For anyone getting an error "all of its polygons are degenerate" - increase the "import uniform scale" - I played around with this for a while and found that 100 was about right.
Yeah Its crazy exciting . Like you said these kinda of tools really start to level the playing field for indies and artists:) Exciting times mate:) Thanks for the comment:)
Thank you for the tutorial. It seems that a Chinese guy created a Maya Plugin that rigs Daz characters with the metahuman rig. I wonder if you could check it and let us know your opinion: Metahuman rigging tutorial _ DAZ one-button rigging _ DAZ UE rigging (UA-cam Video). There is also another foreign guy (nationality unknown) who created a script that does the same in Maya: Transfer Metahuman Rig to any face (Maya). (Also UA-cam Video) Thanks again!
I managed to make one!!! I know it sounds ridiculous as you've used this heaps I guess, but it's sooo cool to see them come alive. The animations are better than most animated movies! I did struggle a bit however with some of your directions around the material creation and importing. Because you're so familiar with the software the double-clicking and drag and drop actions were so quick I couldn't tell what you were clicking or dragging (as quite a bit of the action was off-screen as well - the video doesn't show your full screen when you zoom so the curser clicks on things out of view) but nevertheless I couldn't have done it at all without this video so thank you, thank you! :)
Hey yeah awesome:) Not really its like my third daz human but yes your right I can be fast . I need to slow down a bit soemtimes:) I always think people already know the basics but alot dont. I need to be more aware of what I do :) THanks for the feedback. Glad you made one and arent they just soooo awesome haha. Enjoy mate:)
Also Yes Ive used metahuman a good amount. But no. I still stand in awe as you can see when I see them move and this whole metahuman concept still turns me into a kid:)
@@imagineeverything Yeah I can see you're a wizard when I watch you play about quickly in UE and can tell you're having fun with it! Being like a kid is awesome - don't lose it!
if I have a dwarf in Daz and I want to get mostly the face to be metahuman and keep the Daz body do you know if there is a way to do that with out getting the Metahuman body?
Unfortunately not . The only way around this is brushing the metahuman body into a dwarf one . But this is a lot of work. Other way is using the metahuman head on a daz body but this is messy and you have to hide the broken neck seam:( so nothing yet for this that is easy unfortunately:)
Many thanks for this tutorial. But is there any chance to apply body from DAZ to Unreal character aswell? Without body this new tech is cool and all but pretty pointless for me(
Hey thank you. Unfortunately there is no ways of doing the body from Daz. There is a work around but its a bad one and does not allow you to have 1 seamless model anymore. But maybe they will bring something out in the future. ua-cam.com/video/nxJfZNOUmbE/v-deo.html here is the tutorial for that:) Have fun.
Hey:) you can always add your own but you would need to know how and probably need to have a good understanding of programs like blender , maya etc. if you let me know what you would like to replace then I could give a more detailed answer:) thanks for the message :)
The sound effects are adorable and endearing. You've got me running about saying, "BOOM!" now as I imagine mic dropping. This video was a bit over my head, but I'm glad I have a reference now, when I need it. I have some questions, if that's okay. If we can import Daz assets into UE, can the same be said of importing UE assets into Daz? For instance, say I found a really nice griffon and wanted to use it within a Daz scene, would I still have to know how to "optimize it for Iray?" Thank you for another informative video. I went and played with Meta Human yesterday just to see. WoW.
Hello my dearest Californian friend:) haha Yeah the boom is kinda in my head always to. People think Im crazy but Im glad there are two of us now:) Let the boom army grow:) Yes you can bring the asset into Daz but you need to make sure it has the rights to be transfered. Then you can just select the model in unreal and right click and say export as FBX and your good. The problem comes when you need to hook up the textures in the materials as UE often packs different textures in different channels not compatible with Daz. Then they need to be unpacked in photoshop and imported into Daz. Not easy if you dont know what your doing but easy if you do:) I can try go over this in the future for you:) Yeah metahuman is awesome huh haha:) Its the future of human creation definately I think.
Yeah not the easiest thing to create clothes for right now but otherwise it is one of the most advanced character made today. Clothes can be made for it and also the use of Daz clothes but it does take a bit of work:) Thanks for the comment :)
Yes but you would lose the entire control rig and also you would probably have to set it up in Daz. So to answer you Yes you probably can but not without a good bit of work setting it all up etc:)
@@haitia4385 Strange. Hair dynamics should work right away. I dont really know. I have this to try though: Go into the groom asset and you can toggle the simulation. See if its on. Hopefully this is the one. If not then what graphics card do you have?
Yo BunnyMoney:) thank you mate for the kind words. I happy it helped:) Unfortunately metahuman bodies cannot be changed out at this point. Maybe one day it will come but today its just the face:) Daz morphs wont work with metahuman because of the vert count and ID,s but you could make your own metahuman morphs in zbrush or blender and use those but thats a whole different subject:) Hope that helps:)
@@imagineeverything Also I have another question to ask. Is it possible to de-attach a metahuman head and attach it to an imported retargeted body from Daz3d in UE4. Will metahuman head animations and animations from mannequin work?
@@imagineeverything Hello what are settings for fbx when exporting from daz, i dont know what to set and and i dont get combine meshes option like u do at 3:39. Big thanks!
When exporting from daz just use default settings . Don’t change anything :) but it will work even if you do change a few settings :) it’s all fine but if you can default them then that’s best
You have somewhere this project :D and want to share with me :D Those shaders you setup are absolutely amazing, wanna this run on my pc. :) thank you :D
Hey it’s all the standard shaders and materials of metahuman. It comes down to tweaking them and good lighting:) I’m doing a tutorial on this in the upcoming future:) this should help you out:)
@@DreamImagineListenHA soooooo lets say I spent an hour uploading GB,s of a project for you with time I don't have after a heavy days works....What would you learn from it? 😅. What exactly are you looking for. What part of the project? So basically its a custom made metahuman that I built myself which I may give away when I find the time to do so or after I finish the project with her. I see your after the shaders... you gonna be very dissappointed as these shaders are the same ones you have. I just make things look GOOOOOOD:)Everything else is The original materials tweaked and lighting. HA come on let me know the areas you need help in and if you learn it then you will never forget it. THEEEEENNN you never have to rely on a stranger to make a sweet metahuman:) Hey you have imagine in your name....Nicccceeeeee:)
Hi. I have a little question please. The hair of my Daz character doesn't exist in metahuman and I really need the exact same hair for my film. I've tried to import the daz hair in Iclone but it's really awful. Do you have any idea of how I could keep the Daz hair in UE with a beautifil aspect ?
Hey whats up. Its a bit of a long process but yes I do. Its a looong process though. Ive copied a link where you can find the plugin for blender and where you can follow a tutorial. Its not easy though but the basic is exporting the file to blender, converting the hair there to actual hair and the importing as groom into Unreal 5. If it all worked then you will have fully dynamic groom hair in Unreal. Hope this helps.
@@subliminalesproductions Anytime mate:) hope you come right with it. Ill try do a tutorial one day on how I bring my daz to unreal:) Have a good night/day:)
@@imagineeverything Thank you. I try to find the more realistic solution. In general I'm very disapointed by all the pluggins "daz to unreal, diffeomorphic, iclone livelink. It's nice for videogames but really not serious for films. The only way is to use metahumans so I will try to combine several ideas in order to have the more realistic character.
