grateful! I tested it and the final result was great, but during the process, the bone position of the upper lip was a bit shifted. After manually moving it back, I followed the next process without any problems.
Hi, after I bind skin and copied the skin weights everything works. Do you know how to copy the blendshapes over though, so I can use the face control rig inside of Unreal. There doesn't seem to be blendshapes in the new head mesh
But after I finished binding, I found that my bones could not be exported to UE. In UE, the bones are shown as the plane of my head and teeth, not bones. Why did this happen? How to solve it? In addition, I can't understand what was done in the last step of the video. Is it possible that the skeleton is still bound to the original model? How to unbind them? Please help me, this thing makes me very painful
it works great in maya. eyes,mouth,face but when I import unreal editor the Face Controller doesn't work. eyes are slipping, even selecting the Face Architect rig too.
Hi, I'm quite new...I'm using r3ds wrap to help with the wrapping process. My head mesh is made up of several meshes, I've combined them together in Maya but when I load the geometry in Wrap and plug it into a wrapping node, it says floating geometry contains disconnected polygon components, as if its like the individual pieces in separate operation in Maya. Do you know how to make it treat it like one component? Thanks!
@@revoconner Hiii thanks for the script and your help so far. Is there an operation in Maya which can do this? I've tried combine but obviously that doesn't work
@@VSimCardV late reply but you probably get overlapping vertices, try selecting all vertices after combining and hit merge from the edit mesh menu and of course delete history afterwards :)
Great tutorial! Thanks for sharing! After carefully reading your code, would like to ask, about the custom eyeball, how to deal with it? Can you give me some ideas?
@@revoconner Thank you for your quick reply! I want to try to realize some similar animal eyes, such as tiger eyes, which need to adjust the position and size of the eyeball, but the corresponding rl4Embedded node has no corresponding items of tx,ty and tz, so I don't know how to add the new displacement to the original eyeball joint.
After I finished using it, I met two problems. One was that the bones of the upper lip protruded and the other was that the eye closure was not as effective as metahuman's eye closure
The wrap is not good then. You have to have the same vertex id for lip and mouth boundaries. Please change corresponding pairing points in the wrap and try again.
Dear teacher, I wonder if the teacher is still studying metahuan. After so long, I still don't understand the empty group upperarm_l_pm_pm_input under rig_setup_grp of metahuan in maya. Looking around for an answer, you can't find it.
The process to rig it is explained in the github page. I didn’t put it in the script because it’s only a few clicks and quite easy to do from the maya interface
Hi...I have been able to export to Unreal through fbx, but I am getting an overlay of the original Metahuman... trying to figure it out....I am only getting the model and animation from Maya....I am not getting the face controls yet, but getting close.....
@@mfischler27 ok...the solution I found that works well, is to use the scan as a blend shape...first you need to project the scan onto a metahuman mesh, then use the blend shape....ruclips.net/video/S4r-5CeimmA/видео.html
@@misha4sculpt Yes I've tried that solution from Noah and although it works for the most part, you are breaking the rig a little bit by locking in a final blendshape because the joints are still bound to the skin vertices of the old mesh, not the new one. Explained well here: ruclips.net/video/yDjpxXeRvtI/видео.html
Hello Rév O'Conner, Thank you for shared all the data. Do u have ideas about the error in line 126: list index out of range for "rigBoneStripped = rigBones[jto][:-11]" Thanks again
it will work with all maya version, just change python to 2 instead of 3. matiascodesal.com/blog/how-to-launch-maya-2022-with-python-2-if-you-are-not-ready-for-python-3/#:~:text=Set%20MAYA_PYTHON_VERSION%3D2%20as%20a,(e.g.%20a%20batch%20file)
hello, after I execute the combined_MH it creates duplicated set of "spine_04" rather than aligning the "DHIhead:spine04". Anyone know how to solve this issue?
I got YOU! - HERE'S THE FIX: the name spine_05 is both listed in the "DHIhead" and "DHIbody" - You want to keep the head one and rename the body (at least temporarily) - STEP 1 - expand the [+] on the DHIbody:root until you reveal the "DHIbody:spine_05" the STEP 2 - simply rename "DHIbody:spine_05" to DHIbody:spine_05_" or something like that so that the script doesn't confuse the 2 different joints when it runs.
