TunaRig
TunaRig
  • Видео 35
  • Просмотров 121 583
No More Limits | Make Your Own Unique MetaHuman
The works featured in this video have been uploaded with the original creators' consent.
Experience is integral to every process, We hope everyone can embed the true essence of your own character through none limit & precise rig.
We have great respect for all artists work.
sincerely wish a safe and joyful end of the year for our colleagues, and all the users.
If you have any questions, please conctact : contact@tuna-rig.com
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00:01 - TunaRig
Product Page
tuna-rig.com/index.php/product/tuna-metapack-tunatools/
ArtStation
artstn.co/m/Re0yk
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Просмотров: 2 905

Видео

TunaMetaPack - Tips for Installations & head rig Bugs
Просмотров 29321 день назад
This video is a tutorial for those who are having trouble installing tunaMetaPack, and those who are having trouble with the engine after setting up the head rig. 00:02 - how to solve oneDrive document issue for the templates 04:40 - tunaMetaPack account is not synchronized with our site 05:04 - python package manual installation guide Python package manual installation command (maya 2022) cd C...
TunaMetaPack - UPDATE 1.2V NOTE
Просмотров 3,1 тыс.Месяц назад
We have updated several features in this 1.2 version, Thank you for your continued support! Auto update : C:/Program Files/TunaRig/tunaTools_tunaMetaPack/tunaMetaPack update.exe After running the auto-update, if a window pops up indicating the installation failed, just ignore it and proceed with launching Maya. This message is related to the installation of a Python package that’s unrelated to ...
TunaMetaPack - Tips for Metahuman Unreal Settings
Просмотров 6122 месяца назад
The path to the Unreal template asset shown in the video is as follows: UPDATE NOTE 1.2v We have updated the installation process in the 1.1 version using an installer. For 1.2v, refer to the folder below /Documents/tunaRig/unreal_uasset This time, we recorded again the process of importing and setting up in Unreal separately from the previous tutorial. In the last tutorial, there didn't seem t...
TunaMetaPack - UPDATE 1.1V NOTE
Просмотров 1,9 тыс.2 месяца назад
We have updated several features in this 1.1 version, and we plan to continue providing updates in the future. Thank you for your continued support! Installation Guide ruclips.net/video/RR4d8G4naLI/видео.html Here is the installation path & template files info TunaMetaPack : C:/Program Files/TunaRig/tunaTools_tunaMetaPack Auto update : C:/Program Files/TunaRig/tunaTools_tunaMetaPack/tunaMetaPac...
TunaMetaPack - Installation Guide (Installer UPDATED)
Просмотров 7572 месяца назад
This tool supports Maya versions 2022.4, 2023, and 2024. You must install Bifrost to maya at least version 2.7.0.1 or higher If OneDrive is currently synced to Windows, be sure to turn off the connection. This may cause problems after installation. UPDATE NOTE 1.1v ruclips.net/video/ygiLXfx7ckc/видео.html We have updated the installation process in the 1.1 version using an installer. sincerely ...
TunaMetaPack - Prepare Process [Part 2] Wrap Retopology
Просмотров 9703 месяца назад
If you already have the Metahuman Topology Combined Mesh (Head Body) for your character based on LOD 0, you can skip it, start with ruclips.net/video/mvDf8sR_wrQ/видео.html 00:10 - two UV set problem 02:02 - meshWarp template 02:15 - choose template LOD for character retopology (very important) 03:02 - export obj files 03:23 - wrap 3d process 04:33 - select point pairs tips 07:50 - mask area(se...
TunaMetaPack - Export to Unreal | Maya Export & Bluprint Settings
Просмотров 1,3 тыс.3 месяца назад
The path to the Unreal template asset shown in the video is as follows: UPDATE NOTE 1.2v We have updated the installation process in the 1.1 version using an installer. For 1.2v, refer to the folder below /Documents/tunaRig/unreal_uasset Export 00:10 - prepare your unreal projects includes metahuman template 00:28 - preparing & align meshes for export 01:08 - body rig (all LODs) export 02:26 - ...
TunaMetaPack - Metahuman Process [Part 5] Connect Head & Body
Просмотров 8993 месяца назад
In this video, we will share specific tips on connecting the head and body using the metahumanSet (applicable to all LODs without issues). At 06:52, we showed you how to swap meshes(it's not transfer joints) using tunaUtils. In addition to this method, you can also swap the mesh of the desired LOD using the 'Swap selected mesh' function in the Geometry tab of Ultimated DNA Editor. And this meth...
TunaMetaPack - Metahuman Process [Part 4] Facial Pose Edit with DNA Editor
Просмотров 6783 месяца назад
