- 33
- 102 249
TunaRig
Приєднався 30 гру 2019
TunaMetaPack - UPDATE 1.2V NOTE
We have updated several features in this 1.2 version, Thank you for your continued support!
Auto update : C:/Program Files/TunaRig/tunaTools_tunaMetaPack/tunaMetaPack update.exe
After running the auto-update, if a window pops up indicating the installation failed, just ignore it and proceed with launching Maya. This message is related to the installation of a Python package that’s unrelated to tuna MetaPack, so it doesn’t affect the actual update installation.
meshWarp template : /Documents/maya/meshWarp_template
metahumanSet template : /Documents/maya/metahumanSet_template
unreal asset & DNA files : /Documents/tunaRig
MeshWarp Updated
00:01 - update 1.2v Intro
00:39 - metahuman automated tab in meshWarp
04:13 - automated mirror eyeballs in tunaUtils
MetahumanSet Updated
05:14 - bake all RBF pose bug fixed for custom poseWrangler
06:58 - mirror function for upVectors
Ultimated DNA Editor Updated
07:40 - fixed shapes of initial transfer extra meshes
08:24 - swap selected meshes for all head LODs
09:35 - automated align eyeball joints
10:11 - About Latest & Old DNA
Auto Unreal Settings
14:17 - prepare settings for metahuman Tools autoSet
19:04 - plugins for python packages
19:35 - result of metahuman Tools autoSet
23:46 - rigging test
24:42 - our & your goal
If you have any questions, please conctact : contact@tuna-rig.com
If you are curious about our custom metahumans, please refer to the links below.
---------------------------------------------------------------------------------------------------------------------------------------------
Product Page
tuna-rig.com/index.php/product/tuna-metapack-tunatools/
artstn.co/m/Re0yk
Your Character to MetaHuman
ua-cam.com/video/KUN9CBr1jD0/v-deo.html
Customized Metahuman Services
tuna-rig.com/index.php/metahuman-guide/
---------------------------------------------------------------------------------------------------------------------------------------------
Auto update : C:/Program Files/TunaRig/tunaTools_tunaMetaPack/tunaMetaPack update.exe
After running the auto-update, if a window pops up indicating the installation failed, just ignore it and proceed with launching Maya. This message is related to the installation of a Python package that’s unrelated to tuna MetaPack, so it doesn’t affect the actual update installation.
meshWarp template : /Documents/maya/meshWarp_template
metahumanSet template : /Documents/maya/metahumanSet_template
unreal asset & DNA files : /Documents/tunaRig
MeshWarp Updated
00:01 - update 1.2v Intro
00:39 - metahuman automated tab in meshWarp
04:13 - automated mirror eyeballs in tunaUtils
MetahumanSet Updated
05:14 - bake all RBF pose bug fixed for custom poseWrangler
06:58 - mirror function for upVectors
Ultimated DNA Editor Updated
07:40 - fixed shapes of initial transfer extra meshes
08:24 - swap selected meshes for all head LODs
09:35 - automated align eyeball joints
10:11 - About Latest & Old DNA
Auto Unreal Settings
14:17 - prepare settings for metahuman Tools autoSet
19:04 - plugins for python packages
19:35 - result of metahuman Tools autoSet
23:46 - rigging test
24:42 - our & your goal
If you have any questions, please conctact : contact@tuna-rig.com
If you are curious about our custom metahumans, please refer to the links below.
---------------------------------------------------------------------------------------------------------------------------------------------
Product Page
tuna-rig.com/index.php/product/tuna-metapack-tunatools/
artstn.co/m/Re0yk
Your Character to MetaHuman
ua-cam.com/video/KUN9CBr1jD0/v-deo.html
Customized Metahuman Services
tuna-rig.com/index.php/metahuman-guide/
---------------------------------------------------------------------------------------------------------------------------------------------
Переглядів: 2 473
Відео
TunaMetaPack - Tips for Metahuman Unreal Settings
Переглядів 523Місяць тому
The path to the Unreal template asset shown in the video is as follows: UPDATE NOTE 1.2v We have updated the installation process in the 1.1 version using an installer. For 1.2v, refer to the folder below /Documents/tunaRig/unreal_uasset This time, we recorded again the process of importing and setting up in Unreal separately from the previous tutorial. In the last tutorial, there didn't seem t...
