I just wanted to thank you because i really think you saved a big part of my life with this tutorial, thank you so much for your high quality work, really thank you so much
@@spaceorcastudio Is there a way to set up the shapekeys so say eyeLookL will move both the eyeball and deform the eyelids a little bit. Kind of like in the example on the Metahuman control curves page? If I add eyelookL to the eyeball and to the head I think it will confuse the rig..
@@MG_3D I think since you export the head and the eye on the same object you can set a blend shape that deform both, you are talking about those eye blend shapes that deform the head with eye movement right?
I got the rig to work. I'm curious how you managed to put a control rog on top of the Face Board rig. When I added extra controls for ears and neck in the Faceboard rig it broke the rig for me.
@@MG_3D I just attached the faceboard to the head bone, and the body rig is a completely diferent rig, but I don't know how the head will behave if you have blendshapes on the ear being controled by the body rig
I'm afraid this leaves out the information that is vital to get to the stage you're at. Why does the the face board already look like this dog chr? how did that happen? have you done a mesh to metahuman and used your dog face as the source? you comment that you 'have to have blendshapes already' - how did they magically appear? are you modeling the dog and manipulating the polys into a shape that would be the shapes?
Could you transfer the weight from the metahuman dog face to your custom dog face, so that you wouldn’t need to hand sculpt anything, the rig itself would reshape the model?
@@scottbarrett1073 Ooooo now I get what is making confusion, that "dog head" that shows up when I'm editing the faceboard is a custom metahuman I'm making using metapipe, it has nothing to do with this workflow I show on the video, but sure you could, but the best aproach would be metapipe. For heavily stylized characters and animals I would sugest something like faceit (in blender) or advanced skeleton (in maya)
I just wanted to thank you because i really think you saved a big part of my life with this tutorial, thank you so much for your high quality work, really thank you so much
thats why I put the infor out, even if I don't have to much time to make a pretty video, I'm glad it helped
Nice work! When you imported your face to UE w/blendshapes did you combine the meshes on import or did you combine them in blender?
in unreal, just like a metahuman, combine them inside the bp!
@@spaceorcastudio Is there a way to set up the shapekeys so say eyeLookL will move both the eyeball and deform the eyelids a little bit. Kind of like in the example on the Metahuman control curves page? If I add eyelookL to the eyeball and to the head I think it will confuse the rig..
@@MG_3D I think since you export the head and the eye on the same object you can set a blend shape that deform both, you are talking about those eye blend shapes that deform the head with eye movement right?
I got the rig to work. I'm curious how you managed to put a control rog on top of the Face Board rig. When I added extra controls for ears and neck in the Faceboard rig it broke the rig for me.
@@MG_3D I just attached the faceboard to the head bone, and the body rig is a completely diferent rig, but I don't know how the head will behave if you have blendshapes on the ear being controled by the body rig
Have some detail when export and import the mesh and rig to unreal engine 5 ? I would like see more details about it .
ok, I will check it and post a little update!
but it's just standart unreal export, just pay attention to have head and body split
I'm afraid this leaves out the information that is vital to get to the stage you're at. Why does the the face board already look like this dog chr? how did that happen? have you done a mesh to metahuman and used your dog face as the source? you comment that you 'have to have blendshapes already' - how did they magically appear? are you modeling the dog and manipulating the polys into a shape that would be the shapes?
yea it's just vanilla blendshapes, just a character mesh, where I took blendshapes and sculpted them by hand
Could you transfer the weight from the metahuman dog face to your custom dog face, so that you wouldn’t need to hand sculpt anything, the rig itself would reshape the model?
@@scottbarrett1073 Ooooo now I get what is making confusion, that "dog head" that shows up when I'm editing the faceboard is a custom metahuman I'm making using metapipe, it has nothing to do with this workflow I show on the video, but sure you could, but the best aproach would be metapipe. For heavily stylized characters and animals I would sugest something like faceit (in blender) or advanced skeleton (in maya)
Marvelous!
Great
wow 🤩 look at this
is it necessary to configure shape keys ?
Yes, you have to have them in your character
@@spaceorcastudio okay thank you very much !