Creating a custom morph target for Metahuman's face

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  • Опубліковано 23 лис 2024

КОМЕНТАРІ • 194

  • @squeezypixels
    @squeezypixels  Рік тому +3

    Fixing bug with eyelids.
    When you strictly follow the workflow, the eyelids may look ugly with broken normals. Here is the solution.
    ua-cam.com/video/btht3PNdY18/v-deo.html

  • @Nateunlocked
    @Nateunlocked Рік тому +27

    Bro, thank you so much. I was literally looking for a way to change my meta human without mesh morpher considering it’s so expensive.

  • @chakalkhalil6847
    @chakalkhalil6847 8 місяців тому

    bro you cant imagine the amount of frustration this video lifted. Huge Thanks!

  • @stefanfalkyr
    @stefanfalkyr Рік тому +8

    Just incase anyone gets an error because of the bones when reimporting.
    Blender adds an empty object named after the fbx in the newer versions. When selecting all, just deselect this empty and you can import the head without any problems.

  • @MrPyCCkuu1
    @MrPyCCkuu1 Рік тому +1

    Fantastic tutorial!
    In almost 27 minutes exactly the information that I have not been able to understand and process for months. Thank you!

  • @benwalbrecht8889
    @benwalbrecht8889 6 місяців тому

    After digging through so many tutorials I finally find what I’m looking for! Thank you!

  • @naciakpinarvfx8277
    @naciakpinarvfx8277 Рік тому +1

    i have used it to enlarge the eyes of the metahuman and it worked! thank you so much. now i have to edit the eyelid blendshapes

  • @Dabst3rPlays
    @Dabst3rPlays Рік тому +3

    This is soooo helpful! Thank you for the detailed tutorial without going to fast

  • @Deck_Dynasty
    @Deck_Dynasty Рік тому +2

    This is huge. Thank you.

  • @mostafaabdolreza2829
    @mostafaabdolreza2829 Рік тому +2

    thank you for this full true tutorial bro

  • @skeletonking4119
    @skeletonking4119 Рік тому +1

    Yes YESS YESSSS!!! Believe me when I said we all were looking for THIS!! Thank you!

  • @oscarmoreno4307
    @oscarmoreno4307 Рік тому +1

    Thanks a lot for uploading that!

  • @esuriddick
    @esuriddick Рік тому +1

    Very nice tutorial and your add-on is a life saver. Thank you and keep up the good work!

  • @cyril.137
    @cyril.137 Рік тому +1

    Молодець! Дуже потрібний урок. 👍

  • @Sonny_Kwong
    @Sonny_Kwong 2 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

  • @elluna628
    @elluna628 20 днів тому

    you are a god, thanks a lot

  • @mrmyouhlaing
    @mrmyouhlaing Рік тому +1

    Thank you so much for your great contribution. I have been looking for this kind of tutorial for the topic you shared. Next tutorial, I am looking for how to morph from reality scan custom head OBJ to metahuman head. It would be great to have that tutorial even with paid training class.

  • @xaviershelton5129
    @xaviershelton5129 Рік тому

    This is making my character editor thank you

  • @Darmoyasun
    @Darmoyasun 4 місяці тому

    Amazing tutorial!

  • @user-en5pc1kb1w
    @user-en5pc1kb1w 4 місяці 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  4 місяці 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.

  • @Axelation
    @Axelation 5 місяців тому +1

    The Shape Keys do not appear in UE5 when I import everything, in the (Morph target) window I have nothing, it is completely empty

    • @squeezypixels
      @squeezypixels  5 місяців тому +3

      If you use ue 5.4 default reimport settings were changed and does not appears before first reimport.
      I do the next things:
      1. In import settings set path to updated fbx
      2. Reimport first time
      3. More mport settings now show up
      4. Enable "import morph targets", "import normals" also should be checked for smooth seam between head and body
      6. Reimport one more time.

  • @elvismorellidigitalvisuala6211

    Amazing! Thanks! Body customization will be useful too!

    • @poorveshdave
      @poorveshdave Рік тому

      hey elvis. can you please tell me how to creat body shape keys. cause it's not showing body shape keys in blender

    • @elvismorellidigitalvisuala6211
      @elvismorellidigitalvisuala6211 Рік тому

      @@poorveshdave Hi, I don't know I was asking for a tutorial too :)

    • @Djonsing
      @Djonsing Рік тому

      ua-cam.com/video/4VxHFArynp0/v-deo.html

  • @PerFeldvoss
    @PerFeldvoss Рік тому +2

    Could you make the scripts (phyton) for reorganisering the lods, in blender - in fact most of the work flow ? Also you maybe you can make a script for checking the materials in unreal..! (done once you would have a template, and you simply transfer that to the newly imported face?)