TunaMetaPack - UPDATE 1.1V NOTE
Переглядів 1,8 тис.Місяць тому
We have updated several features in this 1.1 version, and we plan to continue providing updates in the future. Thank you for your continued support! Installation Guide ua-cam.com/video/RR4d8G4naLI/v-deo.html Here is the installation path & template files info TunaMetaPack : C:/Program Files/TunaRig/tunaTools_tunaMetaPack Auto update : C:/Program Files/TunaRig/tunaTools_tunaMetaPack/tunaMetaPack...
TunaMetaPack - Installation Guide (Installer UPDATED)
Переглядів 570Місяць тому
This tool supports Maya versions 2022.4, 2023, and 2024. You must install Bifrost to maya at least version 2.7.0.1 or higher If OneDrive is currently synced to Windows, be sure to turn off the connection. This may cause problems after installation. UPDATE NOTE 1.1v ua-cam.com/video/ygiLXfx7ckc/v-deo.html We have updated the installation process in the 1.1 version using an installer. sincerely a...
TunaMetaPack - Prepare Process [Part 2] Wrap Retopology
Переглядів 7312 місяці тому
If you already have the Metahuman Topology Combined Mesh (Head Body) for your character based on LOD 0, you can skip it, start with ua-cam.com/video/mvDf8sR_wrQ/v-deo.html 00:10 - two UV set problem 02:02 - meshWarp template 02:15 - choose template LOD for character retopology (very important) 03:02 - export obj files 03:23 - wrap 3d process 04:33 - select point pairs tips 07:50 - mask area(sel...
TunaMetaPack - Export to Unreal | Maya Export & Bluprint Settings
Переглядів 1,1 тис.2 місяці тому
The path to the Unreal template asset shown in the video is as follows: UPDATE NOTE 1.2v We have updated the installation process in the 1.1 version using an installer. For 1.2v, refer to the folder below /Documents/tunaRig/unreal_uasset Export 00:10 - prepare your unreal projects includes metahuman template 00:28 - preparing & align meshes for export 01:08 - body rig (all LODs) export 02:26 - ...
TunaMetaPack - Metahuman Process [Part 5] Connect Head & Body
Переглядів 7242 місяці тому
In this video, we will share specific tips on connecting the head and body using the metahumanSet (applicable to all LODs without issues). At 06:52, we showed you how to swap meshes(it's not transfer joints) using tunaUtils. In addition to this method, you can also swap the mesh of the desired LOD using the 'Swap selected mesh' function in the Geometry tab of Ultimated DNA Editor. And this meth...
TunaMetaPack - Metahuman Process [Part 4] Facial Pose Edit with DNA Editor
Переглядів 5452 місяці тому
This session includes a basic explanation of the Ultimated DNA Editor tool. Our DNA Editor offers a wide range of functions such as : behavior joint movement adjustments, behavior retargeting, additional blendShape settings, and replacement for each LOD. (These changes are recorded directly in the DNA itself, so when the DNA is loaded into the viewer later, all changes are applied.) 00:13 - edi...
TunaMetaPack - Metahuman Process [Part 3] Transfer with DNA Editor
Переглядів 5822 місяці тому
This session includes a basic explanation of the Ultimated DNA Editor tool. Please refer to the previous lecture (Mesh Edit Process) to prepare the face mesh and accessory meshes in advance. Our DNA Editor offers a wide range of functions in addition to the Transfer feature. Feel free to utilize it in various situations! :) DNA Transfer Part 00:05 - check plug-in install path 00:25 - open DNA f...