Great video! Thank you! I haven't started on this yet but meaning to, so I'm just going to follow along with you once I find a bit of time... (though it's probably a bit over my head too...) ♥
So talented:) nothing is above your head. Ill do more vids in smaller chunks to follow along so it will make it alot easier to handle:) Then we can all get it working:) Thank you for checking it out:)
Not to sure. Maybe they will but also Metahuman is competing software. Maybe in the future they will though but its all to new so I guess lets see in time:)
Hey there:) Thank you for the kind words:) of the problem would be that when your solving its not a bad thing to manually just refine some points if you see this happening. So try just place the points a bit better when solving for that eye and try it again... It mostly is always this problem... So just move the points a bit better for the eyes after it tracks. Let me know and good luck mate:)
@@imagineeverything Next Level/challenge we should put upon us, or work on: "MetaHead + seamless optional Body (lets say DazG8body for example)" Would need (probably) some rly nasty Mesh wickerwork at the begining, but possible to automate later (script). At least, thats my challenge for my days of vacation between 22/23. Just for fun. MetaHuman Faces are (in your words): "Alles krass!"... "Ich bin sprachlos";) From my PoV, it is the best to go nowdays if You need Quality 3D-Head-Assets, esp. regarding quality/Time in comparison to manual. No matter if Indy or Pro. The only little drawback currently is the lack of love for the human body, but thats just a matter of time and further dev. Anyway, the gap from imagination to product came closer again. This is how I always imagined working with Digital Art-Assets 20yrs ago. More time to focus on creativity. Would love to see more tuts with this kind of mood from You. I enjoyed it a lot (props)
@@DomenicoColucci Hey mate:) Yeah man definitely the bodies need love and the clothes. There is someone working on daz clothes to metahuman. This will also open a ton of doors. Especially with the amount of wardrobe from Daz. Bodies....Yeah this would be amazing definitely. Problem is with each body you change to a daz one you would need to refreeze joint positions in the mesh so it works properly. hmmmmm. Id love to know your progress if you manage this. Would be amazing. Id love to be able to use all the morphs for the bodies from daz. I dont know this sounds Like a ton of work. It would still be the metahuman body but shaped as a daz one? This would solve alot of other problems but then you'd need something like mesh lab or something that kinda molds the metahuman to the Daz one. My head hurts:) haha. Thank you man, I enjoy making the vids and with that comes noises etc:) Have a great new years mate:) Meeega Geil:)
@@imagineeverything Yeah. /me like your mindset. From what I have exp, it reflects the needs of many 3D-People who deal with this topic. However. The first step is to retarget a Daz Body into IK. Thats easy. Cut of the head and replace it with a Metahuman IK head. also no problem. The Problem is the Mesh'! Rig != Mesh There are many paths to solve this task I guess. Me personally: I'm more "pragmatic" in my approach. I cut, and put the head on the body, then I'll see how it works/moves. (Frankenstein) Then work iteratively towards better results. The cutting points of MH are constant, so... this could be a good reference to build on. Then Texture tweaks. ... but to early for hopes, still a lot of work todo, all in progress, trial and error and theory crafting.
Thank you mate:) No not yet....to lazy to be honest but should get around to one. Ive been hoping for people to finish a plugin that does this for you but its not released yet but as soon as it is Ill definitely let people know:) Or if I do one before that Ill put it up here:) Im hoping the plugin is ready soon:)
@@williamminnaar6311 Hey mate:) welcome to the channel and thanks. Yes they work a treat. Doesnt matter what model you use as long as you have a texture for the face and a clean model you can use any model you want:) If you dont have a texture then you will need to manual track but All models work fine:) Hope that helps:)
@@williamminnaar6311 The only answer I have for this is that the normal's are flipped. Try adding any material to it and see if this solves the problem but usually its because normal's are flipped. you would need to flip the normal's in Blender or whatever and re import it:)
Actually, I just had another go at it and yeah, where exactly do you drop the face texture so that it brings up that window automatically - where you can select various sections and apply materials? I can't get it to work again now. Edit: Whoops - just found it... have to double click on the MODEL to open the window... whew, so many different UI's to learn :) Once built in MetaHuman everything works ok except for the upper eyelids which don't quite protrude enough to cover the eyeball, they clip through the eye just at the very front. Have you ever had that problem before?
My guess is when you're setting up the MetaHumanIdentity there are the green dots connected with a spline. Check that your dots/spline don't clip over the eyelid. You probably have to tweak those before you click the MetaHuman Identity Solve and then Mesh to MetaHuman.
Hello! Can you tell me if it is possible to apply only eye materials from metahuman to the Daz 3d character? With a simple transfer of the material, the eyes are displayed on the side. I can't figure out in any way whether it is possible to turn them into the right angle?
Hey:) unfortunately they use different uv, s. So it's not that easy. What you could do is take a metahuman and daz character into blender or Maya and take metahuman eyes and move them to the daz character. Delete the daz eyes and then bind the metahuman eyes to the daz skeleton. You would need to know how to do this though. So it is a bit of work but that's pretty much the way. The other way is using the metahuman material for the daz eyes but then replacing and creating all the necessary textures to make it work. Also a bit of work and alot of tweaking.
after clicking metahuman identity solve, it gives an error i tried looking online but others have the problem but no fix? Do you know how to fix this? Thanks. DNA database description does not contain blend_identity model DNA database description does not contain DNA database folder DNA database description does not contain DNA database description does not contain archetype DNA
Hey :) ok so after you track and setup the metahuman. then you want to create your human and it gives this error. I need to know exactly at what point it gives this error. Walk me through it:) Im sure we can solve this. Also did you follow my thingy one for one? Maybe let me know if easuer at what point in the vid you get this error. Would help t0:)
@@TexasTex Ok I found this on a website by a guy called Tomtg78: I know I'm replying to a 2 months comment and you might probably just solved... but I just spent an hour trying to figure it out... and found it. You need to install, along with the plugin, this: www.unrealengine.com/marketplace/en-US/product/metahumans Then, you need to create a Metahuman project, launch the engine and select the project you just created. What I was doing was that I created an empty project. Looks like there might be some files missing etc, then I tried this, launched the Metahuman Project from the engine and boom, solved. Let me know if this solves it.
Can you keep the DAZ skin and anatomical details that Metahuman covers? I hope so, because, why bother with adapting a DAZ body, especially one customized in sizes and anatomical details that often come with a pricetag, if it's to censor it?
Hey. No you cant use the skin details and anatomical thingies yet as far as I know. The skin should be something im sure they will add. I doubt they will adopt the anatomical parts but in time there are always people making plugins:) Metahuman only takes the faces and not the bodies. THis is due to the skeliton limitations.
@@imagineeverything so, it would be better to export the body and head meshes separately (I'm talking about 3D models, YT and FBI! Not actual living being!), do the Metahuman IDing then rejoin them in the BP components part?
@@DamielBE You can but then you lose the entire rig and setup which is what makes metahumans so good. Youe would have to repaint, rerig and set up the entire rig again. Not an easy task if you dont know what your doing. But yes its all possible. The other route is taking the metahuman body, resculpting that and retexturing that and then just transfering new stuff over to metahuman character. Probably easier. Still a giant task.
@@imagineeverything I had thought about it too, but I'm still too raw in my sculpting learning to tackle this solution. What I've thought about doing is to export the body as FBX, attach the metahuman head in blueprint, change the whole in solid mesh, export again in fbx, then import as skeletal mesh, and choose metahuman as skeleton. Would that work?
@@DamielBE oofff Thats a work around. If you export the metahuman as FBX into maya , blender then replace the body there. YOu would still need to reattatch the body and paint all of its weights. Then yes it should work, but we both know there will always be something else. Thats a big one. The way you described it would kinda work maybe. But you would still need to reatach your body and paint all those crazy weights onto the metahuman skeliton. If you decide o use the daz skeliton and then choose metahuman skeliton in unreal it wont work. You should import daz skeliton and then retarget the skeliton to the metahuman one. All these options are long though. Not sure its worth it all. But if you leasrn sculpting then its fast. Take meta into blender and skulpt away and return it into unreal.
Hey mate. You can convert just the face but you will only have the face then. That’s when you generate the human and it asks for either full or just face . But you cannot use the daz body with a metahuman unfortunately.
Is it going to make me wait six months for it to compile 6,122 shaders EVERY time I open a project, or only when I'm pressed for time? I only ask for information. ;)
@@imagineeverything Hi, thanks for getting back to me so soon. I'm not sure what happened, but after restarting the engine and opening a saved project, everything was fine. Working my way through this. Thanks for the great information in this video by the way.
@@imagineeverything I'm sorted. This is just a matter of learning a new software now, at least insofar as evaluating if it's worth our time to create products for Unreal. We've done pretty well in the Daz world, but the animation and etc as you may know is very much a broken arrow in Daz3D. We're thinking of expanding into the gaming market with assets like characters and etc, so this demonstration looked intriguing to me.
You can’t . Not yet anyway. Things change fast so let’s see what comes. There a few hack ways but nothing that doesn’t take a ton of time or work properly . Let’s hope :)
@@imagineeverything Unbelievable! If you have time can you do a tutorial on this? That interests me a lot. Or send me to a tutorial link because I can't find anything on youtube!
