
    @VSimCardV 2 ปีที่แล้ว +1

    I do find that the delta corrective method is less destructive to the rig than just targeting a blendshape though, but I haven't figured out how to export this version. Here are some examples of what I mean though (the second is a bit longer):
    Blink shape: th-cam.com/video/-WuxC2iodhE/w-d-xo.html
    Eye movement: th-cam.com/video/YO4DVCbnMUs/w-d-xo.html

    • @Metarig
      @Metarig  2 ปีที่แล้ว

      delta is a great Idea. intially I thought I will use delta but I thought I can regenerate all the corectvie with script then why should I use delta. also I belive in order to bind hairs in unreal you need to have a new binding pose, maybe it's not a problem since you can tell unreal to assume frame 0 as binding pose I haven't tested these stuff yet. thank you for mentioning delta
      you can't do anything to the eye regarding their position other than changing the joint position there's no other way around

    • @llena4673
      @llena4673 2 ปีที่แล้ว +1

      Can characters using this method access Unreal Live Link?
      Maybe I need the characters to be motion-captured in Unreal in real time using metahuman controls.

    • @Metarig
      @Metarig  2 ปีที่แล้ว

      @@llena4673 yes. abselutly I will release the script soon

    • @VSimCardV
      @VSimCardV 2 ปีที่แล้ว

      ​@@llena4673 I haven't found a way using delta method but using Ayam Expert's method you can, but you won't be able to edit it with control rig after without messing up your geometry, since u need to import the dna file for control rig to work. Looks like he has a new video though, so maybe check that out

  • @tamtamX-cq8or
    @tamtamX-cq8or 2 ปีที่แล้ว

    How about you constraint the joints to the mesh and then activate the blendshape full that has the difference and the joints move with the deformation and then bind the head to the joints wouldn’t that potentially work for correcting the position of the joints to work with the new mesh?

    • @Metarig
      @Metarig  2 ปีที่แล้ว

      I have been working on this since metahuman appeared I developed my tool and my tool converts all the joint base motions into blend shapes and connects them to the control rig it works the same way and there's no difference between the two versions of course it works in unreal with the metahuamn control rig too. but having blendsahpes opens up some opportunities like topology independent metahuman and plugin free metahuman for other packages like blender and Maya lt Maya lt is very sexy soon I'm releasing the blender version

  • @RikkTheGaijin
    @RikkTheGaijin 2 ปีที่แล้ว

    I tried to do the same as you at 3:50, I have duplicate the face, deformed it, created a blendshape, and the original face deforms accordingly, BUT the rig stops working. What are your settings when you create the blendshape?

    • @Metarig
      @Metarig  2 ปีที่แล้ว

      Hi. sorry I don't know why the rig stopped working. it is Maya 2020, not 2022 please don't use 2022

    • @samph5218
      @samph5218 7 หลายเดือนก่อน

      @@MetarigHi im curious why you say not to use 2022?

  • @chendavid6299
    @chendavid6299 2 ปีที่แล้ว

    Hi, great tutorial! im following along but at 20:15, you hit the "copy" button which i couldnt find anywhere on my MAYA, can you please tell me how to get that button and what does it do? thank you very much!

    • @Metarig
      @Metarig  2 ปีที่แล้ว

      it's in rigging menu set skin/copy skin

    • @chendavid6299
      @chendavid6299 2 ปีที่แล้ว

      @@Metarig thanks alot man!

    • @chendavid6299
      @chendavid6299 2 ปีที่แล้ว

      @@Metarig Hi there, thanks for the reply and i have successfully re-rigged a new face, but once i imported it into unreal and imported the original DNA file, the control_rig wont work unless revert back to the original joints position. Is there a solution for that?

    • @Metarig
      @Metarig  2 ปีที่แล้ว

      @@chendavid6299 no unfortunatly till now I couldn't find any solution the only thing I can do is to bake deltas into blendshapes and send it to unreal it's good enough like 99% but for areas like eye when you move the eye if it is far from the joint you can see some odd motion

    • @chendavid6299
      @chendavid6299 2 ปีที่แล้ว

      @@Metarig i see, do u have tutorial for baking deltas and send them into unreal?

  • @VSimCardV
    @VSimCardV 2 ปีที่แล้ว

    A bit of an off-note from the video, but you can use Wrap3 to make your head look like a certain geo, how would you go about the mouthbag, so you can still use the MetaHuman rig and the teeth is the same as your target character? Or would you just rig the new mouth onto the morphed MetaHuman head?

    • @Metarig
      @Metarig  2 ปีที่แล้ว

      you bring back the mouth and shoulder from the original geometry with blend shape paint tool

    • @VSimCardV
      @VSimCardV 2 ปีที่แล้ว

      A tutorial of that would be much appreciated if you want to/are willing to do it 🙏

    • @Metarig
      @Metarig  2 ปีที่แล้ว +6

      @@VSimCardV I'm trying to make a tool for that instead of long tutorial with many chapters so the user can click click and send it to unreal also if possible I'm trying to get rid of wrap3 and do it all inside maya

  • @keli6323
    @keli6323 2 ปีที่แล้ว

    很期待您的插件发布的那天!!!加油!!!😊

  • @Mr_Dee
    @Mr_Dee 2 ปีที่แล้ว +1

    Finally somebody who knows what he is talking about😀 just one quick question/remark.
    After altering the rig it is possible to export it back without doing al the steps again in UE as far as I know.
    I’ve seen a tutorial where somebody exports the rig from Maya back into UE. I gmhave to search for it again, but I think it’s possible:)

    • @Metarig
      @Metarig  2 ปีที่แล้ว +2

      I changed my method I don't use joint repositioning anymore and I discard all the joints and convert all to blendshapes with a script