  • @jeshi-kx8rp
    @jeshi-kx8rp Рік тому +1

    Can you do a tutorial to resize the eyes to be larger? I tried doing it but its not working properly with the other lods.

  • @juanmilanese
    @juanmilanese Рік тому

    great tutorial, thank you!

  • @jxnf1821
    @jxnf1821 2 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

  • @user-en5pc1kb1w
    @user-en5pc1kb1w 4 місяці тому +1

    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  4 місяці тому +1

      @@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 4 місяці тому

      Thank you so much!! now all good!

    • @srijanart9369
      @srijanart9369 4 місяці тому

      thank you @@squeezypixels

  • @liweilin6649
    @liweilin6649 Рік тому +1

    this is gold! sincerely thanks for sharing! One thing I want to ask about, is the face rig still works fine with Apple ARKit MoCap?

  • @ailanezz
    @ailanezz Рік тому +2

    Thanks. I was able to carry this out perfectly. Can you answer if we can add extra arms or props to metahuman rig for custom aniamtion? what would be the approach if I had a character with props such as wings?

    • @squeezypixels
      @squeezypixels  Рік тому

      Thanks. Sure, you can add anything. If I needed to add something like wings, I would add it as a separate skeletal mesh but with a few new bones for its animation. Clothes works in the same way sharing the same skeleton with the body. I wanted to add something to the metahuman but didn't tried yet

  • @FeedingWolves
    @FeedingWolves Рік тому

    This is really cool!

  • @CronicGaming94
    @CronicGaming94 9 місяців тому +1

    having a strange issue, So i've done this on 8 heads so far but on the most recent one i'm doing it on, when i transfer the shape keys they all transfer perfectly except for LOD2, any idea why this might happen?

    • @CronicGaming94
      @CronicGaming94 9 місяців тому +1

      okay so after more testing, transferring shape keys is working on all Male metahumans but on the female metahumans it keeps skipping LOD2 for some odd reason.

    • @squeezypixels
      @squeezypixels  8 місяців тому

      It is a quite strange thing related to the surface deform modifier. When it cannot be bound, the addon cannot transfer shapes. Sometimes it con be solver if you scale the problem mesh by a very low value. For example by 1.0001 or so. I have a more interesting solution, but I am very busy almost all the time to finally implement it within shapekeywrap.
      And it is not the only reason why you can have this problem. Check official blender surface deform modifier documentation to learn more about th reasons like invalid polygine etc.

  • @badhairstudios
    @badhairstudios Рік тому

    Thank you so much for this tutorial and your addon and your script its so helpful . The same method can be used to make body Morphs right ? (Thank You again)

  • @JeffRomero-zz5pj
    @JeffRomero-zz5pj 7 місяців тому

    FYI - This doesn't seem to work in unreal 5.4. They have changed the import setting mentioned at 13:14 and now the mesh won't import any of the morph targets

    • @squeezypixels
      @squeezypixels  7 місяців тому

      I'm not rushing to switch to version 5.4, so I can't give a definite answer. However, I assume that the default settings might differ and "Import Morph Targets" property may be in another place

  • @TheFunDimension
    @TheFunDimension Рік тому +1

    All this is still very complicated since the last time I tried doing this from last year. I’m having a headache just thinking about it.

  • @tonibonet7920
    @tonibonet7920 8 місяців тому

    You are the best 🙌

  • @andreacorpashidalgo6734
    @andreacorpashidalgo6734 8 місяців тому

    I have done all the steps to reimport unreal but I get that the layers are not well ordered even including the blender script that you indicate in the video:(

    • @squeezypixels
      @squeezypixels  8 місяців тому

      LODs are usually ordered correctly when the script is used right, but now I usually export each LOD as separate FBX, to avoid even any possibility of problems.
      1. LodGroup empty should be removed.
      2. Select LOD0 and armature -> export
      3. Select LOD1 and armature -> export
      etc.
      Optionally before export shape keys from all LODs except LOD0 may be removed as the do nothing. This way the LOD1-7 fbx files will be imported much faster in ue as the main thing that slow down the import is the huge number of shape keys.

  • @joshuacadogan5174
    @joshuacadogan5174 Рік тому +1

    I got "Not enough parameters" error with Autodesks converter but It turned out I just installed the wrong version, after installing the 64 bit for windows it worked fine.

  • @dontmindfrank2041
    @dontmindfrank2041 Рік тому

    Hmmm... does this mean you could like make a character with lots of scars on his face? or maybe even a zombie with big cuts on his face?

    • @squeezypixels
      @squeezypixels  Рік тому +1

      I would rather create scars using normal maps (in Substance or Quixel Mixer), because usually, the mesh density isn't enough to make them properly. However, you need to be careful because Metahuman has several normal maps, and you need to apply changes to all of them.
      But if the scar is huge, then yes, you need to deform the mesh as I showed in the video or in some other way.

