It's awesome! Now I can tweak the MetaHuman head on Zbrush and apply the rig back. (A-hem, we all know the MetaHuman "modeling"/morph tool is limited). You're a genius! Thank you very much! You've saved my production.
@@Metarig With Metahuman Custom Mesh and a better knowledge of Sequencer, I ditched Maya from my workflow :D Now I can fix facial animations only using Sequencer + face rig control baked animation + addictive layer. Thank you, your tutorials are great, no matter if I'm using Maya or not.
@@LenyStrash Oh, it's been a long time since I don't use Maya. I'm editing Metahuman on Blender, but you can do the same with ZBrush. I'm using this tutorial for this workflow (Unreal > Blender/ZBrush > Unreal): ua-cam.com/video/pwbkwo0gnw0/v-deo.html (I'm still using Unreal 4.27, but it's pretty useless for UE 5.1 since it has MetaHuman custom mesh).
Great video. Very helpful. But wo...ad 5:20 I'm a little incredulous at how perfectly your eyes aligned by just "placing the geometry" as you mention there around five minutes in. The eye lids are BY FAR the hardest part of this process, they fold into themselves when they open, they respond to eye movement when shut, and yours just happen to by sheer chance fall into place because you moved the head correctly. It strikes me that getting eyelids right is a 5 hour task. And the mouth, as you show is much much easier.
thank you for visiting my channel. actually, it's pretty easy to change the body mesh to any mesh and use it inside unreal. I'll make a tutorial about that. please subscribe and share
Hello. I’m struggling with exporting the head from Maya. After importing it to UE none of the original metahuman head blendahapes / morphs work in face animation. Applying DNA file doesn’t fix the problem.
So just to be clear on a key thing, you adjusted the geometry for the eyes on your own mesh to match the MH yes before adjusting the joints for the mouth etc? The reason I ask is that I would like to use the rig for more stylized models, for instance with bigger eyes so instead of doing that would it be possible to match the eyes by using the joints to match the target mesh? Sorry, it’s 1am and probably not the best time to watch it lol.
no, I didn't change the eye geometry to match it to MH I just matched it by scaling and moving. you can do the reverse. you can change the eye joints to match them to your target. even the most stylized character can be rigged with it. you can freely change any joint to match MH to your target.
@@Metarig ok, that’s super cool, yes I meant adjust the geo rather than change it. I get it now as I would probably have to adjust the joints as well around the eyes to get the best fit. Excellent, thanks. Oh, and sorry, one more thing. So you are not binding the joint from the MH to your own actual model but driving the deformations on your target using the proximity wrap deformer yes? Sorry to pepper with questions.
@@Metarig thanks for that. The reason I ask is that I would like to use the rig on a character creator 3 character, but don’t understand what output I would have at the end of animating in Maya. I mean I think I would have a sequence of animation where the geo is deformed via the duplicated bones via the deformer, but how then would I export that to unreal for instance to use my original skeleton? Just export as fbx and then choose the existing skeleton for the model as the bones are effectively the same? Sorry.
@@7_of_1 you can't export deformer as fbx but you can export vertex animation as alembic or assign joints to the face and bake deformation to the joints and have it as fbx but you can also swap the face mesh and material of a metahuman that I think I'm going to cover it in another tutorial. in that short tutorial I assumed that the character is supposed to stay in maya
Yes, the method can be applied to a stylized character, but you might need to adjust the metahuman's original mesh to match the style of your character. In fact, I have a tutorial on that available on the channel. Feel free to check it out!
Thank you so much for these amazing tutorials! I am currently attempting to replicate this process on a character I ripped from a game for my University Animation course. I was wondering, what would the process be to transfer eyes/teeth meshes to the MH head rig? And how would one go about merging the MH face skeleton to a human IK skeleton? Much appreciated!
@@Metarig One of the big advantages of this metahuman rig are the amazing wrinkling and nose scrunching. Aren't you losing all of these beautiful details with both the proximity map as well as with the regular wrap and smoothing?
@@hyperface2050 acttually the wrinkles come from the maps not geometry if you use unreal version it automatically applied regardless of what face you are using but with this method you won't have those wrinkle unless you make the blending wrinkle map system in your target render engine which is not that complicated
@@Metarig Actually some of those wrinkles really are in the geometry. For example, right now, I've got nothing but a gray lambert on a metahuman exported into Maya and he's got wrinkles when his eyebrows raise, when the nose scrunches and when the mouth moves hard toward the cheeks. Its really quite beautiful. But yes, the younger metahumans don't wrinkle as much. But on the older men many of these wrinkles are real geometry wrinkles - real 3d wrinkling. Quite impressive. But you are saying it isn't that hard to do this with - what - animated displacement maps?