This session includes a basic explanation of the Ultimated DNA Editor tool. Our DNA Editor offers a wide range of functions such as : behavior joint movement adjustments, behavior retargeting, additional blendShape settings, and replacement for each LOD. (These changes are recorded directly in the DNA itself, so when the DNA is loaded into the viewer later, all changes are applied.) 00:13 - edi...
TunaMetaPack - Metahuman Process [Part 3] Transfer with DNA Editor
Просмотров 7773 месяца назад
This session includes a basic explanation of the Ultimated DNA Editor tool. Please refer to the previous lecture (Mesh Edit Process) to prepare the face mesh and accessory meshes in advance. Our DNA Editor offers a wide range of functions in addition to the Transfer feature. Feel free to utilize it in various situations! :) DNA Transfer Part 00:05 - check plug-in install path 00:25 - open DNA f...
TunaMetaPack - Metahuman Process [Part 2] Pose Corrections with metahumanSet & poseWrangler
Просмотров 6063 месяца назад
This session includes a basic explanation of the metahumanSet tool and poseWrangler UPDATE NOTE 1.1v If the latest version 2.4 of 'poseWrangler' that is already installed on your PC is causing a 'mirror' bug. To solve this problem automatically, the poseWrangler version 7.2 of Quixel bridge will be automatically removed when installing tunaMetaPack 1.1v due to a bug issue with our tools. We wil...
TunaMetaPack - Metahuman Process [Part 1] Body Rigging with metahumanSet
Просмотров 8433 месяца назад
This session includes a basic explanation of the metahumanSet tool. 00:35 - remove tweak data before body rigging process 01:35 - metahumanSet tool instructions 02:09 - about 'selected copy ref and attach mesh' 03:05 - auto align to reference joint 03:31 - adjust wrist joint's rotate orientation first 04:59 - adjust joints using 'D' key 05:58 - adjust ankle joint's rotate orientation secondly 0...
TunaMetaPack - Mesh Edit Process [Part 2] All LODs & Other Meshes with meshWarp
Просмотров 6693 месяца назад
If you already have the Metahuman Topology Combined Mesh (Head Body) for your character based on LOD 0, you can start watching from this lecture. This session includes a basic explanation of the MeshWarp tool. Try applying it in various situations :) The batch list that automatically splits the head and body is included in the "metahuman_vertex_set.json" file, which has been placed in the meshW...
TunaMetaPack - Mesh Edit Process [Part 1] Convert to High Poly with meshWarp
Просмотров 7573 месяца назад
If you already have the Metahuman Topology Combined Mesh (Head Body) for your character based on LOD 0, you can skip it, start with ruclips.net/video/mvDf8sR_wrQ/видео.html This session includes a basic explanation of the MeshWarp tool. Try applying it in various situations :) 00:29 - meshWarp instrucitons 01:02 - avoid duplicated name in your scene 01:24 - meshWarp theory for your character 01...
TunaMetaPack - Prepare Process [Part 3] Wrap Polishing
Просмотров 6433 месяца назад
TunaMetaPack - Prepare Process [Part 3] Wrap Polishing
TunaMetaPack - Prepare Process [Part 1] Cleanup your meshes
Просмотров 9023 месяца назад
TunaMetaPack - Prepare Process [Part 1] Cleanup your meshes
Convert any character to Metahuman
Просмотров 24 тыс.3 месяца назад
Convert any character to Metahuman
Customized Metahuman Rig Update (feat. metahuman Jinx)
Просмотров 3,1 тыс.8 месяцев назад
Customized Metahuman Rig Update (feat. metahuman Jinx)
TunaRig - guide for move ue project files
Просмотров 4429 месяцев назад
TunaRig - guide for move ue project files
TunaRig - guide for export
Просмотров 4449 месяцев назад
TunaRig - guide for export
TunaRig - guide for file path
Просмотров 7329 месяцев назад
TunaRig - guide for file path
Your Character to MetaHuman (Keep Origin Shapes)
Просмотров 14 тыс.9 месяцев назад
Your Character to MetaHuman (Keep Origin Shapes)
maya face rig - Tuna Facial Rig Controller exploration
Просмотров 7 тыс.4 года назад
maya face rig - Tuna Facial Rig Controller exploration
maya tuto - (6)Facial Manager Export animation, Efficient features
Просмотров 1,2 тыс.4 года назад
maya tuto - (6)Facial Manager Export animation, Efficient features
maya tuto - (5)Rebuild Facial Rig_[3]Edit Joint extending
Просмотров 6424 года назад
maya tuto - (5)Rebuild Facial Rig_[3]Edit Joint extending
maya tuto - (5)Rebuild Facial Rig_[2]Edit Joint reduction
Просмотров 4734 года назад
maya tuto - (5)Rebuild Facial Rig_[2]Edit Joint reduction
maya tuto - (5)Rebuild Facial Rig_[1]Edit Joints position
Просмотров 5484 года назад
maya tuto - (5)Rebuild Facial Rig_[1]Edit Joints position
maya tuto - (3)Set up Facial Auto Skinning_[3]Sequential Skinning
Просмотров 1,2 тыс.4 года назад
maya tuto - (3)Set up Facial Auto Skinning_[3]Sequential Skinning
maya tuto - (4)Attach Neck and Body include neck skinning method
Просмотров 7864 года назад
maya tuto - (4)Attach Neck and Body include neck skinning method

