MetaHuman Creator Walkthrough Tutorial and Demo
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- Опубліковано 8 вер 2024
- The MetaHuman Creator Early Release launched today and I walkthrough the process of using the app to create a MetaHuman from scratch and importing into Unreal Engine using Quixel Bridge. The whole workflow is incredibly easy.
- Наука та технологія
New generation of V-tubers is coming.
You can add at least 5 faces and you control the blends on each component on the face by sliding the circle proportional to any of the faces. It’s symmetrical unless you turn that off.
Just MARVELOUS!!! Can't wait to go ballistic with this 👏🏾👏🏾👏🏾
My acess just start today. That bridge part was exactly was I'm asking me when testing the tool. Thanks.
this is definitely on point. my fav is how is mixes the faces accurately
Love your walk throughs of all this stuff!
Waiting for my account to be approved - look forward to playing!
This is a certified good classic
Wow, Matt! This looks great. I am so looking forward to trying this out for my little documentary short. Thanks for the walkthrough
WHOOOOOOOOOOOOO! Maybe by the weekend i can get my access! Where TARO at man?
I love that he has a name now, Taro is OG, never forget 🍻
i got acess
I’m sure you have access already and making some more great content videos.. learning lots keep it up MW and JS .. keep on breaking stuff ;p
Are we able to edit the hair length later down the future update? Also this app is perfect! Amazing!
This is awesome. Technology has come so far.
Can't have access but I'll try and play with the 50+ ones in quixel bridge! Thank you for sharing how to online UI works!
Awesome 👏🏻
I can't wait to try it!
Really cool hair styles. They need some dreads tho. Is this just to use only in Unreal Engine, or can you export to use in Blender, Godot, Unity, or Other as well?
I was wondering the same...Have some major ideas for a few characters with dreads. 😎⚜
Hello. How do you record body animations? What suit should I use? Or do you overlay body animations without costume made in the editor?
I use primarily SteamVR (Vive/Index) hardware to do the body live with the face.
@@WorkbrandAssets Thanks for the info. Difficult to set up? Do you have a video on this topic?
Ohh Matt, you look so much better ;-)
That's great! This is exactly what I want! How was the "new hand physics system" created? Is it just blueprints or C++ code?
Blueprints and Control Rig
@@WorkbrandAssets Thank you for your answer! How cool of you to implement this feature! I'm a beginner. Can you do a tutorial on how to make physics hands touch each other? I've looked up a lot of things to do this, but haven't been able to find anything to tell me how to do it.
6:27 no you actually need make account its free so they need something to ad
Great video - awesome overview of the process :-)
If your character would make a better "O" with the mouth movement, it would be a lot more convincing. But either way, already very impressive!
this demo my live system got kind of scuffed, if you watch the more recent demos it's a bit better. But ARKit still has difficulty with certain visemes.
Will you be doing any videos on your workflow to rig the metahumans for live capture, or is that proprietary?
for now it’s still in development and then will probably go through and alpha like any of my other projects. When it’s in its first release state then tutorials etc. would be produced
What face mocap software are you using? The iPhone AR Kit? My eyes keep getting drawn to how the mouth doesn't close all the way, and the top teeth are always exposed, which is a bit unsettling lol Will this need to be adjusted manually in Unreal Engine? Like a facial rig and shit to adjust the facial movements
Everything can be calibrated for the live capture or cleaned up in post.
Does anyone know how to get a MetaHuman working with Begin Component Overlap? Trying to make it where in VR Mode I can “press a button” with the hand. Works with Mannequin. But can’t get it working for MetaHuman.
I love how in the thumbnail it looks like hes fucking breaking his wrist to wave
Yeah I need to tighten the physics on the hands
For uses not running nivida 3000 series or above but equivalents. The non optimised meta humans with the warning ⚠️ 0-1 LODs, the hair doesn’t appear nor some of the hair folders populate with content ie helmet ⛑ .
I couldn’t find the specifics of what systems they would work in and thought someone smarter might assist..
I have a hacky system but able to run the meta human test scene 40fps no worries.
