Squeezy Pixels
Squeezy Pixels
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Tuning Metahuman expressions with MetaReForge 1.2.beta
Standard facial expressions may not fit updated characters, especially stylized cartoon characters with large eyes. This makes the development of functionality for editing facial expressions a top priority.
What's New in Version 1.2.beta?
• Improved Addon Installation: The DNA Calibration process has been slightly updated, with added hints to guide users in setting the correct parameters for a successful setup. This update also includes compatibility with DNA Calibration version 1.3.
• UE Sequencer Animations: You can now import animations created in Unreal Engine’s Sequencer directly into Blender for easier testing of facial expressions. [Location: Side Panel → MetaReForge.ControlBoard → Animation Importer]
• Direct Facial Expression Editing: Addressing previous challenges like incomplete eyelid closure or unnatural jaw movements, the new update lets you fine-tune facial expressions directly. While the technical functionality is in place, the interface is still a work in progress. Your feedback on usability would be invaluable! Location: Side Panel → MetaReForge.ControlBoard → Active Facial Expressions
Feedback and support via discord (check my profile) or email squeezypixels@gmail.com
Переглядів: 404

Відео

Demo | Default MetaHuman Kristofer Transformed to Majestic Beast with MetaReforge
Переглядів 2 тис.7 місяців тому
In this video, I check capabilities of MetaReforge with a focus on creating animal-like characters. Many of you have been asking me about this, and I've even received some impressive examples (e.g., ua-cam.com/video/UhLNzaJs1yE/v-deo.html), sparking my curiosity to thoroughly test this process. Today, I take the standard Epic Games MetaHuman, Kristofer, and morph him into a creature resembling ...
Join Skeleton Rest Pose as a Keyframe | Free Blender Addon #blender #addon #blenderaddon
Переглядів 3339 місяців тому
The Join As Pose addon allows attaching the rest pose from one or multiple source armatures to a single target armature. Get the addon github.com/MykytaPetrenko/JoinAsPose
Testing Beta Version MetaReForge in blender 4.1#blender #metahuman #characterdesign
Переглядів 3,5 тис.9 місяців тому
In this video, I'm testing MetaReforge 1.1.0.1 (beta-phase2) in Blender 4.1. Just a heads-up: this isn't a comprehensive tutorial. Rocket attacks and the resulting blackouts have affected my workflow, so please excuse the audio quality and any inaccuracies in the video. Currently, I don't have a proper microphone, nor the means to re-record some segments. I was going to show how to fix partiall...
[Outdated] MetaReForge: Full Body Metahuman Customization Now Possible in Blender
Переглядів 25 тис.Рік тому
This tutorial shows a recommended workflow for MetaReForge 1.0 which is NOT SUPPORTED any more. Use 1.1, it is much better and the update does not require any additional fees Metahumans are known for their advanced and intricate design, but editing them in external applications like Blender can be a complex task. These characters are not only defined by their FBX files but also have numerous de...
MetaReForge Install Without Compilation (With Python 3.9 Compatible Blender Build)
Переглядів 886Рік тому
Metahumans are known for their advanced and intricate design, but editing them in external applications like Blender can be a complex task. These characters are not only defined by their FBX files but also have numerous dependencies, including DNA files that significantly influence their behavior during animation. Fortunately, Epic Games has developed the DNA-Calibration library to edit such fi...
MetaReForge Installation Guide
Переглядів 2,1 тис.Рік тому
↓ READ PINNED COMMENT BEFORE YOU START ↓ Metahumans are known for their advanced and intricate design, but editing them in external applications like Blender can be a complex task. These characters are not only defined by their FBX files but also have numerous dependencies, including DNA files that significantly influence their behavior during animation. Fortunately, Epic Games has developed th...
Don't Make This Silly Mistake When Reimporting Metahuman from FBX | Fixing eyelids normals
Переглядів 1,3 тис.Рік тому
After customizing Metahumans following my workflow from the previous video (and others), there's one problem, especially noticeable when the Metahuman blinks: the normals and tangents on the eyelids aren't functioning correctly. In this video, I'll show you what this eyelid blinking issue is and how to easily fix it. If you don't know how to add custom morph targets to your metahuman, please ch...
Customizing character height and body propotions in Unreal Engine
Переглядів 4,7 тис.Рік тому
Learn advanced character customization for games in this tutorial. Understand when to use morph targets and how to fix pivot issues. We'll guide you through using additive animations and morph targets together for best results. Improve your game's character design with these tips. Disclamer: The final result heavily depends on your initial morph targets. Even if you follow this tutorial perfect...
Creating a custom morph target for Metahuman's face
Переглядів 52 тис.Рік тому
Hi! In this video I will show you how to add a custom morph target to a metahuman head in blender, so you can build your own customizable RPG character based on it. All LODs will be preserved which is important, cause built in LODs are well optimized. Join our Discord channel for more discussions! discord.gg/qYtEq2ukDX Autodesk FBX convertor (use 2013.3): aps.autodesk.com/developer/overview/fbx...
How to transfer shape keys from body to clothes [Blender Add-on update]
Переглядів 9 тис.2 роки тому
Hi! My blender addon that transfers shapekeys from on mesh to another is updated. New features: 1. List of shape key to transfer can be specified. 2. Shape key values of the target mesh object can be bound to the value of the source mesh. The addon is available for free by the link below (pay more than 0$ if you want to, and don't forget to rate, if it helped you): squeezypixels.gumroad.com/l/s...
Mixing Vertex Groups in Blender
Переглядів 6 тис.2 роки тому
Mixing Vertex Groups in Blender
Transfer Shape Keys in a Couple of Clicks
Переглядів 4,5 тис.2 роки тому
Transfer Shape Keys in a Couple of Clicks
MarmaladeX Blender Addon for Physics Simulations [DEV]
Переглядів 1642 роки тому
MarmaladeX Blender Addon for Physics Simulations [DEV]
Hidding a seam between to objects in Blender (smoothing normals)
Переглядів 10 тис.2 роки тому
Hidding a seam between to objects in Blender (smoothing normals)