Комментарии

  • @Alexander_Beim
    @Alexander_Beim 18 часов назад

    Great tool! I really enjoy using it for character transfers to Unreal Engine. It handles all my needs perfectly. I can only recommend it. And I have to say, I liked the lady at the end of the video. ;-) Easy installation, and the service is really great. You won't be left alone with it.

    • @tunaRig
      @tunaRig 12 часов назад

      thanks for the review :)

  • @MatthieuHuguet-d3t
    @MatthieuHuguet-d3t День назад

    Converting regular characters to Metahumans is crucial for integrating new technologies like ARKit. This allows any character to have facial lip-syncing and procedural animation, while the modular rig in Unreal enhances, speeding up the overall process. Thanks for giving us tech artist the tools, but I think the price is still a little to much : 50 dollar would fit perfectly for me. Otherwise I will consider cheaper tools and optimise myself.

  • @badimagerybyjohnromine
    @badimagerybyjohnromine 2 дня назад

    Ignore the product and do what the title of the video says, and make your own metahuman. Once you have some basic rigging skills you dont need this! lol

    • @tunaRig
      @tunaRig 2 дня назад

      Yes, you can do this with basic rigging skills. thank a lot always

  • @themightyflog
    @themightyflog 2 дня назад

    What is this? A program to automate the process?

  • @busesart
    @busesart 3 дня назад

    any phyton or mel scripts are needed or no? awesome work

    • @tunaRig
      @tunaRig 3 дня назад

      tunaMetaPack is a metahuman customization toolset. It is a kind of plugin developed in python. Two of the works were created by users. thanks

  • @lucianodaluz5414
    @lucianodaluz5414 3 дня назад

    What about huge cartoon eyes?

    • @tunaRig
      @tunaRig 3 дня назад

      Whether it's bigger eyes or longer arms, there are no limits to the metahuman rigging you can create if you follow our tutorials properly.

  • @stpauldudko
    @stpauldudko 3 дня назад

    Hola! I’ve got a notification about your new video but it is private. Was it a mistake or not?

    • @tunaRig
      @tunaRig 3 дня назад

      we uploaded wrong video It was mistake, now it’s fine Here are promo video ruclips.net/video/poaO6htqQ2k/видео.htmlsi=kOpHsuYCGxk3nQ05

  • @elartistadelosfamosos
    @elartistadelosfamosos 5 дней назад

    Is it possible to transfer the complete metahuman rig to other topology (3d scan store, Vface etc) without using Metahuman topology with Tuna Metapack? If yes, could this also work with 3d scan store eyes, teeth and tongue? Many thanks

    • @tunaRig
      @tunaRig 4 дня назад

      Currently, in tunaMetaPack, as mentioned in the tutorial, the initial Metahuman topology is essential. Based on this, can copy the skin weight to other topologies and make manual adjustments to the skin weights, allowing for the use of custom topologies. However, for user convenience, we are considering supporting specific topologies (3d scan store ) as part of future updates.