    • @Mr_Dee
      @Mr_Dee 2 ปีที่แล้ว

      @@Metarig This is not the script from your other video with Livelink is it? Is the conversion script available for download…that would be great! 😊

    • @Metarig
      @Metarig  2 ปีที่แล้ว

      @@Mr_Dee i use other script to convert change metahjman and send to unreal its not avalible pleaae watch the creation of a metahuman face

    • @Mr_Dee
      @Mr_Dee 2 ปีที่แล้ว

      @@Metarig i’ve allready seen it after this tutorial yesterday;) I’m myself am using MeshMorpher in Unreal engine wich also runs thru al the 600+ morphshapes from MH

  • @VSimCardV
    @VSimCardV 2 ปีที่แล้ว

    I'm not so familiar with the alembic export process but I don't really know how would you offset the joints using Blueprint in Unreal

    • @Metarig
      @Metarig  2 ปีที่แล้ว

      you have to make a control rig in unreal. alembic you can export it easily and import it in unreal and attach the hair to alembic you need ue 4.27 or higher

    • @VSimCardV
      @VSimCardV 2 ปีที่แล้ว

      Cool, sounds like it will be a challenge offsetting it the same position in control rig as in Maya!

    • @Metarig
      @Metarig  2 ปีที่แล้ว

      @@VSimCardV like a hell. mostly becasue I don't know much about it. lol

    • @VSimCardV
      @VSimCardV 2 ปีที่แล้ว

      Actually I'm not sure if editing the control rig would work either, because it just defines how the joints should move with the controls and set the curve values on the correctives. As you rightly said, the information is stored in the dna file which we know little about. So all metahuman characters with their different joint positions can use the same control rig but have their own dna file specific to them. For other readers, this is just if you want to use the face control board (control rig) in Unreal but if you want to do mocap with your face it would work.

    • @Metarig
      @Metarig  2 ปีที่แล้ว +1

      @@VSimCardV Hi, you are right the motion range and joint position is defined by the DNA file and the control rig just trigers the animation curves but if we have a face structure close to the final look the motion ranges should be good enough and the only missing part is joint positioning which can be done in the control rig but the thing is the control rig itsels seems to be kind of unreadable sometimes it works sometimes it doesn't still working on it

  • @leonardoreuvekamp7823
    @leonardoreuvekamp7823 2 ปีที่แล้ว

    hey @ayam Expert could you make a tutorial on change metahumans body?

    • @Metarig
      @Metarig  2 ปีที่แล้ว +1

      th-cam.com/video/yeUBJ27dhdE/w-d-xo.html
      here is the tutorial

  • @turalmemmedov3648
    @turalmemmedov3648 2 ปีที่แล้ว +1

    Thank you very much. The last part was the problem for me )) Couldnt find solution. Blend shape shifted my face :D
    So, will you cover the prosess of sending to UE and making it work? I mean, paid tutorial. I think lllloooooots of people will buy it without even thinking ))

    • @Metarig
      @Metarig  2 ปีที่แล้ว +4

      Hi, I'm working on a tool to rig the face so you can change it and then export it to unreal by one click because it's not a straightforward export you have to do some other steps that involve running scrips so I have to give the users the scrips I can combine them as a single tool. also, I'm trying to get rid of wrap3 and do all inside maya

    • @turalmemmedov3648
      @turalmemmedov3648 2 ปีที่แล้ว +1

      @@Metarig WOW. You are doing such an amazing thing right now. I cant wait. Thank you.

  • @gihangihan7608
    @gihangihan7608 2 ปีที่แล้ว

    What is your GPU bro

    • @Metarig
      @Metarig  2 ปีที่แล้ว

      1080 ti why?

    • @gihangihan7608
      @gihangihan7608 2 ปีที่แล้ว

      @@Metarig smooth editing. Bro

    • @Metarig
      @Metarig  2 ปีที่แล้ว +1

      @@gihangihan7608 maya is more single core CPU based rather than GPU

  • @original9vp
    @original9vp 2 ปีที่แล้ว

    Very interesting!

  • @LFA_GM
    @LFA_GM 2 ปีที่แล้ว +1

    Thank you for sharing your valuable notes. I agree with you, trying to morph MH faces is a nightmare because it requires a proper workflow. MH is fantastic for cinematics, not for indie games, more likely for a AAA budget game. That is why I am keeping MH for future projects while focusing on more 'game-ready' characters. BTW, this is the result I got, distorted ears, teeth, and eyes (th-cam.com/video/hyPSRXBvFfU/w-d-xo.html). Achieving this result after all work and time is not cool at all. I'll follow up to check your upcoming Udemy course. What will be the target audience: advanced Maya users or beginners?

    • @Metarig
      @Metarig  2 ปีที่แล้ว +1

      Hi, metahuman is game ready it has LODs. I don't use unreal for games but for cinematics anyway if I was supposed to make a simple indie game I would use unity not unreal. the tutorial will be advanced

  • @cathymiller2798
    @cathymiller2798 ปีที่แล้ว

    Revelation 13:15
    “And he had power to give life unto the image of the beast, that the image of the beast should both speak, and cause that as many as would not worship the image of the beast should be killed.”
    Beware Transhumanism in all its Forms.. The Future is here Now

  • @VSimCardV
    @VSimCardV 2 ปีที่แล้ว +1

    Here's a script to produce all those correctives: th-cam.com/video/rMEFUx1P7D0/w-d-xo.html

    • @Metarig
      @Metarig  2 ปีที่แล้ว +2

      that's awsome and so helpful man. thank you

  • @enriquemontero74
    @enriquemontero74 2 ปีที่แล้ว

    interesting