I got an error "line 127: list index out of range". Anybody helps me? It seems that the sentence "rigBones.append(rigBoneLists[jto][0])" will run until jto >= 2563 but rigBoneLists[2489] has been null. Is it due to the number of bones is different? Should I change the "2563"?
@@revoconner Thank you but I don`t change my settings except changing MAYA2022 python3 to python2. Could you please tell me how the default namespace influence the script, or what can I do specifically? Thank you~
And I print rigBoneLists[jto] before the problem line. The last few printed lines are ([u'DHIhead:FACIAL_R_12IPV_Chin14.translateX'], 2485) ([u'DHIhead:FACIAL_R_12IPV_Chin14.translateY'], 2486) ([u'DHIhead:FACIAL_R_12IPV_Chin14.translateZ'], 2487) ([], 2488)
Wow this seems to be really cool. But, forgive my silliness, how to get the first prerequisite? "The new head to which the bones are to be rigged must share the same UV and topology as the original metahuman head. A program like R3DS Wrap will help with it." Does Wrap any function to transfer UVs? I didn't found anything on that and when you say topology, you mean just the basic shape of the two heads to be made the same using the Wrap? or do you mean they have to have exactly the same topology, just like if it was a new metahuman exported head (number of polygons, vertices, vertex order, etc.)?
@@revoconner Oh I see, so then it's more like duplicating the metahuman mesh and making sculpting in there, then adapting the rig back to that modification.
Is everything in the scene default? Did you rename your mesh? It can’t find the mpoints on the new mesh. Try deleting history on new mesh and make sure u follow the tutorial to rename stuff in the script. Of course start on a new scene. Or don’t save the one with error
is this script work also on metahuman custom body or clothes? Transfer Rig after we edit the body Limb length ? (i found "MAYA LT" for Game Maker , and it price only $35 per month , i hope if this script also work on it 😀 then i will buy MAYA LT for Game Make.)
it shows same error... the new head and the wrapped mesh name is matched, but still shows this error.. # Error: RuntimeError: file line 13: (kInvalidParameter): No element at given index
Its not in active development as I didnt make any money out of it. Make sure the name isnt clashing with either shape node, they are in the root namespace and that they dont have any intermediate nodes that are interfering. If the number of vertices dont match then who knows.
Hi, I have the same problem, after I perform the combine, it creates duplicate "spine 04" sets instead of aligning "DHIhead:spine04". How to solve such a problem?
Hi, great content thanks! I got stuck when I try to se the combined_MH, I get the error message: "# Error: NameError: file line 4: name 'M2X' is not defined #". This is regarding the Vertex Offset script: from maya import cmds import maya.api.OpenMaya as om offsetX = M2X-(M1X-bx) offsetY = M2Y-(M1Y-by) offsetZ = M2Z-(M1Z-bz) Please help
@@revoconner Hi, thank yiu for getting back to me. Yes, I have renamed the embeddedNodeRL4 node to rigLogicNode. Then copy and pasted the location of my folder into the script and changed the "NewHead" name to my geo's name.
Hello teacher, can you talk about Metahuman in MAYA --------rig_setup_grp?It seems to be about seamless distortion technology, but I don't know how he built it. Thank you!
@@revoconner I've tried to rig a CC3 character to the MetaHuman skeleton and it seems that it would be much faster/easier if there were a script. All the deformation bones have to be weighted to the mesh to get the same effect as the MetaHumans in Unreal.
Hello, it's look good thank you, but i always have this error message: # Error: ValueError: file line 125: No object matches name: rigLogicNode.jntTranslationOutputs[0] #
Thanks for the tutorial, I'm following extremely carefully the instructions but I have the error : # Error: ValueError: file line 42: embedded null character # I have checked the paths and those are the same, tried to change path and saved the scripts other there, doesn't work either. I know the paths are fine in terms of typos or symbols in the folders name.