  • @Alexander_Beim
    @Alexander_Beim 14 дней назад

    I was able to test it, now is much more easier to convert a model to metahuman. Thanks!

  • @Alexander_Beim
    @Alexander_Beim 17 дней назад

    I have an idea for future updates. Can you add blend shapes also for body?

    • @tunaRig
      @tunaRig 17 дней назад

      Adding the body blendshape feature is actually not difficult, but the bigger problem is that if you add blendShape to the body, in the case of clothing or accessories, the joint skin alone will not match the movement of the body mesh, so all related meshes will also need blendShape, which is a huge issue. We will focus more on the facial side than the body and update it, and the next expected update is custom DNA logic. We are considering allowing users to add PSD logic. thanks for your opinion

    • @Alexander_Beim
      @Alexander_Beim 16 дней назад

      @@tunaRig Yes, but for high quality character better to use cloth simulation. Or import of alembic. Also now in new Unreal Engine for character is nanite available. So, maybe LOD system will be not needed more? Just my thinking about improve your great tool.

    • @tunaRig
      @tunaRig 16 дней назад

      @@Alexander_Beim thanks for your feed back we'll consider about that :)

  • @davy4842
    @davy4842 19 дней назад

    Do you have free trials for your system?

    • @tunaRig
      @tunaRig 17 дней назад

      Due to issues with unauthorized duplication and code distribution, we did not develop a separate trial version. sorry about that

  • @grigorynonkon6254
    @grigorynonkon6254 21 день назад

    Hello, While following your tutorials, I encountered an issue. In the lesson «TunaMetaPack - Metahuman Process [Part 3] Transfer with DNA Editor» at 0:40, you reference the path to the file «Ada.dna». However, I don't see a «data» folder inside my «MetaHuman-DNA-Calibration» directory, and I can't find the «Ada.dna» file. What should I do?

    • @tunaRig
      @tunaRig 21 день назад

      Here is template & DNA installation path meshWarp template : /Documents/maya/meshWarp_template metahumanSet template : /Documents/maya/ metahumanSet_template unreal asset & DNA files : /Documents/tunaRig

  • @deedyago
    @deedyago 25 дней назад

    is this pipeline still working with new updates to fab and unreal engine?

    • @tunaRig
      @tunaRig 24 дня назад

      Yes, please check our tutorials ruclips.net/video/A1fjgSpFsmg/видео.htmlsi=R6ZtvAcAsDwjrhTc

  • @Lycan-g3g
    @Lycan-g3g 28 дней назад

    Hello, in the case of it is a creature without eye shell, eyelashes, saliva. I mean only head, body, eye, teeth and tongue how to handle this part ?

    • @tunaRig
      @tunaRig 27 дней назад

      Basically, even if there are only eyeballs and teeth, eye shells or eyelashes and other meshes can be automatically created through meshWarp. However, if these meshes are not really necessary, you can simply delete the unnecessary meshes among the meshes created through meshWarp. Similarly, in the head rigging process, you can simply delete the unnecessary meshes from the head rig that was initially created through transfer process. Please refer to our tutorial for detailed process. thanks

  • @zcanann
    @zcanann 28 дней назад

    Files are in <user>/Docments/tunaRig for those following along, took me a bit to find

  • @farnoodtaheri9369
    @farnoodtaheri9369 29 дней назад

    Hello Do you have a discord channel? I have noticed some mismatch placement on spine joints in your sample template ( it is different than default metahuman) Are you planning to fix it or is it intended? the other question is can we make a different sample template out of a default metahuman imported from bridge?

    • @tunaRig
      @tunaRig 29 дней назад

      It was intended, and if you want to make template you need to setup our template for your character check our tutorial update 1.1v And if you had questions please contact us : contact@tuna-rig.com Thanks

    • @tunaRig
      @tunaRig 27 дней назад

      Some parts of the spine joint have been modified in the template to organically cope with the body shape change, which is intentional. And it would be difficult to use the body template from quixel bridge as it is, because it does not make sense to use tunaMetaPack, and it is not the template we intended. but, If you set the body rig correctly according to our tutorial guide with our template, you can save it as a template again. Please refer to the Update 1.1v notes for related information. check this video 04:36 part ruclips.net/video/ygiLXfx7ckc/видео.html

  • @coulterjb22
    @coulterjb22 Месяц назад

    Nice system. I think Ai is going to blow right past us. Looking at Runway's Act-One video driven acting and the emotions you can get from text prompts using Hailou Minimax I can see some fast-paced advances in Ai productions.

