Metahuman DNA Explained | MUST KNOW TO CHANGE METAHUMANS EFFECTIVELY
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- Опубликовано: 6 сен 2023
- Product Link: www.artstation.com/a/26797596
Discord Support Link: / discord
Free Version Installation Documentation: www.artsandspells.com/documen...
GET THE WORLDS BEST RIG SYSTEM AVAILABLE
Transfer from Metahumans to your character seamlessly and more importantly with a FULL CONTROL ON THE FINAL RESULT
The difference between Mesh to Metahuman:
- Can not edit blendshapes of expressions
- Mesh to Metahuman is limited.
- Not %100 accurate with the shape, only do faces
- Only for human models
- Doesn't change Body
The difference of Metapipe:
- You can create custom Metahumans in under 15 min!
- You can change Metahuman's Expressions with your sculpts
- Automatic Joint Transfer for both HEAD and BODY
- Can generate automatic LOD's for both head and body
- Working seamlessly with Unreal Engine and Metahuman Animator
- Works with the help of official Dna Calibration Library so that your custom Metahumans will be remain as Metahuman with all properties. They will be exatly a METAHUMAN! Not a custom character.
Nice overview! 👍🏻
Thank you for explanation! Is there still not possible use calibrator in Bender? I got that you could create blendshapes in Blender for face and body. I saw MH control face rig for Blender. Does someone try whole Maya PP in Blender for really custome MH? Thank you
I saw those approaches too. As far as I know they are doing only with blendshapes without using joints data. At least they explain it like this. They take all expressions as objs from maya and setup inside blender which is not make them fully metahuman. Because they are lack of secondary motion that comes with joint rotations. The only way is dna for now.. and dna is only for maya until epic release it to other softwares
@@artsnspells got it. Thank you so much for reply!
Hello, thanks to your tutorial, I have successfully imported a MetaHuman model into UE5. However, after importing it into UE5, there is a small gap in the shoulder position of the model(The connection between the head and the body ) and it looks completely normal in Maya. I tried to connect the gap between the two models using vertex snapping in Maya or use MetaPipe fix body, but it didn’t work. Do you know any solutions? (By the way, after I imported it into UE5 and set up the Animation Rig and Anim Blueprint, the seam problem seemed to be solved, but when I saved the scene or restarted UE5, the seam appeared again)
Hi, usually it is because body type doest match or sometimes it is a bug of some features inside UE such as materials. Can you please send me some screenshots inside discord server. I can help you better in there
hey how do i customise albedo and normal map for each expression?
I will make a video about that soon
Ok, I purchased your Rig plugin, but I'm having some problems. Why did I import your DNA from the DNA viewer in the first step, its UI controller cannot control the forks with the head, but the forks and weights are retained.
Why do you import my DNA? I didnt understand that. You should import urs. If I understand your question correctly, controllers dont work before save dna to be able to edit them. And please come join our discord server, I can provide better and faster service with maybe some images would help
Do you offer a full course on using MetaHuman latest tools. I got a brand new iPhone 15 Pro Max and it is weird that I am getting a warning saying that my device does not support the latest features of the MetaHuman Animator. Why?
We only provide Metahuman customization tools, it's better to ask this question to Epic Games Supports
Hello. After exporting the Metahuman head from Maya to Unreal and running any face animation, all of the morph targets / blendshapes won't animate. I tried with all of the export and import settings. I applied dna file and copied the rest of the settings from original skeletal mesh that is created by Bridge in Unreal. Could You help me please?
Please join our Discord Server, I need to see some screenshots of your process.
@@artsnspells Thank You. I joined it today.
Nobody has maya
Unreal Engine made a big mistake then
@artsnspells unreal is free, Maya is for triple-A industry game studies total mismatch. If Unreal is going in the direction of catering to billion-dollar studios then that's truly sad.
@@badger_bub Yeah you are right, they should add blender for this workflow. Its totally make sense
What have I been using for 11 years than??? I go and rethink my life.
@digitalzenith6527 blender like everybody else bub.
i dont mean to be rude but can you let someone else to the talking ??? i understood half of what you said and the other half im still trying to figure it ot
Thats all me in here sorry for an unclear video :(( Is it the english or the tone? What is the main problem you are thinking of?
@@artsnspellswas no problem at all. Understandability was good
Thank you!@@janklingner2694
Бла бла бла, скоро нафиги не нужен будет метапайп
English please
@@artsnspellshe said "blah blah, soon there won't be any need for a metapipe" ))
@@stpauldudko Thanks for translate