@@revoconner Hey, yes here it is: G:\02_Personal\01_Works\00_ProjectDivine_MAIN\00_Build\00_character_build\000_BASIC_RIG\MH_rigTransfer\MH_rigTransfer\scripts
Ok I found the bug: I had to manually replace the back slashes with the forward slashes in the path for the scripts. Now I have another bug: # Error: IndexError: file line 126: list index out of range # the line 126 goes: rigBones.append(rigBoneLists[jto][0])
Sorry its under development for being a universal rig solution. However if you search for this on github you’ll find old copied of it from people who have already forked it
getting these errors: # Error: IOError: file line 42: [Errno 2] No such file or directory: 'C:/Users/misha_000/Documents/maya\x820/scripts/OG_Mesh.py' # # Error: ValueError: file line 32: More than one object matches name: spine_05 # any thoughts?
Sorry, I try to use your program code, and an error message will pop up during execution cmds.confirmDialog( title='Reset Done', message='Proceed now', button=['Yes'], defaultButton='Yes', dismissString='No') # Error: IOError: file line 42: 42 #
great work!!! but there is a problem for me, Error: ValueError: file line 32: More than one object matches name: spine_05 , how to solve it, i try everything i can
Thank you!Awesome!I got to use it. I got an error like this.Do you know what it is? # Error: ValueError: file line 125: no object matching name: rigLogicNode.jntTranslationOutputs[0] #
@@revoconner I exported the file using this tutorial as a reference. After applying the animation, the bones returned to their original positions. I wonder if the DNA file contains the bone data before adjustment. ruclips.net/video/hW9sDhe6xvE/видео.html
Thank you so much!! I encountered this error and stucked, could you please give me a idea to solve this? Error: ValueError: file line 32: More than one object matches name: spine_05
@@revoconner I know I just wanted to leave this comment for the new viewers. I tried another script based on your work, but that doesn't work either. And I refuse to pay $200 for Metapipe, so I guess I'm out of luck...
Lol no idea. I am sure it can be, why not but as someone who has only used blender for a day or two I am the last person who will be making it. Ask in blender community, see if you can get someone with python to read my script and transfer it, you have my full permission
I'm sorry I didn't test this script until today, because I just finish my character two days ago. This script does perform well, but there is a problem not only with me, but also with someone in the comment area, that is, the corner of the character's up lip is a bit strange. And using different metahuman characters to transfer can make different result . I can be sure that my model wrapped is okay. I saw someone said that it was because the blendshape was copied when copying the skin weight. I don't know if this is the reason. Also, the position of the model will change after the first step is to change the position of the bones. I don't know why. If possible, I can send you my model for testing
@@revoconner I tried his tool last night. It works very well and can rig all objects in one click. I think you can refer to his algorithm logic. This is the address link:ruclips.net/video/UzuRvIz0v0Y/видео.html&ab_channel=GabrielePellegrini
@@revoconner thanks , i found it. but i wanna know what is this.... Error: ValueError: file line 125: No object matches name: rigLogicNode.jntTranslationOutputs[0] 🥲🥲🥲
Hi, Rév O'Conner, It's me again. I tested your code and it work perfectly. Then I want to make the 'Bind Skin' and 'CopySkinWeights' by codes which you implemented by Maya. But When I used the codes(cmds.skinCluster & cmds.CopySkinWeights, I used all the flags), I got the different effect against Manual implementation by Maya, Especially on the mouth. Do you know the defferences between the codes and manual implementation?
@@revoconner Oh, Thank you. I've understood the reason. Because the MetaHuman's mesh has the 'blendshape' node. If I use the copySkinWeights command, It will copy the weights of the blendshape, too. Thank you for your kind!
Thanks for your sharing. It`s a great job. Every time when I execute "combine_MH.py", i always get a error"# Error: ValueError: file line 125: No object matches name: rl4Embedded_Nasim_rl.jntTranslationOutputs[0] # Desperate to know how to fix it
Hi, after learning your codes, I just have a question about the 'combined_MH.py' script. In line 196, you delete some index of the offsetLIST, why do you do that? Thanking for sharing!
Some bones dont have all the XYZ translate connected to the rig logic node. So the index are like bone1X, Bone1Y, Bone 1Z, Bone2X, Bone2Y... and so on, I just deleted the ones that dont connect to the rig logic node, because the output translate is all numbers so no way to correspond to those otherwise, and you also cannot just get one of the XYZ for translate values of bone relative to MFN mesh
For example one of the eyes, and i think one of the bones in the mouth as well. You can see the ones not connected by going to attribute panel and seeing if they are in yellow or not
Thank you so much! After a little bit of trial and error I was able to use your script, and it really works!