@@Alkatribe hmmm I find only complicated vids...Sure Ill make one but you gotta gimmi time... Im a busy guy:) But I can do this. If searching metahuman to blender doesn't help you then Ill make one in the near....future...maybe....Ill try......hopefully....yes....no...yes....YES. ILL DO IT:)
@@imagineeverything Yes I understand, managing all this fanbase by being ultra famous must be really complicated, I still hope that you get out of it despite everything! lol Thank you very much if you find the time to do the tutorial, it will help me a lot!! :)
@@Alkatribe HAHAH I wouldn't exactly call me ultra famous....or even famous...I think I have like 3 people listening to me:) hahaha. Na but I do have a full time job which takes most of my time . I will try though:) have a good one mate:)
BOOM! 🤣 Thank you so much for making this video. I'm looking forward to what you make next. Ok, so I downloaded MetaHuman the other day and played with. I love it. It is actually a really easy program to create in. Then we have UE5...way more complicated. Your video definitely makes me want to learn more. Most of what you said and did in UE5 is waaaaaay above my learning curve, but I can definitely see the amazing potential. The realistic quality of the MetaHumans is crazy! I have a feeling that UE5 lighting is going to be difficult. Can you bring the Daz Characters straight into UE5 without taking them into MetaHuman? I have like oh so many questions, but that's a good thing. It means you have made your video interesting :-)
Hello :) haha thank you Miss K. Lighting in UE is a dream come true. It is so easy. Ill do a vid and start tdoing more vids about UE:) Also you can send characters to UE using the Daz to Unreal Bridge. Its free in daz. I dont really use it because I like full control but it does work:) Try it out. There are other ways but they are long to setup. Ill get into that to one day:) WOOOOOOOOOOO. THank you:)
@@imagineeverything Ok, I will get the Daz to Unreal Bridge...although I like control too! LOL. I am really excited about learning all these new things and taking my 3D artwork to the next level. I have to keep telling myself that this isn't the 50 yard dash - it's a marathon 🙂
@@gettingdazzywithit haha Ill do some good tuts involving pipelines from daz to others:) My unreal pipline is tedious and long I need to make it smaller then Ill do a vid on it. HAHAHA na art is learning slowly and enjoying the learning Miss K:) Enjoy the process its fun and awesome:)
@@imagineeverything Jetzt müsste man sie nur nuch zum Umkleiden wieder in DAZ zurückgekommen. Und eine selbstgemachte DAZ Animation in UE zurück retargen. Diese Manneqiun Dinger mit Mixamo, Accurig etx gahen zwar, sind aber nicht so das, was ich gerne möchte. Aber wird wohl mit der Zeit.
@@achimschnick4890 Ha ja, die Kleidung Ich wollte ein Tutorial machen, aber es braucht Zeit, um es zu tun. Die Animationen können Sie die Daz-Animationen auf den Metamenschen umrichten :) und sie sollten ohne Probleme funktionieren. Ich werde sehen, was ich tun kann, sobald ich etwas Zeit habe :) Gute Nacht mate :)
@@imagineeverything Ich habe es jetzt mit zwei Models G8F versucht - Lashes gelöscht. Sieht aus wie ein Totensshädel ohne Augen und Nase, obwohl du das alles sehr klar beschrieben hast. Auch mit dem neuen Material. Ich mach da wohl was falsch. Ich probiere es aber weiter. Vielend Dank aber für die Arbeit.
@@achimschnick4890 Nicht wirklich. Dies ist für 8.1-Modelle. Es ist ein bisschen anders für 8. Versuchen Sie, ein Tutorial für 8 Modelle zu durchsuchen und sehen Sie vielleicht, dass es anders ist. Ich habe noch keinen für 8 gemacht. Ich sollte aber wahrscheinlich als nächstes zu 9 springen. Also ja, schau dir auf jeden Fall ein Tutorial für 8 an und ich denke, es ist anders :) Danke, dass du es mich wissen lässt, und ich hoffe, du findest es :) Lass es mich wissen, wenn du richtig kommst :)
Hey mate. Ok so you exported obj. You brought it in unreal. You made a metahuman bluprint thingy. You added the texture to the face (very important). You clicked components to mesh and selected the character with the face material on. Then you selected nutral pose on the left hand side and zoomed nicely on the face . THe face needs to be all in the frame like in the vid. Then you promote frame and right after you hit track active frame. Dont move you viewport Just leave it after you set it up. Then if it has a good track you will see the eyes and mouth and cheek lines looking good. THis will always export a good metahuman. Let me know where it goes wrong for you and what steps you do. So beofre you select mesh to metahuman do you see your metahuman? If so then that might be a glitch with epic. All their crap is online and things always mess up. But if you do see your metahuman after doing the metahuman identity solve then your correct. Let me know and we try sort it:)
Hi, thank you for the tutorial.. I tried it earlier but it didn't work it says "failed to import" "failed to create assets" "polygons are degenerate" I could be more happier if it works! TYSM.. subbed
Hey:) Ok so what model are you using. Sounds like you need to clean it up. Polygons degenerat usually mean that they are multiple surfaces. When you imported into unreal did you say combine mesh?
@@zxdstudios7732 Hey any are fine. They all the same besides a few things that are setup. But they all the same in the end:) I use different ones for what I need as they setup the few things that you can use. Like FPS or some settings but all work the same:)
@@dropprojectsounds4606 Yeah dont change scale but also the messages you get also may mean the service is offline:) ive seen that a few times now. Thanks
Howdy maam:) Hallo mein Freund:) Danke, dass du hier bist. Es ist wirklich schön, dich hier zu haben. Mein Deutsch ist schlecht, also hoffe ich, dass du das verstehst :)
@@melanieavril8308 Hey:) So your German right, but you dont live in Germany? Is this why your German is rusty? or do you have a german friend thats made of metal and they are slowly rusting :) haha
@@imagineeverything Giggles* No I don't have a friend called Ironman, I was born in good old Germany and emigrated to America with my family 16 years ago.
@@melanieavril8308 Ah ok:) sorry ...I was fascinated with the German but your German is getting rusty. I was like. huh haha. OK so short story. you hate Germany so you ran to USA...Does Germany know you hate Germany?...Why do you hate Germany...HAHAHAHA. Ok ok I'm just messing with you...In my next Vid if I remember I'm gonna do an American German accent:)...Just for you. Well I hope you still get a schnitzel und some saur kraut now and again and I wish you well there:)...Nice German with an American accent....I gotta look this up:)
You cant. Unfortunately there is no ways for this. There is a bit of a hack tutorial online but its not a great way. Lets see in the future maybe bit not now:)
since metahuman can't track eye size worth a shit, I think Imma hard pass on metahuman and just import 8.1 figures and make do til genesis 9 is available.
Yeah sometimes it has a terrible time tracking eyes. But when it tracks and the track is bad you can just manually move the points on the eye. Its quick and works just as well. Also make sure you have textures on the face and eyes. Just even basic textures. It works way better for tracking:)
@@imagineeverything Metahuman does not track eye size at all. Transferring stylized/anime style meshes to metahuman is at this point impossible because of it. There are no known workarounds to fix metahuman's inability to change the size of the eyeball as far as I know at the time of writing this. textures don't help, it simply can't do it.
its like you ordered ferrari but you will get bmw instead. no use for me. nice tutorial anyways. leaving daz textures behind and using only metahuman textures is a no go. this is not a solution my friend this is something else.... also no tutorial online for "just copying facial data capture from any metahuman to blender or any other 3d app and retarget it to any face or any model, which should be the only case and makes sense while working in 3d world." why work only inside unreal when u can export metahuman mocap data to any other model in any other 3d app. and if this technique is not available unreal just want to make a monopoly which is not cool. i will wait for someone to find a way to do this. cheers.
