Whenever I export my new metahuman body from Maya to unreal engine replace the old metahuman body with the new body, my metahuman head doesn't algin up with the new metahuman body. How can I fix the problem? do you think its a pivot issue in maya?
hi! I created a blendshape successfully but when I export the body & rigs from Maya to UE5, the head is included and there is no morph target. Any idea why this might be happening?
Look my video "Custom Body for Metahuman Tutorial Part 2". There I show how you can import morph target to Unreal Engine together with the custom body.
Hi there, I’m making a pose for my metahuman that implies to rotate few joints and also edit the location of 2 spine joints so I can make the mh taller. Dunno If I must follow your tutorial for this or there's easier way directly into UE5.4 . When I bake to animation sequence and add it in sequencer I just see the joints rotated but the spine joints aren’t affected. is there a way to make a working animation sequence that reads the spine joints too?
I'm not exactly sure what you modified, but one thing is clear: when exporting, your Metahuman body needs to keep the same structure and bone names. If you move or rotate the bones, it's crucial to re-skin the body mesh to the new bone positions afterward. Otherwise, the bones will snap back to their original positions.
When exporting the character, it floats 2 cm in the air, because of the flip flops. I tried moving the rig down and then moving the root back to 0,0,0 with the move skinned joints tool, but that doesn't seem to be enough. Do you know a good way to fix this?
you can just modify the mesh in max and export it in obj format without skeleton, just pure mesh, then just directly import it as a morph target in original metahuman body skeletal mesh. And btw you can do the same thing with head/face mesh or otherwise youre gonna suffer with hair, eyebrows etc. 1. Modify body and export in obj or fbx without skeleton, 2. Open original MH body, got to morph target tab and just click import. 3. Set morph target in blueprint. 4. done. everything going to work as intended and no need to export with skeleton, duplicate mh or anything else.
Does this still work? Bridge is just giving me this: "Use in Bridge for UE5 The UAsset version of this MetaHuman is not compatible with UE4. You can download it in Bridge for UE5." I can't even download the MH.
@@Alexander_Beim But Bridge in UE5 doesn't have an option to export to Maya, right? Anyway, I solved it. In Bridge you have to set Export and download settings to "UAsset + Source Asset"
Bad Decisions does the same thing with Blender - look for their video customizing a metahuman (darth maul in the thumbnail). The only main difference is the Maya to Zbrush method is retaining the quad mesh, but since it’s going into Unreal in the end, it gets converted to triangles anyways. They do the same process, just export from unreal, bring into blender, sculpt on a blend shape and export back to unreal using the blend shape to morph the MH in unreal.
What are you people even talking about, and WTF is going on with this video? I says May 2024 but it's using Metahuman 3 from late 2022; None of those options have been in quixel bridge bridge for a long time. Did this dude pay for a bunch of robot accounts to like and comment on this video or what's going on? Not to even bring into mention the fact he's just using a text-to-speech AI narrator.
This is the best tutor I've ever seen related to Custom Metahuman!!!
Thanks you. and i love your teaching style🔥🔥
Whenever I export my new metahuman body from Maya to unreal engine replace the old metahuman body with the new body, my metahuman head doesn't algin up with the new metahuman body. How can I fix the problem? do you think its a pivot issue in maya?
Without any plugin. With expensive software. However Good to know.
I sculp in Cinema4D export as FBX/Obj. but iget : Failed to add... The MEsh must be compable with Metahuman ZTopology. Mismatch Num Vertices☹
Perhaps you need to reassign the correct vertex order of the model. I know how to do this in Maya, but I don't know how to do it in Cinema 4D.
hi! I created a blendshape successfully but when I export the body & rigs from Maya to UE5, the head is included and there is no morph target. Any idea why this might be happening?
Look my video "Custom Body for Metahuman Tutorial Part 2". There I show how you can import morph target to Unreal Engine together with the custom body.
Great tutorial, but sure i met the same problem:) Thanks for your question, when i export, Maya said "no morph target"...
can we change the hight using this method?
Hight?
@@Alexander_Beim sorry I meant "Height"
@@blacies2166 Yes, sure. You can move joints. Watch this video: "Custom Body for MetaHuman Tutorial Part 2 ....."
Hi there, I’m making a pose for my metahuman that implies to rotate few joints and also edit the location of 2 spine joints so I can make the mh taller. Dunno If I must follow your tutorial for this or there's easier way directly into UE5.4 .
When I bake to animation sequence and add it in sequencer I just see the joints rotated but the spine joints aren’t affected. is there a way to make a working animation sequence that reads the spine joints too?
I'm not exactly sure what you modified, but one thing is clear: when exporting, your Metahuman body needs to keep the same structure and bone names. If you move or rotate the bones, it's crucial to re-skin the body mesh to the new bone positions afterward. Otherwise, the bones will snap back to their original positions.
Thank you so much. I followed along and I got it right. Great tutorial.
When exporting the character, it floats 2 cm in the air, because of the flip flops. I tried moving the rig down and then moving the root back to 0,0,0 with the move skinned joints tool, but that doesn't seem to be enough. Do you know a good way to fix this?
When you move the skeleton, you need also re add skin on, on new position.
Which Maya version do you use?
2023- 2024
Can I do the same thing in 3ds Max using morph targets?
You can try. Important is, to export it as FBX.
you can just modify the mesh in max and export it in obj format without skeleton, just pure mesh, then just directly import it as a morph target in original metahuman body skeletal mesh. And btw you can do the same thing with head/face mesh or otherwise youre gonna suffer with hair, eyebrows etc.
1. Modify body and export in obj or fbx without skeleton,
2. Open original MH body, got to morph target tab and just click import.
3. Set morph target in blueprint.
4. done.
everything going to work as intended and no need to export with skeleton, duplicate mh or anything else.
Does this still work? Bridge is just giving me this: "Use in Bridge for UE5
The UAsset version of this MetaHuman is not compatible with UE4. You can download it in Bridge for UE5."
I can't even download the MH.
Is no mater what bridge are you using in UE or standalone. Use bridge in UE.
@@Alexander_Beim But Bridge in UE5 doesn't have an option to export to Maya, right?
Anyway, I solved it. In Bridge you have to set Export and download settings to "UAsset + Source Asset"
@@roundfourde right, I showed it also in video.
@@Alexander_Beim Yes, you are right. Sorry for confusion... my brain is not working correctly
Why even bring it into zbrush?
For editing.
this is misleading. "without any plugins" should also include additional super expensive software most of us don't have.
Same you can do with Blender. What you cant replace is Unreal Engine.
Bad Decisions does the same thing with Blender - look for their video customizing a metahuman (darth maul in the thumbnail). The only main difference is the Maya to Zbrush method is retaining the quad mesh, but since it’s going into Unreal in the end, it gets converted to triangles anyways. They do the same process, just export from unreal, bring into blender, sculpt on a blend shape and export back to unreal using the blend shape to morph the MH in unreal.
thanks for the tutor!
thank you. Very useful.
Thanks 👍
What are you people even talking about, and WTF is going on with this video? I says May 2024 but it's using Metahuman 3 from late 2022; None of those options have been in quixel bridge bridge for a long time. Did this dude pay for a bunch of robot accounts to like and comment on this video or what's going on? Not to even bring into mention the fact he's just using a text-to-speech AI narrator.
Thanks for comment. Can you pls create tutorial, how you make custom body in MetaHuman model?