So we can now auto rig any character face mesh we have, to a metahuman rig. Wow when did this brilliant feature happen. And this is such good timing for me and what i just finished :)
Well not really - this is more like taking the regular metahuman base and shaping it around a custom model, resulting in a custom sculpted MetaHuman variant (basically skipping the manual tweaking step). Still very cool though !
@@kartikeysrivastava7864 It can but it difficult to achieve without perfect stillness of the subject. Professional photogrammetry has simultaneous capture
@@jackiechannel6351 Why would you assume that there is a need for a high-end photogrammetry source here ? The tool merly snaps the MH structure to a few marker pointsand the to the surface of the input model. I don't think there is any need for a very detailed source input - as a matter of fact I would assume that even a broken/incomplete head scan would work just fine.
@@roblesliemedia I mean with just a few clicks you can convert the scanned head or any character into a MH with high fidelity to the original file. This is what I've got from DAZ 3D Characters. ua-cam.com/video/-0uKerqld6g/v-deo.html Just hide hair and other body parts and it is working greatly. Hope that helps.
Amazing skills! I see a time in the near future where humans may no longer be featured in Hollywood movies! A time when the exact replicas of famous people from the past will be re enacted in epic films! Kudos to the talented Unreal team 👍 The future is yours to merge with the past in high definition clarity!
@@samuelenslin1850 Wrapping a mesh to get a cleaner topology is one of the few methods of retopology (you have manual (clean but a lot of work), automatic (quick but... yeah) and hybrid (a lot of work to make a good base but quick to reusing it))
Awesome, hopefully the ability to do the same with full body sculpts coming sometime soon. Would be the best with the option of specifying the exact height or just matching the input file, if it's been created with real scale in mind.
Metahuman seems to be focusing almost entirely on head and face and, unfortunately, is one of the reasons that I haven't been able to fully utilize the tool. If this demo were fully body, than it would be incredible and I hope that's coming soon.
@@vuron8893 I can see a full body rigger coming in the future to specify body types. I don't think it would be more complicated than a face since it would need to identify just the arms, neck, hips, knees and feet. Mainly just the major joints of the body
no way dude, i was literally just thinking what if i wanted to sculpt my own meta human but the character custimizations arent enough. Now yall just let us merge objects to a meta human rig. That's boss moves right there
IMPORTANT : Remember to disable this plugin when you perform a build, you will have a LINK2001 error, so each time you want to build, disable the plugin then build
build what? I am getting an error whenever I click the Mesh to Metahuman button, I even tried opening the metahuman webpage to help it but it just does not want to work regardless of any mesh I used 3d scan or not
@@m0rph3u5. True, but build sometimes is incorrectly used also to refer as packaging, and for the context of his sentence that seems 90% sure what he is trying to say
@@ukrainewarfootage2023 this sort of stuff has been possible for a while using wrap4d or zbrush shrinkwrapping tools. This just allows for a better preservation of features in the unreal/maya rig
Thank you so much to the Quixel team for their hard work and to Epic for making this possible 🥹 It’s just next level stuff, you are pushing the industry forward in leaps 🤩 Very inspiring 😌
interesting, just tried it out. Seems not be an exact wrap but more of a metahuman closest head it can generate to match the custom mesh. Still useful and pretty cool.
Exactly my use case test as well. I feel it helps to make it not look so "metahumany" but it doesn't look like the person as I think people are hoping for.
Trully groundbreaking! Would be also great to have the same feature but for the body, so it will automatically align everything we sculpted, maybe even with custom textures, who knows?
This is seriously awesome and a major bonus it makes this so much more awesome but the fact that I can't export it to Blender and it takes so long to render something or video out in Unreal Engine makes it kind of a deal breaker for me ....and I tried it all day on this really nice 3D model I bought of Michelle Pfeiffer today trying to get it to look like her and it came close but I realized I'm still gonna have to master animation to get it to look exactly like her when i animate... even though I could point my iPhone Facecap app at Michelle Pfeiffer on the TV and capture her face from the TV and apply that animation to the model... Which will get me close but then I'm still only limited to things that Michelle Pfeiffer has already said and just the way she said em
Still an awesome tool could expand upon it... I'm imported the head mesh into Blender and I'm in the process of texturing it to see how realistic I can make it ..the rig was still on there when I did so that's a plus
0:23 I’m using M1 Max MacBook Pro and I can’t seem to find the plug-in in my UE5.3.2 even though I have Metahuman in my vault. Took half a day to trouble shoot it but I can’t find the solution. I tried reinstalling the launcher, UE5 and Metahuman but to no avail. Please advice.