Whoa guns blazing huh. First thanks for saying nice tutorial:) I do tutorials for free in the little time I have for a few people that can use them. This is a noobs tut to get people into something like this. Now lets get into what your saying. First both cars are a waste of money. They pieces of overpriced metal. I'm not to sure what your saying is the more expensive metal here but lets say they both crap just like all corporations. So a monopoly is something all useless corporations go for. They all weak and broken and if not now then in the future they turn into that. Its just how humans work. So why unreal? Because it suites me NOW. I like it. It does what I want it to do. When it stops doing that I jump ship to the next program that benefits ME. The day I have a loyalty for some filthy company will be the day I lose the game completely:) you should check out my art pods for more info what I think about companies and loyalties to them. Now on to metahuman. Its in its infant stages and already wipes the floor with Daz in most aspects if you understand it and know how to use it. Its a pro tool built to be expanded in every way possible. Can you use daz Textures? Of course you can but its the know how on how to project the textures using maya or something like that, but the question is why? Metahuman has probably the most advanced skin shader to date. If I want to tweak I take them into painter or something else that people use and I can create anything I want there. Now lets get into the models itself. You can take any model and wrap it to any Daz model but that's a waste of my time. I usually take them into Zbrush and use morph mesher. It allows me to create any model, shape I want out of the metahuman with as little or as much details as I want and import it as a morph into unreal. Ill do a tut on it sometime. So not only am I getting all the benefits of metahuman. Rigged face and body and the ability to use the BP node system that can literally be used to drive anything you want, but I can create any character I want and texture it anyway I want. These thing will be made easier as Metahuman grows but its a mere baby still. Give it time. As for facial data capture of course you can. You can bake any facial out to a clip or back to key frames. You can export it in a click of a button and take it into any program of your choice. You can then re target it to any rig you may have. Its not covered because its the same process that has been covered for all other programs. Ask as many questions as you like but always be respectful and Ill answer them always. If this is not for you then its as easy as leaving it all and getting into what does suite you. Remember you owe nobody nothing and neither do I. I keep a clean and happy environment here. Always do what suites you best:) Have a good one mate and hope this helps with some of your questions:)🙂
@@imagineeverything you took it in a wrong way. i wasn't mad at you i was mad at overall all UA-cam creators who in the name of tutorials propose basic tutorials. advanced versions are always sold by high end orgs like udemy etc. i will try to use less words and explain the situation over here. Aim/Goal: complete the project in less time. in 3d world the one who masters faster delivery wins, not the one who takes 50 days to complete a task. in less money and less manpower. Project Detail: integrate cgi character in to live action footage, that means davinvi color grading, photorealism renders, smack it with onset captured HDRIs, color matching 3d model and color garded footage using nuke, and list goes on. so already huge work per shot. required solution: make pipeline that is faster effective for a one man team vs 500 vfx artists in a giant company. proposed pipeline: 1. take a daz3d character (faster easier way) non human, example alien, do some changes inside daz, bring it in blender retarget it with any free animation library already available according to scene need, using amazing plugins already available. 2. facial mocap problems - all the available softwares till date are unrealistic may it be iclone, rokoko, iphone apps etc because moving face up and down is not facial performance capture, we need every bit of detail to match realism. which unreal offered after a long time. so its facial data capture is right now better than all the solutions currently in market for free or cheap. how metahuman can help us : use any base metahuman, make facial mocap data, simply export that data and slap it inside blender over the face of any existing 3d model. no plugin, no proper guided way anywhere on internet or on unreal official site. its like that data is stuck to metahumans and no one can use it. the max i saw was some guy did it in maya and that too cant achieve it succesfully. so ferrai is daz character or any 3d model a person has. he wants gas in that ferrari. metahumans sold gas but said now take this cheap bmw instead of your ferrai and go on.... if you have solution to this problem, i kindly request you to show the way, and help me out else i need to use the same old ways of faceware, liveface etc with manual cleanups which takes forever. solution i am looking for: simply copy facial animation from metahuman, paste it on any 3d face in any software, wont mind if had to go through some changes in facial shape keys. this will eliminate unnecessary steps of importing separate textures again and again, or using substance painter, designer no one has that much time. btw, nice tutorial but not what i was looking for. and i read my comment again and i feel like i never attacked you personally disrespected you in any way, either you grabbed it wrong or having a bad day, sorry for either of the cases. take care, hope you send me the solution.
@@imagineeverything Also, ""As for facial data capture of course you can. You can bake any facial out to a clip or back to key frames. You can export it in a click of a button and take it into any program of your choice. You can then re target it to any rig you may have. Its not covered because its the same process that has been covered for all other programs."" as instructed by you respected sir, not even a single tutorial showing this on entire UA-cam community, if u can point me towards the direction of a tutorial who has done it i will be thankful to you. in case of rokoko simple copy paste works in blender but this is not the case in metahumans animated keyfames :(
Hey . Thanks for the breakdown. I didn’t see it as attack mate. Maybe just thought u we’re angry:) but also showing you solutions. I understand better now :) thanks . Yeah there always work around and they never make it to easy but it’s getting there . Think about a good few years ago. Only the top end companies had access to a ton of incredible assets like megascans. Now we got em. Remember how long it took to create a character and rig it? Now we have daz, cc and metahuman that we can just create and add in. Changes happen fast. Metahumans is a birth of something pretty damn impressive . Give it time and hopefully it will get a lot better. I’m also hoping to use das bodies because I make some sweet ones haha. I’m also gonna be doing a tutorial on how to use daz clothes on metahuman and how convert daz hair to unreal groom . I’ll look into facial capture to but it’s heavily dependant on the joints in the face. Metahumans have a crazy amount of joints . Nice one mate . Shout if you have any specific questions and if I can help I shall :) have a great night :)
@@BlackburnZ_INDIA Also let me look into this more. I think being able to use Unreal facial animation on Daz figures would be awesome. The problem is I think DAz uses Morphs to animate and Unreal uses joints. CC also uses joints. Ill check it all out. Let me take a closer look :) have a good weekend mate:)
@@8ball758 ah okay. Ja, ist in Ordnung. es funktioniert :) glücklich, dass es funktioniert hat. Gute Nacht :) Mein Deutsch ist schrecklich, aber ich lerne
For anyone getting an error "all of its polygons are degenerate" - increase the "import uniform scale" - I played around with this for a while and found that 100 was about right.
This is brilliant info. Thank you. Something I completely forgot could happen:) Legend:)
This is absolutely mind-blowing. The possibilities with this tech are so high, especially for indie devs.
Yeah Its crazy exciting . Like you said these kinda of tools really start to level the playing field for indies and artists:) Exciting times mate:) Thanks for the comment:)
Thank you for the tutorial. It seems that a Chinese guy created a Maya Plugin that rigs Daz characters with the metahuman rig. I wonder if you could check it and let us know your opinion: Metahuman rigging tutorial _ DAZ one-button rigging _ DAZ UE rigging (UA-cam Video). There is also another foreign guy (nationality unknown) who created a script that does the same in Maya: Transfer Metahuman Rig to any face (Maya). (Also UA-cam Video) Thanks again!
Sup mate :) thanks for the kind words. Nice I’ll check it out. Sounds interesting :) thanks for the heads up:) ha e a great day :)
Oh man, I enjoy watching your videos and the way you present them is hilarious! 😃
Thank you mate. Thats really awesome to hear. Welcome and I appreciate the kindness:)
I agree
Do Metahumans have their own set(s) of "canned" expressions available? (Happy, Sad, Angry, Fearful)
They sure do mate :) METAHUMAN HIDDEN FREE POSE LIBRARY
ua-cam.com/video/yAzM4DOMnYA/v-deo.html
I managed to make one!!! I know it sounds ridiculous as you've used this heaps I guess, but it's sooo cool to see them come alive. The animations are better than most animated movies! I did struggle a bit however with some of your directions around the material creation and importing. Because you're so familiar with the software the double-clicking and drag and drop actions were so quick I couldn't tell what you were clicking or dragging (as quite a bit of the action was off-screen as well - the video doesn't show your full screen when you zoom so the curser clicks on things out of view) but nevertheless I couldn't have done it at all without this video so thank you, thank you! :)
Hey yeah awesome:) Not really its like my third daz human but yes your right I can be fast . I need to slow down a bit soemtimes:) I always think people already know the basics but alot dont. I need to be more aware of what I do :) THanks for the feedback. Glad you made one and arent they just soooo awesome haha. Enjoy mate:)
Also Yes Ive used metahuman a good amount. But no. I still stand in awe as you can see when I see them move and this whole metahuman concept still turns me into a kid:)
@@imagineeverything Yeah I can see you're a wizard when I watch you play about quickly in UE and can tell you're having fun with it! Being like a kid is awesome - don't lose it!
Birili bum bi bum!!!! Nice intro, love it!
Ha thank you mate:) I appreciate it. Its my happy noise:) Have a good one:)
Can I do this with the entire body or just the head? I want to use a non clothed model for a game
Hey. Unfortunately it only works for the head now. The body will always be a metahuman body. Maybe it changes in the future. Here is to hoping :)
if I have a dwarf in Daz and I want to get mostly the face to be metahuman and keep the Daz body do you know if there is a way to do that with out getting the Metahuman body?
Unfortunately not . The only way around this is brushing the metahuman body into a dwarf one . But this is a lot of work. Other way is using the metahuman head on a daz body but this is messy and you have to hide the broken neck seam:( so nothing yet for this that is easy unfortunately:)
Why does it export an OBJ from Daz and import an FBX into Unreal?
you can use either.
Thank you for this! I managed to make a custom MetaHuman! Is there by any chance, a way to keep the same body from DAZ?
Thats awesome to hear mate:) Nice one. Na no bodies as of yet, just heads. This may not happen in the near future as I can tell.
Many thanks for this tutorial. But is there any chance to apply body from DAZ to Unreal character aswell? Without body this new tech is cool and all but pretty pointless for me(
Hey thank you. Unfortunately there is no ways of doing the body from Daz. There is a work around but its a bad one and does not allow you to have 1 seamless model anymore. But maybe they will bring something out in the future. ua-cam.com/video/nxJfZNOUmbE/v-deo.html here is the tutorial for that:) Have fun.
are we limited to the assets in the software (hair, clothes...) or can we add our assets?