Amazing trick!...I tried to follow the process there is some issue with the mouth part, other then that rest of the face rig is working fine. Is it necessary to open the mouth a little bit before applying the proximity wrap?
Maya 2022.3 just reeleased and they added a new way to transfer same topology for weights, can you please do a tut on that, maybe this improve this process even better.
@@Metarig thanks! Yes maybe that will work to have the weights transferred easier and faster! Using photogrammetry as a digital double and having this rigged just by transferring weights is needed.
hi, awesome video. I have a problem with the process. i created the new Anim layer to be able to move the bones and adapt to my face model, but after that when i try to test the results using the FaceGUI , the bones comes back to the original position .... Why? second question : how can re import my model to unreal ? because i also saw the video with your cartoony character, in the final video you group everything that you need for the character but you don t explain how can be exported again with the new rig of the body and face. Thank you
hello, you probably forgot to add keyframes to the joints. unfortunately, with this method, you can't export it to unreal as being able to work with the unreal rig but you can animate it and export it as alembic to unreal
Great tutorial!. Well applied in Maya. Now can you please tell me how to put it back into Unreal? I imported it into Unreal with fbx, but the location of the bones is the same.
thank you for visiting my channel, you can export the animated face as alembic in unreal. it is possible to change a metahuman face keeping the same functionality in unreal which I'll cover in another tutorial
make changes to the source mesh "meta human" to make it similar to the target mesh you can do it by placing joints or through twek node or adding blendshape to the blendshapes stack of the mesh
Interesting stuff But to make the video more interesting I think next time you need to write down what you are going to say, practice a little bit so that you don't sound like you making many mistakes in speech or like you don't know what to say Your work is interesting but poor speech can kill the presentation But good work though 👍
adding eyes and teeth is not hard you can do it with the traditional way or use metahuman one you can add orient constraint from your custom jaw joint to metahuman jaw and from your custom eyes to metahuman eyes
do you have a patreon or something? i wish to support you in exchange of a small course. I just want to learn the easiest way to do some extra morphing on a metahuman head. the online cloud tools for sculpting on metahuman aren't enough for me
thank you. I will have a Patreon soon and will put a donation button on this channel. I'm going to make a tutorial on how to fully rig a stylized character with a metahuman. please let me know what tutorial you are looking for I'll make it for you.
@@Metarig oh wow! well i bet a lot of people aroudn are lookign for the same i'm looking for here.. basically do some extra shape customizations that arent possible with metahuman creator. It should be easy (for you) lol
Can the same method work on the head similar to human. For example, monkeys have a lot of hair on their faces. If so, how should the model be handled? Like the wukong in the unreal engine
Hi, yes you can use the same method for unconventional faces. you will also need to adjust corrective blendshapes. although metahuman works with joints but also comes with corrective blendshapes that that trigger with the control rig
if iPhone Livelink works in Maya you can use it but for using it in unreal you have to have a metahuman character or appropriate character for iPhone Livelink
Hello Ayam, I have 2 questions: 1. How would you bring this back into Unreal? Export as an FBX andr replace the mesh in the blueprint and 2. Would that be ok to use with Live link? Any information is a huge help. Thank you.
Hi you can't export it to unreal with this method, regarding live link and arkit you can export any animation from unreal to Maya and put it on your character
Hi thank you for visiting my channel. copy skin weight only works if both geometries are matched. while technically it's not impossible, but it would be so hard and time-consuming to use skin weight. also, remember that the metahuman face is not just driven by joints but also blendshapes. and there's no way to copy blendshapes for different topologies "at least an easy and fast way".
@@Metarig It's true, you're absolutely right, I thought it only had bones. About what you mention of the copy skin, it works also regardless of the topology or the shape, it is copied based on closet point, I use it a lot to copy skin to clothes or props, you can even copy the skin only to the faces you select.
