Want to get your Epic MetaHuman into Maya? HERE'S HOW
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- Опубликовано: 15 янв 2025
- This short tutorial shows how to download a Metahuman source asset and export it to Autodesk Maya
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MetaHuman Creator Documentation
docs.metahuman...
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Metahuman Creator Forum
forums.unreale...
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Adam Walton from Cubic Motion’s talks through using all of the controls in the facial rig included with MetaHumans in Unreal Engine.
• Using the MetaHuman Fa...
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The specs of the machine used for this video:
HP Zbook 15 G3
Intel(R) Core(TM) i7-6820HQ CPU @ 2.70GHz 2.71 GHz
32 GB RAM
Nvidia Quadro M2000M 2GB RAM
Driver version 461.40
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Thanks dude you saved me! I had seen videos and read that I had to modify the export settings by changing to "UAssets + Source Assets", but this video was the only one that mentioned that we also had to do it in the "Download settings". I was going crazy!
Glad I could help!
Appreciate you making this video, so straight-forward and simple! You're a big help, thanks!
You're welcome!
I was not able to use Arnold's light and shader for rendering. If anyone knows answers please let me know. Thank you
Metahumans are only meant to be used in Unreal Engine, and Epic state this in their documentation. You're not allowed to use Metahumans in another application or renderer. If there's issues with displaying materials, change Maya's viewport mode to directx.
@@ZeroConditionaltutorials Thank you
Hey, when I try to export into maya, appear this failure message: Error
Could not export asset with id hgmtkIMC to Maya because it does not have source assets
WHYYY??? PLS
Yes I had the same on one asset. I just deleted the local copy and downloaded again.
Otherwise try posting on the epic metahuman forum for an answer.
I got this problem on Maya 2022. I just pirated Maya 2019 and reinstalled Bridge and it worked
Most likely you need to check the Settings on Quixel. Click on the clog wheel next to the resolution, check the Download and Export settings, make sure you are exporting and downloading the Source Asset.
@@jackiechannel6351 There isn't a Maya 2022 plugin yet, so that's probably why you got the error.
How do you show the material in maya? I only see a gray-greenish material without textures in Maya
if material is green then likely a material is broken to texture map has failed to load
Is it possible to export the metahuman hair and use it in Maya, C4D, or Reallusions Character Creator 3 / iCLone7? My final project will be used within Unreal but it would be great if there was a pipeline available so that I can add the hair to my custom characters within Character Creator 3. As of now, I know how to use the Unreal live link within iClone to import my characters into Unreal, but I would love to be able to use the metahuman hair. Great information by the way. Cheers.
I don't work for Epic, but to best of my knowledge the Metahuman docs state that MetaHuman data is for use in Unreal only.
Using 2020 and the plug in is loaded but the confirm dialog for the export doesn't pop up in maya and the export files have the textures, and body/bodyrig but missing the head/head rig. Cant find the headrig anywhere...
make sure you're choosing to export the UAsset and the Source Asset?
@@ZeroConditionaltutorials Also the download settings need the same box ticked
Very nice tutorials. I downloaded Maya plugins but it's not showing in Maya. If anyone has answers please, thank you.
for Quixel Bridge there's no menu or shelf in Maya. After installing, when you boot Maya there can be a floating window that sits in the background. You export from Bridge which pushes the asset to Maya. When doing so, it will often product a pop up that is hidden behind the main Maya window, asking you if you want to proceed, so look out for that.
@@ZeroConditionaltutorials Its working now. But not able to render with Arnold light and texture. Any suggestions please.
Mine came without the textures. What can I have done wrong?
double check your viewport mode is set to directx
Have you had any luck exporting body animation back to Unreal? The head is doable (via the bizarre ‘import as control rig fbx’ function in Unreal), but the way that the body is made in Maya just seems like it’s impossible to export body animation from. The keyframes are on the root_drv hierarchy and that isn’t possible to export, it seems. Any ideas? :)
Yes, I've found a way of doing it. I retarget some mocap in Maya with HumanIK, then export with FBX. Am also trying it with Motionbuilder.
I will try and get a video going, though I'm behind with stuff at the moment :-)
@@ZeroConditionaltutorials You’re a legend! That would be awesome! Or just type out a quick paragraph hahahah ;) I’ll be indebted to you if you can solve this. It’s so hard :(
Btw I’ve managed to setup the human ik rig and have Retargeted mocap to it, then I bake skeleton. But the keys are on the “root_drv” layer. Then I’m stuck. No export works!
@@virtualfilmer no problem. I hopefully have it covered and will record something tomorrow and get it out asap.