Hey:) you can always add your own but you would need to know how and probably need to have a good understanding of programs like blender , maya etc. if you let me know what you would like to replace then I could give a more detailed answer:) thanks for the message :)
@@imagineeverything thanks for the replay, I was thinking of some outfits and hair from Daz.G8 mostly
I’m actually gonna cover this hopefully soonish:) maybe it can help:)
The sound effects are adorable and endearing. You've got me running about saying, "BOOM!" now as I imagine mic dropping. This video was a bit over my head, but I'm glad I have a reference now, when I need it. I have some questions, if that's okay. If we can import Daz assets into UE, can the same be said of importing UE assets into Daz? For instance, say I found a really nice griffon and wanted to use it within a Daz scene, would I still have to know how to "optimize it for Iray?"
Thank you for another informative video. I went and played with Meta Human yesterday just to see. WoW.
Hello my dearest Californian friend:) haha Yeah the boom is kinda in my head always to. People think Im crazy but Im glad there are two of us now:) Let the boom army grow:) Yes you can bring the asset into Daz but you need to make sure it has the rights to be transfered. Then you can just select the model in unreal and right click and say export as FBX and your good. The problem comes when you need to hook up the textures in the materials as UE often packs different textures in different channels not compatible with Daz. Then they need to be unpacked in photoshop and imported into Daz. Not easy if you dont know what your doing but easy if you do:) I can try go over this in the future for you:) Yeah metahuman is awesome huh haha:) Its the future of human creation definately I think.
When they get the body down and allow us to do easy clothing this tool will be a force. So far just a toy inside a game.
Yeah not the easiest thing to create clothes for right now but otherwise it is one of the most advanced character made today. Clothes can be made for it and also the use of Daz clothes but it does take a bit of work:) Thanks for the comment :)
Freaking awesome! Thank you for this video
YOOO welcome and thanks mate for the awesome words:) Welcome to the channel and thanks:)
Can you import the meta human you created back into daz 3d afterwards?
Yes but you would lose the entire control rig and also you would probably have to set it up in Daz. So to answer you Yes you probably can but not without a good bit of work setting it all up etc:)
When I animate my character, my metahuman's hair does not move. How did you do the hair simulation?
In unreal set it to epic. here is a tutorial. ua-cam.com/video/VMUcCTXJ6ic/v-deo.html
@@imagineeverything I put the same settings and I still don't have the hair simulation :/
@@haitia4385 Strange. Hair dynamics should work right away. I dont really know. I have this to try though: Go into the groom asset and you can toggle the simulation. See if its on. Hopefully this is the one. If not then what graphics card do you have?
@@imagineeverything I fixed the problem, it was a parameter that prevented hair simulation
@@haitia4385 Good to hear you fixed it:) Let me know what parameter if you don't mind. Would be good to know:)
Amazing video! Do you have a tutorial of how to import DAZ body with morphs to metahuman body?
Yo BunnyMoney:) thank you mate for the kind words. I happy it helped:) Unfortunately metahuman bodies cannot be changed out at this point. Maybe one day it will come but today its just the face:) Daz morphs wont work with metahuman because of the vert count and ID,s but you could make your own metahuman morphs in zbrush or blender and use those but thats a whole different subject:) Hope that helps:)
@@imagineeverything Got it. Thank you for your response! I subscribed to your amazing channel and will be waiting for more tutorials!
@@BunnyMoney Your a legend:) Thank you. Got a pretty cool one coming later today. Hope you enjoy it:)
@@imagineeverything Also I have another question to ask. Is it possible to de-attach a metahuman head and attach it to an imported retargeted body from Daz3d in UE4. Will metahuman head animations and animations from mannequin work?
Did you figure out how to apply DAZ body to this unreal one? Without body this new tech is cool and all but pretty pointless for me (
Really appreciate it, thank you
Your so welcome:) By the way your art is beautiful:) Just checked out your youtube. Very cool:)
I am confused. At the start you make an OBJ, but when you drag a file into UE5, it is an FBX. What am I missing?
Hey mate. OBJ and FBX are both fine to use for this. OBJ is just the mesh and FBX holds more information. But both work just fine:) hope this helps:)
@@imagineeverything Hello what are settings for fbx when exporting from daz, i dont know what to set and and i dont get combine meshes option like u do at 3:39. Big thanks!
When exporting from daz just use default settings . Don’t change anything :) but it will work even if you do change a few settings :) it’s all fine but if you can default them then that’s best
You have somewhere this project :D and want to share with me :D Those shaders you setup are absolutely amazing, wanna this run on my pc. :) thank you :D
Hey it’s all the standard shaders and materials of metahuman. It comes down to tweaking them and good lighting:) I’m doing a tutorial on this in the upcoming future:) this should help you out:)
@@imagineeverything get lost budie i want your project not the tutorial hahaahah :D
@@DreamImagineListenHA soooooo lets say I spent an hour uploading GB,s of a project for you with time I don't have after a heavy days works....What would you learn from it? 😅. What exactly are you looking for. What part of the project? So basically its a custom made metahuman that I built myself which I may give away when I find the time to do so or after I finish the project with her. I see your after the shaders... you gonna be very dissappointed as these shaders are the same ones you have. I just make things look GOOOOOOD:)Everything else is The original materials tweaked and lighting. HA come on let me know the areas you need help in and if you learn it then you will never forget it. THEEEEENNN you never have to rely on a stranger to make a sweet metahuman:) Hey you have imagine in your name....Nicccceeeeee:)
Hi. I have a little question please. The hair of my Daz character doesn't exist in metahuman and I really need the exact same hair for my film. I've tried to import the daz hair in Iclone but it's really awful. Do you have any idea of how I could keep the Daz hair in UE with a beautifil aspect ?
Hey whats up. Its a bit of a long process but yes I do. Its a looong process though. Ive copied a link where you can find the plugin for blender and where you can follow a tutorial. Its not easy though but the basic is exporting the file to blender, converting the hair there to actual hair and the importing as groom into Unreal 5. If it all worked then you will have fully dynamic groom hair in Unreal. Hope this helps.
here is another one that I have used and works well but you need to follow it EXACTLY.
ua-cam.com/video/Z_hrJ1szbPo/v-deo.html
@@imagineeverything Thank you VERY much !
@@subliminalesproductions Anytime mate:) hope you come right with it. Ill try do a tutorial one day on how I bring my daz to unreal:) Have a good night/day:)
@@imagineeverything Thank you. I try to find the more realistic solution. In general I'm very disapointed by all the pluggins "daz to unreal, diffeomorphic, iclone livelink. It's nice for videogames but really not serious for films. The only way is to use metahumans so I will try to combine several ideas in order to have the more realistic character.
Great video! Thank you! I haven't started on this yet but meaning to, so I'm just going to follow along with you once I find a bit of time... (though it's probably a bit over my head too...) ♥
So talented:) nothing is above your head. Ill do more vids in smaller chunks to follow along so it will make it alot easier to handle:) Then we can all get it working:) Thank you for checking it out:)
So, why not just add this feature into Daz
I know they are messing with that face morph thing that's similar but this seems more flexible and easier.
Not to sure. Maybe they will but also Metahuman is competing software. Maybe in the future they will though but its all to new so I guess lets see in time:)
This tutorial is incredible but there's only one problem I'm having is my characters left eyeball is cutting through his eyelid!
Hey there:) Thank you for the kind words:) of the problem would be that when your solving its not a bad thing to manually just refine some points if you see this happening. So try just place the points a bit better when solving for that eye and try it again... It mostly is always this problem... So just move the points a bit better for the eyes after it tracks. Let me know and good luck mate:)
@@imagineeverything how do you adjust the points? Do you have to click on them and then use the translation tool?
@@JOEFRAUST yeah those little green dots outlining the eyes mouth etc. You can click on them and move them around :)
@@imagineeverything awesome thank you so much I will get back to this commentary so what I come up with
@@imagineeverything I will be back with any improvements thank you.
Thanks for the Tutorial. Was a great help.
I prefer to use .FBX instead of .OBJ. for the DAZ export.
Saves a lot of time and hassle this way. :)
Thanks for the kind words mate:) Sure FBX or OBJ is all fine. FBX works a treat and carries the textures:) Alot faster.
@@imagineeverything Next Level/challenge we should put upon us, or work on:
"MetaHead + seamless optional Body (lets say DazG8body for example)"
Would need (probably) some rly nasty Mesh wickerwork at the begining, but possible to automate later (script).
At least, thats my challenge for my days of vacation between 22/23. Just for fun.
MetaHuman Faces are (in your words): "Alles krass!"... "Ich bin sprachlos";)
From my PoV, it is the best to go nowdays if You need Quality 3D-Head-Assets, esp. regarding quality/Time in comparison to manual. No matter if Indy or Pro.
The only little drawback currently is the lack of love for the human body, but thats just a matter of time and further dev.
