I am very happy that you reply in the comment I want to ask you a question if you can RIG the meta human cloth and make a tutorial and upload it I will be very grateful if you Do it like this because I've been trying for a long time to make a good cloth rig but I can't make a good cloth rig. Can you plz do it and make the video in easy and straight forward .. while i am using ng skin tool and advance Skelton for skin weighting checker
Thanks for your tutorial! It gives absolutly a useful Direction! And I'd like to ask, what are the shortcuts you use when fixing the mesh at the armpit area? How do you expand the selection and then convert it to vertices?
HEY, Yusef, thanks for the tutorial, I was wondering why the clothes are slightly distorted after I import from maya to UE to merge with my metahuman skeleton?
Hi Yusef, I tried your method with the current maya files that was exported from bridge but sadly, it kept saying fail to merge bones, if I press yes to all, my animations become different as they are being retargeted from mixamo animations, hope you could help me!
Me too! It’s very difficult to get clothing simulation working with this technique once it’s inside Unreal. You need to convert it to a clothing asset then adjust the simulation etc.
I will have a tutorial on how to have cloth simulation not being depended on unreal simulation and use animation. for example a game like mortal combat it's all animation not simulation.
Hi Yusef :-) Have you been able to get Maya Live Link working with Metahumans? I can't seem to get it working consistently. I can't figure out what I'm doing wrong. It seems like, for the body, it ignores any namespaces - I just figured that out. So basically, you don't need to do a remap for the body. But for the face... I can't get the Maya face rig (ie. the official one that loads with the source files from Bridge) to "drive" my Metahuman in Unreal at all, via Live Link. Have you had any success with that?
Hello. Thanks for the good lecture. you are very nice I have a question. Is there any reason to use Unreal Engine control rigs instead of animating in Maya? I'm also curious. Can't you give the cloth simulation effect in Unreal Engine other than the simulation in Maya? One more thing, if I work like this, can I use the metahuman face rick?? It's too difficult! ㅠㅠ
I might have some answers, if it helps? :) This workflow uses Maya to “attach” the clothing to the Metahuman body (ie. Bind skin and then copy skin weights). It doesn’t use Maya to animate. But to answer your Q, the reason to use Maya for character anim right now is that UE’s tools keep crashing and aren’t mature enough yet. But will be eventually! Next Q, he’s not “simulating” inside Maya. It only binds the clothing to joints, so it moves with joints, and then copies skin weights - so you have to ADD simulation to this technique inside Unreal. Otherwise robes, dresses, etc, won’t animate property. And lastly yes you can use any Metahuman face with this technique :)
Hello Ayam, a question please, why whenever I export a metahuman skeleton mesh (such as the head) to Unreal, it does come 90 degrees down, even if I change the axis in Maya, I always get it parallel to the ground! Thank you
@@Metarig that is right, but I found that it is actually an Unreal bug, I updated Unreal and everything went good. What I had to do for sure is to put Zup in FBX Maya when exporting, else, lithe problem is the same, I saw they actually mentioned in in Unreal Metahuman release video. Thank you Ayam :)
Just to mention, I have been trying to automatically snap the joints to a custom made head (scan) and have the meta head including all its parts to morph to the scan, so the meta change its shape totally to the scan while keeping all the controls working, and I was lucky, it worked perfectly, then I tried to send it to Unreal, and after some work I managed to send the updated meta head to unreal and replace the original head there, keeping all the structure good, but I had to deal with two problems, the first is that we can't have the facial controls (Gui) generated for the new face in Unreal, and the hair is not attached to the face anymore, so I tried to work it out differently, by using the MeshMorpher plug-in, it worked to a certain limit, but I still am trying to get it working perfectly, the hair is totally attached and the facial Gui can be generated as well and working smoothly. I had to export only the scanned face to Unreal without the rig, and use it to morph the meta face to the scan, but there is ability to export the rigged snapped face with any amount of blend shapes from Maya to Unreal, then replace the original meta face with the exported one. One factor which I didn't want to drop or be easy with is: I wanna change the face features freely and still get things working in Unreal, cause some of my characters have different size eyes, not symmetrical at all, else, blend shapes would work just fine. Trying to have it all working perfectly before I put it out
@@jackk8939 you can add your blendshape lock it and export the face. name it let say newface then in unreal duplicate the meta head rename it to newface and replace the fbx new face to the meta one then in metahuman bp replace the face with new face and everything will work just fine if the control rig doesn't show up you can add manually or you can go to the bp head and define the default control rig for it so it comes automatically for hair you have to rebuild binding asset having the old face as the source and new face as target and assign the new binding asset to the new face for eye positioning you will need to import the eyes separately attach it to the head and take the rotation from the old eyes you can't change the position of the eyes by blendshape it won't work and you can't change the joint positions it is defined by DNA file which you can't edit
Right, thank you for the tips, I will share my progress including some trials where both position of the eyes and the joints worked somehow, I know its not the right way but all we need them to do is to work. I really appreciate your videos and can't wait to see some complete pipeline work exactly as the one you described in your last reply. Thank you :)
Hi, it is just Unparenting. the reason is baking the deformers. if you don't Unparent them you will need about 200 gigs of ram to bake the deformers. because all the joints are going to be calculated and it has a lot of joints.