@@fernandosaltos5555 yea of course by matching I meant the shape not topology and for the face they should pretty matched otherwise the result will be unacceptable I have a tutorial about copy skin please watch it ua-cam.com/video/beVjbTROiDk/v-deo.html
Thanks for the good videos. I'm working on creating a custom metahuman. However, after working in Maya, I put it back into Unreal and applied it to the metahuman sample, but the LiveLink facial rigging does not work. do you know how to solve it?
hello thank you for visiting my channel, wrap3d is the best if you are not very technical. but sometimes it's easier to stay in your app. anyway we don't need to change the topology for this workflow and you can't send bones with this method you should send the animated face as alembic to Unreal engine. I'll have a tutorial on how to send the animation as bones and Bledshapes to Unreal to be used in games
Hi, thank you for visiting my channel. if you mean displacement map it has not displacement map but if you mean normal maps the Maya source file has normal maps
because my model (non-meta human face) is Y up and I want the face of metahuman which is Z up, to be in Y up too. (both transformations should be zero. I should have them freeze transformed to be able to use the deformer). when I duplicate the face and add Blendshape I will have a Y up face deforming exactly like the original face
Great stuff. Would I be able to hire you to do this for me for 1 head mesh? I'm going to try your recipe this weekend, but not sure how far I will get. Thanks for posting this.
Hello, thank you for your interest, of course, I'm a freelancer and I will be glad if I can help you. Hopefully, you can do it by yourself. with this method, you can have your character inside Maya but I can do it inside unreal with another method if you are interested
by this method you can export the animated face as alembic and import it into unreal but I'll have a tutorial on how to change the face and retain the same functionality in unreal
@@superdownwards thank you for your question. it is the most sophisticated face rig I have ever seen. it makes natural facial expression which is very hard to achieve and it is very time-consuming too and since it is a combination of Blendshapes and joints and with all the corrective tweaks we need it enables us to fit it to any type of face. definitely, I will use it for any face rig for my future projects. also don't forget it is mocap ready too.
Ive rewatched this so many times lol when I add the joints to the anim layer is keeps jumping back to the baseanimation layer and wont let me move the joints around its so frstraing has anyone else experienced this?
Hi, thank you for visiting my channel. do you mean you want a tutorial about motion builder or trying to attaching face in motion builder? unfortunately you can't attach a face in motion builder
hello, Daniel. yes, I'm a freelancer and I do commercials. you can connect to me through my email yusefghatavi@gmail.com or Instagram @yusef_ghatavi or discord yosef#5095 but please send me an email so I'll be notified thank you very much
Hi thank you for visiting my channel, I'm not sure that I understood your question. if you are asking about the tutorial, sure I'll make a tutorial about modeling. if you are asking about downloading models there are some websites you can download free models from. for example free3d.com
It's awesome! Now I can tweak the MetaHuman head on Zbrush and apply the rig back. (A-hem, we all know the MetaHuman "modeling"/morph tool is limited). You're a genius! Thank you very much! You've saved my production.
You are very welcome I'm glad that it was helpful
you can as alembic but in order to make it working with the control rig some other works need to be done
@@Metarig With Metahuman Custom Mesh and a better knowledge of Sequencer, I ditched Maya from my workflow :D Now I can fix facial animations only using Sequencer + face rig control baked animation + addictive layer. Thank you, your tutorials are great, no matter if I'm using Maya or not.
@@Amelia_PC Hi, can you explain the process ? Thank you very much
@@LenyStrash Oh, it's been a long time since I don't use Maya. I'm editing Metahuman on Blender, but you can do the same with ZBrush. I'm using this tutorial for this workflow (Unreal > Blender/ZBrush > Unreal): ua-cam.com/video/pwbkwo0gnw0/v-deo.html (I'm still using Unreal 4.27, but it's pretty useless for UE 5.1 since it has MetaHuman custom mesh).
Great video. Very helpful. But wo...ad 5:20 I'm a little incredulous at how perfectly your eyes aligned by just "placing the geometry" as you mention there around five minutes in. The eye lids are BY FAR the hardest part of this process, they fold into themselves when they open, they respond to eye movement when shut, and yours just happen to by sheer chance fall into place because you moved the head correctly. It strikes me that getting eyelids right is a 5 hour task. And the mouth, as you show is much much easier.
Oh~ great! ! I will share this tutorial with my friends, thank you for making things easy!
Awesome! Thank you!
It's amazing!
thank you very much.
It was very helpful.
you are welcome. I'm glad that it was useful to you
hello brother you really are a teacher, I admire your work a lot, thank you for sharing your knowledge, I hope you are well, greetings.
