Mastering MetaHuman - Ep 07: Mesh Morpher Pt. II

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  • Опубликовано: 14 янв 2025

Комментарии • 3

  • @PugLifeStudio
    @PugLifeStudio 9 дней назад +3

    Jesse, great cover over Mesh Morpher functionality. We really appreciate you for covering a lot of its functionality. A lot of the Morph Target work you've done can be achieved quicker with Poser. Instead of customizing Left/Right eye displacement, we like to use Poser to center Eye bones to Eye materials this way they don't pop out looking left and right. We use sculpting just for fixing small components(eye shell, eye edge etc).
    Blinks and all Meta Human expressions can also be customized with Poser by modifying MH DNA Bone Expressions(we fix blinks this way instead of sculpting).
    For cartoon Meta Humans we have DNA Expression Magnitude which allows us to change the expression bone movement intensity to match our characters (Some character might need mouth to open much wider or eyes to open less).
    Morph Targets are just a way of achieving stuff. Thank you again for these videos!

  • @ProHolmes
    @ProHolmes 9 дней назад +1

    If I want to make character creator using morphs, where morph values will be stored in data asset, So I don't need to bake them, as I I want player to be able to create whatever possible combination of my morps, or generator in case of NPC's?

    • @JesseZumstein
      @JesseZumstein  8 дней назад

      Thanks for the question, I'm not completely sure I understand the full question. But, if you want to have a base NPC character with multiple variations. You can create for example 10 different morph target sculpts and store the names of those morphs in a Data Table. Then, you can create various events on construction and on game start in your blueprint that call the Set Morph Target node. Then you can retrieve a random or specific morph target name to populate into that node, causing the character to morph when the game is started.