Rig metahuman face with Rigify
13:16
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@RazorbackPT
@RazorbackPT 10 күн бұрын
Every tutorial should be like this.
@Snahbah
@Snahbah 16 күн бұрын
Made by a man who has watched MANY tutorials, and then did his own the right way √
@Bakyt3D
@Bakyt3D 16 күн бұрын
😄👍
@BPGames
@BPGames 18 күн бұрын
How can we then export the animation to an unreal engine for use? (Without extra bones and rig control levers)
@Bakyt3D
@Bakyt3D 18 күн бұрын
similarly to this workflow: kzfaq.info/get/bejne/gN2ff5djzZ2vfZc.html
@Dethgears
@Dethgears 29 күн бұрын
Question, because of a previous step in the pipeline, (Deleting all the additional bones), does retargeting use the deformities that are lost in the process?
@Bakyt3D
@Bakyt3D 29 күн бұрын
no, if you have deformities they will be lost.
@scrafya8190
@scrafya8190 Ай бұрын
Is there a discord channel that i can join for help?
@Bakyt3D
@Bakyt3D Ай бұрын
yep i have discord channel: bakyt3d but I'm not always available
@barkhorn-cj9dr
@barkhorn-cj9dr Ай бұрын
Thanks man
@Bakyt3D
@Bakyt3D Ай бұрын
Any time man
@buxoided
@buxoided Ай бұрын
мне кажется можно сделать проще, удаляеш все кости, делаеш скейл обратно, соединяеш голову и тело, береш авториг про и делаеш скелет) я искал как метахумана можно перенести с контролерами и с весами исходного метахумана, в видео как я понял веса уже не те, и экспортировав одежду в анриал,д ругой метахуман уже провалится сковзь одежду тк веса не совапдают
@Bakyt3D
@Bakyt3D Ай бұрын
да проще, но используя мой метод можно переслать анимацию тела в анрил. кости остаются в местах по умолчанию поэтому анимация метахьюмана в анриле будет более менее правильная.
@buxoided
@buxoided Ай бұрын
@@Bakyt3D ну я загружаю метахуман скелет, создаю свой, кости моего скелета я ставлю в точно такое же положение. и совпадние тоже 100 процентоное в анимации
@Bakyt3D
@Bakyt3D Ай бұрын
@@buxoided 👍хорошо надо попробовать
@hafsabano9537
@hafsabano9537 Ай бұрын
Kindly make animation tutorials for beginners
@Bakyt3D
@Bakyt3D Ай бұрын
yes I always try to make my tutorials beginner friendly
@hafsabano9537
@hafsabano9537 Ай бұрын
Excellent !
@tyrannosaurustits7083
@tyrannosaurustits7083 2 ай бұрын
EXACTLY what im looking for !!!
@Bakyt3D
@Bakyt3D 2 ай бұрын
Glad if it helped :)
@tyrannosaurustits7083
@tyrannosaurustits7083 Ай бұрын
@@Bakyt3D although now i only just realized a big problem, on your previous bendy bone tutorial, there's a hip system that uses "armature" bone constraint, I tried that for Rigify, and found out that if i move the root bone (the big pad with arrows), that hip center moves along with that root bone (not proportionately to it), which shouldn't be happening, is there a fix for this?
@pn4960
@pn4960 2 ай бұрын
very useful thank you
@Bakyt3D
@Bakyt3D 2 ай бұрын
Glad it was helpful!
@BarishaillaMUNNA
@BarishaillaMUNNA 2 ай бұрын
Sir, when i export metahuman face cavity map from unreal engine it became full back and when set it to blender it is full transparent. I tried materialise to make cavity map again but when i export it is also become transparent. Now what can i do.
@Bakyt3D
@Bakyt3D 2 ай бұрын
hi try exporting in TGA format. you probably exported as PNG
@BarishaillaMUNNA
@BarishaillaMUNNA 2 ай бұрын
yes I tried as a PNG format 😵‍💫😵‍💫
@Bakyt3D
@Bakyt3D 2 ай бұрын
@@BarishaillaMUNNA 😎
@shanedooley7105
@shanedooley7105 3 ай бұрын
Hey, thanks so much for this series, its amazing. I'm having issues trying to return back to real world scale. At what point or how can I scale the mesh and armature back to its original scale and apply it. Thanks!