I'm good bro thank you very much
Thanks man, great stuff!!!!!!!!!!!
amazing work!!!
Awesome bro, thank you so much. Could you please make a video for applying metahuman body rig to another arbitrary body. Thanks again
thank you for visiting my channel. actually, it's pretty easy to change the body mesh to any mesh and use it inside unreal. I'll make a tutorial about that. please subscribe and share
@@Metarig I need to do that too. Haha
Nice tutorial my friend. Thank you.
Amazing. Just a little more... How can I give it back to unreal after I rigged my arbitrary face?
Ok, I’m in. Thank you.
You are a legend thank you very much!!!
DOPE this is awesome!
Glad you like it!
Hi! Does the new geometry have a facial rig before the retargeting?
Could I then use Metahuman Animator on this with performance capture from an iPhone?
Hello. I’m struggling with exporting the head from Maya. After importing it to UE none of the original metahuman head blendahapes / morphs work in face animation. Applying DNA file doesn’t fix the problem.
So just to be clear on a key thing, you adjusted the geometry for the eyes on your own mesh to match the MH yes before adjusting the joints for the mouth etc? The reason I ask is that I would like to use the rig for more stylized models, for instance with bigger eyes so instead of doing that would it be possible to match the eyes by using the joints to match the target mesh? Sorry, it’s 1am and probably not the best time to watch it lol.
no, I didn't change the eye geometry to match it to MH I just matched it by scaling and moving. you can do the reverse. you can change the eye joints to match them to your target. even the most stylized character can be rigged with it. you can freely change any joint to match MH to your target.
@@Metarig ok, that’s super cool, yes I meant adjust the geo rather than change it. I get it now as I would probably have to adjust the joints as well around the eyes to get the best fit. Excellent, thanks. Oh, and sorry, one more thing. So you are not binding the joint from the MH to your own actual model but driving the deformations on your target using the proximity wrap deformer yes? Sorry to pepper with questions.
you are welcome. no you don't bind any joint you just use the deformer. you can keep your target intact and change the joints instead.
@@Metarig thanks for that. The reason I ask is that I would like to use the rig on a character creator 3 character, but don’t understand what output I would have at the end of animating in Maya. I mean I think I would have a sequence of animation where the geo is deformed via the duplicated bones via the deformer, but how then would I export that to unreal for instance to use my original skeleton? Just export as fbx and then choose the existing skeleton for the model as the bones are effectively the same? Sorry.
@@7_of_1 you can't export deformer as fbx but you can export vertex animation as alembic or assign joints to the face and bake deformation to the joints and have it as fbx but you can also swap the face mesh and material of a metahuman that I think I'm going to cover it in another tutorial. in that short tutorial I assumed that the character is supposed to stay in maya
One important thing ! Don't forget to freeze the transformation of your mesh head, otherwise it won't work
thank you for mentioning that
Great and informative lesson. Thanks once again.
I was just wondering if this method will work for a stylized character?
Yes, the method can be applied to a stylized character, but you might need to adjust the metahuman's original mesh to match the style of your character. In fact, I have a tutorial on that available on the channel. Feel free to check it out!
@@Metarig Thank you!
Again...THANK YOU!
You are welcome
Really great video, is this also supporting the blendshapes that we see in the metahuman, like the nose wrinkles for example?
yes abselutly
You're my hero
This is phenomenal ! Thank you again for sharing your skills ! 👍😀
no thank you bro
Thank you so much for these amazing tutorials! I am currently attempting to replicate this process on a character I ripped from a game for my University Animation course. I was wondering, what would the process be to transfer eyes/teeth meshes to the MH head rig? And how would one go about merging the MH face skeleton to a human IK skeleton? Much appreciated!
hello in one of the tutorials that I worked on a stylized character this topic was explained
@@Metarig Right on! Thank you again for the tutorials!
It's a very good tutorial 👍🏻😀
I have a question I'm using Maya 2018, but there's no "proximity wrap". Is there any other way? 🙏🏻
hello thank you for watching yes there is you can use regular wrap and smooth it by mush deformer
@@Metarig Thank you so much👍🏻😀
@@Metarig One of the big advantages of this metahuman rig are the amazing wrinkling and nose scrunching. Aren't you losing all of these beautiful details with both the proximity map as well as with the regular wrap and smoothing?