Anyway, the gap from imagination to product came closer again. This is how I always imagined working with Digital Art-Assets 20yrs ago. More time to focus on creativity.
Would love to see more tuts with this kind of mood from You. I enjoyed it a lot (props)
@@DomenicoColucci Hey mate:) Yeah man definitely the bodies need love and the clothes. There is someone working on daz clothes to metahuman. This will also open a ton of doors. Especially with the amount of wardrobe from Daz. Bodies....Yeah this would be amazing definitely. Problem is with each body you change to a daz one you would need to refreeze joint positions in the mesh so it works properly. hmmmmm. Id love to know your progress if you manage this. Would be amazing. Id love to be able to use all the morphs for the bodies from daz. I dont know this sounds Like a ton of work. It would still be the metahuman body but shaped as a daz one? This would solve alot of other problems but then you'd need something like mesh lab or something that kinda molds the metahuman to the Daz one. My head hurts:) haha. Thank you man, I enjoy making the vids and with that comes noises etc:) Have a great new years mate:) Meeega Geil:)
@@imagineeverything Yeah. /me like your mindset.
From what I have exp, it reflects the needs of many 3D-People who deal with this topic. However.
The first step is to retarget a Daz Body into IK. Thats easy. Cut of the head and replace it with a Metahuman IK head. also no problem.
The Problem is the Mesh'! Rig != Mesh
There are many paths to solve this task I guess.
Me personally: I'm more "pragmatic" in my approach. I cut, and put the head on the body, then I'll see how it works/moves. (Frankenstein)
Then work iteratively towards better results. The cutting points of MH are constant, so... this could be a good reference to build on.
Then Texture tweaks.
... but to early for hopes, still a lot of work todo, all in progress, trial and error and theory crafting.
@@imagineeverything Regarding Daz Cloth to Physical UE5 Cloth I could help ;) Thats way easier then the Body-Task mentioned above lol
Hi there - GREAT Tutorial - Have you maybe made a tutorial on daz clothing onto a Metahuman? :)
Thanks
Thank you mate:) No not yet....to lazy to be honest but should get around to one. Ive been hoping for people to finish a plugin that does this for you but its not released yet but as soon as it is Ill definitely let people know:) Or if I do one before that Ill put it up here:) Im hoping the plugin is ready soon:)
@@imagineeverything Have you tried with Genesis 8.1 or Gen 9?
@@imagineeverything Why when I bring OBJ into UE it looks like a ghost ie: see through? :/
@@williamminnaar6311 Hey mate:) welcome to the channel and thanks. Yes they work a treat. Doesnt matter what model you use as long as you have a texture for the face and a clean model you can use any model you want:) If you dont have a texture then you will need to manual track but All models work fine:) Hope that helps:)
@@williamminnaar6311 The only answer I have for this is that the normal's are flipped. Try adding any material to it and see if this solves the problem but usually its because normal's are flipped. you would need to flip the normal's in Blender or whatever and re import it:)
Actually, I just had another go at it and yeah, where exactly do you drop the face texture so that it brings up that window automatically - where you can select various sections and apply materials? I can't get it to work again now. Edit: Whoops - just found it... have to double click on the MODEL to open the window... whew, so many different UI's to learn :)
Once built in MetaHuman everything works ok except for the upper eyelids which don't quite protrude enough to cover the eyeball, they clip through the eye just at the very front. Have you ever had that problem before?
haha yeah double click the model:) Then you get everything making up that model and materials etc:)
My guess is when you're setting up the MetaHumanIdentity there are the green dots connected with a spline. Check that your dots/spline don't clip over the eyelid. You probably have to tweak those before you click the MetaHuman Identity Solve and then Mesh to MetaHuman.
@@DuneGames You can edit those points as you please before hand yes bu usually it does a pretty good job if you have a good detail albedo map there.
@@imagineeverything Hey, thanks man, I'll have another look at editing those points beforehand and see if I can get something to work :)
@@kibosh-art SHout if you need anything
best intro ever
Ha thank you mate. I forgot that one. I got a few doozies in my vids:) have a great Sunday ☺️
Hello! Can you tell me if it is possible to apply only eye materials from metahuman to the Daz 3d character? With a simple transfer of the material, the eyes are displayed on the side. I can't figure out in any way whether it is possible to turn them into the right angle?
Hey:) unfortunately they use different uv, s. So it's not that easy. What you could do is take a metahuman and daz character into blender or Maya and take metahuman eyes and move them to the daz character. Delete the daz eyes and then bind the metahuman eyes to the daz skeleton. You would need to know how to do this though. So it is a bit of work but that's pretty much the way. The other way is using the metahuman material for the daz eyes but then replacing and creating all the necessary textures to make it work. Also a bit of work and alot of tweaking.
@@imagineeverything Thanks for the tips!)
@@MetalSunrise Anytime :) Thank you mate
after clicking metahuman identity solve, it gives an error i tried looking online but others have the problem but no fix? Do you know how to fix this? Thanks.
DNA database description does not contain blend_identity model
DNA database description does not contain DNA database folder
DNA database description does not contain DNA database description does not contain archetype DNA
Hey :) ok so after you track and setup the metahuman. then you want to create your human and it gives this error. I need to know exactly at what point it gives this error. Walk me through it:) Im sure we can solve this. Also did you follow my thingy one for one? Maybe let me know if easuer at what point in the vid you get this error. Would help t0:)
@@imagineeverything following the tutorial went smooth until 7:40 i followed everything as the video but it just won't do the identity solve
@@TexasTex Ok I found this on a website by a guy called Tomtg78: I know I'm replying to a 2 months comment and you might probably just solved... but I just spent an hour trying to figure it out... and found it.
You need to install, along with the plugin, this: www.unrealengine.com/marketplace/en-US/product/metahumans
Then, you need to create a Metahuman project, launch the engine and select the project you just created.
What I was doing was that I created an empty project. Looks like there might be some files missing etc, then I tried this, launched the Metahuman Project from the engine and boom, solved.
Let me know if this solves it.
So make sure your using a texture on the face. Make sure you have all the pluggins activated and installed. you need to activate all the pluggins.
@@imagineeverything Thank you! This solved it
Can you keep the DAZ skin and anatomical details that Metahuman covers? I hope so, because, why bother with adapting a DAZ body, especially one customized in sizes and anatomical details that often come with a pricetag, if it's to censor it?
Hey. No you cant use the skin details and anatomical thingies yet as far as I know. The skin should be something im sure they will add. I doubt they will adopt the anatomical parts but in time there are always people making plugins:) Metahuman only takes the faces and not the bodies. THis is due to the skeliton limitations.
@@imagineeverything so, it would be better to export the body and head meshes separately (I'm talking about 3D models, YT and FBI! Not actual living being!), do the Metahuman IDing then rejoin them in the BP components part?
@@DamielBE You can but then you lose the entire rig and setup which is what makes metahumans so good. Youe would have to repaint, rerig and set up the entire rig again. Not an easy task if you dont know what your doing. But yes its all possible. The other route is taking the metahuman body, resculpting that and retexturing that and then just transfering new stuff over to metahuman character. Probably easier. Still a giant task.
@@imagineeverything I had thought about it too, but I'm still too raw in my sculpting learning to tackle this solution. What I've thought about doing is to export the body as FBX, attach the metahuman head in blueprint, change the whole in solid mesh, export again in fbx, then import as skeletal mesh, and choose metahuman as skeleton. Would that work?
@@DamielBE oofff Thats a work around. If you export the metahuman as FBX into maya , blender then replace the body there. YOu would still need to reattatch the body and paint all of its weights. Then yes it should work, but we both know there will always be something else. Thats a big one. The way you described it would kinda work maybe. But you would still need to reatach your body and paint all those crazy weights onto the metahuman skeliton. If you decide o use the daz skeliton and then choose metahuman skeliton in unreal it wont work. You should import daz skeliton and then retarget the skeliton to the metahuman one.
All these options are long though. Not sure its worth it all. But if you leasrn sculpting then its fast. Take meta into blender and skulpt away and return it into unreal.
do you really need to convert the entire mesh to metahuman? what about only the face?
Hey mate. You can convert just the face but you will only have the face then. That’s when you generate the human and it asks for either full or just face . But you cannot use the daz body with a metahuman unfortunately.
@@imagineeverything mmm i get it
This guy is hillarious! mkay, and all those silly voices! love it! just subscribed because of it!
I love you to bro:) welcome and thanks for such a wicked message:)
Is it going to make me wait six months for it to compile 6,122 shaders EVERY time I open a project, or only when I'm pressed for time? I only ask for information. ;)
Once the shaders are cached then they should not cache again. What exactly happens. Let me know details and we can probably sort this out.
