[Outdated] MetaReForge: Full Body Metahuman Customization Now Possible in Blender

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  • Опубликовано: 31 янв 2025

Комментарии • 68

  • @squeezypixels
    @squeezypixels  Год назад +8

    This tutorial shows a recommended workflow for MetaReForge 1.0 which is NOT SUPPORTED any more. Use 1.1, it is much better and the update does not require any additional fees
    Important notes and frequently asked questions:
    1. It is recommend to import both head and body, even if you are going to edit only head, cause otherwise the addon will not be able to properly recompute split normals, and auto fit method was optimized for full body skeleton.
    2. At the moment, the addon is not fully compatible with Blender 4.0. It works, but some actions take extremely long ('Synchronize' takes ~10 minutes in Blender 4.0 vs 10-15 seconds in Blender 3.6).
    3. If you significantly alter the body proportions, it is recommended to scale the Final Mesh while maintaining the height of the original Metahuman. Sometimes this can help fix issues with the binding of groom assets, but keep in mind that with significant changes in the area where hair should be, even if you follow all the recommendations, reattaching the original Metahuman groom might be impossible.
    4. Backup the content of the folder /third_party/dnacalib before updating Blender or MetaReForge to avoid recompilation.
    5. Using non-english system language sometimes lead to an error during build. You can request a temporary fix in discord private messages.

  • @兔阿-q6q
    @兔阿-q6q Год назад +8

    I have been looking for such a plugin for a while now, except for UE's MeshMorpher plugin, which is mostly Maya scripts, and I would love to be able to do this directly in blender. I've suggested this to a lot of popular developers, but no one wants to do it. Thank you for your efforts!

  • @wassimtarmoul445
    @wassimtarmoul445 9 месяцев назад

    Finally, an addon that automates the workflow, I've seen some tutorials on how to do it manually and it's scary complicated, hope this addon works well for you.

  • @JsAnimation24
    @JsAnimation24 Год назад +5

    Wow this is incredible, thank you for this! We have been looking for something exactly like this for customizing Metahumans in Blender. Unfortunately all the existing tools are made for Maya only (MetaPipe) or are complex (Mesh Morpher). The few rare tutorials we have found for manually doing it in Blender are all super complex. Looking forward to testing this plugin in Blender soon.

  • @jakubmac6548
    @jakubmac6548 Год назад +1

    This is what Gollum wife would look like. Eitherway, great work!

  • @Jobutsu
    @Jobutsu 10 месяцев назад

    You can wrap the center of the eyeshells around the eyeball itself, leaving a small distance.
    This way, back in unreal the logic in the eye occlusion shader still functions correctly.

  • @evesattler1570
    @evesattler1570 10 месяцев назад

    It would be a dream come true if there was an addon like this to import a metahuman face rig into blender that can be driven with the metahuman animator data

  • @jacstudios2
    @jacstudios2 Год назад

    I have managed to implement a similar work flow some while ago. I used surface deform tool and scripting to adjust armature positions to the morph. But it was only later than I've understood that you have to edit DNA, which I had no idea how to do. So, after spending a full day on this, I've decided to drop my efforts. Anyway, one tip to avoid long reimporting time is to delete all shape keys in blender and import into unreal with "import morph target" unchecked. Thus, only the base-mesh would be modified, and other morph targets would still be intact.

    • @squeezypixels
      @squeezypixels  Год назад

      Yes, the need to edit DNA was also a surprise to me. I still don't understand why the blueprint can't use the regular rest position...If it were that simple, I would have just published another free tutorial on my channel, but the number of nuances to consider is not limited to just DNA.
      Thank you for the advice regarding shape keys/morph targets, I already know that they are the reason why it imports too long. Currently, a feature for adjusting shape keys is in progress, since the original deltas may not fit the new mesh, so it's likely we cannot avoid the long import process. But yeas in the current version of workflow it may speed up the process for the lowest LODs.

  • @gordon7936
    @gordon7936 11 месяцев назад

    You're a wizard.