@@hyperface2050 acttually the wrinkles come from the maps not geometry if you use unreal version it automatically applied regardless of what face you are using but with this method you won't have those wrinkle unless you make the blending wrinkle map system in your target render engine which is not that complicated
@@Metarig Actually some of those wrinkles really are in the geometry. For example, right now, I've got nothing but a gray lambert on a metahuman exported into Maya and he's got wrinkles when his eyebrows raise, when the nose scrunches and when the mouth moves hard toward the cheeks. Its really quite beautiful. But yes, the younger metahumans don't wrinkle as much. But on the older men many of these wrinkles are real geometry wrinkles - real 3d wrinkling. Quite impressive. But you are saying it isn't that hard to do this with - what - animated displacement maps?
Awesome, did you know if when is done is possible to import it in Unreal Engine and animate with iPhone as standard metahuman?
unfortunately, you can't export it to unreal with this technique
Amazing trick!...I tried to follow the process there is some issue with the mouth part, other then that rest of the face rig is working fine. Is it necessary to open the mouth a little bit before applying the proximity wrap?
Hi. yes it is. you dont want the geometry peneterate each other
Maya 2022.3 just reeleased and they added a new way to transfer same topology for weights, can you please do a tut on that, maybe this improve this process even better.
hey buddy thank you for mentioning that I will check it and figure it out
@@Metarig thanks! Yes maybe that will work to have the weights transferred easier and faster! Using photogrammetry as a digital double and having this rigged just by transferring weights is needed.
@@KenedyTorcatt it is so exciting maya getting better and better each year
@@Metarig Yess. Do you have a discord or someway to contact you better than this please?
@@KenedyTorcatt please contact me on discord yosef#5095
hi, awesome video. I have a problem with the process. i created the new Anim layer to be able to move the bones and adapt to my face model, but after that when i try to test the results using the FaceGUI , the bones comes back to the original position .... Why? second question : how can re import my model to unreal ? because i also saw the video with your cartoony character, in the final video you group everything that you need for the character but you don t explain how can be exported again with the new rig of the body and face. Thank you
hello, you probably forgot to add keyframes to the joints. unfortunately, with this method, you can't export it to unreal as being able to work with the unreal rig but you can animate it and export it as alembic to unreal
Great tutorial!. Well applied in Maya. Now can you please tell me how to put it back into Unreal? I imported it into Unreal with fbx, but the location of the bones is the same.
thank you for visiting my channel, you can export the animated face as alembic in unreal. it is possible to change a metahuman face keeping the same functionality in unreal which I'll cover in another tutorial
@@Metarig you are genius.
thank you for sharing, in your case the head shapes are petty similar what if we have a different shape ?
make changes to the source mesh "meta human" to make it similar to the target mesh you can do it by placing joints or through twek node or adding blendshape to the blendshapes stack of the mesh
dude.. i love you
Interesting stuff
But to make the video more interesting I think next time you need to write down what you are going to say, practice a little bit so that you don't sound like you making many mistakes in speech or like you don't know what to say
Your work is interesting but poor speech can kill the presentation
But good work though 👍
how to export the animation to unreal as fbx ? i just get the model
will it work for Eyes and teeth? Or You are using metahuman eyes and teeth in the scene ?
adding eyes and teeth is not hard you can do it with the traditional way or use metahuman one you can add orient constraint from your custom jaw joint to metahuman jaw and from your custom eyes to metahuman eyes
@@Metarig if possible. Could you please make a video on it! I saw your videos links in my facebook group I thought you're doing really cool job.
@@SathishKoththolla sure I will make an update for that and attach the head to a neck joint too
@@Metarig That will be awesome. that will be useful for a lot of people.
Awesome bro, thank you so much. Could you please make a video for applying metahuman body rig to another arbitrary body. Thanks again
do you have a patreon or something? i wish to support you in exchange of a small course.
I just want to learn the easiest way to do some extra morphing on a metahuman head. the online cloud tools for sculpting on metahuman aren't enough for me
thank you. I will have a Patreon soon and will put a donation button on this channel. I'm going to make a tutorial on how to fully rig a stylized character with a metahuman. please let me know what tutorial you are looking for I'll make it for you.