@Bakyt3D
@Bakyt3D 3 ай бұрын
I'm glad if it helped. You can scale the rig in object mode to 0.01 at any time and continue to work with your animation. though root armature will remain huge, you won't need root armature anyway, so it can remain hidden. If you need changes in root armature you can still do them, and then regenerate the rig to its real world scale.
@user-pf9gf4ik7v
@user-pf9gf4ik7v 3 ай бұрын
Gracias, estoy es justo lo que necesitaba , increible
@user-oc2ry2yw3w
@user-oc2ry2yw3w 3 ай бұрын
why i put the skeleton into UE5.3 metahuman. My body and head are separates.😢
@Bakyt3D
@Bakyt3D 3 ай бұрын
try this: kzfaq.info/get/bejne/msqBfrCFsK3UhHk.html
@user-oc2ry2yw3w
@user-oc2ry2yw3w 2 ай бұрын
@@Bakyt3D thanks!
@Bakyt3D
@Bakyt3D 2 ай бұрын
@@user-oc2ry2yw3w anytime ;)
@samet1936
@samet1936 3 ай бұрын
Does this method prevent the outfit from entering the character?
@Bakyt3D
@Bakyt3D 3 ай бұрын
I don’t understand the question.
@Bakyt3D
@Bakyt3D 3 ай бұрын
biliyorsan Türkçe sorabilirsin
@samet1936
@samet1936 3 ай бұрын
@@Bakyt3Dmesela kolu kaldırdığımda kıyafet karakterin içine giriyor onu engelliyormu dedim ama öğrendim engelliyor yaptım teşekkürler
@samet1936
@samet1936 3 ай бұрын
@@Bakyt3D no problem thank you :D
@Bakyt3D
@Bakyt3D 3 ай бұрын
@@samet1936 süper 👍
@moesaadi4601
@moesaadi4601 3 ай бұрын
I’m in need of done one who can make me a character on blender in a specific pose. And I can pay. Can you do that for me?
@Bakyt3D
@Bakyt3D 3 ай бұрын
Sure, is this character good for you?
@moesaadi4601
@moesaadi4601 3 ай бұрын
Not this character
@moesaadi4601
@moesaadi4601 3 ай бұрын
@@Bakyt3Dcan you give me where I can message you
@moesaadi4601
@moesaadi4601 3 ай бұрын
I need a specific character.
@Bakyt3D
@Bakyt3D 3 ай бұрын
@@moesaadi4601 can you reach me via e-mail? [email protected]
@pikkmestock4884
@pikkmestock4884 3 ай бұрын
DIDNT TOLD HOW TO IMPORT TETXTURES
@Bakyt3D
@Bakyt3D 3 ай бұрын
hi there, I have a playlist on shading: kzfaq.info/sun/PL0N7uZ-eoiHhzUsIA7VYZfw4-bB6Fu4vd&si=5aRp8gcI8X8xoust
@anngelinan
@anngelinan 3 ай бұрын
How do you Transfer the metahuman from motion builder to 3ds max? When i send the file over to max, it stalls on import envelopes and I'm forced to end task in the task manager.
@Bakyt3D
@Bakyt3D 3 ай бұрын
sorry I haven't tried that
@MrMrRol
@MrMrRol 3 ай бұрын
Подскажите пожалуйста как можно экспортировать метахумана с анимацией из UE5 в Blender Когда я импортирую в блендер, то анимация не проигрывается. Ее будто нет Заранее благодарю за ответ
@Bakyt3D
@Bakyt3D 3 ай бұрын
привет, надо экспортировать анимации из соответствующей папки под названием Animations
@minuit6742
@minuit6742 3 ай бұрын
hi, when i go for making a bone collection, it does not appear as a collectionbut as a group, therefore i cannot make it invisible and it is complicated to select the remaining bones.. Any solutions ?
@Bakyt3D
@Bakyt3D 3 ай бұрын
hi, you have to do it in Edit mode
@isisaisat
@isisaisat 3 ай бұрын
this whole playlist is a true lifesaver, thank you so much for sharing your knowledge. although, i`m having issues when trying to insert facial mocap data on top of it, i know it`s an entire different topic but i wonder if you got any ideas on how to fix it? i`ve been using faceware retargeter through maya but when importing it to UE5 the head always gets detached from the body (the motionbuilder edited mocap data works fine but the head stays in place) and i`m not sure how to work around it. again, thank you so much!