Hi RikkTheGaijin, can you please sharet the script, i really need it for my work.
thanks again...your script works flawlessly
Thanks for this awesome script. 😀Going to check it out. AND GET WELL SOON!! 💪🏻
grateful! I tested it and the final result was great, but during the process, the bone position of the upper lip was a bit shifted. After manually moving it back, I followed the next process without any problems.
Depends on how good your wrap is. Use topo for pair points, not features
"Use topo for pair points" what does it mean in wrap?
Thanks a lot for sharing this!
Very good concept !!!
Cool music! and a script too! ;)
Awesome.i have searching such tool for a long time.It will help a lot of people if you realse this
will put on github in a few days, i am still getting used to github
@@revoconnerIt's very kind of you
@@zhangjack9164 did it work as expected?
@@revoconner I didn't notice that you uploaded it, I will try it later today. Thank you so much for sharing
Excellent tutor. How is to correctly export custom metahuman with all rigs and controls to unreal? I have some troubles with that
Hi, after I bind skin and copied the skin weights everything works. Do you know how to copy the blendshapes over though, so I can use the face control rig inside of Unreal. There doesn't seem to be blendshapes in the new head mesh
how do I export to ue4, I tried some ways, but problems always occur, for example: morphs are imported but they don't work correctly.
Update: Just checked Github and found the file is there. So thanks, will play with this.
Hoping you're doing well... Health problems are primary. I've been there ...
How to I export face after transfer to Unreal Engine and keep all the blendshapes?
But after I finished binding, I found that my bones could not be exported to UE. In UE, the bones are shown as the plane of my head and teeth, not bones. Why did this happen? How to solve it? In addition, I can't understand what was done in the last step of the video.
Is it possible that the skeleton is still bound to the original model? How to unbind them?
Please help me, this thing makes me very painful
it works great in maya. eyes,mouth,face but when I import unreal editor the Face Controller doesn't work. eyes are slipping, even selecting the Face Architect rig too.
Hi, I'm quite new...I'm using r3ds wrap to help with the wrapping process. My head mesh is made up of several meshes, I've combined them together in Maya but when I load the geometry in Wrap and plug it into a wrapping node, it says floating geometry contains disconnected polygon components, as if its like the individual pieces in separate operation in Maya. Do you know how to make it treat it like one component? Thanks!
Thats topology problem. Even if its one DAG, doesn’t mean its not free floating geo. nake sure all geo are connected
@@revoconner Hiii thanks for the script and your help so far. Is there an operation in Maya which can do this? I've tried combine but obviously that doesn't work
@@VSimCardV late reply but you probably get overlapping vertices, try selecting all vertices after combining and hit merge from the edit mesh menu and of course delete history afterwards :)
Does anyone know how to export the mesh back to UE? When I do I get FAILED TO MERGE BONES error
Hello. I have a question. Do you know how to apply the csv file or json file from the live link face to the control rig in Maya?
No idea
amazing!
Great tutorial! Thanks for sharing! After carefully reading your code, would like to ask, about the custom eyeball, how to deal with it? Can you give me some ideas?
Rig it to the eye parallel bone
@@revoconner Thank you for your quick reply! I want to try to realize some similar animal eyes, such as tiger eyes, which need to adjust the position and size of the eyeball, but the corresponding rl4Embedded node has no corresponding items of tx,ty and tz, so I don't know how to add the new displacement to the original eyeball joint.
thanks, that's awesome.....
Can it transform bones into the same topological with MH to an custom body?
HI,After following the action, an error is prompted. line 125: There is no object that matches the name: rigLogicNode.jntTranslationOutputs[0] #
After I finished using it, I met two problems. One was that the bones of the upper lip protruded and the other was that the eye closure was not as effective as metahuman's eye closure
The wrap is not good then. You have to have the same vertex id for lip and mouth boundaries. Please change corresponding pairing points in the wrap and try again.
Need help, please IndexError: file line 126: list index out of range
Dear teacher, I wonder if the teacher is still studying metahuan. After so long, I still don't understand the empty group upperarm_l_pm_pm_input under rig_setup_grp of metahuan in maya. Looking around for an answer, you can't find it.
Where do i find this script?
Great work, does this remove the need to have the "DNA" file after?
No
that is, if I understood correctly, this rig is superimposed on the head without a rig and a skin?