@@Metarig oh wow! well i bet a lot of people aroudn are lookign for the same i'm looking for here.. basically do some extra shape customizations that arent possible with metahuman creator. It should be easy (for you) lol
like, for example, big or smaller head, head shape, neck dimension (that neck always bugs me) body shapes ... things like that
@@Metarig please man, that would be awesome. I’d fully support you and donate
@@trackunlocked8296 Hello, thank you very much, the donation button is in the about section already
thank you so much
Welcome 😊
Can the same method work on the head similar to human. For example, monkeys have a lot of hair on their faces. If so, how should the model be handled? Like the wukong in the unreal engine
Hi, yes you can use the same method for unconventional faces. you will also need to adjust corrective blendshapes. although metahuman works with joints but also comes with corrective blendshapes that that trigger with the control rig
this method will not support iphone livelink, right?. any way to do that? or it needs to be exclusively with blend shapes ?
if iPhone Livelink works in Maya you can use it but for using it in unreal you have to have a metahuman character or appropriate character for iPhone Livelink
hi i have a question , is there a way to rig characters with my own eye mesh ?
yes there's no limitation
wow thanks you dude
Hello Ayam, I have 2 questions: 1. How would you bring this back into Unreal? Export as an FBX andr replace the mesh in the blueprint and 2. Would that be ok to use with Live link? Any information is a huge help. Thank you.
Hi you can't export it to unreal with this method, regarding live link and arkit you can export any animation from unreal to Maya and put it on your character
@@Metarig Thank you, I'll be trying this. I come from a C4D background so I'll TRY and give this a shot! Thank you so much.
@@thejetshowlive you are very welcome
Very interesting, it just seems to me that it would have been more efficient instead of the wrap, bind skin the new geometry and copy the weights.
Hi thank you for visiting my channel. copy skin weight only works if both geometries are matched. while technically it's not impossible, but it would be so hard and time-consuming to use skin weight. also, remember that the metahuman face is not just driven by joints but also blendshapes. and there's no way to copy blendshapes for different topologies "at least an easy and fast way".
@@Metarig
It's true, you're absolutely right, I thought it only had bones.
About what you mention of the copy skin, it works also regardless of the topology or the shape, it is copied based on closet point, I use it a lot to copy skin to clothes or props, you can even copy the skin only to the faces you select.
@@fernandosaltos5555 yea of course by matching I meant the shape not topology and for the face they should pretty matched otherwise the result will be unacceptable I have a tutorial about copy skin please watch it
ua-cam.com/video/beVjbTROiDk/v-deo.html
@@Metarig Thank you so much, amazing channel!
Thanks for the good videos. I'm working on creating a custom metahuman. However, after working in Maya, I put it back into Unreal and applied it to the metahuman sample, but the LiveLink facial rigging does not work. do you know how to solve it?
hello. in order to transfer it to unreal you have to animate it in Maya and export it as alembic
@@Metarig Your video was very helpful! thank you so much!!
@@kodama5048 you are welcome
Hello, is there a way to achieve the same result in 3dsMax?
How did you export metahuman mesh? Wrap 3d is the best for topology, but can't move bones.
hello thank you for visiting my channel, wrap3d is the best if you are not very technical. but sometimes it's easier to stay in your app. anyway we don't need to change the topology for this workflow and you can't send bones with this method you should send the animated face as alembic to Unreal engine. I'll have a tutorial on how to send the animation as bones and Bledshapes to Unreal to be used in games
@@MetarigThank you, wrap are made for automated photocapture of portraits, Are this new proximitywrap use traditional weight maps?
@@davidtadic4716 yes it supports and it has many other cool features
thanks man
do you know how to export their displacement from metahuman to maya?
Hi, thank you for visiting my channel. if you mean displacement map it has not displacement map but if you mean normal maps the Maya source file has normal maps
thanks a lot,by the way could you make a tuto to get the difuse and normal in the exported file ?
Hi there, after applying the metahuman rig to your own face model, are you able to connect the metahuman rig to your own rigged character ?
How do you export it back to unreal? When I do I get FAILED TO MERGE BONES
Hi, did you found the answer ? Thanks
I don't understand the blendshape step. Why is it necessary?
because my model (non-meta human face) is Y up and I want the face of metahuman which is Z up, to be in Y up too. (both transformations should be zero. I should have them freeze transformed to be able to use the deformer). when I duplicate the face and add Blendshape I will have a Y up face deforming exactly like the original face
@@Metarig Cool trick. I didn't know that you can add as blendshape object which is deformed by bones.
