These behind the scenes are very valuable. Thanks for doing them even though they don't bring in the views. As soon as unreal vtubing blows up your videos will blow up too.
as someone who's been trying to birng my Robot kid character (my Virtual Personal ) to life over the last couple months, you really present it like it's something simple, yet in fact, rigging & skinning characters and Implementging them perefectly into Unreal Engine, is still one of the most complicated aspects of dealing with this engine. and I can't believe how you've taken it to such great lengths of real-time cloth simulation in Virtual Production, and what not. I reall hope epic will come with easier workflows, regarding skeletal meshes later.
I think it's Control W or S to pin fabric in place. And you can move the pins or tell it to attach to fabric or body. And you can layer clothing in MD as well. Just like Photoshop or any app with layers. So you don't have to fake the layers by sewing them together. You can send forward, backward etc so the fabric doesn't bleed through. also take a look at strengthen and you can change the fabric type so it will hold it's shape better.
At 10:02 Select all your offending vertices and go to Rigging/Skin/Smooth skin weights This will average the weights of your selection of vertices to the surrounding vertices. Much quicker than manually painting off the weights.
There is a cloth setting under the cloth tab where you paint where you can turn on self collision which would help with the cloth between the Jedi legs!
Happy Friday Matt! I've been following you since your cinematography breakdown videos. Super excited to see your growth and truly appreciate your dedication to educating the creative community. Have an awesome weekend!
Eres grande Workman! ya estoy haciendo producción virtual gracias a ti. gracias por tu trabajo y lo que compartes. además, los comentarios de los subscriptores son muy buenos también, aprendo mucho.
@@CinematographyDatabase it works very well if your mesh is very dense and clothing just doesn't look good on it. Instead, you can use proxy mesh with lower polycount, apply clothing to it and then eventually it will project to original mesh.
Thanks for sharing your process on this Matt. It really helps out the rest of us who are trying to learn it as well. Could you link the tutorials you've followed that have been the most helpful? Skinning in particular the part of the workflow I need to understand better.
Pretty much any Maya character rigging video will cover the basics. You just have to find someone you can actually watch for hours. Most characters are super cartoony which is where they lose me.
I suggest you tu use the dual quaternion skinning, is way more precise and often avoid hips to influence arms. Furthermore, when the arm part is stretched like in your video ( 1,50 ) os because you must assign max influence to the arm by the nearest arm bone
@@CinematographyDatabase just select the questionable vertex and apply The Hammer . There is an icon in the skinning tab as well as a menu item in the Skinning/Rigging UI
@@CinematographyDatabase It considers the weights and influences of the selected vertex neighbours, then does a smooth. For odd shaped sleeves I use it all the time, sometimes you may have to apply several times. Also when I’m using the maya standard skinning tools I prune with impunity :D
Thanks for the informative view of this flow, im just a character artist right now that only has to deal with model sculpting, retopo and texturing, but bringing them to life like this really interests me. Just curious what would it be like moving into virtual productions from a game developers standpoint. anyway keep it up!
How do I prevent the skin from going thru my clothes? Should the human body's capsules be larger than the clothing capsules or vice versa? I'm not understanding this part
a trick that we do in Daz Studio to transfer over weights to clothing is to make a "Tight" version of the clothing as the version used to paint weights, this is so that the auto transfer of the rigging works a bit better since the tight shape is closer to the original mesh. Then the "final shape" is loaded as a morph onto the "tight" version of the clothing. Not sure if that workflow would work with your process in Maya?
Just at the point of weight painting a kimono 😅 nearly gave up but this video inspired me to keep going. Might make the sleeves a bit skinnier though as its way looser than yours and causing issues. I'm using a MD/Blender workflow atm but I tried to take it into ue5 to see how it looked and got a duplicate vertices error when activating cloth sim but i removed doubles before taking it into unreal. Did you encounter this issue at all?