TunaMetaPack - Metahuman Process [Part 2] Pose Corrections with metahumanSet & poseWrangler
Переглядів 4692 місяці тому
This session includes a basic explanation of the metahumanSet tool and poseWrangler UPDATE NOTE 1.1v If the latest version 2.4 of 'poseWrangler' that is already installed on your PC is causing a 'mirror' bug. To solve this problem automatically, the poseWrangler version 7.2 of Quixel bridge will be automatically removed when installing tunaMetaPack 1.1v due to a bug issue with our tools. We wil...
TunaMetaPack - Metahuman Process [Part 1] Body Rigging with metahumanSet
Переглядів 6772 місяці тому
This session includes a basic explanation of the metahumanSet tool. 00:35 - remove tweak data before body rigging process 01:35 - metahumanSet tool instructions 02:09 - about 'selected copy ref and attach mesh' 03:05 - auto align to reference joint 03:31 - adjust wrist joint's rotate orientation first 04:59 - adjust joints using 'D' key 05:58 - adjust ankle joint's rotate orientation secondly 0...
TunaMetaPack - Mesh Edit Process [Part 2] All LODs & Other Meshes with meshWarp
Переглядів 5042 місяці тому
If you already have the Metahuman Topology Combined Mesh (Head Body) for your character based on LOD 0, you can start watching from this lecture. This session includes a basic explanation of the MeshWarp tool. Try applying it in various situations :) The batch list that automatically splits the head and body is included in the "metahuman_vertex_set.json" file, which has been placed in the meshW...
TunaMetaPack - Mesh Edit Process [Part 1] Convert to High Poly with meshWarp
Переглядів 5882 місяці тому
If you already have the Metahuman Topology Combined Mesh (Head Body) for your character based on LOD 0, you can skip it, start with ua-cam.com/video/mvDf8sR_wrQ/v-deo.html This session includes a basic explanation of the MeshWarp tool. Try applying it in various situations :) 00:29 - meshWarp instrucitons 01:02 - avoid duplicated name in your scene 01:24 - meshWarp theory for your character 01:...
TunaMetaPack - Prepare Process [Part 3] Wrap Polishing
Переглядів 4952 місяці тому
If you already have the Metahuman Topology Combined Mesh (Head Body) for your character based on LOD 0, you can skip it, start with ua-cam.com/video/mvDf8sR_wrQ/v-deo.html 00:14 - brush node in wrap 3d 00:51 - relaxProj in wrap 3d 01:42 - relax features tip in wrap 3d 03:32 - moveProj in wrap 3d 05:55 - reason why you should use lower LOD for retopol work first 06:18 - fix symmetry in wrap 3d (...
TunaMetaPack - Prepare Process [Part 1] Cleanup your meshes
Переглядів 7232 місяці тому
If you already have the Metahuman Topology Combined Mesh (Head Body) for your character based on LOD 0, you can skip it, start with ua-cam.com/video/mvDf8sR_wrQ/v-deo.html 00:01 - Intro 00:25 - organize your character meshes 00:53 - seperate original charater's head normal issue 01:47 - seperate all other meshes 02:23 - textures file path editor 02:41 - maya's normal color space settings 03:10 ...