Love these posts & others in the community (some I see in this thread 🪡) who help me problem solve my issues. thanks 🙏
OK, sorry but this is click bait, not a tutorial because you are not explaining things or explaining them wrong. The way the facial cloning from other characters works is somewhat self explanatory if you just try it. You can add another characters and then clone their specific facial features. It's like police profiling almost. you can choose the eyes from one and the nose shape of the other, etc. Also once you select 3 you get three more to add if you like. I don't know how many more you get beyond that. I haven't tried more than that. Then the characters don't magically show up among the characters in the bridge, you need to be on the latest version and in the bridge you need to go to MY Metahumans. That's where they are. Next, mine did not just show up perfectly inside UE (as described by you). I tried several. They all showed up without hair, eyebrows, eyelashes and some odd highlights where there are supposed to be shadows (nostrils, mouth). That's when I started to look for a tutorial online and ended up at your video which isn't a tutorial at all.
we can't all make hour long Arri 416 videos
Ok so to fix the hair issue one needs to spend attention to all the error messages popping up. Enable all the plugins and then the project needs to be re-started. After that the hair issue is solved.
Nice
Bienvenue dans la vallée de l'étrange
The mouth animation looks pretty odd and I hope it's going to look more realistic in the future 😵
And the head is pretty giant. I mean in general. It was like that in every creation video for now 😕
All in all its fantastic though
I’m personally writing a new live face solver for them, we will see if it’s any better for lip sync. If you stick to Tall body types they heads match best. This guy was a medium.
But do those guard rails pose any serious limitations? What I want to know is if you can make real people who naturally have somewhat exaggerated facial features or if the program keeps every face sorta milquetoast. Like, would it be a challenge to make someone like Adrian Brody, Willem DaFoe and Rowan Atkinson? What about non-symmetrical feature like Anthony Hopkins eyes?
Asymmetry is native as an option. You can always take the resulting MetaHuman to Maya etc. and keep “sculpting” if you know the workflow.
I tried today to match a celebrity's face with a PureRef overlay, and found the controls within insufficient to do so. Metahumans is aiming at making believable humans rather than any human, so understandable. You can have a receding hairline for instance, but (as far as I saw) you can't say how much receding, short hair but not how short, etc.
@@Simon-iq1yl it's their first public release. I almost guarantee the workflow for "digital doubles" is going to become easier. It's in part of the EULA that "likenesses" of existing people could be created and then the normal indemnity clause. Digital Double work is one of the main verticals for a service like this. We probably as Early Access users only have access to the tip of the iceburg. Consider that 3Lateral is behind this project and what their past and existing client base is.
@@WorkbrandAssets Definitely a vertical, it's whether that will be achievable by an AI blending solution based on x number of samples, or whether it might require a quick 3d pose scan of the particular subject as a starting model, if that subject falls outside the gamut. The latter is still a no-brainer for any production who's going to have to license personality rights anyway, but not so much for say the gamer wanting to put himself in the game.
One thing I haven't tried yet is whether the starting model is important in determing the range of deformations achievable, or whether every starting model can be transformed into every other one.
@@Simon-iq1yl Hopefully that’s the next step for the tech. Stretching that line out so characters continue look more believable, but maintain more diversity.
Hey i wonder what such freestyle character creators you know where you could do weird looking characters?
I’m so excited by it. My request is pending.
Just hope my MacBook can cope with it- it’s not been doing great with unreal (I need a new computer)
your MacBook might legit melt
@@WorkbrandAssets yeh I fully believe
Can you do a tutorial on using motion controllers with the blueprint? That'd be a hot video right now.
I'm still learning how to do it myself, MetaHumans are a complicated rig.
Will you be going through how you set up the solvers/collisions/physics/etc at some point too?
my “VR” full body solver is still in development, so not quite ready for release or teaching
@@WorkbrandAssets Do you have any tips on how to stop body clipping like you have in your video? I'm sorry for asking so many questions! But thank you for answering me!
U already got access??!!??
I've had access for weeks, I was in the closed beta
@@WorkbrandAssets Cool! I'm looking forward to trying it out myself "in several days".
