Is it really possible to turn any model face into metahuman by readjusting points? I can't find any tutorials on how to do it, only such ~1 minute teasers.
Would this tool be able to rig completely custom models? What I mean is humanoid characters but with extra body parts. I've been trying to turn a Twi'lek from Star Wars into a metahuman (they have those tentacles growing from their head called lekkus), but the mesh to metahuman tool just removed the lekkus completely. Or does this also work with the topology transfer method, meaning you can't turn humanoid models with non human body parts into a metahuman?
No... but after we launch our tools we could create the same tool and conversion working in Blender. I'm not sure if there's a MetaHuman for Blender already. If not then we could convert the .dna file to .json and in Blender we can parse/read the metahuman_dna.json file
I made all the material nodes in Unreal in blender to just replace textures and set instant material attrib in blender to get the same result in render but rig is my big problem , if what you are planning to make , work with meta human controlrig and can send animation data of controls to unreal metahuman control rig, it will be awesome@@NicholasSilveira
nice. will the tool also be able to adjust the boody, so you get a metahuman that you modified and can bring back to unreal? maybe there are two scenarois. a) create a custum metahuman so can bring him back to unreal b) crearte a custom new chaarcter (based on metahuman) with new textures, abd maybe some new meshes (eyesbroes, eyes..etc) if you want somebody to test yout script, let me know ;)@@NicholasSilveira
@@NicholasSilveira I see, thanks for the reply! So far I tried a few other methods that was provided by other creators, was hoping to gather some other ways to streamline this process. Looking forward to the release!
@@NicholasSilveira Then the head must be humanoid type at least like in this video. so original mesh is deleted then wrapped metahuman mesh stays on? in this situation uvs of original will not be transferred as well accurate, Or if in the verse; original mesh stays, wrapped invisible metahuman mesh copies skin weights on to original mesh may create some glitches due to original mesh have more vertex in bone area such.
@@sahinerdem5496 after we transfer the metahuman joints and skin data, we have another button to transfer MetaHuman UV onto your custom mesh. Overall it's your new custom mesh with the metahuman joints, skin and UV transfer
Great.....unfortunately everything seems to be geared towards Maya when it comes to these tools, which I don't have. Boo! I wish there was a similer blender plugin.
This is huge, cant wait to test it out. Good job man! :)
looking foward to it! can't wait
This is a game changer 🙏
All tomorrow is crazy man.
Is it really possible to turn any model face into metahuman by readjusting points? I can't find any tutorials on how to do it, only such ~1 minute teasers.
Would this tool be able to rig completely custom models?
What I mean is humanoid characters but with extra body parts. I've been trying to turn a Twi'lek from Star Wars into a metahuman (they have those tentacles growing from their head called lekkus), but the mesh to metahuman tool just removed the lekkus completely.
Or does this also work with the topology transfer method, meaning you can't turn humanoid models with non human body parts into a metahuman?
wow this is great ,
is this tool out now for testing ?
Thank you very much! It's a great job, a game changer, If the function can be run in console window ......
Yes, all of the tools can run headless from a line of python code. No UI needed, so you can batch process the facial rig setup
I'm new to this, is there any manual or requirements? Is this a stand alone program or do I need Maya like the other ones?
Hello,iif there is any possibility of seeing such a tool for a blender?
这种效果太棒了!我在哪里可以买到这个插件?
waaaaooo!!! 😮🤯 where can I learn to do this? How to transfer the RIG of the metahumans into a custom mesh?
We will be giving the tool out on GitHub hopefully soon. Sorry for the hold up
Fantastic How to get used
hi im doing my thesis on something like this and im wondering is this tool online?
Dude you need to release this stat! You'll make like, a million dollars!!!
Is this a stand-alone tool, or a plug-in to a DCC (like Maya)?
It's a Python script for Maya
hey bro, anyway to use this keys in blender too and have metahun control rig for body and face in Blender ?
No... but after we launch our tools we could create the same tool and conversion working in Blender.
I'm not sure if there's a MetaHuman for Blender already. If not then we could convert the .dna file to .json and in Blender we can parse/read the metahuman_dna.json file
For the body to work the same in Blender we would have to create a similar RBF corrective joint tool
I made all the material nodes in Unreal in blender to just replace textures and set instant material attrib in blender to get the same result in render but rig is my big problem , if what you are planning to make , work with meta human controlrig and can send animation data of controls to unreal metahuman control rig, it will be awesome@@NicholasSilveira
this is cool! can you also send deltas to Unreal Engine /?
The tool saves a new DNA file that stores the delta joint positions for each head, which is used in unreal
awesome:) can't wait @@NicholasSilveira
nice, is the script somewhere to download? what about the yes, eyelashes, will the adjust to the new face shape?
Yes the tool will be on GitHub soon. We are setting up an easy way to reposition the eyes cleanly
nice. will the tool also be able to adjust the boody, so you get a metahuman that you modified and can bring back to unreal?
maybe there are two scenarois.
a) create a custum metahuman so can bring him back to unreal
b) crearte a custom new chaarcter (based on metahuman) with new textures, abd maybe some new meshes
(eyesbroes, eyes..etc)
if you want somebody to test yout script, let me know ;)@@NicholasSilveira
@@alondans yes the joint transfer tool also works on repositioning of the body as well :)
very nice@@NicholasSilveira
Hi there! Is there any news on when will this be released? Would love to try this out!
We are hoping to release it before the end of the year. Sorry for the wait
@@NicholasSilveira I see, thanks for the reply! So far I tried a few other methods that was provided by other creators, was hoping to gather some other ways to streamline this process.
Looking forward to the release!
@@tryhardryan9662 drive.google.com/file/d/1pVoGLHBJ9sBpOZLRUk7lpsT9KGyLRKym/view?usp=drive_link
Possible to provide access? I requested in Google. @@NicholasSilveira
How do I do this?
hey man, do you have any social platforms? really wanna follow you dude
I really only have a linkedin :)
www.linkedin.com/in/nicholassilveira/
Can I download this?
Can you explain exactly what's happening here?
drive.google.com/file/d/1pVoGLHBJ9sBpOZLRUk7lpsT9KGyLRKym/view
any updates on the tool?
Sorry, things have been busy. Here the latest tool updates
drive.google.com/file/d/1pVoGLHBJ9sBpOZLRUk7lpsT9KGyLRKym/view
Can I get this tool?
Where's the git
same vertex count in same vertex places?
We wrap the metahuman lod7 over the custom mesh (different vert order), then transfer the metahuman setup + skin data
@@NicholasSilveira Then the head must be humanoid type at least like in this video. so original mesh is deleted then wrapped metahuman mesh stays on? in this situation uvs of original will not be transferred as well accurate, Or if in the verse; original mesh stays, wrapped invisible metahuman mesh copies skin weights on to original mesh may create some glitches due to original mesh have more vertex in bone area such.
@@sahinerdem5496 after we transfer the metahuman joints and skin data, we have another button to transfer MetaHuman UV onto your custom mesh. Overall it's your new custom mesh with the metahuman joints, skin and UV transfer
Great.....unfortunately everything seems to be geared towards Maya when it comes to these tools, which I don't have. Boo!
I wish there was a similer blender plugin.
and the body?
Soon... That's the easy part 😉
@@NicholasSilveira yeah once that body part is figured out we are in business. No need to Jerry rig anymore would be nice.
@@themightyflog yes! We are launching the tool soon. The body joints should transfer easily with the same technique
@@NicholasSilveira if I can change out bodies easily that would be amazing. Can't wait.