Customized Metahuman Rig Update (feat. metahuman Jinx)
Переглядів 2,9 тис.7 місяців тому
Customized Metahuman Rig Update (feat. metahuman Jinx)
TunaRig - guide for move ue project files
Переглядів 4308 місяців тому
TunaRig - guide for move ue project files
Your Character to MetaHuman (Keep Origin Shapes)
Переглядів 14 тис.8 місяців тому
Your Character to MetaHuman (Keep Origin Shapes)
maya face rig - Tuna Facial Rig Controller exploration
Переглядів 6 тис.4 роки тому
maya face rig - Tuna Facial Rig Controller exploration
maya tuto - (6)Facial Manager Export animation, Efficient features
Переглядів 1,2 тис.4 роки тому
maya tuto - (6)Facial Manager Export animation, Efficient features
maya tuto - (5)Rebuild Facial Rig_[3]Edit Joint extending
Переглядів 6374 роки тому
maya tuto - (5)Rebuild Facial Rig_[3]Edit Joint extending
maya tuto - (5)Rebuild Facial Rig_[2]Edit Joint reduction
Переглядів 4724 роки тому
maya tuto - (5)Rebuild Facial Rig_[2]Edit Joint reduction
maya tuto - (5)Rebuild Facial Rig_[1]Edit Joints position
Переглядів 5464 роки тому
maya tuto - (5)Rebuild Facial Rig_[1]Edit Joints position
maya tuto - (3)Set up Facial Auto Skinning_[3]Sequential Skinning
Переглядів 1,2 тис.4 роки тому
maya tuto - (3)Set up Facial Auto Skinning_[3]Sequential Skinning
maya tuto - (4)Attach Neck and Body include neck skinning method
Переглядів 7854 роки тому
maya tuto - (4)Attach Neck and Body include neck skinning method
maya tuto - (3)Set up Facial Auto Skinning_[2]registeration boundary
Переглядів 1,5 тис.4 роки тому
maya tuto - (3)Set up Facial Auto Skinning_[2]registeration boundary
maya tuto - (3)Set up Facial Auto Skinning_[1]registeration vertex
Переглядів 1,6 тис.4 роки тому
maya tuto - (3)Set up Facial Auto Skinning_[1]registeration vertex
Nice system. I think Ai is going to blow right past us. Looking at Runway's Act-One video driven acting and the emotions you can get from text prompts using Hailou Minimax I can see some fast-paced advances in Ai productions.
Hello, developers. After continuous attempts, I’ve finally completed the character setup in the Maya portion of the project. Both the facial and body controls are very smooth and functioning well. However, when exporting to UE, while the body appears normal, the face collapses and deforms as if it’s an underbaked cake. Despite this, ARKit controls still seem to be active. I’ve been trying for two days now, testing different characters, but each time the facial area deforms and collapses in UE. I’m feeling very anxious and am unsure where I might have gone wrong. Everything was going smoothly in the earlier steps, so I’d greatly appreciate it if you could help point out any possible issues or missteps. Thank you very much!
Hi, I think your head rig files mismatched with your current DNA structures, in that case, delete your head rig group in your body rig scene and newly import DNA file with DNA viewer into new scene in your maya and than replace that newly imported head rig into your body rig file After that, export head rig again It might be a mistake of some joints edit process. That cause mismatched with DNA structures As you follow our guide, it will be work
@@tunaRig I followed your method and successfully resolved the issue. Thank you so much!
When will you begin support Maya 2025 ?
unfortunately, current rl4 node(metahuman DNA read node) not support 2025, so when the epic games support 2025 for quixel bridge than we can support 2025 Thanks for your interest
Great. But please don't let automation close the possibility of using a different topology.
Don't worry; we only develop automation within tuna MetaPack after implementing individually controllable features throughout the entire process. Even if we automate everything with a single click, we will never limit the possibility for users to control specific areas or make necessary adjustments. Just like the automation in meshWarp and Unreal MetaHuman autoset, all automations are developed only after completing each individual function or sharing all manual guides in tutorials. Therefore, there will rarely be any restrictions. great point! thanks for your reply
@@tunaRig Thank you. I love your tool 👍
Great Update !
AH nice! Already wanted to send you hthe video <3 haha
Wow your viewers by showing them whats possible with the TunaMetaPack. Ive noticed so much goes into how to use it, without highlighting what the user can achieve from purchasing your product.
looks great but may I suggest you post a video of this in action. Could be good for marketing purposed to show the complete result and what users can expect for this particular character model that you converted.
ua-cam.com/video/KUN9CBr1jD0/v-deo.html We have uploaded test results before, but as you said, they need definitive complete results which might final result users can expect. We will upload them later when we have a chance. thanks for your feedback :)
in Maya does it generate control rigs with FK/IK switch?