The process to rig it is explained in the github page. I didn’t put it in the script because it’s only a few clicks and quite easy to do from the maya interface
is there an update for the script? seems to be great
Any chance of providing any other link to your script?
Hi...I have been able to export to Unreal through fbx, but I am getting an overlay of the original Metahuman... trying to figure it out....I am only getting the model and animation from Maya....I am not getting the face controls yet, but getting close.....
u can delete the original face once u r done rigging ur model
same issue. Did you ever find a solution?
@@mfischler27 ok...the solution I found that works well, is to use the scan as a blend shape...first you need to project the scan onto a metahuman mesh, then use the blend shape....ruclips.net/video/S4r-5CeimmA/видео.html
@@misha4sculpt Yes I've tried that solution from Noah and although it works for the most part, you are breaking the rig a little bit by locking in a final blendshape because the joints are still bound to the skin vertices of the old mesh, not the new one. Explained well here: ruclips.net/video/yDjpxXeRvtI/видео.html
please tell how to get metahuaman rig in maya
nice song
Hello Rév O'Conner, Thank you for shared all the data.
Do u have ideas about the error in line 126: list index out of range for "rigBoneStripped = rigBones[jto][:-11]"
Thanks again
They must have changed some stuff. I am not actively developing it.
@@revoconner thank you.
hi did you Find the Solutiuon for this?
excuse me my maya version is 2019 ,does it work
it will work with all maya version, just change python to 2 instead of 3. matiascodesal.com/blog/how-to-launch-maya-2022-with-python-2-if-you-are-not-ready-for-python-3/#:~:text=Set%20MAYA_PYTHON_VERSION%3D2%20as%20a,(e.g.%20a%20batch%20file)
hello, after I execute the combined_MH it creates duplicated set of "spine_04" rather than aligning the "DHIhead:spine04". Anyone know how to solve this issue?
i get the same issue
Is there a way to achieve this in 3dsMax? If so, is there a chance you would be willing to create a video explaining all the necessary steps?
No idea
@@revoconner
索引错误:文件 第 126 行:列出索引超出范围
Greatly, but when i run the script , there has "New_Mesh.py line 13: (kInvalidParameter): No element at given index", how can i fix it
Thank you!
I think u didn't wrap it
cool!!!!!!!!!
does anyone else get an error when running the script that says more than one object matches the name: spine_05 # ??
I got YOU! - HERE'S THE FIX: the name spine_05 is both listed in the "DHIhead" and "DHIbody" - You want to keep the head one and rename the body (at least temporarily) - STEP 1 - expand the [+] on the DHIbody:root until you reveal the "DHIbody:spine_05" the STEP 2 - simply rename "DHIbody:spine_05" to DHIbody:spine_05_" or something like that so that the script doesn't confuse the 2 different joints when it runs.
indexError: file line 126: list index out of range # How can I solve this problem
hi did you solve this problem?
I got an error "line 127: list index out of range". Anybody helps me? It seems that the sentence "rigBones.append(rigBoneLists[jto][0])" will run until jto >= 2563 but rigBoneLists[2489] has been null. Is it due to the number of bones is different? Should I change the "2563"?
do you have the default namespace?
@@revoconner Thank you but I don`t change my settings except changing MAYA2022 python3 to python2. Could you please tell me how the default namespace influence the script, or what can I do specifically? Thank you~
And I print rigBoneLists[jto] before the problem line. The last few printed lines are ([u'DHIhead:FACIAL_R_12IPV_Chin14.translateX'], 2485)
([u'DHIhead:FACIAL_R_12IPV_Chin14.translateY'], 2486)
([u'DHIhead:FACIAL_R_12IPV_Chin14.translateZ'], 2487)
([], 2488)
@@revoconner I met the same problem
same issue
Wow this seems to be really cool.
But, forgive my silliness, how to get the first prerequisite? "The new head to which the bones are to be rigged must share the same UV and topology as the original metahuman head. A program like R3DS Wrap will help with it."
Does Wrap any function to transfer UVs? I didn't found anything on that and when you say topology, you mean just the basic shape of the two heads to be made the same using the Wrap? or do you mean they have to have exactly the same topology, just like if it was a new metahuman exported head (number of polygons, vertices, vertex order, etc.)?