  • @vectorwang9632
    @vectorwang9632 5 месяцев назад

    Great tutorial, using the same controller values, such as jawopen, may I ask if the results of your blender plugin driving metahuman are completely consistent with those of UE?

    • @squeezypixels
      @squeezypixels  5 месяцев назад

      Hi. They are not 100 percent the same but accurate enough to debug animations before export/import. I would say, it is almost 100 percent accurate when we move a single slider only and some errors are accumulated when a few sliders involved at the same time.

  • @technopath4298
    @technopath4298 6 месяцев назад

    At 5:12 after clicking on initialize can we start making mesh clothes and hair?
    Pls replyy

  • @joebeau1483
    @joebeau1483 9 месяцев назад

    Very cool tool, absolutely horrifying model.

  • @MrDestini001
    @MrDestini001 Год назад

    Another thing for fitting the bones, that you could add as an option, is to sculpt the changes on the editmesh as a blendshape.
    Then you can get the closest point to each bone and calculate a vector from the original point position to the shapekey point position and add that back to the bone.
    You could probably also do the orientation by calculating the normal, but it worked fine for me even without that.
    Then just apply the shapekey by deleting the base and then the key.
    I wrote a script for that. it runs instantly and gave better results than your methods.

    • @squeezypixels
      @squeezypixels  Год назад

      Hi and thanks for the advice. I think I'll add something similar as an option.
      I tried over ten different approaches, and the most obvious and simple one is to do as you said: move the bones based on the vector of the nearest point's movement. If such a method worked with all bones, I would have settled on it and not complicated things further. But I had to. The "Surface Deform" method in the addon does approximately that (applied to the bone head) based on the nearest polygons, but it also adjusts the bone's orientation. And speaking of adjusting the orientation, I'm starting to think that sometimes it only hinders (given that the orientation of the axes of the current bone does not affect how this bone will be animated, the Unreal Engine animates bones in the space of the parent bone, not in the rest-pose of the current bone), so at least I think I'll add a "lock orientation" option, at least for facial bones until I find a better solution.
      Adjusting bones and improving animations is something I'll gradually enhance over several months, as it's very important.

    • @MrDestini001
      @MrDestini001 Год назад

      @@squeezypixels if you want i can send you the code for my method. Can i ask why you think, that this method doesnt work for all bones? So far i havent found any big issues, but its also hard to see with over 800 bones :D

    • @squeezypixels
      @squeezypixels  Год назад

      ​@@MrDestini001
      1. because not all bones are close to surface, some bones are deep inside the mesh
      2. Orientation is important, sometimes more, sometimes less, but it defines how the child bones will be animated. My addon is not perfect for adjusting the orientations for sure, but it is not a reason to use simpler "translation only" algo, it as a reason to find better algo that will adjust rotations better.
      Suppose I have the same algo somewhere in my early private versions, so thanks

  • @Taka-uq5sk
    @Taka-uq5sk 10 месяцев назад

    Thanks for the addon but as Metahuman Artist I would like to add a note here:
    1- Addon license is not fair enough specially since it has just a standard license for just a single user and for just one commercial product (if you keep the license this way with all due respect it will be worst maximum 5$ since there is other tools out there with better pricing)
    2-I always wanted to have an addon in blender for two additional proposes, one adding control rig to the Metahuman skeleton and two merging Metahuman head and body bone and mesh for full skin paint transfer the same we have in Maya source file but with full body and face controller rig.
    If these issues get fixed, I will definitely switch to this addon in blender!
    Thank you!

    • @squeezypixels
      @squeezypixels  10 месяцев назад

      1. You must have misunderstood the license. The license states:
      "One installation by a single user.". No need to purchase additional licenses for multiple projects/products. Only for extra seats. I don't know any metahuman tool with lower price.
      P.S. "Price per product" is for "Stock assets" like 3d model, print etc. It is an installable tool, not a stock asset.

