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
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In this tutorial we'll skin a metahuman with automatic weights.
Can't wait to see this series more!😆
mee too 😊 but have so little free time⏳most of which goes to edit recorded tutorial
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!
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.
"Bone Heat Weighting: failed to find solution for one or more bones" why ?
try CGDive's solution: [SOLVED] Bone Heat Weighting failed (Automatic Weights doesn't work in Blender)
Hello, did you make a weight painting tutorial?
will be ready in about a week or so
@@Bakyt3D thank you
@@hotsauce7124 you're welcome 🤗
@@hotsauce7124 BTW, the upcoming weight painting tutorial will be focused on the face, not the body.
Metahuman to blender -) mutton chops beard no mash problem please solved bro..
I see mutton chops beard has an exclamation mark, it means the beard is experimental. Choose another one without exclamation mark.
Can I attach a metahuman skeleton to a custom mesh using the same method?
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.
@@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 :)
@@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.
@@Bakyt3D any plan on creating a script out of it?
@@MotuDaaduBhai no unfortunately I don't have such programming skills