They must be the same mesh but can can have different facial features
@@revoconner Oh I see, so then it's more like duplicating the metahuman mesh and making sculpting in there, then adapting the rig back to that modification.
amazing! is it can use metahuman's blendshape too?
No. Could never really figure out why the blendshapes were there anyway, they dont seem to affect anything inside maya
if you can actually help me understand their function maybe I can add them too
@@revoconner They're driven key animations for blendshapes by rigs or controllers.
Is the script no longer availble? The link says nothing to see here.
With mesh to metahuman tool online its no longer needed and in development. I made the repo private
someone can help me in this error? New_Mesh.py line 13: (kInvalidParameter): No element at given index #
Is everything in the scene default? Did you rename your mesh? It can’t find the mpoints on the new mesh.
Try deleting history on new mesh and make sure u follow the tutorial to rename stuff in the script.
Of course start on a new scene. Or don’t save the one with error
Great video! I had trouble following tho, anyway we can hop on a video call and you can show me how it’s done?
I dont think it will work anymore. Its not been updated in almost two years now and metahuman has changed a lot
"lips bite" is incorrect,how to fix it?please!
Make sure the wrap is good
is this script work also on metahuman custom body or clothes? Transfer Rig after we edit the body Limb length ?
(i found "MAYA LT" for Game Maker , and it price only $35 per month , i hope if this script also work on it 😀 then i will buy MAYA LT for Game Make.)
No
it shows same error... the new head and the wrapped mesh name is matched, but still shows this error.. # Error: RuntimeError: file line 13: (kInvalidParameter): No element at given index
Its not in active development as I didnt make any money out of it. Make sure the name isnt clashing with either shape node, they are in the root namespace and that they dont have any intermediate nodes that are interfering. If the number of vertices dont match then who knows.
I want to know if this effect can be achieved in maya, can it be achieved in ue4
Not without transfer
@@revoconner
Hello, why do I have an error prompt when I execute the code?
# Error: IOError: file line 42: 2
Don’t have my pc at the moment. I’ll get back to you next week
It's probably a file path error. Please check again. At line 42, the script reads the other python files.
Thank you,You know? How to transfer the body
well you can modify the script to include the body, Indices would have to be changed and all. I am not sure
Hi, I have the same problem, after I perform the combine, it creates duplicate "spine 04" sets instead of aligning "DHIhead:spine04". How to solve such a problem?
I get the same thing, did u figure it out?
you need to use Older Version of MH they have Chagned some Bones Strcuture @@DonBurroni
how i can get older metahuman?@@saqib3d
索引错误:文件 第 126 行:列出索引超出范围
Hi, great content thanks! I got stuck when I try to se the combined_MH, I get the error message: "# Error: NameError: file line 4: name 'M2X' is not defined #". This is regarding the Vertex Offset script: from maya import cmds
import maya.api.OpenMaya as om
offsetX = M2X-(M1X-bx)
offsetY = M2Y-(M1Y-by)
offsetZ = M2Z-(M1Z-bz)
Please help
Is everything named properly like stated in the description of GitHub
@@revoconner Hi, thank yiu for getting back to me. Yes, I have renamed the embeddedNodeRL4 node to rigLogicNode. Then copy and pasted the location of my folder into the script and changed the "NewHead" name to my geo's name.
Hi, no worried I have found the issue, thank you!
@@dorianare224 how did you fixed?
is it possible use new riged face in UE like MH?
Haven’t tested it. Try it and let us know?
@@revoconner i m newbie, it is takes a lot of time)
@@mrkshh export and import, maybe check bake rig when u do.
Hello teacher, can you talk about Metahuman in MAYA --------rig_setup_grp?It seems to be about seamless distortion technology, but I don't know how he built it. Thank you!
Sure
Next video
@@revoconner Very expect,Very Thank you!
Does this work for the body as well?
U dont need a script for that, the body bones are not lockdd
@@revoconner I've tried to rig a CC3 character to the MetaHuman skeleton and it seems that it would be much faster/easier if there were a script. All the deformation bones have to be weighted to the mesh to get the same effect as the MetaHumans in Unreal.
@@revoconner Do you by have any videos showing you rigging the skeleton to a character mesh?
The updated script and tutorial are incorrect!!!