    • @squeezypixels
      @squeezypixels  10 месяцев назад

      2. I am trying to add more features, but this one's not a priority right now.

  • @lisanesio
    @lisanesio Год назад

    This plugin is incredible, exactly what I have been looking for. I am although encountering a problem when trying to fit the bones. I initialised the proxy but the "fit selected" button remains greyed out. Any idea why this might be happening?

    • @squeezypixels
      @squeezypixels  Год назад

      Hi. At the moment I would highly recomment use "Auto" method as It will initialize all proxies and apply all necessary methods from the advanced tab. But regarding initial question: fit selected is grayer out if there is no
      a) proxy (surface deform and mesh deform requare separate proxies to be initialized)
      b) final armature
      c) final mesh
      Hope it helps. If don't we can continue in discord (discord.gg/qYtEq2ukDX) or via email (squeezypixels@gmail.com), as RUclips comments does not allow even to share screenshots.

  • @MichelHabib
    @MichelHabib 10 месяцев назад

    quick question, with the body changes you made to the mesh, how would the animation work with joint deformation? i mean, muscle, skin deformation at joints. I understand there is a specialized ML Deformer workflow for that, which i assume is complex and not fitting in this workflow. any idea about that?

    • @squeezypixels
      @squeezypixels  10 месяцев назад +1

      There is a default metahuman body. And default metahuman body is a regular skeletal mesh which just transfers deformations (location, rotation, scale) from bones to attached vertices with some additional pose correction via post process anim bp to make it look a bit better. And we try to keep as many original things as possible. So there is no muscle simulation like in ML deformer. As I know ML deformer workflow involves May, and at the moment I am not sure that we can adjust it for blender

    • @MichelHabib
      @MichelHabib 10 месяцев назад

      Thanks @@squeezypixels for the swift reply. so, in your opinion, without the ML deformer workflow, and with reasonable body changes, the character body will still look good while animated?

    • @squeezypixels
      @squeezypixels  10 месяцев назад +1

      @@MichelHabib i think yes. Usually I have more problems with head, so I need to go back and tweak something. Body is ok usually. I will try to do some extreme body changes to see how bad or good animations are.

    • @MichelHabib
      @MichelHabib 10 месяцев назад

      @@squeezypixels Thanks Again

  • @Ronin2079
    @Ronin2079 Год назад

    I keep getting an error and cant switch the LODs to the head. first off when I follow all the instructions and import only the head comes in. I have to do it a second time to have the body come in (body and head were both selected before i hit import fbx). After the body comes in only the body responds to the hiding of the other LODs. Please help!!

    • @squeezypixels
      @squeezypixels  Год назад

      Hello. when you want to edit both head and body (and editing them separately is not recommended), you should tick both "import head" and "import body", set paths to both, and click import only once.
      Hope it helps. If don't we can continue in discord (discord.gg/qYtEq2ukDX) or via email (squeezypixels@gmail.com), as RUclips comments does not allow even to share screenshots.

    • @Ronin2079
      @Ronin2079 Год назад

      i did every step exactly as the tutorial shows@@squeezypixels

  • @darneith
    @darneith Год назад

    Absolutely love the tools you've made for working with MetaHuman in Blender, but a question about this one. Does MetaReforge work with copying Shape Keys over to the LODs or do I need to use something like your Shape Key Wrap plugin? And if the answer is the latter what's the best way to go about doing that? I'm not quite sure how it would work with transferring from the edit shape to the head and body models, especially for something that alters along the seam. I'll be tinkering to try and figure it out, but I appreciate the assistance.

    • @squeezypixels
      @squeezypixels  Год назад +1

      At the moment, there is no such functionality. It will be added in the next update (due to reasons beyond my control, the timeline has shifted a bit, but the work is ongoing, albeit not as fast as I would like). Currently, I can recommend using shapekeywrap. After "synchronize" and fixing the normals at the seams in Metareforge, you should switch to shapekeywrap and transfer all the custom shape keys you've made on the Final Mesh to the mesh objects in the FBX_HEAD or FBX_BODY collections. I wouldn't recommend making significant changes to the mesh using shape keys, as there could be problems with incorrect pivot points, and I would also strongly advise against changing the seam area.

