- Видео 8
- Просмотров 1 757
Jesse Zumstein
Добавлен 20 апр 2016
Welcome to my channel! I'm Jesse Zumstein - a technical animator & software developer with experience on major game titles like Fortnite and Hogwarts Legacy. Here, I share my learning journey through game development, programming, and tech! From building software tools for artists, to learning new programming languages and much more~
Whether you’re a developer, animator, gamer, or just curious about tech, my goal is to make complex topics easy to digest and relatable. Expect tutorials, insights, and breakdowns of the skills that power the games and tech we use every day. Join me as I tackle new challenges and share tips from the world of tech and education.
Subscribe to learn something new and grow along with me!
Whether you’re a developer, animator, gamer, or just curious about tech, my goal is to make complex topics easy to digest and relatable. Expect tutorials, insights, and breakdowns of the skills that power the games and tech we use every day. Join me as I tackle new challenges and share tips from the world of tech and education.
Subscribe to learn something new and grow along with me!
Mastering MetaHuman - Ep 08: Facial Animation with LiveLink and ARKit
Today I show you how to setup your MetaHuman with real-time facial capture using the technology of LiveLink and ARKit.
Keep in mind the prerequisites for this specific tutorial:
- You have an iPhone X or newer or you have an iPad Pro 3rd Generation or newer.
- You enable the following plugins:
o Live Link
o Live Link Control Rig
o Apple ARKit
o Apple ARKit Face Support
o MetaHuman
o MetaHuman SDK
- Lastly, you'll need to gather your IP address from the machine you are using Unreal from, and download the Live Link Face app from the App Store.
With that, you're ready to animate! More information can be found here on the Epic documentation:
dev.epicgames.com/documentation/en-us/metahuman/ani...
Keep in mind the prerequisites for this specific tutorial:
- You have an iPhone X or newer or you have an iPad Pro 3rd Generation or newer.
- You enable the following plugins:
o Live Link
o Live Link Control Rig
o Apple ARKit
o Apple ARKit Face Support
o MetaHuman
o MetaHuman SDK
- Lastly, you'll need to gather your IP address from the machine you are using Unreal from, and download the Live Link Face app from the App Store.
With that, you're ready to animate! More information can be found here on the Epic documentation:
dev.epicgames.com/documentation/en-us/metahuman/ani...
Просмотров: 56
Видео
Mastering MetaHuman - Ep 07: Mesh Morpher Pt. II
Просмотров 19221 час назад
Check out the Mesh Morpher plugin here: www.meshmorpher.com/ Not sponsored but genuinely find a lot of value in the plugin. In this episode, we finish the custom mesh MetaHuman pipeline using the Mesh Morpher full version! Stay tuned for next weeks ARKit Mocap & LiveLink animation episode!
Mastering MetaHuman - Ep 06: Mesh Morpher Pt. 1
Просмотров 47414 дней назад
For the plugin visit MeshMorpher.com In today's tutorial, I go through the Mesh Morpher plugin, showing you the majority of the process in the Lite version available for free. In the next episode, I'll show you how to finish the process by baking the morph target to the skeletal mesh and customizing additive morph targets to fix poses. There are plenty of other in depth tutorials from Mesh Morp...
Mastering MetaHuman - Ep 05: Custom Mesh to MetaHuman
Просмотров 29528 дней назад
Today we walk through the basis of the Mesh to MetaHuman pipeline using a custom mesh! If you're choosing to use a custom mesh it's crucial to be aware of these considerations: Mesh to MetaHuman is: Topology agnostic. UV's will be overwritten with new mesh UV's. Quality can be improved with conformed mesh pipeline. Mesh Morpher Plugin is: Topology dependent as it blends vertex position between ...
Mastering MetaHuman - Ep 04: MetaHuman Identity & DNA
Просмотров 182Месяц назад
Wanted to introduce a brief segment introducing users to the MetaHuman Identity, and DNA before we implement them further into pipelines we are going to dive into next episode. If you want to learn more feel free to check out Epic's documentation as they have plenty of written and video resources. If you have any further questions, feel free to drop them below and I'd love to help~
Mastering MetaHuman - Ep 03: Custom Mesh Implementation
Просмотров 141Месяц назад
Showing the basics on how to incorporate custom meshes into your MetaHuman! In a later video, I'll be showing how to further customize these meshes, with cloth sim and anim dynamics. But next week I'll be going over how to use a custom face with your MetaHuman! Keep learning and thanks for watching!
Mastering MetaHuman - Ep 02: Animating MetaHuman Basics
Просмотров 252Месяц назад
Hey everyone! Wanted to share a tutorial series to help other develop the skills needed to create their own MetaHuman from scratch, and to show everyone all there is to do with a MetaHuman. In this episode we cover an introduction into animating in Unreal Engine with the MetaHuman! If you like the tutorial and want to see more, subscribe! Epic Games has some great documentation as well! I'd add...
Mastering MetaHuman - Ep 01: MetaHuman Creator
Просмотров 286Месяц назад
Hey everyone! Wanted to share a tutorial series to help other develop the skills needed to create their own MetaHuman from scratch, and to show everyone all there is to do with a MetaHuman. In this episode we cover the basics on getting setup, using the MetaHuman Creator, and how to import the asset into engine. If you like the tutorial and want to see more, subscribe! Thanks and have a magical...
should topology be one to one identical for all the meshes?
Yes ideally for Mesh Morpher it would use the MetaHuman LOD 0 topology. If not, there are some workarounds using mesh projection and wrapping that can help you to get your topology to match first.
If I want to make character creator using morphs, where morph values will be stored in data asset, So I don't need to bake them, as I I want player to be able to create whatever possible combination of my morps, or generator in case of NPC's?
Thanks for the question, I'm not completely sure I understand the full question. But, if you want to have a base NPC character with multiple variations. You can create for example 10 different morph target sculpts and store the names of those morphs in a Data Table. Then, you can create various events on construction and on game start in your blueprint that call the Set Morph Target node. Then you can retrieve a random or specific morph target name to populate into that node, causing the character to morph when the game is started.
Jesse, great cover over Mesh Morpher functionality. We really appreciate you for covering a lot of its functionality. A lot of the Morph Target work you've done can be achieved quicker with Poser. Instead of customizing Left/Right eye displacement, we like to use Poser to center Eye bones to Eye materials this way they don't pop out looking left and right. We use sculpting just for fixing small components(eye shell, eye edge etc). Blinks and all Meta Human expressions can also be customized with Poser by modifying MH DNA Bone Expressions(we fix blinks this way instead of sculpting). For cartoon Meta Humans we have DNA Expression Magnitude which allows us to change the expression bone movement intensity to match our characters (Some character might need mouth to open much wider or eyes to open less). Morph Targets are just a way of achieving stuff. Thank you again for these videos!
Hi, can I also make morphs for character body too?
Yes you absolutely can! JonCG has a video where he includes using the custom body that I highly recommend.
awesome, when will you do pt. 2 ?
@@alissarlaika1014 Part 2 will be coming this Monday! Let me know if you have any questions~
Great stuff. Mesh Morpher Lite also exports directly to OBJ, and you can export head and body as one OBJ, which you can load in zbrush or other DCC software without having to do anything else.
@@PugLifeStudio That’s great to know, thanks so much for sharing!
THANK YOU for your amazing tutorials!! So very helpful. Please know that they are making a difference.
Happy they can help someone! Have yourself an amazing day~
Thanks!
You're welcome~