Hello, it's look good thank you, but i always have this error message: # Error: ValueError: file line 125: No object matches name: rigLogicNode.jntTranslationOutputs[0] #
Follow the instructions
Great script, there is a version that UE5.2 metahuman can use
cool,i will pay for your hard work
Thanks for the tutorial, I'm following extremely carefully the instructions but I have the error :
# Error: ValueError: file line 42: embedded null character #
I have checked the paths and those are the same, tried to change path and saved the scripts other there, doesn't work either.
I know the paths are fine in terms of typos or symbols in the folders name.
Whats your path? Can you paste it?
@@revoconner Hey, yes here it is:
G:\02_Personal\01_Works\00_ProjectDivine_MAIN\00_Build\00_character_build\000_BASIC_RIG\MH_rigTransfer\MH_rigTransfer\scripts
Ok I found the bug: I had to manually replace the back slashes with the forward slashes in the path for the scripts.
Now I have another bug: # Error: IndexError: file line 126: list index out of range #
the line 126 goes:
rigBones.append(rigBoneLists[jto][0])
Hello, thank you very much for your script, I have an error here, but I don't know what it means and what to do. "# Error: IOError: file line 42: 2"
File path error. Check ur files and their folder paths
Do you know what this error is?
# Error: ValueError: file line 32: More than one object matches name: spine_05 #
Dude, did you solve the line 32 error issue? please tell me
Dude, did you solve the line 32 error issue? please tell me
Can you give me the plug-in used
Sorry its under development for being a universal rig solution. However if you search for this on github you’ll find old copied of it from people who have already forked it
getting these errors:
# Error: IOError: file line 42: [Errno 2] No such file or directory: 'C:/Users/misha_000/Documents/maya\x820/scripts/OG_Mesh.py' #
# Error: ValueError: file line 32: More than one object matches name: spine_05 #
any thoughts?
I think the error is because there are both backslash and forward slash in ur path.
@@revoconner no, this is the path I put in the script, the error changed it:
folder_path = "C:\Users\misha_000\Documents\maya\2020\scripts"
never mind, I fixed the path, thanks....
Dude, did you solve the line 32 error issue? please tell me@@misha4sculpt
Sorry, I try to use your program code, and an error message will pop up during execution
cmds.confirmDialog( title='Reset Done', message='Proceed now', button=['Yes'], defaultButton='Yes', dismissString='No')
# Error: IOError: file line 42: 42 #
Can u create an issue on github, I’ll check it out
are you by any change using python 2 branch on maya 2022?
@@revoconner I am using 2018
@@no21375 got your email, I will reply there
Hello, has this problem been solved yet?
great work!!! but there is a problem for me, Error: ValueError: file line 32: More than one object matches name: spine_05 , how to solve it, i try everything i can
Hi my friend, Did you fix that problem?
nice work where i can found script
This may be a silly question but could this script work for the body as well?
No
@@revoconner HI,I and my friends want to crowdfunding for a body version,could you pls do us this favor?
Thank you!Awesome!I got to use it.
I got an error like this.Do you know what it is?
# Error: ValueError: file line 125: no object matching name: rigLogicNode.jntTranslationOutputs[0] #
Did u rename the embedded rig logic node to riglogicnode as was told in the tutorial?
Thank you for your quick reply!
I hadn't done that. I'll check it out!
Resolved. Thank you very much.
Now if I can just export this to UE4, I'll be happy.
@@abe_makoto9963 let me know if you’re able to export to ue4 and if u run into any issues
@@revoconner I exported the file using this tutorial as a reference. After applying the animation, the bones returned to their original positions.
I wonder if the DNA file contains the bone data before adjustment.
ruclips.net/video/hW9sDhe6xvE/видео.html
Thank you so much!! I encountered this error and stucked, could you please give me a idea to solve this?
Error: ValueError: file line 32: More than one object matches name: spine_05
Hi my friend, Did you fix that problem?
this script doesn't work anymore with the latest Metahuman
Yeah I know. Its not in active development as mentioned.
@@revoconner I know I just wanted to leave this comment for the new viewers. I tried another script based on your work, but that doesn't work either. And I refuse to pay $200 for Metapipe, so I guess I'm out of luck...
sorry i dont know IOError: file line 42: 2 #
File path error.