КОМЕНТАРІ

  • @486DX
    @486DX 2 дні тому

    This method changes the normals of both objects. So how can we make the normal of one object compatible with the other? In other words, how can we make the body mesh, compatible (seamless) with the head mesh, without editing the head mesh?

    • @squeezypixels
      @squeezypixels 2 дні тому

      Just transfer normals from head mesh to body skipping object merging etc. But it is better to edit both objects for better look. Otherwise If seam vertices have the same normal vector they will not be sharp, but visually you may see a sort of smooth bulge in the area of the seam merged object. It depends.

  • @asdfhjsdf4523
    @asdfhjsdf4523 3 дні тому

    2:10 umm... where did you get the controlboard anmation data? i want to test with it

    • @mykyta.petrenko
      @mykyta.petrenko 2 дні тому

      Export control board animation from UE sequencer as FBX (Metahuman mapping)

  • @fabuLousL2
    @fabuLousL2 9 днів тому

    Spasibo, really helps a lot!

  • @blxxdbvrn
    @blxxdbvrn 13 днів тому

    Hi ET

  • @Tenchinu
    @Tenchinu 25 днів тому

    the option of AutoSmooth is not there in 4.2 Did they move it somewhere else? Without it, is not working :(

    • @squeezypixels
      @squeezypixels 25 днів тому

      Hi. For me it is working without enabling auto-smooth in blender 4.2. The newest versions of blender use custom normals by default if they exists for an object. Double check you set up data transfer modifier correctly.

    • @Tenchinu
      @Tenchinu 25 днів тому

      @@squeezypixels ah! i see my mistake. I had a triangulate modifier on. after applying it, and THEN applying the data transfer, is all good :)

  • @kde6277
    @kde6277 Місяць тому

    Thank you so very much! This was short, sweet and to the point.

  • @兔阿-q6q
    @兔阿-q6q Місяць тому

    Cool!

  • @HappyMadArtist
    @HappyMadArtist Місяць тому

    Im so happy to see new updates Thank you

  • @ajpink5880
    @ajpink5880 Місяць тому

    Thanks!!!!

  • @Queen.Laqueefah
    @Queen.Laqueefah 2 місяці тому

    This looks like exactly what Im looking for, but Im getting an error that says "context object has no attribute 'temp_override'" when I click on transfer shape keys. Can you let me know how to get around this?

