Is it possible to transfer the complete metahuman rig to other topology (3d scan store, Vface etc) without using Metahuman topology with Tuna Metapack? If yes, could this also work with 3d scan store eyes, teeth and tongue? Many thanks
Currently, in tunaMetaPack, as mentioned in the tutorial, the initial Metahuman topology is essential. Based on this, can copy the skin weight to other topologies and make manual adjustments to the skin weights, allowing for the use of custom topologies. However, for user convenience, we are considering supporting specific topologies (3d scan store ) as part of future updates.
Hello Do you have a discord channel? I have noticed some mismatch placement on spine joints in your sample template ( it is different than default metahuman) Are you planning to fix it or is it intended? the other question is can we make a different sample template out of a default metahuman imported from bridge?
It was intended, and if you want to make template you need to setup our template for your character check our tutorial update 1.1v And if you had questions please contact us : contact@tuna-rig.com Thanks
Some parts of the spine joint have been modified in the template to organically cope with the body shape change, which is intentional. And it would be difficult to use the body template from quixel bridge as it is, because it does not make sense to use tunaMetaPack, and it is not the template we intended. but, If you set the body rig correctly according to our tutorial guide with our template, you can save it as a template again. Please refer to the Update 1.1v notes for related information. check this video 04:36 part ua-cam.com/video/ygiLXfx7ckc/v-deo.html
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
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
I was able to test it, now is much more easier to convert a model to metahuman. Thanks!
Great Update !
AH nice! Already wanted to send you hthe video
Is it possible to transfer the complete metahuman rig to other topology (3d scan store, Vface etc) without using Metahuman topology with Tuna Metapack? If yes, could this also work with 3d scan store eyes, teeth and tongue? Many thanks
Currently, in tunaMetaPack, as mentioned in the tutorial, the initial Metahuman topology is essential. Based on this, can copy the skin weight to other topologies and make manual adjustments to the skin weights, allowing for the use of custom topologies.
However, for user convenience, we are considering supporting specific topologies (3d scan store ) as part of future updates.
Hello Do you have a discord channel? I have noticed some mismatch placement on spine joints in your sample template ( it is different than default metahuman) Are you planning to fix it or is it intended? the other question is can we make a different sample template out of a default metahuman imported from bridge?
It was intended, and if you want to make template you need to setup our template for your character check our tutorial update 1.1v
And if you had questions please contact us : contact@tuna-rig.com
Thanks
Some parts of the spine joint have been modified in the template to organically cope with the body shape change, which is intentional.
And it would be difficult to use the body template from quixel bridge as it is, because it does not make sense to use tunaMetaPack, and it is not the template we intended.
but, If you set the body rig correctly according to our tutorial guide with our template, you can save it as a template again.
Please refer to the Update 1.1v notes for related information.
check this video 04:36 part
ua-cam.com/video/ygiLXfx7ckc/v-deo.html
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!
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 👍