@Bakyt3D
@Bakyt3D 3 ай бұрын
im glad if it helped. sorry I have no idea how to transfer facial mocap
@Instant_Nerf
@Instant_Nerf 4 ай бұрын
What about hair ? How can we give them hair ?
@Bakyt3D
@Bakyt3D 4 ай бұрын
I got you covered ;) kzfaq.info/get/bejne/eryWmsiWqcDekqc.htmlsi=KwNq8ZGZkxDVOxi8
@CGDive
@CGDive 4 ай бұрын
Hi, cool stuff and I like your presentation style. So you are converting the Metahumans to Blender characters, right? In other words, there will be no backward compatibility with MH in Unreal.
@Bakyt3D
@Bakyt3D 4 ай бұрын
Thanks, your tutorials are great source of information. Yes, basically for the face rig there’s no backward compatibility. But you can retarget body animation back to MH in Unreal.
@CGDive
@CGDive 4 ай бұрын
@@Bakyt3D I see. Thanks for the info!
@Bakyt3D
@Bakyt3D 4 ай бұрын
@CGDive you are welcome, anytime ;)
@hotsauce7124
@hotsauce7124 4 ай бұрын
Is there a way to make a stylized custom Metahuman body in Blender, then export out the new stylized custom body to UE5?
@Bakyt3D
@Bakyt3D 4 ай бұрын
technically it is possible but you'd better work with lowpoly metahumans like LOD4 or above.
@hotsauce7124
@hotsauce7124 4 ай бұрын
@@Bakyt3D Thank you
@Bakyt3D
@Bakyt3D 4 ай бұрын
@@hotsauce7124 anytime =)
@hardflame8464
@hardflame8464 4 ай бұрын
Спасибо ^_^
@Bakyt3D
@Bakyt3D 4 ай бұрын
незашто ))
@hotsauce7124
@hotsauce7124 4 ай бұрын
Hello do you have more tutorials for editing mocap with Blender? Like blending two or three different mocap clips in Blender?
@Bakyt3D
@Bakyt3D 4 ай бұрын
No, not yet. but I'll let you know when I publish one.
@hotsauce7124
@hotsauce7124 4 ай бұрын
Hello, did you make a weight painting tutorial?
@Bakyt3D
@Bakyt3D 4 ай бұрын
will be ready in about a week or so
@hotsauce7124
@hotsauce7124 4 ай бұрын
@@Bakyt3D thank you
@Bakyt3D
@Bakyt3D 4 ай бұрын
@@hotsauce7124 you're welcome 🤗
@Bakyt3D
@Bakyt3D 4 ай бұрын
@@hotsauce7124 BTW, the upcoming weight painting tutorial will be focused on the face, not the body.
@rachmadagungpambudi7820
@rachmadagungpambudi7820 4 ай бұрын
"Bone Heat Weighting: failed to find solution for one or more bones" why ?
@Bakyt3D
@Bakyt3D 4 ай бұрын
try CGDive's solution: [SOLVED] Bone Heat Weighting failed (Automatic Weights doesn't work in Blender)
@dx9xd
@dx9xd 5 ай бұрын
This is awesome :D Is there a way to clean up the face / head bones for animating in blender?
@Bakyt3D
@Bakyt3D 5 ай бұрын
yes there is! making a tutorial on face rigging is also in my plans ; )
@dx9xd
@dx9xd 5 ай бұрын
@@Bakyt3D thanks dude, I look forward to it
@Bakyt3D
@Bakyt3D 5 ай бұрын
@@dx9xd sure man, I hope it will be useful
@Naffay
@Naffay 5 ай бұрын
Hey, thank you for this. when im trying to select the bones its not letting me add them in a bone group, the plus sign is not highlighting , so i cant add the bones in a group.
@Bakyt3D
@Bakyt3D 5 ай бұрын
Hey there, plus sign is not for adding bones to a group, Assign button is. Plus sign is for generating a new group.
@Naffay
@Naffay 5 ай бұрын
@@Bakyt3D Hi thank you for replying, but the assign option wasnt accesible too. But when i went to pose mode i was able to assign them a group.
@Bakyt3D
@Bakyt3D 5 ай бұрын
@@Naffay Great!