  • @elluna628
    @elluna628 2 місяці тому

    you are a god, thanks a lot

    • @BlackUniverseProductions
      @BlackUniverseProductions Місяць тому

      Did you use 5.3 or higher Unreal Engine Versions if i may ask, for me only 5.3 works :/

  • @nicoacheche
    @nicoacheche 2 місяці тому

    Couldn't find Vertex Weights Panel when pressing N in Edit mode. Can you help me find it ? Thnks

  • @smpsports
    @smpsports 2 місяці тому

    doesn't show up in my adding after install

  • @daleanderson1727
    @daleanderson1727 2 місяці тому

    Worked in Blender 4.2. Much thanks.

    • @Tenchinu
      @Tenchinu 25 днів тому

      where is the auto Smooth option? im not finding it in 4.2

  • @Titouanvfx
    @Titouanvfx 2 місяці тому

    My goal was to be able to animate a character with this metahuman rig IN blender, so It work but I am facing an issue were the MFR_CTRL_RIG disconnect himself from the FINAL_ARMATURE who drive my mesh. It happen everytime i make a render or restart my project. I found a way tom recreate the controler linked to the face armature by selecting the armature and click on Init Rig Logic but its alway temporary and the rig broke himself again and again. If you can help me on this point it would be amazing!

    • @squeezypixels
      @squeezypixels 2 місяці тому

      Hi. At the moment, this is not a bug but expected behavior. The control rig in my plugin was added with minimal functionality and such limitations solely for the purpose of previewing character expressions and debugging them for further export to UE, not for rendering in Blender or similar applications. One reason for this is that everything had to be created from scratch. Additionally, please carefully review the Epic Games Metahuman EULA to avoid any legal issues when distributing your final product. As far as I know, it permits the use of 3rd party apps only for editing Metahuman, not for rendering. Work on improving Control Rig behavior is ongoing (for example, behavior during restarting blender). However, no optimization for rendering is planned due to conflicts with the EULA.

    • @Titouanvfx
      @Titouanvfx 2 місяці тому

      @@squeezypixels It’s not for rendering a metahuman but much more for animating a character created in blender with this rig, idk if it’s can be an issue

  • @danielgracia3078
    @danielgracia3078 2 місяці тому

    👽

  • @camilocarreno8672
    @camilocarreno8672 3 місяці тому

    Gracias!

  • @SamariumHelium
    @SamariumHelium 3 місяці тому

    When I change the pose of a rig, the seam becomes noticeable again eventually. Any ideas on how this can be fixed?

  • @Jungsparrow
    @Jungsparrow 3 місяці тому

    Hello, I am a macOS user and would like to use MetaReForge. Could you please clarify which specific features or functionalities are not supported on macOS? Are there any plans to provide full compatibility for macOS in the future? Thank you!

    • @squeezypixels
      @squeezypixels 3 місяці тому

      @@Jungsparrow hi. Unfortunatelly all things related to DNA are not compatible, and the other thins was not tested. I was not planning to add mac support becouse there it is not very demanded, and I do not have anyone nearby with a mac to test it. If you want to test the current version on a voluntary basis, I can provide it.

  • @FajrulFnf
    @FajrulFnf 4 місяці тому

    Thank you so much bro!

  • @Sonny_Kwong
    @Sonny_Kwong 4 місяці тому

    In the Shape Key Wrap,When I click "transfer shape keys",I get error as 'Context' object has no attribute 'temp_override'.May I ask for the solution?thank you so much

  • @Sky-hl8iw
    @Sky-hl8iw 4 місяці тому

    what if i wanna use some ready made stylized cat head from sketchfab? how to do this? can it b done with metaforge?

    • @squeezypixels
      @squeezypixels 4 місяці тому

      To use an existing mesh you need to use wrap3d or similar tool to wrap the metahuman topology around your reference model.

    • @Sky-hl8iw
      @Sky-hl8iw 4 місяці тому

      @@squeezypixels how bout showing how to wrap so beginners can purchase your apps once its solid & purchasable, so d nubeez will know the wotkflow from A2Z

  • @jxnf1821
    @jxnf1821 4 місяці тому

    when i reimport all lod mesh to UE i find there is a black block behind the back of the head substance,but i just reimport LOD0 mesh it looks good

  • @jxnf1821
    @jxnf1821 4 місяці тому

    can i create morph target to metahuman body in blender by this way😲

  • @sokhanomercy
    @sokhanomercy 4 місяці тому

    Could you show how to fit skeleton to a body with different proportions?