@04:51 getting an error at this step (mesh to metahuman) in UE5, it says "error while executing the mesh to metahuman service". Tried everything from turning off anti virus and firewall to uninstalling and re-installing the metahuman plugin etc but error persists. Pls help!
The after a lot of testing, the limitation I can see.it doesn't work well on stylize character that have a big eye like the a Disney character, hope it will work on any character design soon. But great work guys. Thanks a lot for the update
God fucking dammit. We've just finished 3 characters with full range of motions... In three weeks without going home. Oh come oonnn. Not sure what im feeling right now... Godddammit
Hello, I'm in China now, and the experience of Metahuman here is not very good. I can't use it smoothly. It only takes five minutes, and the picture will become more and more blurred, so that I can't fully experience all the functions of Metahuman. Can you optimize the use experience of Metahuman in Chinese Mainland? thank you!!
how did you make the viewport see things in front view ortographic? I can't find the viewport controls in UE5 like it had on UE4 that I could click on the corner of the screen
Very helpful. Is there anyway you can import ue5 mannequin mesh into metahuman then apply skin to it? I'm trying to create a metahuman based on exact mesh spec of ue5 mannequin.
I encountered a issue where I messed up on a character because of to many eye lashes I edited the charter reimported it but it had the old trackers still when I followed these steps no idea to to rest them had to create a new project
Promoting frames in an Identity will not be possible with the current RHI. To enable promoting frames make sure the RHI is set to DirectX 12. In my sitting its but its keeps giving same msg how to solve it?
How can I apply this final metahuman with the animation to the original mesh? I mean, if i create a metahuman based on a roman statue mesh, and then apply the animation on the statue with all the original textures and so on..
Why is it when i open metahuman that there is 2 characters meshed into one ? the face of one is on the neck of the other, and one set of arms is set underneath the other set of arms ? I literally just opened unreal engine and meta human and this is what comes up and it appears there is absolutely nothing that can be done. What am i missing ?
can i do this with a character ive made like an orc from warcraft, because they have tiny noses and tusks, or could i even do it with a character like a demon?
Would it be possible to use facial features from a built head to a meta human? like the website character builder where you can blend multiple features.
When using a face link, the shape of the mouth is distorted to one side. Obviously, it looked normal in the metahuman program.But when I do a live link in Unreal Engine 5, it comes out distorted.
Cool tutorial! 💪 The workflow would be even better if the original skin texture of the 3D scan could be blended in Metahuman aswel with a slider. I do that in Photoshop now afterwards bases on the Metahuman final texture. Makes it look closer to the scanned person.
Can't wait for the moment big stylized eyes will be support and the sclera can be scaled ;) My test run was great but the big eyes are sadly useless for now :'( but by then I'm probably too far with riggin and animating in blender that switching to meta human is just to cumbersome...
Yeah I just did a test too, my character's eyes are not too exaggerated but slightly larger than the default MH eyes. This led to the eyelashes and eye cartiledges of MH not matching up to the new mesh.
Ok does anyone know why after Metahuman plugin update I cannot get eyes geometry. Even on previous geometry I was transfer to metahuman creator doesnt work. Is it some kind of bug.I cannot resolve this issuse
@@AgustinCaniglia1992 This is because the rigging part requires the database of characters loaded in memory. This database is too big so its much more efficient to use the cloud for it
This opens up so many possibilities 🤙🏾
Yes it does…😆🤙🏾
Real actor to 3D actor in less than ten minutes? This is nuts.
Can’t wait to hop in and try this. Super exciting!
So long you are free :D
@@AlexiosLair If you use the engine, it's free!
@@chadcrypto2675 gonna make my own realistic waifu then 😏
So we can now auto rig any character face mesh we have, to a metahuman rig. Wow when did this brilliant feature happen. And this is such good timing for me and what i just finished :)
Well not really - this is more like taking the regular metahuman base and shaping it around a custom model, resulting in a custom sculpted MetaHuman variant (basically skipping the manual tweaking step). Still very cool though !
@@kartikeysrivastava7864 You still need a good photogrammetry scan for accurate results
@@kartikeysrivastava7864 It can but it difficult to achieve without perfect stillness of the subject. Professional photogrammetry has simultaneous capture
@@jackiechannel6351 Why would you assume that there is a need for a high-end photogrammetry source here ? The tool merly snaps the MH structure to a few marker pointsand the to the surface of the input model. I don't think there is any need for a very detailed source input - as a matter of fact I would assume that even a broken/incomplete head scan would work just fine.
3D animation just got another level
This is so amazing! Thank you team Epic Metahuman programmers and td we live in wonderful time of awesome people who doing it for all of us.🤗😊👍
are you my long lost brother?
I 've just tested. Works perfectly with high fidelity. Thank you, Epic, for such awesome tools.