@@imagineeverything Hi, thanks for getting back to me so soon. I'm not sure what happened, but after restarting the engine and opening a saved project, everything was fine. Working my way through this. Thanks for the great information in this video by the way.
@@causam2508 Nice one mate. so your sorted then? Sometimes Unreal can be fussy...But she is worth it:)
@@imagineeverything I'm sorted. This is just a matter of learning a new software now, at least insofar as evaluating if it's worth our time to create products for Unreal. We've done pretty well in the Daz world, but the animation and etc as you may know is very much a broken arrow in Daz3D. We're thinking of expanding into the gaming market with assets like characters and etc, so this demonstration looked intriguing to me.
@@causam2508 Stick with unreal...its mind blowing:)
What if i want to use daz body for the metahuman body too?
You can’t . Not yet anyway. Things change fast so let’s see what comes. There a few hack ways but nothing that doesn’t take a ton of time or work properly . Let’s hope :)
I don't know anything about unreal, but is it possible to transfer the finished character to Blender? With the same textures and everything else?
Sure is:) from bridge just setup that the export goes to blender instead of unreal:)
@@imagineeverything Unbelievable! If you have time can you do a tutorial on this? That interests me a lot. Or send me to a tutorial link because I can't find anything on youtube!
@@Alkatribe hmmm I find only complicated vids...Sure Ill make one but you gotta gimmi time... Im a busy guy:) But I can do this. If searching metahuman to blender doesn't help you then Ill make one in the near....future...maybe....Ill try......hopefully....yes....no...yes....YES. ILL DO IT:)
@@imagineeverything Yes I understand, managing all this fanbase by being ultra famous must be really complicated, I still hope that you get out of it despite everything! lol
Thank you very much if you find the time to do the tutorial, it will help me a lot!! :)
@@Alkatribe HAHAH I wouldn't exactly call me ultra famous....or even famous...I think I have like 3 people listening to me:) hahaha. Na but I do have a full time job which takes most of my time . I will try though:) have a good one mate:)
I was wondering if u can do the body?
Hey mate. Unfortunately no. Metahuman uses its own body. Its a limitation for now. Perhaps in the future:) Hope that helps:)
BOOM! 🤣 Thank you so much for making this video. I'm looking forward to what you make next. Ok, so I downloaded MetaHuman the other day and played with. I love it. It is actually a really easy program to create in. Then we have UE5...way more complicated. Your video definitely makes me want to learn more. Most of what you said and did in UE5 is waaaaaay above my learning curve, but I can definitely see the amazing potential. The realistic quality of the MetaHumans is crazy! I have a feeling that UE5 lighting is going to be difficult. Can you bring the Daz Characters straight into UE5 without taking them into MetaHuman? I have like oh so many questions, but that's a good thing. It means you have made your video interesting :-)
Hello :) haha thank you Miss K. Lighting in UE is a dream come true. It is so easy. Ill do a vid and start tdoing more vids about UE:) Also you can send characters to UE using the Daz to Unreal Bridge. Its free in daz. I dont really use it because I like full control but it does work:) Try it out. There are other ways but they are long to setup. Ill get into that to one day:) WOOOOOOOOOOO. THank you:)
@@imagineeverything Ok, I will get the Daz to Unreal Bridge...although I like control too! LOL. I am really excited about learning all these new things and taking my 3D artwork to the next level. I have to keep telling myself that this isn't the 50 yard dash - it's a marathon 🙂
@@gettingdazzywithit haha Ill do some good tuts involving pipelines from daz to others:) My unreal pipline is tedious and long I need to make it smaller then Ill do a vid on it. HAHAHA na art is learning slowly and enjoying the learning Miss K:) Enjoy the process its fun and awesome:)
@@imagineeverything I LOVE the process. The only problem is finding time to sleep. But then again sleep is soooooo overated! 🤣😂
@@gettingdazzywithit Oh man tell me about it. I really hate time so much. Look and its 9pm, blink and it 2 in the morning:(
Das ist so verdammt irre. Ich probier seit Tage mit UE 5.1 herum. Ich schlafe kaum noch. Aber diese Video toppt alles!! Vielen Dank!
Das ist großartig zu hören, mein Freund. Vielen Dank für das nette Feedback und so glücklich, dass es geholfen hat :)
@@imagineeverything Jetzt müsste man sie nur nuch zum Umkleiden wieder in DAZ zurückgekommen. Und eine selbstgemachte DAZ Animation in UE zurück retargen. Diese Manneqiun Dinger mit Mixamo, Accurig etx gahen zwar, sind aber nicht so das, was ich gerne möchte. Aber wird wohl mit der Zeit.
@@achimschnick4890 Ha ja, die Kleidung Ich wollte ein Tutorial machen, aber es braucht Zeit, um es zu tun. Die Animationen können Sie die Daz-Animationen auf den Metamenschen umrichten :) und sie sollten ohne Probleme funktionieren. Ich werde sehen, was ich tun kann, sobald ich etwas Zeit habe :) Gute Nacht mate :)
@@imagineeverything Ich habe es jetzt mit zwei Models G8F versucht - Lashes gelöscht. Sieht aus wie ein Totensshädel ohne Augen und Nase, obwohl du das alles sehr klar beschrieben hast. Auch mit dem neuen Material. Ich mach da wohl was falsch. Ich probiere es aber weiter. Vielend Dank aber für die Arbeit.
@@achimschnick4890 Nicht wirklich. Dies ist für 8.1-Modelle. Es ist ein bisschen anders für 8. Versuchen Sie, ein Tutorial für 8 Modelle zu durchsuchen und sehen Sie vielleicht, dass es anders ist. Ich habe noch keinen für 8 gemacht. Ich sollte aber wahrscheinlich als nächstes zu 9 springen. Also ja, schau dir auf jeden Fall ein Tutorial für 8 an und ich denke, es ist anders :) Danke, dass du es mich wissen lässt, und ich hoffe, du findest es :) Lass es mich wissen, wenn du richtig kommst :)
not working when I click Mesh to metahuman its a long wait then I get a error
Hey mate. Ok so you exported obj. You brought it in unreal. You made a metahuman bluprint thingy. You added the texture to the face (very important). You clicked components to mesh and selected the character with the face material on. Then you selected nutral pose on the left hand side and zoomed nicely on the face . THe face needs to be all in the frame like in the vid. Then you promote frame and right after you hit track active frame. Dont move you viewport Just leave it after you set it up. Then if it has a good track you will see the eyes and mouth and cheek lines looking good. THis will always export a good metahuman. Let me know where it goes wrong for you and what steps you do. So beofre you select mesh to metahuman do you see your metahuman? If so then that might be a glitch with epic. All their crap is online and things always mess up. But if you do see your metahuman after doing the metahuman identity solve then your correct. Let me know and we try sort it:)
Hi, thank you for the tutorial.. I tried it earlier but it didn't work it says "failed to import" "failed to create assets" "polygons are degenerate" I could be more happier if it works! TYSM.. subbed
I'm curious which project type you are using, I tried it on GAMES, BLANK and it didn't work there
Hey:) Ok so what model are you using. Sounds like you need to clean it up. Polygons degenerat usually mean that they are multiple surfaces. When you imported into unreal did you say combine mesh?
@@zxdstudios7732 Hey any are fine. They all the same besides a few things that are setup. But they all the same in the end:) I use different ones for what I need as they setup the few things that you can use. Like FPS or some settings but all work the same:)
When u export it the scale of the character in daz has to be 100%
@@dropprojectsounds4606 Yeah dont change scale but also the messages you get also may mean the service is offline:) ive seen that a few times now. Thanks
Howdy my friend, schön Gruß nach Deutschland.
Howdy maam:) Hallo mein Freund:) Danke, dass du hier bist. Es ist wirklich schön, dich hier zu haben. Mein Deutsch ist schlecht, also hoffe ich, dass du das verstehst :)
Yes you can understand it well, my german is also slowly rusting.
@@melanieavril8308 Hey:) So your German right, but you dont live in Germany? Is this why your German is rusty? or do you have a german friend thats made of metal and they are slowly rusting :) haha
@@imagineeverything Giggles* No I don't have a friend called Ironman, I was born in good old Germany and emigrated to America with my family 16 years ago.
@@melanieavril8308 Ah ok:) sorry ...I was fascinated with the German but your German is getting rusty. I was like. huh haha. OK so short story. you hate Germany so you ran to USA...Does Germany know you hate Germany?...Why do you hate Germany...HAHAHAHA. Ok ok I'm just messing with you...In my next Vid if I remember I'm gonna do an American German accent:)...Just for you. Well I hope you still get a schnitzel und some saur kraut now and again and I wish you well there:)...Nice German with an American accent....I gotta look this up:)
I laughed too hard at your sound fxs onomatopoeias
Ha nice one:) Yeah being alone working can make you do odd things:) Glad you enjoyed it mate:) Thanks for the words and comment:)
Why not fbx? or daz to unreal?
