blender metahuman with wrinkle map driver

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  • Опубликовано: 26 окт 2024

Комментарии • 23

  • @jeeboomb
    @jeeboomb Год назад +5

    please make a complete tutorial from scratch on how to set up a face rig

  • @shreyaskhambhayata7715
    @shreyaskhambhayata7715 Год назад

    That is absolutely amazing.

  • @jeffbb22
    @jeffbb22 Год назад

    even the music is cool. Thanks a lot. Amazing

  • @Felloggs
    @Felloggs Год назад +1

    Wo cao! Subbed and liked ~
    How did you import the animation? Never tried it.
    Keep up the work :)

  • @HappyMadArtist
    @HappyMadArtist Год назад

    This is so cool thank you so much for sharing it with us it really means a lot for me

  • @Titouanvfx
    @Titouanvfx 2 месяца назад

    I recently take a deep dive in photorealistic human face in blender, I succeed to create some skin wrinkle with driver but nothing this good and clean. I would love to know how to setup such a huge skin material. Is this working with displacement map ?

    • @vectorwang9632
      @vectorwang9632  2 месяца назад +1

      I reimplemented Blender material nodes based on the material node blueprint of the metahuman ue5 project. From my understanding, it only uses normal map.

  • @SoggyMicrowaveNugget
    @SoggyMicrowaveNugget 6 месяцев назад

    I would absolutely love to see the process of getting animations into blender aswell as how to bring my custom meta humans into blender with the rig... Please consider doing it for dumb people like me haha ❤

    • @vectorwang9632
      @vectorwang9632  6 месяцев назад +2

      I will do that, please look forward to it!

  • @_decktor
    @_decktor Год назад +1

    please can you make this into an Addon or a tutorial

  • @jeeboomb
    @jeeboomb Год назад +1

    bruh you are genuis

  • @josiahgil
    @josiahgil 4 месяца назад

    Hi, do you know if it's possible to export the 52 arkit blendshapes with the rig into blender? I know some blender addons can control the 52 arkit shapes, but i hope there is a way to export them from unreal

    • @vectorwang9632
      @vectorwang9632  4 месяца назад +1

      You can first bake the 52 arkit bs animation sequences into controller coefficients in Ue, then export the controller coefficients, and then load DNA and the exported Arkit52 controller coefficients in Maya. Then, export the controller driven character shapes in Maya

    • @josiahgil
      @josiahgil 4 месяца назад

      @@vectorwang9632 Thank you, i will learn how to do that.

    • @josiahgil
      @josiahgil 4 месяца назад

      @@vectorwang9632 I have had trouble following the instructions. So i bake the arkit animation into the face rig? Then load everything in maya. I hope i'm understanding you, i just don't know my way around maya, so i will have to research a bit more, do you know of an article i can read to get the shapes exported after i've set things up in maya? Thanks anyway.

    • @vectorwang9632
      @vectorwang9632  4 месяца назад

      @@josiahgil 1. Bake the Arkit animation sequence onto the facerig
      2. Export the face rig controller animation and open the maya project of metahuman, load the exported controller animation in maya. The plugin here ruclips.net/video/E9z_y5rlJCM/видео.htmlsi=zr5jhUa921fHnkiH can export face controler to json and import json to maya.
      3. Export the shape of Arkit in Maya as obj or fbx. You can manually export obj or write your own script to export obj

    • @josiahgil
      @josiahgil 4 месяца назад

      @@vectorwang9632 Thank you. I can't get this to work for maya 2025, did you use maya 2023 for this workflow?

  • @STABLEDIFUSIONEMANUEL
    @STABLEDIFUSIONEMANUEL Год назад

    please make a complete tutorial💛