  • @hotsauce7124
    @hotsauce7124 Год назад

    WoW! Looking forward to this, does is there a date for the Blender 4 release?

    • @squeezypixels
      @squeezypixels  Год назад

      Hi. It works with Blender 4, but it is highly recommended to use Blender 3.6 or 3.3 as accessing some data blocks becomes VERY slow in Blender 4.0 for unknown reasons. I have developed a workaround which I will add for a slight improvement in Blender 4, and it will be published next week. However, I'm not completely sure whether I should devote a lot of attention to circumventing this limitation. To be honest, I would prefer to work on developing new features rather than dealing with a technical issue that will likely be resolved on Blender's side some time later

  • @Doctor-ts4le
    @Doctor-ts4le Год назад

    nice but can it do crazy things like metapipe in maya ?! for example replacing metahuman with a frog face :))) or it is just a limited customization.

  • @klayer
    @klayer 11 месяцев назад

    I have two problems with this add-on 1st when i Synchronize the LODs are not clean and need a long cleaning specially in eyes,
    2nd, i couldn't get lip bones to fit and work correctly how did you do that?

    • @squeezypixels
      @squeezypixels  11 месяцев назад

      Sorry for a late reply. Could you tell me more about the problems in discord. I am trying to improve bone positioning and sync thing, as results are not perfect, but it never required a lot of cleaning

    • @klayer
      @klayer 11 месяцев назад

      Of course,
      This is a very helpful add-on,

  • @shreyaskhambhayata7715
    @shreyaskhambhayata7715 Год назад

    Would it be possible for me to export the LOD 0 to Another Software, Wrap the LOD 0 metahuman Topology onto a Head Scan ( Photogrammetry/Reality Capture ), Bring it back in blender, Generate all the other LOD's and then back to Unreal?

    • @squeezypixels
      @squeezypixels  Год назад +1

      In general, it's possible to export the Final Mesh (combined LOD0 of the head and body) to external programs, and then proceed further with the steps, but the vertex order should not be changed so you should be careful with it (as I know when you export OBJ from blender with default settings it will change vertex order).
      I've never personally done this, but I know users who have. It's not always easy, but generally possible, so feel free to join the discussion in Discord.

    • @shreyaskhambhayata7715
      @shreyaskhambhayata7715 Год назад

      @@squeezypixels Sure! I'll Join up :)
      Thanks for your amazing plugin for blender!

    • @samuelenslin1850
      @samuelenslin1850 Год назад +1

      I would recommend to just use unreals "Mesh to metahum" plugin for that process and than use that metahuman imported via bridge into Unreal (including its dna) as a starting point.
      For that alone you don´t even need to use blender, I only landed here because the metahuman body types are seriously limited and its not able to customize them enough, even if the face already matches 100% through the mesh to metahuman plugin.
      Something I personally do not understand: Why they don´t just add more customization options for the body directly in the metahumen creator, as it shouldn´t be harder than the massive customization options you have for the face...:)

  • @samph5218
    @samph5218 11 месяцев назад

    Hi, i will buy this right away if you can answer this simple question for me? You said you can export and edit the mesh in other applications? Does this mean i could export the mesh to zrbush for example and then bring it back to blender?

    • @squeezypixels
      @squeezypixels  11 месяцев назад

      Yes. You can edit the mesh in any way, but vertex indices, topology and material slots should remain unchanged.

  • @yaschan99
    @yaschan99 9 месяцев назад

    Seems like FBX converter runs also on Win11

    • @squeezypixels
      @squeezypixels  9 месяцев назад

      Hi. Because of that metareforge 1.1 does not require fbx converter any more, cause the head mesh (which FBX required conversion) can be build from DNA file instead of FBX.

  • @교석-i2r
    @교석-i2r 10 месяцев назад

    Can I keep using this add-on once I purchase it? Don't I have to pay extra for updates?