No we don’t offer rig control in maya It just like bridge metahuman set Driver skeleton for body you can constraint that skeleton to your own rig control
As long as Maya is no longer needed. Otherwise it’s yet another fail
where to get this image checker for metahuman
bro is it free ?
bro, but I use blender
Great! Thank you.
It's a really great tool ! I finish my characters and I will take it soon ! I wonder if we can add some bones to the metahuman and export it ? Like a braid (hairs, accessories, ponytail) . I wonder too if you have a discord for the community, share our works with your plugin. Thanks !
Yes, as you said, you can export with additional skeletons. However, when import a FBX file in the initial engine, you should not use the metahuman base body skeleton, but create a separate skeleton and manage it. If you don't like this method and want to attach it to some parts (clothes, hair) characters that use other skeletons, you can attach it through bluprint. Check out the 23:56 section of the video below. ua-cam.com/video/m0K9IsaGHDA/v-deo.html Also, we don't have a separate official discord channel, but if users want, we can also provide troubleshooting support through discord. However, email will be a bit faster to respond. thanks for your interest
Amazing update! Well done and congrats. You are really changing the Metahuman Customization game.
thanks a lot :) please, look forward to the next update
Livelink face animations works in this workflow? If so, instant buy.
ua-cam.com/video/KUN9CBr1jD0/v-deo.html If you watch the above video we uploaded previously, starting at 01:43, you will see the live link scene. If you just follow the procedure, there will be no problem.
12:26 for sure!
is also something like discort channel for support and questions avalable?
yes, but we can not running official discord channel but, you can contact us contact@tuna-rig.com you can receive our discord id by contact email if you want to discord support
is not crear what it is for PSD Tool and how to install it?
you can drag and drop the asset file into your projects folder and our psd tool asset files is in our metahumanSet folder Detail file path is written in the UA-cam description and this video
This is an R3ds wrap retopology tutorials and these are not related our tools. Don’t be confused 😅
its clear.
Thanks for tutorial 👍
Thanks for tutorial 👍
Thanks for tutorial 👍
Thanks for tutorial 👍
Thanks for tutorial 👍
Thanks for tutorial 👍
Thanks for tutorial 👍
Thanks for tutorial 👍
Thanks for tutorial 👍
Can you tell me also please what about updates? Are they for free?
We are plan to some updates and of course it’s free update, but, it still difficult to learn yet, so if you are not confident with our rigs process, please wait for some updates
@@tunaRig i mean, update of your tool. For example of Maya 2025 when its coming. Is update of new versions of your tool free?
@@ZaJanoyNaFilippiny For maya 2025, we cannot provide support yet because we have not yet received official files for the plugin node that can read DNA in maya 2025 from Quixel Bridge, but we plan to update support as soon as the issue is resolved. of course all updates are free
And how is about transfering license to other computer? Cos im planing soon to buy workstation?
As we said in the product page, license can be valid only one pc. So if you want to transfer it you can ask to me, but, used one license at multiple pc’s not work
@@tunaRig is not about to use on multiple. Is about to transfer from one to other. 👍
at the moment im Living in Philippins. Is it possable to use your tool without internet conection?
We can issue a license that allows you to use the tool without an internet connection. However, an internet connection is required when installing the tool on your PC for the first time. I mean tunaMetaPack not the R3ds Wrap Retopology tools
With a starting price of $150, too many steps to create a Metahuman. I have used Metapipe and not these many steps. The tool should be $75 at most, not $150.
That’s a great point. However, there are several distinct advantages of our tool, which is why some additional processes have been incorporated. First, the entire LOD generation using meshWarp allows for detailed polishing at higher LOD 0, even when based on lower LODs. Second, body rigging can proceed regardless of the initial joint angles of the character (not limited to the MetaHuman base body angle). If we had set the process to match only the body angle of the existing MetaHuman, the process would be much faster than it currently is. However, we chose not to do that because each user's character shape and joint angles vary greatly. Third, the DNA Rig Logic can be modified not only through BlendShape but also through individual joints, and it can be adjusted using Behaivor Logic Retarget. We would like you to understand that these advantages have led to additional tutorial content and processes. Although the production speed may be slower compared to other tools, the broader scope of modifications allows for more precise and faster character development as users become more proficient. Thank you very much for your insightful feedback.