@@revoconner How do you resolve the please
Is it possible make a Blender version :D ...MAYA $1700 per year
Lol no idea. I am sure it can be, why not but as someone who has only used blender for a day or two I am the last person who will be making it. Ask in blender community, see if you can get someone with python to read my script and transfer it, you have my full permission
@@revoconner haha Thank for this ,i will try get someone who know to transfer it :D~!
I'm sorry I didn't test this script until today, because I just finish my character two days ago. This script does perform well, but there is a problem not only with me, but also with someone in the comment area, that is, the corner of the character's up lip is a bit strange. And using different metahuman characters to transfer can make different result . I can be sure that my model wrapped is okay. I saw someone said that it was because the blendshape was copied when copying the skin weight. I don't know if this is the reason. Also, the position of the model will change after the first step is to change the position of the bones. I don't know why. If possible, I can send you my model for testing
Can u record a screen cap? I’ve never had this issue and can’t reproduce it
@@revoconner I tried his tool last night. It works very well and can rig all objects in one click. I think you can refer to his algorithm logic. This is the address link:ruclips.net/video/UzuRvIz0v0Y/видео.html&ab_channel=GabrielePellegrini
where is the script man ?
Not available
this is not the web page you are looking for.....ㅠ ㅜ..
I made the script private, working on some upgrades
you can probably get copies of my old script if you search github from all the forks people did, there's a lot!
@@revoconner thanks , i found it. but i wanna know what is this.... Error: ValueError: file line 125: No object matches name: rigLogicNode.jntTranslationOutputs[0] 🥲🥲🥲
Hi, Rév O'Conner, It's me again. I tested your code and it work perfectly. Then I want to make the 'Bind Skin' and 'CopySkinWeights' by codes which you implemented by Maya. But When I used the codes(cmds.skinCluster & cmds.CopySkinWeights, I used all the flags), I got the different effect against Manual implementation by Maya, Especially on the mouth. Do you know the defferences between the codes and manual implementation?
Would be really hard to tell without looking at the script. Send me the script I’ll take a look
@@revoconner Oh, Thank you. I've understood the reason. Because the MetaHuman's mesh has the 'blendshape' node. If I use the copySkinWeights command, It will copy the weights of the blendshape, too. Thank you for your kind!
@@chenmu2009 is it working now? You can probably use an index to filter out the blendshape node.
@@revoconner Yes! It is working perfectly! Thank you for answering!
@@chenmu2009 could you share that script as well, or put a pull request on github
can you help me with this one? i got # Error: IOError: file line 42: [Errno 2] No such file or directory: 'C:/Maya/Journalist/scripts/OG_Mesh.py'
you need to make this Directly by yourself and Copy all the Files here C:/Maya/Journalist/scripts
@@saqib3d okay got it!, but can i ask again? why the face rig from my metahuman doesn't work if i try to test to new head after script working?
"# Error: ValueError: file line 125: No object matches name: rigLogicNode.jntTranslationOutputs[0]"
Looks like this if i execute the last script
ValueError: file line 125: rigLogicNode.jntTranslationOutputs[0]
Thanks for your sharing. It`s a great job. Every time when I execute "combine_MH.py", i always get a error"# Error: ValueError: file line 125: No object matches name: rl4Embedded_Nasim_rl.jntTranslationOutputs[0] # Desperate to know how to fix it
Hi, after learning your codes, I just have a question about the 'combined_MH.py' script. In line 196, you delete some index of the offsetLIST, why do you do that? Thanking for sharing!
Some bones dont have all the XYZ translate connected to the rig logic node. So the index are like bone1X, Bone1Y, Bone 1Z, Bone2X, Bone2Y... and so on, I just deleted the ones that dont connect to the rig logic node, because the output translate is all numbers so no way to correspond to those otherwise, and you also cannot just get one of the XYZ for translate values of bone relative to MFN mesh
For example one of the eyes, and i think one of the bones in the mouth as well. You can see the ones not connected by going to attribute panel and seeing if they are in yellow or not
@@revoconner Oh, Thank you! I get it! Thanks again!
@@chenmu2009 if you manage to shorten the script, or make it more efficient, feel free to add a pull request
@@revoconner OK, I will study the scirpt carefully, thank you.
索引错误:文件 第 126 行:列出索引超出范围
索引错误:文件 第 126 行:列出索引超出范围