  • @ailanezz
    @ailanezz Рік тому +1

    Bro Bro Bro..... I've been looking for this all over! Seems you created this video just for me :p though i was able to achieve this through another mute video, but getting all this explaination is really helpful. Thanks a lot! also appreciate the free plugin!

  • @silentwindstudio
    @silentwindstudio 6 місяців тому

    That is a lot of work for a pair of pointed ears xD

  • @ola.wiklund
    @ola.wiklund Рік тому

    if you are having issues with reimporting, what worked for me was disabling the metahuman plugin, reimporting successfully, then turning the plugin on again after reimport.

  • @stealthshadow51
    @stealthshadow51 Рік тому +3

    In fbx converter im getting result not enough parameters and it wont import into blender any help?

    • @stealthshadow51
      @stealthshadow51 Рік тому +3

      And yes i made sure i exported from ue5 with fbx 2013

    • @joshuacadogan5174
      @joshuacadogan5174 Рік тому

      @@stealthshadow51 Hey so I downloaded the wrong version and got this error I had to download the 64bit for windows and it worked.

    • @joshuacadogan5174
      @joshuacadogan5174 Рік тому +1

      Hey so I downloaded the wrong version and got this error I had to download the 64bit for windows and it worked.

    • @nmaeduser
      @nmaeduser 8 місяців тому

      @@joshuacadogan5174 this is the solution thank you!

  • @hotsauce7124
    @hotsauce7124 11 місяців тому

    Do you have a tutorial for creating hair in Blender and applying the Blender hair into UE5...attached to Metahuman in UE5?

    • @squeezypixels
      @squeezypixels  11 місяців тому

      I don't have a tutorial on hairstyles for metal people, but in terms of hairstyles, Metahumans are absolutely no different from any other skeletal mesh. Unfortunately, I haven't found a well-structured tutorial that isn't too stretched out, so I might add my own soon. Not the highest priority, but maybe

  • @orivxdevlabs
    @orivxdevlabs Рік тому

    I get an error when trying to convert in Autodesk that says "Not Enough Paramters". I am stuck there.

  • @3dblam
    @3dblam Рік тому

    Thank you for this - so far I’ve managed to follow this through but upon re import I get bones warnings that joints / bones are missing , and do I want to re create them in unreal.

    • @squeezypixels
      @squeezypixels  Рік тому

      Hi. Usually i get this kind of warning when do something wrong with objects hierarchy (like forgot do delete one extra empty object) or when I've forgot to select skeleton during export, and it is not exported.

  • @mikeyhooman
    @mikeyhooman Рік тому

    Thanks a lot bro!!!!🙏🙏🙏 Senseiii

  • @DerSmily
    @DerSmily 3 місяці тому +1

    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 2 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

  • @Nickknows00
    @Nickknows00 Рік тому

    Yo awesome! How much can you morph the character in blender, like if I turned the character into an orc in blender would it still work back in ue5

    • @squeezypixels
      @squeezypixels  Рік тому

      Hi. You can sculpt whatever you want. But you are limited to the initial topology.
      Therefore if existing topology is not enough or, what is obvious for orc, default skin material does not fit, you should do some extra work

  • @慕容团团
    @慕容团团 Рік тому

    hello,why can’t i modify the face shape changing by drag and modify the existing morph target already in the skeleton mesh?like ***_jaw_open?

  • @ledistortioniste2758
    @ledistortioniste2758 Рік тому

    Ello squeezy, sorry Off topic question here but you seem to know blender well..: do you know a good way to weight paint? with nodes or script maybe because im trying to weight paint gradient on springs from Shock absorbers but with the brush its a total mess XD

    • @squeezypixels
      @squeezypixels  Рік тому

      Hi. Built in gradient tool for springs looks nice.There is no need to use brush

    • @ledistortioniste2758
      @ledistortioniste2758 Рік тому

      @@squeezypixels oh thanx you i'll check it out!

  • @SotiW14
    @SotiW14 5 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  5 місяців тому

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

  • @05KanvaS
    @05KanvaS Рік тому

    @squeezypixels Thanks for a great tutorial. Everything worked for me except copying the shape keys to the other LODs. In Blender the "custom morph" shape keys from LOD 1 to 7 are driven by the "custom morph" shape key from LOD 0, I think. The shape key value is in purple in LOD 1 to 7 and nothing happens when I change the value to 1. In UE5 the custom morph only works on LOD 0.
    How can I make the custom morph work for all the LODs?

    • @squeezypixels
      @squeezypixels  Рік тому +2

      Hi. The drivers will not be imported in unreal, so actually no need to care about purple sliders in blender.
      But anyway, when you click "transfer..." you can disable drivers creation. Just untick property "bind values" on the popup window that appears after the transfer. The shapekeys will be transferred, but drivers will not be created

    • @05KanvaS
      @05KanvaS Рік тому

      @@squeezypixels Amazing that did it! This workflow is great. Thank you for your help!