  • @bg4bfj
    @bg4bfj Месяц назад

    Hello, developers. After continuous attempts, I’ve finally completed the character setup in the Maya portion of the project. Both the facial and body controls are very smooth and functioning well. However, when exporting to UE, while the body appears normal, the face collapses and deforms as if it’s an underbaked cake. Despite this, ARKit controls still seem to be active. I’ve been trying for two days now, testing different characters, but each time the facial area deforms and collapses in UE. I’m feeling very anxious and am unsure where I might have gone wrong. Everything was going smoothly in the earlier steps, so I’d greatly appreciate it if you could help point out any possible issues or missteps. Thank you very much!

    • @tunaRig
      @tunaRig Месяц назад

      Hi, I think your head rig files mismatched with your current DNA structures, in that case, delete your head rig group in your body rig scene and newly import DNA file with DNA viewer into new scene in your maya and than replace that newly imported head rig into your body rig file After that, export head rig again It might be a mistake of some joints edit process. That cause mismatched with DNA structures As you follow our guide, it will be work

    • @bg4bfj
      @bg4bfj Месяц назад

      @@tunaRig I followed your method and successfully resolved the issue. Thank you so much!

  • @InitialStates
    @InitialStates Месяц назад

    When will you begin support Maya 2025 ?

    • @tunaRig
      @tunaRig Месяц назад

      unfortunately, current rl4 node(metahuman DNA read node) not support 2025, so when the epic games support 2025 for quixel bridge than we can support 2025 Thanks for your interest

  • @Alexander_Beim
    @Alexander_Beim Месяц назад

    Great. But please don't let automation close the possibility of using a different topology.

    • @tunaRig
      @tunaRig Месяц назад

      Don't worry; we only develop automation within tuna MetaPack after implementing individually controllable features throughout the entire process. Even if we automate everything with a single click, we will never limit the possibility for users to control specific areas or make necessary adjustments. Just like the automation in meshWarp and Unreal MetaHuman autoset, all automations are developed only after completing each individual function or sharing all manual guides in tutorials. Therefore, there will rarely be any restrictions. great point! thanks for your reply

    • @Alexander_Beim
      @Alexander_Beim Месяц назад

      @@tunaRig Thank you. I love your tool 👍

  • @JonCG
    @JonCG Месяц назад

    Great Update !

    • @veith3dclub
      @veith3dclub Месяц назад

      AH nice! Already wanted to send you hthe video <3 haha

  • @CherubMire
    @CherubMire Месяц назад

    Wow your viewers by showing them whats possible with the TunaMetaPack. Ive noticed so much goes into how to use it, without highlighting what the user can achieve from purchasing your product.

  • @CherubMire
    @CherubMire Месяц назад

    looks great but may I suggest you post a video of this in action. Could be good for marketing purposed to show the complete result and what users can expect for this particular character model that you converted.

    • @tunaRig
      @tunaRig Месяц назад

      ruclips.net/video/KUN9CBr1jD0/видео.html We have uploaded test results before, but as you said, they need definitive complete results which might final result users can expect. We will upload them later when we have a chance. thanks for your feedback :)

  • @mirrumusic
    @mirrumusic Месяц назад

    in Maya does it generate control rigs with FK/IK switch?

    • @tunaRig
      @tunaRig Месяц назад

      No we don’t offer rig control in maya It just like bridge metahuman set Driver skeleton for body you can constraint that skeleton to your own rig control

  • @user-jk9zr3sc5h
    @user-jk9zr3sc5h Месяц назад

    As long as Maya is no longer needed. Otherwise it’s yet another fail

    • @yoyodude662
      @yoyodude662 14 дней назад

      maya is better then any 3d software

  • @user-ur6dc2zh3l
    @user-ur6dc2zh3l 2 месяца назад

    where to get this image checker for metahuman

  • @bsasikff4464
    @bsasikff4464 2 месяца назад

    bro is it free ?