Great stuff. Would I be able to hire you to do this for me for 1 head mesh? I'm going to try your recipe this weekend, but not sure how far I will get. Thanks for posting this.
Hello, thank you for your interest, of course, I'm a freelancer and I will be glad if I can help you. Hopefully, you can do it by yourself. with this method, you can have your character inside Maya but I can do it inside unreal with another method if you are interested
@@Metarig Thanks. Great to hear you might be available. And no, I'm not looking to leave Maya.
@@hyperface2050 great. I have done some successful projects with the same method. please contact me on discord yosef#5095
@@Metarig Would email be okay? I'm not a discord person yet.
Halo, jika ada ruang besar antara lima perasaan model, saya cuba untuk memindahkan kerangka, yang mana dari gorila dibuat?
Hi, thank you for your interest. please ask your question in English. I'm not Indonesian or Malaysian😊
Hey! Great tutorial! Do you by any chance know how and what do you export from Maya to make it fit the Metahuman Blueprint in Unreal? :)
by this method you can export the animated face as alembic and import it into unreal but I'll have a tutorial on how to change the face and retain the same functionality in unreal
@@Metarig Thank you so much!
Hi, is there any news about when the video comes?
@@Metarig where is the tutorial?
What are reasons someone might want to use a metahumans rig with a non-Metahumans face?
metahuman is limited and can't produce any type of face. for example, you may want to use a cartoony character or stylish face.
@@Metarig I get that, my question is why we'd want to use a metahumans rig for a cartoons face. Is it better than a normal FACS rig?
@@superdownwards thank you for your question. it is the most sophisticated face rig I have ever seen. it makes natural facial expression which is very hard to achieve and it is very time-consuming too and since it is a combination of Blendshapes and joints and with all the corrective tweaks we need it enables us to fit it to any type of face. definitely, I will use it for any face rig for my future projects. also don't forget it is mocap ready too.
Ive rewatched this so many times lol when I add the joints to the anim layer is keeps jumping back to the baseanimation layer and wont let me move the joints around its so frstraing has anyone else experienced this?
Hi thank you for watching you need to key the joints on the layer
where can i download this plugin, please reply, thanks
Do you mean metahuman? you can download it through bridge application please search about there's a lot of tutorial
Which geometry do you add the deformer to?
you don't need to add it to a specific geometry you just make it and assign driver or drivers and driven geometries
@@Metarig Now I see. When I turn off Dag Object Only in Outliner.
Can we do same process for cotoon character..?
hi bro yes absolutely
how to try in Motion Builder
Hi, thank you for visiting my channel. do you mean you want a tutorial about motion builder or trying to attaching face in motion builder? unfortunately you can't attach a face in motion builder
quick question.
are you from indonesia or maybe Malaysia?
because your name are called ayam expert.
Hi thank you for visiting my channel the reverse is MAYA which refers to Autodesk Maya also it sounds like I am
@@Metarig ohh 😂 i thought you're from those country. ok then, btw keep up the good work 👍
@@riufq thank you please subscribe and share ❤
The Edit Node function is not available on Maya 2023.
it is slightly different but the workflow is the same you should watch tutorial on how to use the deformer in Maya 2023
@@Metarig Looking for a good one. So far seeing only 2020.
totally not useable in production, but thanks gave me many ideas to make a workaround
Why not usable?
can we delete the source face?
no, it won't work without the source file
Hello! Do you do comercial? How to connect with you?
hello, Daniel. yes, I'm a freelancer and I do commercials. you can connect to me through my email yusefghatavi@gmail.com or Instagram @yusef_ghatavi or discord yosef#5095 but please send me an email so I'll be notified
thank you very much
I want a blender version
how can i export this in UE4? i can't that..
as alembic
@@Metarig Thx. but i couldn't. so hard😂 Thanks to the tutorial, I followed a lot! I'll try harder👍
@@안강철-k7h Hi, did you managed to do it ? Thank you very much
Subscribe to your channel for more videos and cool contents
bro can you make me a free model
Hi thank you for visiting my channel, I'm not sure that I understood your question. if you are asking about the tutorial, sure I'll make a tutorial about modeling. if you are asking about downloading models there are some websites you can download free models from.
for example free3d.com
خیلی بد بود خیلیییییییی
can we sent this model and rig to unreal engine4?
you can send it as alembic with this method
@@Metarig Hi, what are the export settings as alembic please ? I'm doing a school project and wanted to try it on our player character. Thank you !