Where is this high fidelity or what do you mean? I've just got it working but I didn't see this option.
@@roblesliemedia I mean with just a few clicks you can convert the scanned head or any character into a MH with high fidelity to the original file. This is what I've got from DAZ 3D Characters. ua-cam.com/video/-0uKerqld6g/v-deo.html
Just hide hair and other body parts and it is working greatly. Hope that helps.
@@LFA_GM Looking good, I subscribed to your channel.
@@roblesliemedia Welcome, thanks.
Jesus, can't put in words how exciting this is?!?!
Amazing skills!
I see a time in the near future where humans may no longer be featured in Hollywood movies!
A time when the exact replicas of famous people from the past will be re enacted in epic films!
Kudos to the talented Unreal team 👍
The future is yours to merge with the past in high definition clarity!
It works Flawlessly! Thank you so much epic for giving these amazing technology for free.
Wait what. Did you just casually generate an extremely clean AF mesh from a scan within unreal and kept going like it was nothin? Hot doggie
Yep... exactly my reaction... I missed only some texture reprojection functionality buts probably coming.
lol, no body noticed that coming
Not quite. Its "just" taking the metahuman-default mesh and wrapping the scan onto that. Still amazing, but not retopology.
@@samuelenslin1850 Wrapping a mesh to get a cleaner topology is one of the few methods of retopology (you have manual (clean but a lot of work), automatic (quick but... yeah) and hybrid (a lot of work to make a good base but quick to reusing it))
@@DaroxxFR True. But it's not generating new topology is what I was getting at.
Awesome, hopefully the ability to do the same with full body sculpts coming sometime soon. Would be the best with the option of specifying the exact height or just matching the input file, if it's been created with real scale in mind.
Metahuman seems to be focusing almost entirely on head and face and, unfortunately, is one of the reasons that I haven't been able to fully utilize the tool. If this demo were fully body, than it would be incredible and I hope that's coming soon.
@@vuron8893 I can see a full body rigger coming in the future to specify body types. I don't think it would be more complicated than a face since it would need to identify just the arms, neck, hips, knees and feet. Mainly just the major joints of the body
This is truly...EPIC! Thank you dev team!
Mind blowing! 🤯 trying this out now! Looks like Metahumans will become much more flexible to use
no way dude, i was literally just thinking what if i wanted to sculpt my own meta human but the character custimizations arent enough. Now yall just let us merge objects to a meta human rig. That's boss moves right there
IMPORTANT :
Remember to disable this plugin when you perform a build, you will have a LINK2001 error, so each time you want to build, disable the plugin then build
build what? I am getting an error whenever I click the Mesh to Metahuman button, I even tried opening the metahuman webpage to help it but it just does not want to work regardless of any mesh I used 3d scan or not
@@m0rph3u5. A build is when you package your entire project so it converts to an .exe
Never heard of this term before. Build is use for building light and package is used for packaging and export.
@@m0rph3u5. True, but build sometimes is incorrectly used also to refer as packaging, and for the context of his sentence that seems 90% sure what he is trying to say
Thank you
what about the body?
The future has come at the most unexpected moment:)Good job Epic:)
Woooo!!! They did it.- and what a novel workflow at that!! Bravo!
This came at a perfect time. Thank you Epic Games!!
Amazing next-gen stuff guys. Bravo!
Holy f* s*. Are you kidding me? This should be the next front page of Times bro xD.
This is AMAZING, I need to test this tool right now.
Wait, a feature like this out of nowhere? It's almost groundbreaking!
Exactly what I thought. Why are they not announcing this everywhere?
@@AndreNMailho It went out in email blasts
@@ukrainewarfootage2023 this sort of stuff has been possible for a while using wrap4d or zbrush shrinkwrapping tools. This just allows for a better preservation of features in the unreal/maya rig
Thank you so much to the Quixel team for their hard work and to Epic for making this possible 🥹 It’s just next level stuff, you are pushing the industry forward in leaps 🤩 Very inspiring 😌
Where is the metahuman plugin in 5.1 ?
Good tutorial, thank you! I loved you in "What we do in the shadows" btw
nice tutorial... why i cant see metahuman identity in my content browser
interesting, just tried it out.
Seems not be an exact wrap but more of a metahuman closest head it can generate to match the custom mesh.
Still useful and pretty cool.
Exactly my use case test as well. I feel it helps to make it not look so "metahumany" but it doesn't look like the person as I think people are hoping for.
Now let’s do rest of the body. Very excited to try this out
I was just opening the library for DNA modification. I waited almost 2 years. Finally!!!!!!!!!!!!!!!!!!!!