@@Metarig I understand, Meta Human has a lot of bones. I haven't seen such a good, anatomically correct rig. Test animation. ruclips.net/video/MFFNgJsGZkg/видео.html
did you export your metahuman character to the unreal engine without any cloth? Also, I really appreciate your tutorials, super cool and helpful. thanks
Hi Ayam :) I’ve been using a similar technique a lot, but the main issue is that it only works for super tight fitting clothing. Long robes etc of course don’t work, because you have to get simulation working inside Unreal as the next step. But it’s very difficult in my experience! :) Have you managed to figure out a workflow yet for that?
I don't use cloth simulation inside unreal it is unpredictable it's way easier to have simulation on your animation I'll have a tutorial on that. by the way, my name is Yusef. Ayam is the reverse of Maya 😊
@@Metarig lol oh! Hi Yusef, apologies!! :)) Yes that would be amazing. You tutorials are so great. Yes I’m using baked animation allembics from Marvelous Designer in Unreal for my final pixel result, but I use real-time cloth sim inside Unreal as I animate in Maya (via livelink). Helps me to visualize it all!
cloth doesn't get import and this message comes +++ Multiple roots are found in the bone hierarchy. We only support single root bone. Get Import Data has failed. Import failed. +++ please Help
yes absolutely. but you will need the combined mesh. you can export meshes from unreal but I think combined mesh is not in unreal you can download it once open them in Maya and export them as fbx remember it's always the same body so you need to do it just once
I find this so helpful yet so frustrating. You said that you won't give too many details, but c'mon man, you could have given some details like "I extend the selected vertexes by pressing this key", or "I do this using this key", etc. I felt like you finished every sentence almost half way through and for every 2 seconds you could have spent saying what keys you used, I had to waste 1-2 minutes looking up for them...
Sorry about that. I assumed this will be mostly useful for the people who already know the hotkeys. Making tutorials is a skill that needs to be learned im still learning it.
@@Metarig The fact that you took your time to read a small rant, and reply in the way you did, shows a lot of character from you. I don't know if you can do anything with it, but you've earned my respect. And keep up the good work.
Hidden Gem 100%, better than 99% other rigging tutorial
I love tutors where the author does not skimp on telling a few tricks along the way while telling the main topic.
Thank you mate, it helps alot.
Great tutorial! Some skinning tricks will make even tasks not related to the metahuman easier! Thank you!
The hammer man! Thanks a lot!!! now I know what that function does.
Wish I found this earlier. Thank you man
Hi, this tutorial was too advanced for me. But I understood some of it and was able to fix problems I had with my other rigs. Thank you.
Excellent tutorial! This helps me immensely! Keep up the great digital artwork - your fashion designs and animations are the best in cybertown! :-)
thank you. I'm glad that it was helpful to you. please subscribe and share
Very interesting workflow , thanx for sharing 👍
Thank you! Cheers!
lol i know that guy
@@Jsfilmz It is a smart one 😀
Thank you so much for great tutorial, this really explained a lot of things well.
Really useful tutorial. Thank you for this. Subbed
You are welcome
I am very happy that you reply in the comment I want to ask you a question if you can RIG the meta human cloth and make a tutorial and upload it I will be very grateful if you Do it like this because I've been trying for a long time to make a good cloth rig but I can't make a good cloth rig. Can you plz do it and make the video in easy and straight forward .. while i am using ng skin tool and advance Skelton for skin weighting checker
Thanks for your tutorial! It gives absolutly a useful Direction! And I'd like to ask, what are the shortcuts you use when fixing the mesh at the armpit area? How do you expand the selection and then convert it to vertices?
Hi, you are welcome. the shortcut keys for expanding and shrinking are < and >. with ctrl and right click you can convert your selection.
@@Metarig Thanks a lot!