Hey. Probably would work just fine. Just never tried it:)
how do you use a daz body instead of the metahuman body?
You cant. Unfortunately there is no ways for this. There is a bit of a hack tutorial online but its not a great way. Lets see in the future maybe bit not now:)
@@imagineeverything could you link the vid if you dont mind? I couldnt find it
@@chasingdaydreams2788 Sure here you go ua-cam.com/video/nxJfZNOUmbE/v-deo.html
since metahuman can't track eye size worth a shit, I think Imma hard pass on metahuman and just import 8.1 figures and make do til genesis 9 is available.
Yeah sometimes it has a terrible time tracking eyes. But when it tracks and the track is bad you can just manually move the points on the eye. Its quick and works just as well. Also make sure you have textures on the face and eyes. Just even basic textures. It works way better for tracking:)
Actually Ill do you one better. Ill add a vid by end of today about how to manually track a face thats not tracking:) Hope it helps:)
@@imagineeverything Metahuman does not track eye size at all. Transferring stylized/anime style meshes to metahuman is at this point impossible because of it. There are no known workarounds to fix metahuman's inability to change the size of the eyeball as far as I know at the time of writing this. textures don't help, it simply can't do it.
@@bryanharrison3889 Yes its limited.its the first version and so hopefully gets better with time.
wth is metahuman
Ha:) its a character creator for unreal. Its free and its wicked . Check it out:)
its like you ordered ferrari but you will get bmw instead. no use for me. nice tutorial anyways. leaving daz textures behind and using only metahuman textures is a no go. this is not a solution my friend this is something else....
also no tutorial online for "just copying facial data capture from any metahuman to blender or any other 3d app and retarget it to any face or any model, which should be the only case and makes sense while working in 3d world." why work only inside unreal when u can export metahuman mocap data to any other model in any other 3d app. and if this technique is not available unreal just want to make a monopoly which is not cool. i will wait for someone to find a way to do this.
cheers.
Whoa guns blazing huh. First thanks for saying nice tutorial:) I do tutorials for free in the little time I have for a few people that can use them. This is a noobs tut to get people into something like this. Now lets get into what your saying. First both cars are a waste of money. They pieces of overpriced metal. I'm not to sure what your saying is the more expensive metal here but lets say they both crap just like all corporations. So a monopoly is something all useless corporations go for. They all weak and broken and if not now then in the future they turn into that. Its just how humans work. So why unreal? Because it suites me NOW. I like it. It does what I want it to do. When it stops doing that I jump ship to the next program that benefits ME. The day I have a loyalty for some filthy company will be the day I lose the game completely:) you should check out my art pods for more info what I think about companies and loyalties to them. Now on to metahuman. Its in its infant stages and already wipes the floor with Daz in most aspects if you understand it and know how to use it. Its a pro tool built to be expanded in every way possible. Can you use daz Textures? Of course you can but its the know how on how to project the textures using maya or something like that, but the question is why? Metahuman has probably the most advanced skin shader to date. If I want to tweak I take them into painter or something else that people use and I can create anything I want there. Now lets get into the models itself. You can take any model and wrap it to any Daz model but that's a waste of my time. I usually take them into Zbrush and use morph mesher. It allows me to create any model, shape I want out of the metahuman with as little or as much details as I want and import it as a morph into unreal. Ill do a tut on it sometime. So not only am I getting all the benefits of metahuman. Rigged face and body and the ability to use the BP node system that can literally be used to drive anything you want, but I can create any character I want and texture it anyway I want. These thing will be made easier as Metahuman grows but its a mere baby still. Give it time. As for facial data capture of course you can. You can bake any facial out to a clip or back to key frames. You can export it in a click of a button and take it into any program of your choice. You can then re target it to any rig you may have. Its not covered because its the same process that has been covered for all other programs. Ask as many questions as you like but always be respectful and Ill answer them always. If this is not for you then its as easy as leaving it all and getting into what does suite you. Remember you owe nobody nothing and neither do I. I keep a clean and happy environment here. Always do what suites you best:) Have a good one mate and hope this helps with some of your questions:)🙂
@@imagineeverything you took it in a wrong way. i wasn't mad at you i was mad at overall all UA-cam creators who in the name of tutorials propose basic tutorials. advanced versions are always sold by high end orgs like udemy etc. i will try to use less words and explain the situation over here.
Aim/Goal:
complete the project in less time. in 3d world the one who masters faster delivery wins, not the one who takes 50 days to complete a task. in less money and less manpower.
Project Detail:
integrate cgi character in to live action footage, that means davinvi color grading, photorealism renders, smack it with onset captured HDRIs, color matching 3d model and color garded footage using nuke, and list goes on. so already huge work per shot.
required solution: make pipeline that is faster effective for a one man team vs 500 vfx artists in a giant company.
proposed pipeline:
1. take a daz3d character (faster easier way) non human, example alien, do some changes inside daz, bring it in blender retarget it with any free animation library already available according to scene need, using amazing plugins already available.
2. facial mocap problems -
all the available softwares till date are unrealistic may it be iclone, rokoko, iphone apps etc because moving face up and down is not facial performance capture, we need every bit of detail to match realism. which unreal offered after a long time. so its facial data capture is right now better than all the solutions currently in market for free or cheap.
how metahuman can help us :
use any base metahuman, make facial mocap data, simply export that data and slap it inside blender over the face of any existing 3d model. no plugin, no proper guided way anywhere on internet or on unreal official site. its like that data is stuck to metahumans and no one can use it. the max i saw was some guy did it in maya and that too cant achieve it succesfully.
so ferrai is daz character or any 3d model a person has. he wants gas in that ferrari. metahumans sold gas but said now take this cheap bmw instead of your ferrai and go on....
if you have solution to this problem, i kindly request you to show the way, and help me out else i need to use the same old ways of faceware, liveface etc with manual cleanups which takes forever.
solution i am looking for:
simply copy facial animation from metahuman, paste it on any 3d face in any software, wont mind if had to go through some changes in facial shape keys. this will eliminate unnecessary steps of importing separate textures again and again, or using substance painter, designer no one has that much time.
btw, nice tutorial but not what i was looking for. and i read my comment again and i feel like i never attacked you personally disrespected you in any way, either you grabbed it wrong or having a bad day, sorry for either of the cases. take care, hope you send me the solution.
@@imagineeverything Also,
""As for facial data capture of course you can. You can bake any facial out to a clip or back to key frames. You can export it in a click of a button and take it into any program of your choice. You can then re target it to any rig you may have. Its not covered because its the same process that has been covered for all other programs.""
as instructed by you respected sir, not even a single tutorial showing this on entire UA-cam community, if u can point me towards the direction of a tutorial who has done it i will be thankful to you.
in case of rokoko simple copy paste works in blender but this is not the case in metahumans animated keyfames :(
Hey . Thanks for the breakdown. I didn’t see it as attack mate. Maybe just thought u we’re angry:) but also showing you solutions. I understand better now :) thanks . Yeah there always work around and they never make it to easy but it’s getting there . Think about a good few years ago. Only the top end companies had access to a ton of incredible assets like megascans. Now we got em. Remember how long it took to create a character and rig it? Now we have daz, cc and metahuman that we can just create and add in. Changes happen fast. Metahumans is a birth of something pretty damn impressive . Give it time and hopefully it will get a lot better. I’m also hoping to use das bodies because I make some sweet ones haha. I’m also gonna be doing a tutorial on how to use daz clothes on metahuman and how convert daz hair to unreal groom . I’ll look into facial capture to but it’s heavily dependant on the joints in the face. Metahumans have a crazy amount of joints . Nice one mate . Shout if you have any specific questions and if I can help I shall :) have a great night :)
@@BlackburnZ_INDIA Also let me look into this more. I think being able to use Unreal facial animation on Daz figures would be awesome. The problem is I think DAz uses Morphs to animate and Unreal uses joints. CC also uses joints. Ill check it all out. Let me take a closer look :) have a good weekend mate:)
Export it as obj and import it as fbx? How?
Hey. No you export it as an obj and import it as an obj. You can also export as fbx and then import it as an FBX. Hope that helps.
@@imagineeverything Danke für die Antwort. Wenn du die Datei in die UE reinziehst steht da aber FBX Import. Das war etwas verwirrend.
@@8ball758 ah okay. Ja, ist in Ordnung. es funktioniert :) glücklich, dass es funktioniert hat. Gute Nacht :) Mein Deutsch ist schrecklich, aber ich lerne