I didn’t get that error. But there is a new way to do this with the Panel Cloth Asset that is bit better. Overall the same techniques but you let UE5 do the skinning.
Man this work is amazing. As someone Who works in film as an actor, sfx makeup artist, director. So amazed! we (Lauren Cochrane and I) worked in a project doing a improvised animation in VR. But this is the next level. If you need any collaborations in the areas above. Please let me know. We'd love to help in any way!
Been doing this for a while but the Metahuman thing has eluded me. excited to see what you do. I can't get anything IN or out of Metahuman, lol. I use Blender. But so far, nothing.
Thanks a lot! You talked a few videos earlier about small tracking systems for hands and fingers especially. Do you have any tips on how to get the best results for precision finger tracking?
Fucking awesome. I have been using MD, Blender, CC3, iCLone for years. I can make clothing as good as you do. But I have a really hard time making the physics work. I have been studying UE5 and Blue Prints. I want to make Star Trek TOS characters with the uniforms that they wear. I have already been making the inside sets of the Enterprise in Blender to put in UE5. I also use 3D Coat for texturing. This inspires me, and I hope this will help me learn to deal with my weak areas, like the clothing and hair physics.
Hey Matt! I use a Vicon Shogun system as well. I'm wondering how you get Shogun to stream to the Metahuman, or if you do retargeting in post. If you are streaming the skeleton, what MetaHuman Skeleton are you using? thanks for the awesome videos bro!
Hey man one day can you more in depth about how you moved the Metahuman to marvelous so you can match the clothing dimensions to the Metahuman? Every vid I seen seems to skip that and also how they got the custom clothes to go back to the Metahuman in UE5.
literally answered exactly what i was looking for thanks!! just one more question is it possible to bring in alembic pre animated cloth sims inside of unreal properly ? or this is the only way?
yes it is more easier with trimirror so much so that epic financed them, soon in a couple of weeks they will release the final version on the market, we have to be attentive.
Hi Cinematography Database, Your MetaHuman Workflow is AMAZING!. I'm having a very difficult time importing a MetaHuman into Marvelous Designer. I keep trying and it gives me this message."Arrangement Points were not fitted to the avatar. The avatar must be in a T-pose or A-pose". How do I fix this?. I thought MetaHumans were already in an A-pose. Great Video!. I subscribed!
@@CinematographyDatabase The model imported!. Thanks for Helping me!. Now I need your help with something else. How do you rotate your MetaHuman in Marvelous Designer?. I noticed in the video the MetaHuman was rotated correctly. How did you get the MetaHuman imported correctly?
damn i really got hop on this, im in miami and theres this new strip club that wants me to make cgi women and i have to design the lingerie. and they got crazy ideas bro.
I was just thinking that, I've seen some really decent clothing plugins for blender, might just stick with those over the $280p/a price tag for Designer
Pretty affordable? That's how you know the industry got you in their hands. You don't own the software. It's subscription based and you either pay a lot of money upfront for the whole year or pay the more expensive monthly price. ; You know there is software that is doing a great job and gives you free updates after the one time purchase. If you can't afford Marvelous Designer anymore you lose access. But that was different. There was a time where you could buy a perpetual license. For around 250€ . Now you pay more than that amount for a year, if you pay upfront otherwise you pay around double of that. Yes the perpetual license wouldn't have the newest version, after the next release, but you can use your specific version forever. Now you have to keep paying if you want to keep using. You should never support this. It's just big companies taking your money and making it normal.
i love ue4 but the fact that cloth and hair simulation are still crap really made me sad even with perfectly weighted cloth the clothing are stimulated horribly
These behind the scenes are very valuable. Thanks for doing them even though they don't bring in the views. As soon as unreal vtubing blows up your videos will blow up too.