HEY, Yusef, thanks for the tutorial, I was wondering why the clothes are slightly distorted after I import from maya to UE to merge with my metahuman skeleton?
check the uv precision check box on import. Also, make sure your max influence is 8 for both Maya and Unreal.
great tutorial
Very good tutorial! Thank you! Is it possible to bake a deformer without duplicating the skeleton and mesh?
no you have to duplicate it
thanks for the video! Great one!
Efficient Workflow, bro!
Great Video!! How do you archive the high heels for the woman metahuman character at the end of the video ??
I put the high heels in Maya and animated it with HIK
Hi Yusef, I tried your method with the current maya files that was exported from bridge but sadly, it kept saying fail to merge bones, if I press yes to all, my animations become different as they are being retargeted from mixamo animations, hope you could help me!
if I press no, there wont be any skinning, my clothing is just like a static mesh itself
you skinned the cloth to the wrong joint set you should select body joints from the set that is provided and then skin the cloth
I would also like to know how to write cloth simulation in Unreal Engine based on the above project. haha nice!!
Me too! It’s very difficult to get clothing simulation working with this technique once it’s inside Unreal. You need to convert it to a clothing asset then adjust the simulation etc.
I will have a tutorial on how to have cloth simulation not being depended on unreal simulation and use animation. for example a game like mortal combat it's all animation not simulation.
very good lesson, thanks
you are very welcom
Great tutorial~I would like to ask how to add high heels to a metahuman while keeping his feet in the right posture?
you will pose it and add the shoes in maya
When I try to import the mesh to unreal I always get the error failed to merge bones. Any idea what I'm missing? Thanks.
you have skinned the cloth to the wrong skeleton. they should be skinned to DHIbody skeleton
@@Metarig awesome thank you it worked
@@tamtamX-cq8or welcome
Hi Yusef :-) Have you been able to get Maya Live Link working with Metahumans? I can't seem to get it working consistently. I can't figure out what I'm doing wrong. It seems like, for the body, it ignores any namespaces - I just figured that out. So basically, you don't need to do a remap for the body. But for the face... I can't get the Maya face rig (ie. the official one that loads with the source files from Bridge) to "drive" my Metahuman in Unreal at all, via Live Link. Have you had any success with that?
Hi. I haven't tested it yet. I will and will have tutorial on that too
Hello. Thanks for the good lecture. you are very nice
I have a question. Is there any reason to use Unreal Engine control rigs instead of animating in Maya?
I'm also curious. Can't you give the cloth simulation effect in Unreal Engine other than the simulation in Maya?
One more thing, if I work like this, can I use the metahuman face rick??
It's too difficult! ㅠㅠ
I might have some answers, if it helps? :) This workflow uses Maya to “attach” the clothing to the Metahuman body (ie. Bind skin and then copy skin weights). It doesn’t use Maya to animate. But to answer your Q, the reason to use Maya for character anim right now is that UE’s tools keep crashing and aren’t mature enough yet. But will be eventually! Next Q, he’s not “simulating” inside Maya. It only binds the clothing to joints, so it moves with joints, and then copies skin weights - so you have to ADD simulation to this technique inside Unreal. Otherwise robes, dresses, etc, won’t animate property. And lastly yes you can use any Metahuman face with this technique :)
thank you
Virtual Filmer's answer is correct. I also need to add you can bake simulation (animation) on extra bones for cloths, for lossy cloths
Thanks
thank you this was perfect
you are very welcome
Hello Ayam, a question please, why whenever I export a metahuman skeleton mesh (such as the head) to Unreal, it does come 90 degrees down, even if I change the axis in Maya, I always get it parallel to the ground! Thank you
hi, it depends if you are in z up or y up. and when you import it in unreal you can define the up axis too so it's kind of confusing
@@Metarig that is right, but I found that it is actually an Unreal bug, I updated Unreal and everything went good.
What I had to do for sure is to put Zup in FBX Maya when exporting, else, lithe problem is the same, I saw they actually mentioned in in Unreal Metahuman release video.
Thank you Ayam :)
Just to mention, I have been trying to automatically snap the joints to a custom made head (scan) and have the meta head including all its parts to morph to the scan, so the meta change its shape totally to the scan while keeping all the controls working, and I was lucky, it worked perfectly, then I tried to send it to Unreal, and after some work I managed to send the updated meta head to unreal and replace the original head there, keeping all the structure good, but I had to deal with two problems, the first is that we can't have the facial controls (Gui) generated for the new face in Unreal, and the hair is not attached to the face anymore, so I tried to work it out differently, by using the MeshMorpher plug-in, it worked to a certain limit, but I still am trying to get it working perfectly, the hair is totally attached and the facial Gui can be generated as well and working smoothly.