@Naffay
@Naffay 5 ай бұрын
thank you for this series @@Bakyt3D
@Bakyt3D
@Bakyt3D 5 ай бұрын
​@@Naffay you're welcome, more to come ;)
@stevens3d
@stevens3d 5 ай бұрын
Could you please make a video about : How to add Niagra particles simulations on a Metahuman ?
@Bakyt3D
@Bakyt3D 5 ай бұрын
hi, there are already good tutorials on niagara. unfortunately, right now I don't have sufficient knowledge on the subject.
@MotuDaaduBhai
@MotuDaaduBhai 5 ай бұрын
Can I attach a metahuman skeleton to a custom mesh using the same method?
@Bakyt3D
@Bakyt3D 5 ай бұрын
Sure you can, but be careful not to change bones locations otherwise you will have problems when retargeting back to unreal. If you intended to use your mesh in blender only then don't go through all this process. Simply add armature -> Human (meta-rig) and adjust it according your mesh in edit mode.
@MotuDaaduBhai
@MotuDaaduBhai 5 ай бұрын
@@Bakyt3D I was looking for a workaround for attaching Metahuman base skeleton to a custom body mesh. There is a process with metapipe plugin but it requires Maya and Wrap3D which are expensive. And on top of that, it is very hard to work with body which has unique features and hard to wrap on. Your workflow shows some light at the end of the tunnel. Let’s see if it works :)
@Bakyt3D
@Bakyt3D 5 ай бұрын
@@MotuDaaduBhai this workflow is mainly about taking metahuman skeleton to blender, then editing and baking animation and sending animation back to unreal. Working with mesh is optional but without mesh it's sometimes hard to understand what's going on. so I included a tutorial on skinning.
@MotuDaaduBhai
@MotuDaaduBhai 5 ай бұрын
@@Bakyt3D any plan on creating a script out of it?
@Bakyt3D
@Bakyt3D 5 ай бұрын
@@MotuDaaduBhai no unfortunately I don't have such programming skills
@evridesign
@evridesign 5 ай бұрын
My original Metahuman bones look different than yours, what could be the problem?
@Bakyt3D
@Bakyt3D 5 ай бұрын
Do you use discord? I may help you there discord.gg/wtAEn9wf
@evridesign
@evridesign 5 ай бұрын
Thanks for the help, i wrote in the channel!@@Bakyt3D
@Nerd-we2pz
@Nerd-we2pz 5 ай бұрын
Final What i was looking for ! thanks a lot! Looking forward to see more blender animation tutorials
@Bakyt3D
@Bakyt3D 5 ай бұрын
I'm glad if this helped! Sure, more tutorials are on my mind.
@FaruCG
@FaruCG 5 ай бұрын
Metahuman to blender -⁠) mutton chops beard no mash problem please solved bro..
@Bakyt3D
@Bakyt3D 5 ай бұрын
I see mutton chops beard has an exclamation mark, it means the beard is experimental. Choose another one without exclamation mark.
@Bakyt3D
@Bakyt3D 5 ай бұрын
Note: If the metahuman is rotating around his pelvis with no change in height, try setting Root as Armature FBX node type when exporting from Blender.
@evridesign
@evridesign 5 ай бұрын
Thank you! managed to safe a client work!
@Bakyt3D
@Bakyt3D 5 ай бұрын
Great! Glad it helped!
@FaruCG
@FaruCG 5 ай бұрын
How to input beard, Metahuman in Blender
@Bakyt3D
@Bakyt3D 5 ай бұрын
I haven't looked at it but probably the same as importing hair
@FaruCG
@FaruCG 5 ай бұрын
There is no mash in the beard. What should I input?
@Bakyt3D
@Bakyt3D 5 ай бұрын
@@FaruCG which beard do you use? try beard without exclamation mark at right down corner.
@Nerd-we2pz
@Nerd-we2pz 6 ай бұрын
Can't wait to see this series more!😆
@Bakyt3D
@Bakyt3D 6 ай бұрын
mee too 😊 but have so little free time⏳most of which goes to edit recorded tutorial
@Nerd-we2pz
@Nerd-we2pz 6 ай бұрын
Amazing!! thank you! can i animate in this rigify and import to unreal metahuman with no retargeting?