This is pretty niche for now, my short form on most other platforms gets the views. Content on this channel is more for long term.
as someone who's been trying to birng my Robot kid character (my Virtual Personal ) to life over the last couple months, you really present it like it's something simple, yet in fact, rigging & skinning characters and Implementging them perefectly into Unreal Engine, is still one of the most complicated aspects of dealing with this engine. and I can't believe how you've taken it to such great lengths of real-time cloth simulation in Virtual Production, and what not.
I reall hope epic will come with easier workflows, regarding skeletal meshes later.
You are a work horse. I’m familiar with these processes, so I know. Kudos for the drive and effort, you make it look easy.
Great tip on gluing the cloth to the top of the arm. Thanks!
I think it's Control W or S to pin fabric in place. And you can move the pins or tell it to attach to fabric or body. And you can layer clothing in MD as well. Just like Photoshop or any app with layers. So you don't have to fake the layers by sewing them together. You can send forward, backward etc so the fabric doesn't bleed through. also take a look at strengthen and you can change the fabric type so it will hold it's shape better.
I love that you used Halo Master Chief armor for this example. That was specifically the armor I was considering porting over.
At 10:02
Select all your offending vertices and go to
Rigging/Skin/Smooth skin weights
This will average the weights of your selection of vertices to the surrounding vertices. Much quicker than manually painting off the weights.
Cloth creation looks so possible now. Fun stuff!
This is exactly the questions I was asking myself and you just answered them all in one video hahaha.
same here
There is a cloth setting under the cloth tab where you paint where you can turn on self collision which would help with the cloth between the Jedi legs!
I came for the worklow and stayed for the sick dance moves
Happy Friday Matt! I've been following you since your cinematography breakdown videos. Super excited to see your growth and truly appreciate your dedication to educating the creative community. Have an awesome weekend!
the Masterchief clip looks so good
Eres grande Workman! ya estoy haciendo producción virtual gracias a ti. gracias por tu trabajo y lo que compartes. además, los comentarios de los subscriptores son muy buenos también, aprendo mucho.
That mocap, it's insane
you have done an awesome job thanks again for sharing.. very inspiring..
thanks for this. It answered questions I didn't even know i needed to ask.
Nice moves virtual and real
so sick, dude. you're inspiration
I like these devlog, keep it coming!
Star Wars & Halo ? Sick.
Proxy meshes can be really helpful for clothing too!
I’ve heard of that technique but haven’t tried it out yet
@@CinematographyDatabase it works very well if your mesh is very dense and clothing just doesn't look good on it. Instead, you can use proxy mesh with lower polycount, apply clothing to it and then eventually it will project to original mesh.
Thanks for sharing your process on this Matt. It really helps out the rest of us who are trying to learn it as well. Could you link the tutorials you've followed that have been the most helpful? Skinning in particular the part of the workflow I need to understand better.
Pretty much any Maya character rigging video will cover the basics. You just have to find someone you can actually watch for hours. Most characters are super cartoony which is where they lose me.
I suggest you tu use the dual quaternion skinning, is way more precise and often avoid hips to influence arms.
Furthermore, when the arm part is stretched like in your video ( 1,50 ) os because you must assign max influence to the arm by the nearest arm bone
Hammer Skin weights is great for cleaning up stray vertex as well.
I’ve heard of the tool but I need to watch a tutorial on how it works
@@CinematographyDatabase just select the questionable vertex and apply The Hammer . There is an icon in the skinning tab as well as a menu item in the Skinning/Rigging UI
@@shawnpatapoff5846 does it like smooth/normalize all of the weights you “hammer”?
@@CinematographyDatabase It considers the weights and influences of the selected vertex neighbours, then does a smooth. For odd shaped sleeves I use it all the time, sometimes you may have to apply several times. Also when I’m using the maya standard skinning tools I prune with impunity :D
You are so damn right that the skin weights and physics and clipping is the bitch of the whole thing.
Thank you for this video.
Thanks for the informative view of this flow, im just a character artist right now that only has to deal with model sculpting, retopo and texturing, but bringing them to life like this really interests me.