    • @squeezypixels
      @squeezypixels  10 месяцев назад

      Yes you can. No subscriptions, no paid updates.

  • @noorvfx
    @noorvfx Год назад

    its amazing. can we try test with this add on???

  • @TheSebledingue
    @TheSebledingue Год назад

    How can I get your recompute split normal but without this addon please ?

    • @squeezypixels
      @squeezypixels  Год назад

      Hi. If you have only one LOD it is quite easy. I have told about it in the very first video on the channel (ruclips.net/video/S0ek23YUH5A/видео.html). But if you need to keep all LODs it is not as easy

    • @TheSebledingue
      @TheSebledingue Год назад

      @@squeezypixels Thanks

  • @colibrian
    @colibrian Год назад

    it`s amazing

  • @lovelearn341
    @lovelearn341 Год назад

    Can one also change the heads of the model and thereby implement something else? For example, if I remove the MetaHuman head and replace it with my modeled head because MetaHuman has such an iconic look that I want to avoid, and instead import my modeled head.

    • @squeezypixels
      @squeezypixels  Год назад

      I haven't tried it yet, and it's not supported in the v1.0 workflow, but maybe we'll try to deal with it in the future.
      Btw, regarding the iconic Metahuman look, it's largely about the textures. The Metahuman mesh topology is quite good, so I don't see any reason to change it, unless you want to create some kind of creature in the end.

    • @lucianodaluz5414
      @lucianodaluz5414 Год назад

      iconic look is because people are lazy and use almos the out of the box model :)

  • @kaleikalei3495
    @kaleikalei3495 Год назад

    can this addon export metahuman rig into blender as well? allowing to animate the character inside blender with metahuman rig.

    • @squeezypixels
      @squeezypixels  Год назад

      No

    • @squeezypixels
      @squeezypixels  Год назад

      I am working on control rig for blender basically for checking how the animations looks with the updated mesh ruclips.net/video/UrJQD3owK-4/видео.htmlsi=gSSoyMx8JN_ZRgKA
      Now it is just sliders, and the face dashboard in progress.
      I am still testing everything, so even version with sliders is not publicly available.

  • @divisiongaming1002
    @divisiongaming1002 Год назад

    I can replace new mesh with tool not sculpt

    • @squeezypixels
      @squeezypixels  Год назад

      no you can't as we need to have the same topology and vertex indices to properly align bones. You need to manually (sculpt mode, proportional editin) wrap metahuman head around your mesh, or use another addons for wrapping. Some built in helper features for wrapping are in progress

    • @divisiongaming1002
      @divisiongaming1002 Год назад

      @@squeezypixels yeah sure. I using metapipe v2 in maya they have blend shape. But i need Zwrap in ZBrush before

  • @VladGohn
    @VladGohn Год назад

    Микита підкажіть будь ласка, коли у фінальному експорті з блендера все одно в лицьових кістках є помилки, хоч вони й розташовані як треба, що можна зробити і в чому справа?

    • @squeezypixels
      @squeezypixels  Год назад +1

      Якщо маються на увазі некоректні анімації в UE, то наразі можна спробувати прогнати final mesh через mesh to metahuman щоб отримати кращу відправну точку.
      Справа в тому що крім neutral joint rotations and translations котрі мій плагін підлаштовує під нову сітку є ще купа речей: як мінімум корегуючі morph targets та цілі для кісткових деформацій (унікальні для кожного metahuman) котрі аддон ніяк не змінює поки що.
      Можна продовжити спілкування в діскорді, там хочаб можна ділитися зображеннями, щоб краще розуміти що не так.

    • @VladGohn
      @VladGohn Год назад

      @@squeezypixels дякую за відповідь. Чи є можливість з вами зв'язатись якось уточнити кілька питань, з документації це не вдалося з'ясувати. буквально коротко

    • @squeezypixels
      @squeezypixels  Год назад

      @@VladGohn так. Якщо діскорд не підходить то можна в телеграм: @mykytapetrenko