  • @NoobsterYT
    @NoobsterYT 6 місяців тому

    im your 1000th subscriber !!!!

  • @NathanielJamesProd
    @NathanielJamesProd 6 місяців тому

    3:39 After using the Autodesk FBX Converter, , I get a “No objects found in file” error when trying to import into Blender. I'm following the exact process, is there something I'm missing, maybe a version issue? I'm using Blender 4.0.2.
    UPDATE: I figured it out. You have to make sure you have the right bit version of Autodesk FBX Converter installed, as it will let you run both the 32 and 64 bit versions without any difference. So, I installed the 64 bit version and it worked. Hopefully this post serves to help someone else facing this problem.
    Cheers!

  • @olekstarasov
    @olekstarasov Рік тому

    Hello.
    I've just downloaded and installed the Windows version of FBX SDK twice and both times there is no icon to click on to launch the program/converter on my desktop nor an executable in the directory it was installed. Am I missing something?

    • @squeezypixels
      @squeezypixels  Рік тому

      Hi. I need Autodesk FBX convertor. Not FBX SDK.
      Autodesk changed links a bit maybe. I have put the updated convertor link in the description. Thanks for noticing

  • @makidzn
    @makidzn Рік тому +1

    Great video. So now i wanted to know if you know a way to modify the metahuman hair? So lets say i selected a beard in the creator but i want to customize it for example in blender. With customize i mean changing its shape not just the material. Do you know a way for that other than needing to create a new beard from scratch and import as groom?

    • @ognestor442
      @ognestor442 Рік тому

      I would recommend you Maya Xgen. There are a lot of UA-cam guides on it. Perhaps this is the easiest and fastest way, especially if you want to make women's hair.

  • @raimag6573
    @raimag6573 7 місяців тому

    А не могли бы вы подсказать пожалуйста, где в "Event Graph" найти "HairLODSetup" у меня может версия старая 4.7 и ее просто нет или я что-то не доделал?

    • @raimag6573
      @raimag6573 7 місяців тому

      Решил данную проблему, вопрос в другом можно ли не запуская сцену, сразу сделать модельку измененную или только во время запуска сцены?

  • @nihillost
    @nihillost Рік тому

    Hello, thanks for the video! I have an issue: when importing into Blender, only one LOD 0 is displayed on the mesh - it doesn’t matter whether I use a converter or not. Is this really a problem or I can work with one LOD? thank you in advance

    • @squeezypixels
      @squeezypixels  Рік тому

      Hi. Usually everything goes good at this step. Try to check the export settings when you export it from unreal, make sure "Level of Detail" is ticked

    • @nihillost
      @nihillost Рік тому

      @@squeezypixels thanks for the answer! I checked the export settings, of course, but for some reason, when exporting to Blender, only LOD 0 is displayed, although in UE everything is ok. I even tried different versions of Blender :D
      so I don’t even have any options as to what the issue might be. anyway, thanks.

  • @elvismorellidigitalvisuala6211

    A question... how can I change in sequencer my Morph value?

  • @FedorBoytsov
    @FedorBoytsov Рік тому

    Thank you so much for your tutorial!
    It worked for me and I managed to reimport the mesh with tweaks made in Zbrush.
    Metahuman is fully functional and standard animation plays on it with no problems!
    However, the face control rig is not appear in the sequencer after Skeletal mesh reimport.
    Do you know if there a way to fix that?
    Дякую!

    • @wb7575
      @wb7575 Рік тому

      did you find a solve for this?

    • @wb7575
      @wb7575 Рік тому

      i realised that the controlboard facerig has a scale of 0 when you set it to follow the metahumans head, idk how to fix it though

  • @freenomon2466
    @freenomon2466 Рік тому

    thanks for the video. Is it possible to just do "one" high poly (0) LOD sculpting? I use maya and would make a custom modification to make a new morph at highest resolution. then import to UE.

    • @squeezypixels
      @squeezypixels  Рік тому

      Yes, it is even easier if you need only the high poly lod. Just delete all low poly LOD and empty in blender. And you don't even need to fix materials in unreal after reimport cause they will be ok

    • @freenomon2466
      @freenomon2466 Рік тому

      @@squeezypixels Awesome. I don't use blender but maya.. this should be doable in maya right? I use maya because I can export to maya with all the facial controls and I can animate in maya, then export the data.. and then in UE, I can use that data in sequencer to play back the animation which is great.