  • @959oking5
    @959oking5 4 місяці тому

    Editing shape UV is wrong

  • @vectorwang9632
    @vectorwang9632 5 місяців тому

    Great tutorial, using the same controller values, such as jawopen, may I ask if the results of your blender plugin driving metahuman are completely consistent with those of UE?

    • @squeezypixels
      @squeezypixels 5 місяців тому

      Hi. They are not 100 percent the same but accurate enough to debug animations before export/import. I would say, it is almost 100 percent accurate when we move a single slider only and some errors are accumulated when a few sliders involved at the same time.

  • @DerSmily
    @DerSmily 5 місяців тому

    Cool video. In the new version, there is no longer an option to import the morph targets. Do you have a solution for this? EDIT: found the solution. thx anyway. for the rest: simple reimport and now you see the old settings to setup^^

    • @Djonsing
      @Djonsing 4 місяці тому

      In the new version this trick is not needed at all, there is enough free plugin "Mesh Morpher", where you can adjust the head and body almost simultaneously

    • @BlackUniverseProductions
      @BlackUniverseProductions Місяць тому

      @@Djonsing Did i miss something "Mesh Morpher" is now free?

    • @BlackUniverseProductions
      @BlackUniverseProductions Місяць тому

      For some reason i can't reimport the custom shapekeys / Morph Targets Metahuman Mesh from Blender back into Unreal 5.4 and 5.5. It only works in 5.3? Anyone having the same issues?

    • @DerSmily
      @DerSmily Місяць тому

      @@BlackUniverseProductions Simply import again, then re-import the settings in the character mesh

    • @Djonsing
      @Djonsing Місяць тому

      @@BlackUniverseProductions The light version is free, that is, you can change the face, head, body of the character

  • @Shadow_Man_78
    @Shadow_Man_78 5 місяців тому

    Can't edit driven number value, see driver editor for the driver setup

  • @WolfGuy1
    @WolfGuy1 5 місяців тому

    Can this be usefull for a complex transformers like rig/anim right???

  • @joelwalden5504
    @joelwalden5504 5 місяців тому

    Thank you for making both the video and the addon. It's really a useful tool.

  • @theimanginestudio6422
    @theimanginestudio6422 5 місяців тому

    hello! I Need to edit existing downloaded metahuman from ue5 project, but i don't have DNA file from megascan cuz i don't have account, so i have only fbx mesh (LOD's, bones e.t.c) which i exported from ue. Is your addon useful for editing without dna? or may be u can suggest some trick how to make fake dna or generate it again

    • @mykyta.petrenko
      @mykyta.petrenko 5 місяців тому

      Hi. DNA is crucial as without DNA you cannot change face bones. UE will ignore rest bone positions and rotations from FBX 38:37 You may see how this character looks before updating DNA file in UE

    • @theimanginestudio6422
      @theimanginestudio6422 5 місяців тому

      @@mykyta.petrenko is it possible to generate new dna file or export from ue5 from somewhere? because of my situation i don't have megascan account with original metahuman, but i need to edit character which i get

    • @squeezypixels
      @squeezypixels 5 місяців тому

      @@theimanginestudio6422 I'm going to assume that if you want to edit that particular character, you're not going to significantly change his facial features, so maybe you don't need to the use add-on. Minor changes can be made without DNA and Metareforge. I showed this in one of my past videos (ua-cam.com/video/3sHQ1AEeHg0/v-deo.html)

    • @theimanginestudio6422
      @theimanginestudio6422 5 місяців тому

      @@squeezypixels I made symmetry for face as morph but with older bones position it made problem for eyes and lip cornes. I think i need to update bone positions and dna bone expressions and so.. your addon suits good for me and i think about buying but still have problem with dna, and as i understand it not work without dna

  • @pxy-gnomes9781
    @pxy-gnomes9781 5 місяців тому

    Very clear explanation! Thanks for addressing this topic. Some time ago I did explored Weight Paint Mix Modifier for Organic Rigging, a proof of concept I was calling "Dynamic Weight Paint". Although I could successfully achieve that proof of concept, I didn't stick to more experiments, because sometimes, things got to work smoothly, while other times they didn't, mainly because I had misinterpreted some of the Modifier's properties (such as "Vertex Set"), and I had this idea that both Vertex Groups, A and B, could be simultaneously Modified depending on the settings (but that property was just about the Vertices of the Vertex Group[s])! Also, I could never figure out the purpose of the Default Weight A and B properties, so I just left them 0.000 anyways. Now everything makes sense. 😹I can now probably have a good time using this Modifier.