@@tunaRig Very informative reply. Do you think you can incorporate an express way of rigging? Like after the initial wrap, few clicks will result in a custom MH as output? Your detailed workload will stay as a Pro mode but people can also enjoy a quick one if they want to. And after that if more tweaks needed to be done, Pro mode will be there enhance the experience further.
@@MotuDaaduBhai That’s an excellent feedback! As you mentioned, some users may want to produce characters quickly. For example, they might want to create multiple characters of the same type efficiently. In such cases, after setting up one character properly, you can save that file as a template. This applies to both DNA and body rigging. Once the file has been set up perfectly, you can use it as a template to streamline the process. For DNA (head), after the initial transfer setup, you can skip modifications and move directly to the body. By using MetaHumanSet's automatic joint placement feature, you can output the result without needing joint correction. The main reason why some processes take longer is due to these modifications. The rest of the steps are almost automated. I will upload a video about this soon! thanks to you! This was an exceptionally good question. Thank you for your valuable reply again
yeah $75 is better, or less. 😊But any way, I like that you have possability to modifere everithing. 👍I hope only it will all also works like in video. 🤔
TunaRig, you're on a roll with your videos
TunaRig, Great content!
Thanks a lot for this. I'm curious to know if anyone has found a similar tool that runs in Blender, looks like tunaMetaPack, MetaPipe, Mesh Morpher etc all require Maya to run due to the UE and DNA integrations etc.
'We provide a Maya application tool' does this mean that Maya is involved in the workflow somewhere and is a key requirement of using your new TunaMetaPack, to replace any character with metahuman rigging. Thank You
Per this video / tutorial, looks like it requires Maya to run, actually all the other alternatives I've found (including MetaPipe, Mesh Morpher etc) only work with Maya due to the native UE integrations being available there. I'm also looking for something that works in Blender but haven't found any yet.
@@JsAnimation24 Thank you, yes I thought that would probably be the case, my eyes lit up when I first saw it, but unfortunately it won't be of any use for us, but yes, something that works in Blender would be great. Thank you
I think this is evident in the sentence
Yes, Yes, and more Yes!
Very cool! 👏
Super !
In the gumroad says it works up to 2023, what about 2024 and 2025? thanks.
We are currently preparing to provide tools related to MetaHuman rigging. The support for compatibility with the latest version of Maya for the tuna facial rig will be delayed. We apologize for the inconvenience.
Anyone who wants this server absolutely free comment on one of my videos, I will teach this completely free, rather through Maya Blender or Houdini.
Thank you for your response. I hope everyone learns all these processes properly and for free. We hope our service will be used by those who find these tasks difficult and cumbersome, or who face various problems in the production process. I wish you the best of luck as well.
@@tunaRig My compliments on the classy response from TunaRig. It's rare to see this from a company and appreciated.
Save the money and please learn some basic 3d skills. Very easy to modify the metahumans however you want, you can even get a copy of wrap4d for free.
what about the hair physics...
Hi! Do you have some CC4 ready rig forr sell?
from 1:37 to 1:41, what is that panel on the right side and where can I access it?
Nevermind guys. It’s from adding your rigged metahuman to a level sequencer
This is a brilliant idea however, imo the price may be cost prohibitive...
Thank you for your good comments. Regarding the price, we are discussing it within the team. We plan to re-adjust to a reasonable price soon.
Metareforge is 10 times cheaper, what is the difference? Shapes are kept, dna, customization,…
what you're saying is correct. There are quite a few tools available to customize metahumans currently. The major difference lies in service - what you mentioned is the price for user supporter tools that allow users to directly customize and modify characters to metamorphose them, while our service provides character outsourcing services where we handle all the setup from the beginning without requiring any additional effort from the user. thanks for your interest! :)
Wowww ❤ very happy to see this
how did you customize the body?
use google.