    • @squeezypixels
      @squeezypixels  Рік тому

      @@freenomon2466 Yes, it should be doable. But I dont use Maya so I can't know for sure

  • @jcvidz342
    @jcvidz342 Рік тому

    Not working for me i've been trying all day, i dont know why i have an error with bones when re-importing. Maybe because my metahuman do not have the same hierarchie , i noticed that the "Face LodGroup" is situated inside the "SMK_Vivian_Face" on top of the root. Any advice ?

    • @squeezypixels
      @squeezypixels  Рік тому

      I would suggest to check hierarchy in blender before export.
      I have got error with bones in the next situations
      1. Hierarchy in blender is not ok.
      2. If lod empy does not have correctly filled custom property it will be counted as a bone.
      3. Make sure that you export all objects.

  • @edfuz_
    @edfuz_ 9 місяців тому

    i have a problem when reimporting the model to unreal, it wont start importing, can you help what should i do???

  • @backroomss
    @backroomss Рік тому

    hello. do you sync we can customize metahumans like pixar characters? (they have bug eyes and little nose)

    • @squeezypixels
      @squeezypixels  Рік тому

      Hi. It is possible but you need to do some skeleton adjustments also, not only mesh. Otherwise with 99% you will get a mess with at least eye pivot points.

  • @TheInvestihater
    @TheInvestihater 7 місяців тому

    When I click to transfer the shape keys, using the add-on, there is an error message: "Unable to bind surface deform modifier." Does anyone know what I'm doing wrong? I followed the instructions exactly (I think).

    • @squeezypixels
      @squeezypixels  7 місяців тому +1

      For some reasons when you try to bind two meshes with a lot of matching vertices (like LOD1 and LOD0) this issue appears.
      To deal with this issue "Bind Noise" feature was implemented In the last versions of ShapeKeyWrap. This shifts vertices by a very slight random value. For metahumans I usually use min=0.0003 and max=0.0006. And you may try a few times with the same min/max cause every trial it creates different distribution of bind noise.

  • @jxnf1821
    @jxnf1821 2 місяці тому

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

  • @FaruCG
    @FaruCG 9 місяців тому

    Metahuman to blender -⁠) mutton chops beard no mash problem please solved bro..

  • @poorveshdave
    @poorveshdave Рік тому

    great video.. please also make on body shape keys.

  • @Sky-hl8iw
    @Sky-hl8iw 2 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  2 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 2 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

  • @keyla___000
    @keyla___000 10 місяців тому

    Hiiii, excelent tutorial! but i get this error when i reimport the mesh
    FBXImport: Warning: No FBX mesh matches the Unreal mesh 'SKM_Ailin_Face'.
    does anyone know how can i do that?

    • @squeezypixels
      @squeezypixels  10 місяців тому +1

      Hi. Maybe something is wrong with hierarchy when you export the objects from blender. Make sure that you export selected only and necessary object are selected.

  • @АртемЗейналов-н6б

    i have done all the actions that you did, but i can see my custom mesh only if i play the level in sequencer, but in the standart viewport i have mesh with no changes. Can i set my custom as main to export it to cinema4d with all custom changes that i did? hope u got what i am asking about

    • @squeezypixels
      @squeezypixels  Рік тому

      As for viewport. Call Set Morph Target after Set Update Animation in Editon. This branch (called by OnAnimInitialized event) is called in vieport also. OnComponentActivated event also can be used for the same.
      As for cinema4d I cant help you

  • @elvismorellidigitalvisuala6211

    How to make it visible in viewport and not only when press play?

  • @marcelopenteado9164
    @marcelopenteado9164 Рік тому

    Would the treatment be the same for the rest of the body?

  • @Morristlm
    @Morristlm Рік тому

    Is there a reason you didn't export as glTF directly into Blender? Unreal Documentation suggested this as a workaround to not having a Datasmith Blender plugin.

    • @squeezypixels
      @squeezypixels  Рік тому

      Hi! My goal was to keep all initial data of Metahuman. I have tried gltf and if I remember correctly it does not export morph targets and LODs. It does good job with materials, so if the final destination is blender, it worth to try.
      But for UE - Blender - UE pipeline my choice is FBX

    • @Morristlm
      @Morristlm Рік тому +1

      @@squeezypixels Thanks so much. You've probably saved me a ton of work.

    • @namondastudio4616
      @namondastudio4616 Рік тому

      @@squeezypixels Why I need all LODs if at the end I will just use LOD 0 .... ??

    • @squeezypixels
      @squeezypixels  Рік тому +1

      @@namondastudio4616 the same reason why LODs exist. For performance optimization. Lucky you if you dont need them

    • @namondastudio4616
      @namondastudio4616 Рік тому

      @@squeezypixels if I wan t to make a Music Video, I will not like to see my artist getting deform... always depends on what we are looking for... Again, thanks for your time!!

  • @shashwatkauraw8085
    @shashwatkauraw8085 Рік тому

    Just to be clear. By this do we skip the use of plugins like Mesh morpher?