Just curious what would it be like moving into virtual productions from a game developers standpoint.
anyway keep it up!
Great stuff as usual!
Very helpful thanks.
Thanks for the information! This is great!!
How do I prevent the skin from going thru my clothes? Should the human body's capsules be larger than the clothing capsules or vice versa? I'm not understanding this part
Very informative thanks!
a trick that we do in Daz Studio to transfer over weights to clothing is to make a "Tight" version of the clothing as the version used to paint weights, this is so that the auto transfer of the rigging works a bit better since the tight shape is closer to the original mesh.
Then the "final shape" is loaded as a morph onto the "tight" version of the clothing.
Not sure if that workflow would work with your process in Maya?
That’s an interesting technique. It’s definitely possible in Maya, I’ll have to try it at some point.
Just at the point of weight painting a kimono 😅 nearly gave up but this video inspired me to keep going. Might make the sleeves a bit skinnier though as its way looser than yours and causing issues. I'm using a MD/Blender workflow atm but I tried to take it into ue5 to see how it looked and got a duplicate vertices error when activating cloth sim but i removed doubles before taking it into unreal. Did you encounter this issue at all?
I didn’t get that error. But there is a new way to do this with the Panel Cloth Asset that is bit better. Overall the same techniques but you let UE5 do the skinning.
very cool
Very helpful
So you put motion trackers on the gun and light saber to get the animation so perfect?
Man this work is amazing. As someone Who works in film as an actor, sfx makeup artist, director. So amazed! we (Lauren Cochrane and I) worked in a project doing a improvised animation in VR. But this is the next level. If you need any collaborations in the areas above. Please let me know. We'd love to help in any way!
I love all your work, they are very interesting, please recommend me a complete course on track camera configuration with unreal and htc vive. Thanks
thank you for the video! It was really helpful. :)
Great video! Thank you! Btw where can I gat this nice Unreal cap?
Been doing this for a while but the Metahuman thing has eluded me. excited to see what you do. I can't get anything IN or out of Metahuman, lol. I use Blender. But so far, nothing.
Thanks a lot!
You talked a few videos earlier about small tracking systems for hands and fingers especially. Do you have any tips on how to get the best results for precision finger tracking?
I was following your construction PPE tutorial using Marvelous designer(male) and for some reason I cant find the series today. Have you removed them?
how can you render sequence while in game mode, cause when in game mode, render movie settings cannot capture movie, whats your process? thnx
Nice! One question: how did you add shoes to your metahuman?
Blender has a modifier for transferring weights from one mesh to another.
yeah I've heard they have an equivalent workflow, I believe in UE 5.3 we can do it directly in Engine.
U r a genius
Fucking awesome. I have been using MD, Blender, CC3, iCLone for years. I can make clothing as good as you do. But I have a really hard time making the physics work. I have been studying UE5 and Blue Prints.
I want to make Star Trek TOS characters with the uniforms that they wear.
I have already been making the inside sets of the Enterprise in Blender to put in UE5. I also use 3D Coat for texturing.
This inspires me, and I hope this will help me learn to deal with my weak areas, like the clothing and hair physics.
Hey Matt!
I use a Vicon Shogun system as well. I'm wondering how you get Shogun to stream to the Metahuman, or if you do retargeting in post. If you are streaming the skeleton, what MetaHuman Skeleton are you using? thanks for the awesome videos bro!
Great workflow - thanks for this. How many cameras are you using with your Vicon system?
10x Veros. I have a video showing the system in detail
When is cine tracer going to finished? Or at least update?
Hey man one day can you more in depth about how you moved the Metahuman to marvelous so you can match the clothing dimensions to the Metahuman? Every vid I seen seems to skip that and also how they got the custom clothes to go back to the Metahuman in UE5.
Watch the pain from my live streams 😂
Is Marvelous Designer a free program? Any videos on this software?
It’s not free and there are lots of tutorials on UA-cam.