  • @theimanginestudio6422
    @theimanginestudio6422 5 місяців тому

    U saved my life! Love u!

  • @user-en5pc1kb1w
    @user-en5pc1kb1w 5 місяців тому

    Thanks to your thorough tutorial, I got to follow all steps successfully couple of times. But this time I made this new one and tried to transfer shapekeys from the lowest LOD to other LODs, it fails and says "Unable to bind surface deform modifier". Somehow I did something wrong while modifying the head shape and creating shapekeys. But there are like 50 shapekeys so it would be devastating to start over. Could you please help me fix the binding problem?

    • @squeezypixels
      @squeezypixels 5 місяців тому

      Hi. Have you enabled bind noise (i usually use the next properties min=0.0003, max=0.0006). The purpose of bind noise is not workaround this issue, but it does not work in 100 percent cases.

  • @skeletonking4119
    @skeletonking4119 5 місяців тому

    In blender!!???

  • @technopath4298
    @technopath4298 6 місяців тому

    At 5:12 after clicking on initialize can we start making mesh clothes and hair? Pls replyy

  • @Darmoyasun
    @Darmoyasun 6 місяців тому

    How are you not laughing at 43:30 😂

  • @Darmoyasun
    @Darmoyasun 6 місяців тому

    Amazing tutorial!

  • @user-en5pc1kb1w
    @user-en5pc1kb1w 6 місяців тому

    Thanks for this tutorial. I have a problem. 13:08 I don't see any other Import Setting options but only the File Path. How can I fix this?

    • @squeezypixels
      @squeezypixels 6 місяців тому

      @@user-en5pc1kb1w it is a problem of the newest UE5. Once you reimport it with new path you will see the remaining attributes, so just set up them and re-import one more time

    • @user-en5pc1kb1w
      @user-en5pc1kb1w 6 місяців тому

      Thank you so much!! now all good!

    • @srijanart9369
      @srijanart9369 6 місяців тому

      thank you @@squeezypixels

  • @ChungWick
    @ChungWick 6 місяців тому

    Great product!! Thank you!

  • @MakoNK42
    @MakoNK42 6 місяців тому

    Awesome tool, thank you!

  • @MJ-yj9yl
    @MJ-yj9yl 6 місяців тому

    Discord says it expired and I don't use it anymore?

    • @squeezypixels
      @squeezypixels 6 місяців тому

      Hi. What is expired?

    • @MJ-yj9yl
      @MJ-yj9yl 6 місяців тому

      @squeezypixels I tried to get into Discord on Art Station but it's not going in. 😢

    • @squeezypixels
      @squeezypixels 6 місяців тому

      Try to enter the link manually: discord.gg/qYtEq2ukDX

  • @SotiW14
    @SotiW14 7 місяців тому

    Friend, how to completely remove a metahuman from a project - there were manipulations to customize the character, but something went wrong and after that, any created (metahuman character) is imported with the initial error, i.e. all the same symptoms as a damaged metahuman.

    • @squeezypixels
      @squeezypixels 6 місяців тому

      Hi. Sometimes I remove the folder of specific metahuman manually through windows, when unreal engine editor is off

  • @JakeshandleYT
    @JakeshandleYT 7 місяців тому

    bones dont change after refitting :C

    • @squeezypixels
      @squeezypixels 7 місяців тому

      Hi. Please contact via email or discord and provide more information: screenshots, error text if it is raised Thanks

  • @Schmidtcreations
    @Schmidtcreations 7 місяців тому

    Oh my god dude you just saved my life! This is exactly what I needed!

  • @present_artist1033
    @present_artist1033 7 місяців тому

    Shiiid the Shloth! Great extreme test 👏

  • @PokettoMusic
    @PokettoMusic 7 місяців тому

    extremely useful!

  • @홍복기-q1t
    @홍복기-q1t 7 місяців тому

    감사합니다.😄