  • @bsasikff4464
    @bsasikff4464 2 месяца назад

    bro, but I use blender

  • @Alexander_Beim
    @Alexander_Beim 2 месяца назад

    Great! Thank you.

  • @ryuteam
    @ryuteam 2 месяца назад

    It's a really great tool ! I finish my characters and I will take it soon ! I wonder if we can add some bones to the metahuman and export it ? Like a braid (hairs, accessories, ponytail) . I wonder too if you have a discord for the community, share our works with your plugin. Thanks !

    • @tunaRig
      @tunaRig 2 месяца назад

      Yes, as you said, you can export with additional skeletons. However, when import a FBX file in the initial engine, you should not use the metahuman base body skeleton, but create a separate skeleton and manage it. If you don't like this method and want to attach it to some parts (clothes, hair) characters that use other skeletons, you can attach it through bluprint. Check out the 23:56 section of the video below. ruclips.net/video/m0K9IsaGHDA/видео.html Also, we don't have a separate official discord channel, but if users want, we can also provide troubleshooting support through discord. However, email will be a bit faster to respond. thanks for your interest

  • @elartistadelosfamosos
    @elartistadelosfamosos 2 месяца назад

    Amazing update! Well done and congrats. You are really changing the Metahuman Customization game.

    • @tunaRig
      @tunaRig 2 месяца назад

      thanks a lot :) please, look forward to the next update

  • @grit-mike
    @grit-mike 3 месяца назад

    Livelink face animations works in this workflow? If so, instant buy.

    • @tunaRig
      @tunaRig 2 месяца назад

      ruclips.net/video/KUN9CBr1jD0/видео.html If you watch the above video we uploaded previously, starting at 01:43, you will see the live link scene. If you just follow the procedure, there will be no problem.

  • @stpauldudko
    @stpauldudko 3 месяца назад

    12:26 for sure!

  • @ZaJanoyNaFilippiny
    @ZaJanoyNaFilippiny 3 месяца назад

    is also something like discort channel for support and questions avalable?

    • @tunaRig
      @tunaRig 3 месяца назад

      yes, but we can not running official discord channel but, you can contact us contact@tuna-rig.com you can receive our discord id by contact email if you want to discord support

  • @ZaJanoyNaFilippiny
    @ZaJanoyNaFilippiny 3 месяца назад

    is not crear what it is for PSD Tool and how to install it?

    • @tunaRig
      @tunaRig 3 месяца назад

      you can drag and drop the asset file into your projects folder and our psd tool asset files is in our metahumanSet folder Detail file path is written in the RUclips description and this video

  • @tunaRig
    @tunaRig 3 месяца назад

    This is an R3ds wrap retopology tutorials and these are not related our tools. Don’t be confused 😅

  • @ZaJanoyNaFilippiny
    @ZaJanoyNaFilippiny 3 месяца назад

    Thanks for tutorial 👍

  • @ZaJanoyNaFilippiny
    @ZaJanoyNaFilippiny 3 месяца назад

    Thanks for tutorial 👍

  • @ZaJanoyNaFilippiny
    @ZaJanoyNaFilippiny 3 месяца назад

    Thanks for tutorial 👍

  • @ZaJanoyNaFilippiny
    @ZaJanoyNaFilippiny 3 месяца назад

    Thanks for tutorial 👍

  • @ZaJanoyNaFilippiny
    @ZaJanoyNaFilippiny 3 месяца назад

    Thanks for tutorial 👍

  • @ZaJanoyNaFilippiny
    @ZaJanoyNaFilippiny 3 месяца назад

    Thanks for tutorial 👍

  • @ZaJanoyNaFilippiny
    @ZaJanoyNaFilippiny 3 месяца назад

    Thanks for tutorial 👍

  • @ZaJanoyNaFilippiny
    @ZaJanoyNaFilippiny 3 месяца назад

    Thanks for tutorial 👍

  • @ZaJanoyNaFilippiny
    @ZaJanoyNaFilippiny 3 месяца назад

    Thanks for tutorial 👍

  • @ZaJanoyNaFilippiny
    @ZaJanoyNaFilippiny 3 месяца назад

    Can you tell me also please what about updates? Are they for free?