@@ZeroConditionaltutorials Mad Guru released a great video this morning that covers the process - check it out!!
Why arent there any clothes on characters once imported in Maya?
Epic state on the documentation site that some elements like clothing and hair aren't supported in the Maya export. I do not know why.
@@ZeroConditionaltutorials I guess that we can not use them outside unreal engine.
I can't make the MegaScans logo appear in Maya, nor being able to import from Bridge to there. As far as I know I'm doing everything right. And it says Export successful in the end, but no popup appears inside Maya. Any help?
did you follow this guide? - help.quixel.com/hc/en-us/articles/360002422357-Official-documentation-of-the-Megascans-Plugin-for-Autodesk-Maya
Also make sure Maya is closed before installing.
@@ZeroConditionaltutorials I did, but the green icon is missing in Maya. I did that over and over to no success.
Nevermind! Found out what happened. I was using a LT version of Maya that doesn't allow the addition of any 3rd party plugins. But thanks anyways!
Hi, great tutorial, thank you for making it! I wonder if you find an issue when exporting characters with light eyes to Maya, I seem to lose any blue or green color once I export and have the eyes back to brown in Maya for some reason, despite my Metahuman character having green/blue eyes. Kinda sucks. I wanted to get it into Maya so I could use XGen for the hair styling but I wanted to keep the blue eyes :/
have you checked the viewport engine? I think it has to be directX
Hi, i have a problem, when i try to import my metahuman, sometimes It apears and error and othertimes It says (imported succesfully) but the metahuman is not imported. U know how to fix this?
Not sure. Have you downloaded both the UAsset and the Source Asset. You need both afaik.
It won't work on Mac apparently because it doesn't use Direct X 11 and also it is not compatible with Maya 2022 yet.
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"Error
Could not export asset with id 2oowkIMl to Maya because it does not have source asset"
What should I do to fix this error. (When exporting from bridge to maya)
In the download settings > Models.
make sure in the MetaHumans box it says UAsset + Source Asset, or Source Asset
Hi all, make sure you have arnold installed into maya and maya use arnolad as default render. Or else you will import with weird body missing and head going crazy.
Haven't seen this but will check it out, thanks
Why did I only get body part without head? Maya is 2020
have you checked your download and export settings in Bridge, just to make sure you have the right components.
@@ZeroConditionaltutorials I checked it, but the problem still are there.
@@xmediacn I would go to the Epic Metahuman forum post the issue there.
it is possible for maya 2019
it would depend if there's a Quixel plugin for Maya 2019. If there is, then you should be able to export any Quixel asset, let alone Metahuman.
hola ayuda por favor,alguien podria ayudarme en decirme en porque no me aparece el modelo con sus texturas? aparece en gris el modelo, estoy con maya 2018, espero alguien pueda guiarme, muchas gracias
Try changing your viewport mode to directX. This is found in the Preferences>Display options
Intente cambiar su modo de ventana gráfica a directX. Esto se encuentra en Preferencias> Opciones de visualización
Is there a possibility to export these models to Unity?
That might be a question for Epic. :-)
I've seen comments that suggest that for now there's a dependency on Maya for the MH export, but I don't know. However, once you have the models in Maya, then you can likely detach them from the rig and export them like any other model asset.
fyi, this is in the Epic FAQ
“Characters generated in MetaHuman Creator, including those in the sample project, are licensed for use in Unreal Engine projects. This means that you must render MetaHumans with Unreal Engine; you cannot render them outside of Unreal Engine.”
@@ZeroConditionaltutorials FUCK!!
Sir care to try it on blender ?
It doesn't work in Blender. Currently assets can only be directly exported to Unreal Engine and Maya.
@@ZeroConditionaltutorials I have my Maya now, only I'm facing a situation now,
already downloaded the assets from QB but it won't automatically sync to Maya,
also I just only got the body, and not the head.
since I'm importing the f_med_nrw_body_rig.ma
did I missed the export settings that makes the head left out ?
@@runningcoyote9972 I couldn't see any option to choose only the head or body. I would go to the Epic Metahuman forums and see if others have had the same issue, or post a question. I haven't had any problems so not sure where the issue is.
@@ZeroConditionaltutorials sure thank you very much to replied, I'll be back with some updates, or maybe you join some discord server ?
Subscribed :D
why don,t have hair
The hair setup is part of the Metahuman system itself and not included in the original source asset. Hair can only be done in the Metahuman system/Unreal.
Hello sir please metahuman characters plugin in blender
That's a question for Epic really. Currently assets can only be directly exported to Unreal Engine and Maya.