Skin a metahuman's mesh to Rigify rig in Blender 4 (UE Metahuman - Blender pipeline #3 of 6)

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  • Опубліковано 16 січ 2024
  • Previous tutorial: • Rig Metahuman with Rig...
    Next tutorial: • Retarget mixamo animat...
    In this tutorial we'll skin a metahuman with automatic weights.

КОМЕНТАРІ • 19

  • @Nerd-we2pz
    @Nerd-we2pz 5 місяців тому

    Can't wait to see this series more!😆

    • @Bakyt3D
      @Bakyt3D  5 місяців тому

      mee too 😊 but have so little free time⏳most of which goes to edit recorded tutorial

  • @shanedooley7105
    @shanedooley7105 2 місяці тому

    Hey, thanks so much for this series, its amazing. I'm having issues trying to return back to real world scale. At what point or how can I scale the mesh and armature back to its original scale and apply it. Thanks!

    • @Bakyt3D
      @Bakyt3D  2 місяці тому

      I'm glad if it helped.
      You can scale the rig in object mode to 0.01 at any time and continue to work with your animation. though root armature will remain huge, you won't need root armature anyway, so it can remain hidden. If you need changes in root armature you can still do them, and then regenerate the rig to its real world scale.

  • @rachmadagungpambudi7820
    @rachmadagungpambudi7820 4 місяці тому

    "Bone Heat Weighting: failed to find solution for one or more bones" why ?

    • @Bakyt3D
      @Bakyt3D  4 місяці тому

      try CGDive's solution: [SOLVED] Bone Heat Weighting failed (Automatic Weights doesn't work in Blender)

  • @hotsauce7124
    @hotsauce7124 4 місяці тому

    Hello, did you make a weight painting tutorial?

    • @Bakyt3D
      @Bakyt3D  4 місяці тому +1

      will be ready in about a week or so

    • @hotsauce7124
      @hotsauce7124 4 місяці тому

      @@Bakyt3D thank you

    • @Bakyt3D
      @Bakyt3D  4 місяці тому

      @@hotsauce7124 you're welcome 🤗

    • @Bakyt3D
      @Bakyt3D  4 місяці тому

      @@hotsauce7124 BTW, the upcoming weight painting tutorial will be focused on the face, not the body.

  • @FaruCG
    @FaruCG 5 місяців тому

    Metahuman to blender -⁠) mutton chops beard no mash problem please solved bro..

    • @Bakyt3D
      @Bakyt3D  5 місяців тому

      I see mutton chops beard has an exclamation mark, it means the beard is experimental. Choose another one without exclamation mark.

  • @MotuDaaduBhai
    @MotuDaaduBhai 4 місяці тому

    Can I attach a metahuman skeleton to a custom mesh using the same method?

    • @Bakyt3D
      @Bakyt3D  4 місяці тому

      Sure you can, but be careful not to change bones locations otherwise you will have problems when retargeting back to unreal. If you intended to use your mesh in blender only then don't go through all this process. Simply add armature -> Human (meta-rig) and adjust it according your mesh in edit mode.

    • @MotuDaaduBhai
      @MotuDaaduBhai 4 місяці тому

      @@Bakyt3D I was looking for a workaround for attaching Metahuman base skeleton to a custom body mesh. There is a process with metapipe plugin but it requires Maya and Wrap3D which are expensive. And on top of that, it is very hard to work with body which has unique features and hard to wrap on. Your workflow shows some light at the end of the tunnel. Let’s see if it works :)

    • @Bakyt3D
      @Bakyt3D  4 місяці тому +1

      @@MotuDaaduBhai this workflow is mainly about taking metahuman skeleton to blender, then editing and baking animation and sending animation back to unreal. Working with mesh is optional but without mesh it's sometimes hard to understand what's going on. so I included a tutorial on skinning.

    • @MotuDaaduBhai
      @MotuDaaduBhai 4 місяці тому

      @@Bakyt3D any plan on creating a script out of it?

    • @Bakyt3D
      @Bakyt3D  4 місяці тому

      @@MotuDaaduBhai no unfortunately I don't have such programming skills