@@Devine_Dandelion lol yeah best of luck, I know some people have got in today from the form
great vid man.. is it possible to rig hand tracking to the oculus quest 2 controllers? - I need an iphone X for face, what is a cheap alternative for hands?
yes definitely Quest 2 for hand tracking, there are tutorials on UA-cam I've seen
The biggest break in reality I can see here that you did not mention is the tongue not moving behind the teeth when you say things like "this" and "believability" ... it could also look better if the mouth was not opened so much when talking. Its a very interesting rig you have created here to handle body side of the meta humans.
Hey man cool stuff. Quick question though. you said you downloaded 4.26.2 but I cant get that version
also im getting an error when I try to export my project for the presets. Any thoughts
Yo, no way! I wanna try it too! 😨
Let's goooo
Sorry if this was already answered in the video, but can you export textured metahumans as FBX files to be used in other 3D software?
Technically yes, but the EULA says you only have permission to render them in Unreal Engine
Could I make a metahuman from an image?
That’s not a native feature yet, but the face editor is designed for a comparing and frontal photo. So it take a abut of artistry but the tools are optimized for matching it a photo. Just nothing automatic yet. I wouldn’t be surprised if auto photo matching is added in the future
Could you make a tutorial for the AR kit control Rig blueprint please?
Actually, I mean the LiveLink Control RIG.
It’s all pre setup for you when you download the MetaHuman. You can follow Epics documentation, for the face I haven’t changed anything yet.
@@WorkbrandAssets Sorry I typed wrong. I mean the arms part LiveLink Control RIG, thanks.
if you create a character can you put it in Unreal engine so, that you can stream it thru obs to whatever service you want?
yup, that is pretty straight forward to do
and how did u make your body capture work? other people only move the facial expresions..
I am designing a SteamVR based live MOCAP system, that is what you are seeing
can you only use these meta human in unreal engine or can you export and use them in other programs?
current EULA only allows rendering in Unreal Engine
Vtuber evolved
what do you use to do body animation?
How do I get access to use this? And what hardware do I need to have?
MetaHuman is good, no doubt about. But the moving mouth is not perfect when the character speaks / moves it's mouth.
Yeah I’m this demo I did a skeleton swap that might have messed up the mouth a bit. If you watch my other demos they are better.
Oh, I thought it was just MetaHuman Creator. Sorry about that
@@TiV0Li it's understandable, different creators will get different quality out of the exact same MetaHuman, which isn't intuitive at first. Even for me, this particular rig isn't my best work. Bringing them to life is still a dark art.
the background is created with unreal engine?
Yes
There isn't some sort of AI working in real time to make sure your face looks believable. It's essentially just a glorified character creator. What they meant was they used scans of real faces so they had actual facial features to implement
he is probably using iphone to capture blend shape keys thats why it looks weird.
@@Skemooo that has nothing to do with anything I just said
Is it true that we only have limited time access to this early access tryout?
you get an hour per session, which is plenty. but there is a lot demand and its almost definitely a whole node per user
@@WorkbrandAssets I see thank you!
12:49 2 click
wao
I THINK some dev really liked asians. all the metahumans look asian
not mad at this 😂
@@WorkbrandAssets lol
@@WorkbrandAssets a lot of people have no idea how diverse "asians" are. they range from white to black and everything in between.
i have to ask can you download your metahuman
Yes through Quixel Bridge
He looks like an Asian Donald Trump especially with the hand and mouth movement.
Can it work without wi-fi?
I don’t use WiFi for any of this
@@WorkbrandAssets I just mean, do you have to be connected to the internet in order to use this app?
lipsynch looks terrible
Hand/body movement could be forgiven but that mouth though...
I know, I messed this guys face up
@@WorkbrandAssets dont let my comment bother u much lol..just my 2 cents from who know nothing about this tech.
2:13 while fuse almost can do arnold or angelina this not gonna even close AND result not any good. what is all hype? it suck so much lol fuse and mixamo allready worked we have 1000 characters that talk netter LOL omg
I feel like their mouths open too much
Metahumans killed the video star...
why is he opening the mouth so wide it looks terrible lol ... its like those meme videos where the face movements are made to be 10x more extreme
Looks off lmao