@Bakyt3D
@Bakyt3D 6 ай бұрын
thanks and you're welcome! keep following and you'll get answers ;)
@cromave
@cromave 6 ай бұрын
That's nice!🤯 Thank you, I'll wait for the second part
@Bakyt3D
@Bakyt3D 6 ай бұрын
You’re welcome 😊 second part will be ready in a couple of days
@Bakyt3D
@Bakyt3D 6 ай бұрын
Second part is online. kzfaq.info/get/bejne/nrqqqclksaqdnoE.html actually it is a third part 😊
@paullee2694
@paullee2694 6 ай бұрын
I was looking for this video where I can import my Maya animated character to Marvelous! Do you have any video which tells about fixing the collision error between cloth and animated character's skin in Marvelous designer?
@Bakyt3D
@Bakyt3D 6 ай бұрын
what exactly does the error say?
@paullee2694
@paullee2694 6 ай бұрын
@@Bakyt3D It is a garment collision issue. In Marvelous, when my character's hand reaches the pants, part of the pant's mesh follows the hand, which looks like it is sticking out. I believe the particle distance on the pants do collide during animation because of mesh settings. Should I need to touch the level of collision thickness in the simulation properties to fix it?
@Bakyt3D
@Bakyt3D 6 ай бұрын
@@paullee2694 try stable animation preset in Property Editor, if in doesn't help try to increase number of simulations in the Simulation Property Editor but not a huge amount
@zRage7
@zRage7 6 ай бұрын
Well this popped up exactly when i needed it... Hahaha Thanks :) Don't know if this is the right place to ask, but as far as textures for the metahuman are concerned, is there a way to bake them and reimport them in unreal as textures instead of (extremely complicated to manage for niagara) materials?
@Bakyt3D
@Bakyt3D 6 ай бұрын
you're welcome! yes there is a way to change textures of metahuman and reimport them into unreal. you can use Quixel Mixer or Substance painter.
@timbrazh8512
@timbrazh8512 7 ай бұрын
u r saint
@Bakyt3D
@Bakyt3D 7 ай бұрын
😅 I'm a lazy CG gereneralist
@Mattheogfx
@Mattheogfx 7 ай бұрын
Hey is it possible to transfer the Eyebrows too? I can't find the Eyebrows Hair cards
@Bakyt3D
@Bakyt3D 7 ай бұрын
Hey, eyebrows come embedded within the face texture. Please check this out: kzfaq.info/get/bejne/n6-GhMaBydK4Y4E.html
@MrWhitenoise404
@MrWhitenoise404 7 ай бұрын
"this may seem counterintuitive" is quite an understatement. cant wait to try this! i tried setting it up a few times but never got it working. i would never have guessed they are assigned in the opposite order. so strange. thanks for the video!
@Bakyt3D
@Bakyt3D 7 ай бұрын
Thanks for sharing your thoughts. I guess Metahuman developers didn’t take into consideration motionbuilder users or maybe they did but somewhere something went wrong ))
@mm-hl7gh
@mm-hl7gh 7 ай бұрын
a dream came true.. :D
@Bakyt3D
@Bakyt3D 7 ай бұрын
😃
@setik1337
@setik1337 7 ай бұрын
hey, so the short swept up hairstyle has hair cards but no textures to export, is there a way to bake them? or are they available in 5.3? (i'm using 5.1)
@Bakyt3D
@Bakyt3D 7 ай бұрын
Hey there! textures must be available in a folder called MaleHair_fro next to the MaleHair folder
@setik1337
@setik1337 7 ай бұрын
@@Bakyt3D yeah i've got that folder, but it only has groombinding, hair card meshes and helmet meshes
@Bakyt3D
@Bakyt3D 7 ай бұрын
@@setik1337 ok, go up to Metahumans folder then Common then MaleHair_fro then Textures
@setik1337
@setik1337 7 ай бұрын
​@@Bakyt3D my bad, got them now, thanks! btw i got very good results for helmet hair colour by taking the _depth map into photoshop, changing the white background (in my case to brown), adding a brown layer set to 'overlay', and increasing contrast to 100. one more thing, alpha blend glitches out for me so i switched to alpha hashed which works properly. anyways great tutorial and thanks again
@Bakyt3D
@Bakyt3D 7 ай бұрын
@@setik1337 cool trick with photoshop. you're welcome.
@ioandragulescu6063
@ioandragulescu6063 7 ай бұрын
this technique is recommended (I would say mandatory) for all skeletons in MoBu, not just the metahuman.
@Bakyt3D
@Bakyt3D 7 ай бұрын
:)