    • @squeezypixels
      @squeezypixels  Рік тому +1

      No extra plugins was used to achieve what you see in this tutorial except my free blender plugin and script.
      But to be completely honest this pipeline does not adjust joint positions so if the mesh is changed too much you may get some weird things especially with eyeballs if you move them or any other part that pivots pretty much. And these problem is not that easy to fix, cause metahuman anim blueprint responsible for facial animation takes neutral transfroms of joints from thing called DNA which is not possible to update from blender now, only with mesh morpher or maya + dna calibration library.
      I am working on my solution for blender for it, but I am quite busy to finalize it and it definatelly will not be free.

    • @mrxcs
      @mrxcs Рік тому +1

      ​@@squeezypixelsPlease doesn't make it insane expensive like the Metapipe

  • @mimihello7279
    @mimihello7279 Рік тому

    Hi Pixel, great tut thnx a lot
    Is there any way to make it look Morphed in viewport coz now we have to play engine in order for morph to activated ?

    • @squeezypixels
      @squeezypixels  Рік тому

      Hi. Call Set Morph Target after Set Update Animation in Editon. This branch (called by OnAnimInitialized event) is called in vieport also.
      OnComponentActivated event also can be used for the same

    • @mimihello7279
      @mimihello7279 Рік тому

      @@squeezypixels Thnx a lot I dont know what are those thing but I ll try and come back and bombard u with more questions lol
      respect

    • @mimihello7279
      @mimihello7279 Рік тому

      @@squeezypixels Yooooooo !!!!
      It worked as a charm bro thanx a lott I do appreciate your input

  • @wb7575
    @wb7575 Рік тому

    does anyone else have an issue where the hair disappears and all you can see is the shadow, until you click the blueprint of the metahuman in viewport and you can see it, but once you click away the hair disappears again

    • @wb7575
      @wb7575 Рік тому

      btw i found the solve for this, for some reason when I exported my mesh from blender it would scale the whole geo by 100. So in UE5, just scale the groom by 100(or whatever your mesh export was scaled at) and it will fix the hair flickering issue.

  • @JR-jt7cn
    @JR-jt7cn Рік тому

    Im getting the "Not Enough Parameters" error too. Im using Unreal 5.1.1. Any idea to solve it?

  • @renanartist3d216
    @renanartist3d216 Рік тому +1

    this procedure without using the unreal Mesh Morpher right?

    • @squeezypixels
      @squeezypixels  Рік тому +1

      right

    • @renanartist3d216
      @renanartist3d216 Рік тому +1

      @@squeezypixels oh god, amazing, i used maya

    • @liweilin6649
      @liweilin6649 Рік тому +1

      @@squeezypixels does Mesh Morpher do the same process as your video? What is the difference ?

    • @squeezypixels
      @squeezypixels  Рік тому +3

      ​@@liweilin6649 As for the morph targets, Mesh Morpher does the same thing, so you can choose whichever approach you feel more comfortable. When I have a lot of morph targets I feel much more comfortable with my approach, cause I dont have to export/import morphed models dozens of times.
      As for the differences. You can do more in-depth character customization: customize topology, uv maps, add material slots, etc., before creating morph targets. I haven't shown everything you can do with this pipeline because the video is already too long

    • @liweilin6649
      @liweilin6649 Рік тому

      ​@@squeezypixels Thank you so much for reply! I'm eager to see more videos if you would like to share! Masterpiece~

  • @DemonauthorFilms
    @DemonauthorFilms Рік тому

    Is it possible to move the eyes? Resize them? My attempts have worked, but left the pivots for the eyes in the original locations causing the eyes to bulge out of the head when looking around. Do you know how I might move the eye pivots/bones so they will still work with a large-eyed character?

    • @squeezypixels
      @squeezypixels  Рік тому

      Hi. Shape keys only is not enough in this case. So you need to do combined thing:
      1. change bone locations using additive animation (one frame with updated eyes location)
      2. Shape key that will change everything you need except eye position.

    • @DemonauthorFilms
      @DemonauthorFilms Рік тому

      @@squeezypixels So move the eye bones in Blender and add a keyframe? Or does this happen in Unreal?

    • @squeezypixels
      @squeezypixels  Рік тому

      ​@@DemonauthorFilmsYou need to create one frame animation with corrected eye position in blender, and then blend it to major animations in unreal as additive. I am going to make a few tutorials on fixing pivot points, body customization etc (I have pretty huge backlog..). I was pretty busy last months and finally got some spare time for youtube.
      As i don't have my tutorial on it, I would highly recommend the next video about additive annimations, that helped me when I stucked with it. It is not exactly the same thing you need, but it can help (in the video character tilt in blended, you can blend eye position).
      ua-cam.com/video/flHL3qJB3_I/v-deo.html
      It is not simple, so make sure that you actually need . If you don't need to change the shape dynamically in the game, just adjust bone position without any frame keys

    • @DemonauthorFilms
      @DemonauthorFilms Рік тому

      @@squeezypixels Thanks so much for the quick replies. I'm not using this for a game, but for animated film. This is really the last step I need for my characters to work as I want them to work. It is definitely not simple. I have watched the vid at the link you provided. Not sure I understand, but I'll give it another go. Thanks again!