I had to export only the scanned face to Unreal without the rig, and use it to morph the meta face to the scan, but there is ability to export the rigged snapped face with any amount of blend shapes from Maya to Unreal, then replace the original meta face with the exported one.
One factor which I didn't want to drop or be easy with is: I wanna change the face features freely and still get things working in Unreal, cause some of my characters have different size eyes, not symmetrical at all, else, blend shapes would work just fine.
Trying to have it all working perfectly before I put it out
@@jackk8939 you can add your blendshape lock it and export the face. name it let say newface then in unreal duplicate the meta head rename it to newface and replace the fbx new face to the meta one then in metahuman bp replace the face with new face and everything will work just fine if the control rig doesn't show up you can add manually or you can go to the bp head and define the default control rig for it so it comes automatically for hair you have to rebuild binding asset having the old face as the source and new face as target and assign the new binding asset to the new face for eye positioning you will need to import the eyes separately attach it to the head and take the rotation from the old eyes you can't change the position of the eyes by blendshape it won't work and you can't change the joint positions it is defined by DNA file which you can't edit
Right, thank you for the tips, I will share my progress including some trials where both position of the eyes and the joints worked somehow, I know its not the right way but all we need them to do is to work.
I really appreciate your videos and can't wait to see some complete pipeline work exactly as the one you described in your last reply.
Thank you :)
Hi,
why are you disconnecting the joint. And how you do it. Unparent or disconnect joint?
Hi, it is just Unparenting. the reason is baking the deformers. if you don't Unparent them you will need about 200 gigs of ram to bake the deformers. because all the joints are going to be calculated and it has a lot of joints.
@@Metarig I understand, Meta Human has a lot of bones. I haven't seen such a good, anatomically correct rig. Test animation.
ruclips.net/video/MFFNgJsGZkg/видео.html
@@sawtom that is true bro
did you export your metahuman character to the unreal engine without any cloth? Also, I really appreciate your tutorials, super cool and helpful. thanks
yes I made the metahuman character in metahuman creator without cloth
Hi Ayam :) I’ve been using a similar technique a lot, but the main issue is that it only works for super tight fitting clothing. Long robes etc of course don’t work, because you have to get simulation working inside Unreal as the next step. But it’s very difficult in my experience! :) Have you managed to figure out a workflow yet for that?
I don't use cloth simulation inside unreal it is unpredictable it's way easier to have simulation on your animation I'll have a tutorial on that. by the way, my name is Yusef. Ayam is the reverse of Maya 😊
@@Metarig lol oh! Hi Yusef, apologies!! :)) Yes that would be amazing. You tutorials are so great. Yes I’m using baked animation allembics from Marvelous Designer in Unreal for my final pixel result, but I use real-time cloth sim inside Unreal as I animate in Maya (via livelink). Helps me to visualize it all!
cloth doesn't get import and this message comes
+++
Multiple roots are found in the bone hierarchy. We only support single root bone.
Get Import Data has failed.
Import failed.
+++
please Help
THANK YOU!
You are welcome
excelent
can you make clothes simulation in marvelous and then expote it to ue5 or ue4 and attach it to metahumen
I already have done it
ruclips.net/video/FFWeSTF1X0M/видео.html
@@Metarig thank you bro . can you make a tuto about this
@@قصصوحكايات-خ4ل sure will do soon
@@Metarig thank you bro
@@قصصوحكايات-خ4ل you are welcome
You have not shown how to bring metahuman into maya.
thanks bro can you do it in blender
yes absolutely. but you will need the combined mesh. you can export meshes from unreal but I think combined mesh is not in unreal you can download it once open them in Maya and export them as fbx remember it's always the same body so you need to do it just once
I find this so helpful yet so frustrating. You said that you won't give too many details, but c'mon man, you could have given some details like "I extend the selected vertexes by pressing this key", or "I do this using this key", etc. I felt like you finished every sentence almost half way through and for every 2 seconds you could have spent saying what keys you used, I had to waste 1-2 minutes looking up for them...
Sorry about that. I assumed this will be mostly useful for the people who already know the hotkeys. Making tutorials is a skill that needs to be learned im still learning it.
@@Metarig The fact that you took your time to read a small rant, and reply in the way you did, shows a lot of character from you. I don't know if you can do anything with it, but you've earned my respect. And keep up the good work.