    • @tunaRig
      @tunaRig 3 месяца назад

      We are plan to some updates and of course it’s free update, but, it still difficult to learn yet, so if you are not confident with our rigs process, please wait for some updates

    • @ZaJanoyNaFilippiny
      @ZaJanoyNaFilippiny 3 месяца назад

      @@tunaRig i mean, update of your tool. For example of Maya 2025 when its coming. Is update of new versions of your tool free?

    • @tunaRig
      @tunaRig 3 месяца назад

      @@ZaJanoyNaFilippiny For maya 2025, we cannot provide support yet because we have not yet received official files for the plugin node that can read DNA in maya 2025 from Quixel Bridge, but we plan to update support as soon as the issue is resolved. of course all updates are free

  • @ZaJanoyNaFilippiny
    @ZaJanoyNaFilippiny 3 месяца назад

    And how is about transfering license to other computer? Cos im planing soon to buy workstation?

    • @tunaRig
      @tunaRig 3 месяца назад

      As we said in the product page, license can be valid only one pc. So if you want to transfer it you can ask to me, but, used one license at multiple pc’s not work

    • @ZaJanoyNaFilippiny
      @ZaJanoyNaFilippiny 3 месяца назад

      @@tunaRig is not about to use on multiple. Is about to transfer from one to other. 👍

  • @ZaJanoyNaFilippiny
    @ZaJanoyNaFilippiny 3 месяца назад

    at the moment im Living in Philippins. Is it possable to use your tool without internet conection?

    • @tunaRig
      @tunaRig 3 месяца назад

      We can issue a license that allows you to use the tool without an internet connection. However, an internet connection is required when installing the tool on your PC for the first time. I mean tunaMetaPack not the R3ds Wrap Retopology tools

  • @MotuDaaduBhai
    @MotuDaaduBhai 3 месяца назад

    With a starting price of $150, too many steps to create a Metahuman. I have used Metapipe and not these many steps. The tool should be $75 at most, not $150.

    • @tunaRig
      @tunaRig 3 месяца назад

      That’s a great point. However, there are several distinct advantages of our tool, which is why some additional processes have been incorporated. First, the entire LOD generation using meshWarp allows for detailed polishing at higher LOD 0, even when based on lower LODs. Second, body rigging can proceed regardless of the initial joint angles of the character (not limited to the MetaHuman base body angle). If we had set the process to match only the body angle of the existing MetaHuman, the process would be much faster than it currently is. However, we chose not to do that because each user's character shape and joint angles vary greatly. Third, the DNA Rig Logic can be modified not only through BlendShape but also through individual joints, and it can be adjusted using Behaivor Logic Retarget. We would like you to understand that these advantages have led to additional tutorial content and processes. Although the production speed may be slower compared to other tools, the broader scope of modifications allows for more precise and faster character development as users become more proficient. Thank you very much for your insightful feedback.

    • @MotuDaaduBhai
      @MotuDaaduBhai 3 месяца назад

      @@tunaRig Very informative reply. Do you think you can incorporate an express way of rigging? Like after the initial wrap, few clicks will result in a custom MH as output? Your detailed workload will stay as a Pro mode but people can also enjoy a quick one if they want to. And after that if more tweaks needed to be done, Pro mode will be there enhance the experience further.

    • @tunaRig
      @tunaRig 3 месяца назад

      @@MotuDaaduBhai That’s an excellent feedback! As you mentioned, some users may want to produce characters quickly. For example, they might want to create multiple characters of the same type efficiently. In such cases, after setting up one character properly, you can save that file as a template. This applies to both DNA and body rigging. Once the file has been set up perfectly, you can use it as a template to streamline the process. For DNA (head), after the initial transfer setup, you can skip modifications and move directly to the body. By using MetaHumanSet's automatic joint placement feature, you can output the result without needing joint correction. The main reason why some processes take longer is due to these modifications. The rest of the steps are almost automated. I will upload a video about this soon! thanks to you! This was an exceptionally good question. Thank you for your valuable reply again

    • @ZaJanoyNaFilippiny
      @ZaJanoyNaFilippiny 3 месяца назад

      yeah $75 is better, or less. 😊But any way, I like that you have possability to modifere everithing. 👍I hope only it will all also works like in video. 🤔

  • @IOSALive
    @IOSALive 3 месяца назад

    TunaRig, you're on a roll with your videos