    • @DemonauthorFilms
      @DemonauthorFilms Рік тому

      ​@@squeezypixels To clarify, I'm trying to permanently change the pivot point of the eyeballs--so moving the L_Eye and R_Eye bones out from center. This won't change once it is implemented for this character.

  • @gamerzone_warning
    @gamerzone_warning 11 місяців тому

    good tutorial, but a little complicated, 😅

    • @squeezypixels
      @squeezypixels  11 місяців тому

      Metahumans are very complex characters. Thanks to this, they look very realistic, but there are two sides to every coin; And in the case of metahumans making changes without breaking anything is quite difficult.
      If it is OK to use only LOD0, the things can be a bit easier.

  • @TheSebledingue
    @TheSebledingue Рік тому

    Thanks a lot. But I can't re-import the face. Do you know why ? The option is grayed out

    • @squeezypixels
      @squeezypixels  Рік тому

      Hi! Have you set source file path to the FBX exported from blender?
      13:34

    • @TheSebledingue
      @TheSebledingue Рік тому

      @@squeezypixels Yes

    • @TheSebledingue
      @TheSebledingue Рік тому +2

      @@squeezypixels It's good, everything works perfectly. Thank you so much. I must have made a mistake, I started from the beginning and now all work.

  • @JacksonBNash
    @JacksonBNash Рік тому

    Is there any way to permanently apply this morph target in the viewport? Thank you so much for this great tutorial!

    • @squeezypixels
      @squeezypixels  Рік тому +4

      Call Set Morph Target after Set Update Animation in Editon. This branch (called by OnAnimInitialized event) is called in editod.
      OnComponentActivated event also can be use for the same

    • @alaasephysics
      @alaasephysics Рік тому

      @@squeezypixels could you be more specific about this? adding set update animation isn't working for me. and not sure what you mean by OnAnimInitialized event

    • @squeezypixels
      @squeezypixels  Рік тому +2

      In the video I connect set morph target node after Hair LOD setup. This branch runs only when you click play.
      You need to find AR kit face group at the bottom of the blueprint. Everything in this group will be called in the viewport, so you can place set morph target node at the end of this group after Set Update Animation if Editor node instead what I have done in the video. Set Update Animation is not the main thing. The main thing is thet it goes after OnAnimInitialized event which will be called in viewport.

    • @alaasephysics
      @alaasephysics Рік тому

      @@squeezypixels thanks, got it working now!

  • @borademirbilek
    @borademirbilek Рік тому

    Thank you for saving my ass

  • @uhyayayaya6710
    @uhyayayaya6710 Рік тому

    Can I ask what graphics card you are using?

  • @lar_luha7561
    @lar_luha7561 Рік тому

    I wonder if the same applies to the body of a metahuman

    • @squeezypixels
      @squeezypixels  Рік тому +2

      It is almost the same, even easier. Less materials, less LODs

    • @poorveshdave
      @poorveshdave Рік тому

      @@squeezypixels please let us know. it's not working on body

  • @dan323609
    @dan323609 Рік тому

    А чем реимпорт отличается того что сверху с выбранными опциями (кнопка) тем что типо я просто -90 в ноль ставлю?

    • @squeezypixels
      @squeezypixels  Рік тому

      Не понял вопрос. Реимпорт от обычного import asset?

    • @dan323609
      @dan323609 Рік тому

      @@squeezypixels ​ ​ в видео показано через asset detail -> file path и путь к fbx, а потом save. Но сверху есть кнопка Reimport base mesh с опциями, не помню сколько опций, там чё то LOD опция вроде. Кароче в чем отличия? Только в том что там опций больше?

    • @squeezypixels
      @squeezypixels  Рік тому

      @@dan323609 по идее ничем не отличается, но я не пробовал этот вариант

  • @ilisho
    @ilisho Рік тому +1

    Привіт! дякую за відик інфо супер, але маю питаннячко стосовно очей а саме повік, Після реімпорту метахьюмана, тестував навіть без створення морфів, коли метахьюман закриває очі то на повіках утворюються коричневі стрічки на місцях де мають бути складочки та морщинки, якщо пройтись над повіками у блендері смузбрашем то ці місця можна виправити, але не ідеально, мб ти з таким зіштовхувався та знаєш що порадити.
    Ще раз Дякую!