When do you release the next version of Cinetracer?
Check on the Cine Tracer Instagram, I’m making a new version in Unreal Engine 5 with MetaHumans
And I LOVE weight painting. I'm weird I know, lol.
Legend
literally answered exactly what i was looking for
thanks!!
just one more question is it possible to bring in alembic pre animated cloth sims
inside of unreal properly ? or this is the only way?
You can import into UE any Alembic cached animation. Will worked.
What about Trimirror? Does anyone know something about Trimirror and if it's able to simplify the workflow of creating custom clothing for metahumans?
yes it is more easier with trimirror so much so that epic financed them, soon in a couple of weeks they will release the final version on the market, we have to be attentive.
Are you still using Rokoko suit? Have you had any issues?
Hi Cinematography Database, Your MetaHuman Workflow is AMAZING!. I'm having a very difficult time importing a MetaHuman into Marvelous Designer. I keep trying and it gives me this message."Arrangement Points were not fitted to the avatar.
The avatar must be in a T-pose or A-pose". How do I fix this?. I thought MetaHumans were already in an A-pose. Great Video!. I subscribed!
You dal do it without the arrangement points, they just help placing the garment in 3D. MetaHuman base pose is an A pose for sure.
@@CinematographyDatabase The model imported!. Thanks for Helping me!. Now I need your help with something else. How do you rotate your MetaHuman in Marvelous Designer?. I noticed in the video the MetaHuman was rotated correctly. How did you get the MetaHuman imported correctly?
thanks!!
What software did you use to texture the clothes? Was that done in marvelous designer?
I use Adobe Substance Painter for baking and texturing.
Autodesk is waiting for some one to take their place
good afternoon ! if suddenly it’s not difficult for you, you can share character animations
CAN WE USE CHARACTER CREATOR , IS IT EASY?
damn i really got hop on this, im in miami and theres this new strip club that wants me to make cgi women and i have to design the lingerie. and they got crazy ideas bro.
og bboy style :)
what is the name of the program
what suit are you using to make the animation?
Vicon motion capture system, there are videos on it on this channel
Is it possible ti make this type of cloth in blender?
Yeah Blender works fine too.
@@CinematographyDatabase is it possible to swap Maya out for Blender in your workflow? is there something equivalent to skinning in blender? thanks!
What is he using for mocap?
Vicon optical system (10x Vero Cameras)
Man this video is *loaded* with ads. Jeez. I'm 2 minutes in and on my fourth ad.
how much that mocap suit cost for you?
50,000 usd T_:T O.O
The biggest mystery in all these workflow tutorials for me is still how people are able to pay for the overpriced Marvelous Designer subscription..
I was just thinking that, I've seen some really decent clothing plugins for blender, might just stick with those over the $280p/a price tag for Designer
gara gara salah beli maen film ga jadi gw bilang sorry akhirnya gw tilep lagi
Hello break dancers 👋😁
Pretty affordable? That's how you know the industry got you in their hands. You don't own the software. It's subscription based and you either pay a lot of money upfront for the whole year or pay the more expensive monthly price. ; You know there is software that is doing a great job and gives you free updates after the one time purchase. If you can't afford Marvelous Designer anymore you lose access.
But that was different. There was a time where you could buy a perpetual license. For around 250€ . Now you pay more than that amount for a year, if you pay upfront otherwise you pay around double of that.
Yes the perpetual license wouldn't have the newest version, after the next release, but you can use your specific version forever. Now you have to keep paying if you want to keep using.
You should never support this. It's just big companies taking your money and making it normal.
i love ue4 but the fact that cloth and hair simulation are still crap really made me sad
even with perfectly weighted cloth the clothing are stimulated horribly
Dude! you use Unreal engine at the same time Do stunts!!!!!!!! WHAT!!!!?? not every one can do that!!
gj
请问您是中国人吗?
follow what you just say you are doing someting
thank you for this! well done!
very cool