    • @squeezypixels
      @squeezypixels  Рік тому

      Привіт. Можливо щось не так з матеріалами. Навколо очей багато різних матеріалів, які повинні бути майже прозорими. Можливо якійсь з них неправельно імпортується. Я б в першу чергу перевірив би саме це. В unreal можна їзолювати матеріал і знайти який саме викликає стрічки. Потім на початковій моделі знайти цю саме ділянку і подивитися який матеріал повинен бути.

    • @ilisho
      @ilisho Рік тому

      @@squeezypixels Дякую я прочекаю цю історію, якщо спрацює чи ні то я відпишу!

    • @ilisho
      @ilisho Рік тому

      ​@@squeezypixels Я перевірив усі матеріали очей та лиця, навіть замінив все на дефолтний білий матеріал і проблема не зникла, схоже, що проблема саме в меші, а не в текстурах. Також знайшов повзуни у блюпринті меша голови в віконці Build Settings, які називаються: Threshold position, threshold Tangent and normal, Threshold UV, Morph Threshold - коли міняю ці показники і тисну Apply Changes, бачу що це трохи впливає на прозорість відображення цих стрічок , але не прибирає їх повністю. Також чекав нормалі, мікронормалі та карти зморшок, але самі карти при вимкненні нічого не змінюють.
      Єдине що допомагає їх прибрати, це розглажування повік смуз брашем в блендері, але на жаль ці стрічки все одно частково залишаются, також, якщо міняти тип нормалей на етапі експорту з блендера (наприклад рекомендований Фейс міняв на дефолтний компут нормал, чи Едж) проблема стає менш явною, але знову не зникає повністю, і ,якщо вмикати та вимикати галочку Авто Смузу перед експортом то це також впливає на те, як сильно виражені ті стрічки.
      Ще вони трошки маскуються, якщо крутити біос тіні в лампах. Поки я засмузив повіки в блендері і викрутив біос так щоб їх було ледве видно, але як на мене це не вирішує проблему, а просто маскує, костилем😆
      По інету знаходив подібні трабли, але рішення ніхно не каже, всі наче ігнорять цей трабл😅
      Дізнавався навіть у блогера JSFILMZ він також думав що це трабл в текстурах які наїхали одна на одну, але я це перевіряв і там все ок
      Буду вдячний, за ще якісь ідеї для вирішення цього траблюка

  • @Supremepikachu
    @Supremepikachu Рік тому

    Can you do the same for the body?

  • @Dante02d12
    @Dante02d12 Рік тому +1

    This is cool, but it's still too much of a hassle for something that should be built-in from the get go. I'll never understand why UNREAL Engine desperately wants Metahumans to be REALISTIC. I mean, didn't Epic Games notice there was a problem with their reasoning? People don't want only hyper-realistic models, they also want customized characters. You can see it when you look at the Vtubing scene. There are characters with animal traits, there are monsters, there are 2D avatars... VTubers also often play unrealistic personas, and it's clearly popular.
    I just hope Epic Game will have that realization and create plugins for Metahumans to make any character we want.

    • @squeezypixels
      @squeezypixels  Рік тому

      Totally agree, but anyway metahumans are pretty good taking into account the fact they are free.
      P.S. As I know they can be customizad much easier with Maya

    • @Tweedledee__
      @Tweedledee__ Рік тому

      How lazy are you if a 20 Minute tutorial is too much for you to go through?
      The first time doing it will take some time, but after that its something you gotta keep in mind.
      Maybe midjourney is something for you if youre too lazy for character creation ...

    • @Dante02d12
      @Dante02d12 Рік тому

      @@Tweedledee__ Lol. Someone is having a bad day.
      Giving legitimate criticism is being lazy now?
      Hey, how many clicks did you have to make to post your comment? One? Oh, you're such a lazy person. If you don't have to click 15 times, write 10 lines of code and turn three times to post a comment, then you're just baaad.
      ... There are countless programs that let you build a character in 5 minutes and without contrived systems. Therefore, this system can be better. If you take issue with me pointing out the flaws of a program, you need therapy right now.

    • @mrxcs
      @mrxcs Рік тому

      ​@@Tweedledee__It's not about lazyness, it's the fact you need a ghetto solution for something so basic, the fact there are people charging 700 US$ for a custom software is ridiculous.

  • @peter486
    @peter486 Рік тому +1

    this is pure bs. Unreal relased a new type of mesh + Rig and you have to take 2h hours just to get it working this pipeline but its simply to timetaking.

  • @Giga3D811
    @Giga3D811 Рік тому +2

    Imagine Epic games fixed their shit so we wouldnt have to do all of this crap . Just imagine:)

  • @wilfredgrady
    @wilfredgrady Рік тому

    😬 'PromoSM'