Trully groundbreaking! Would be also great to have the same feature but for the body, so it will automatically align everything we sculpted, maybe even with custom textures, who knows?
Cat is finally out whoop whoop. Funny I told people last year epic will come out with this eventually and they said impossible. Anything is possible
This is seriously incredible.
Is that template mesh supplied or can any template mesh be provided ?
This is seriously awesome and a major bonus it makes this so much more awesome but the fact that I can't export it to Blender and it takes so long to render something or video out in Unreal Engine makes it kind of a deal breaker for me ....and I tried it all day on this really nice 3D model I bought of Michelle Pfeiffer today trying to get it to look like her and it came close but I realized I'm still gonna have to master animation to get it to look exactly like her when i animate... even though I could point my iPhone Facecap app at Michelle Pfeiffer on the TV and capture her face from the TV and apply that animation to the model... Which will get me close but then I'm still only limited to things that Michelle Pfeiffer has
already said and just the way she said em
Still an awesome tool could expand upon it... I'm imported the head mesh into Blender and I'm in the process of texturing it to see how realistic I can make it ..the rig was still on there when I did so that's a plus
Thanks for the guide!
Is there a way to use clothes from my 3D model as metahuman clothes?
seems like the end of classic wrap, zbrush, maya, mari workflow for digidoubles
Nah
0:23 I’m using M1 Max MacBook Pro and I can’t seem to find the plug-in in my UE5.3.2 even though I have Metahuman in my vault. Took half a day to trouble shoot it but I can’t find the solution. I tried reinstalling the launcher, UE5 and Metahuman but to no avail. Please advice.
Unreal Engine is the best!
This is so better and user-friendly than Ziva Face Trainer.
I can't wait to give this a shot.
Can we use leap motion or usb kinect from Microsoft for the new metahuman animator?
This is insane.... thank you so much!
@04:51 getting an error at this step (mesh to metahuman) in UE5, it says "error while executing the mesh to metahuman service". Tried everything from turning off anti virus and firewall to uninstalling and re-installing the metahuman plugin etc but error persists. Pls help!
The after a lot of testing, the limitation I can see.it doesn't work well on stylize character that have a big eye like the a Disney character, hope it will work on any character design soon. But great work guys. Thanks a lot for the update
i dont see the plugin, and all I know in UE5 is to scale an object. So it's not like i can fix it. Does anyone knows how to make the plugin appear?
brilliant, oh you tweak in mhc too :)
Great video!
The Subtitles are wrong tho
Why does the mesh have no textures after the auto rig ?! 🤔
God fucking dammit. We've just finished 3 characters with full range of motions... In three weeks without going home. Oh come oonnn. Not sure what im feeling right now... Godddammit
Same boat, but hey at least you can use your characters outside of unreal.
All great stuff but is there any chance for skin texture?
I only saw the raw texture
How much of the neck do I need for this? Or would the head be enought
The head is enough
Hello, I'm in China now, and the experience of Metahuman here is not very good. I can't use it smoothly. It only takes five minutes, and the picture will become more and more blurred, so that I can't fully experience all the functions of Metahuman. Can you optimize the use experience of Metahuman in Chinese Mainland? thank you!!
cant find the metahuman plugin.. its not listed
how did you make the viewport see things in front view ortographic? I can't find the viewport controls in UE5 like it had on UE4 that I could click on the corner of the screen
Would it be possible to import just a mesh with no albedo and get a metahuman model off of that?
Very helpful. Is there anyway you can import ue5 mannequin mesh into metahuman then apply skin to it? I'm trying to create a metahuman based on exact mesh spec of ue5 mannequin.
I encountered a issue where I messed up on a character because of to many eye lashes I edited the charter reimported it but it had the old trackers still when I followed these steps no idea to to rest them had to create a new project
This is so exciting!!! :)))
Promoting frames in an Identity will not be possible with the current RHI. To enable promoting frames make sure the RHI is set to DirectX 12. In my sitting its but its keeps giving same msg how to solve it?
This is great addition!
amazing! Is there any way to edit the morph target models as well? It looks creepy when generating expressions for more stylized models.
Unreal being free makes me feel more and more like a thief with every new feature
How can I apply this final metahuman with the animation to the original mesh? I mean, if i create a metahuman based on a roman statue mesh, and then apply the animation on the statue with all the original textures and so on..
Why is it when i open metahuman that there is 2 characters meshed into one ? the face of one is on the neck of the other, and one set of arms is set underneath the other set of arms ? I literally just opened unreal engine and meta human and this is what comes up and it appears there is absolutely nothing that can be done. What am i missing ?
when will it be available for mac!
can i do this with a character ive made like an orc from warcraft, because they have tiny noses and tusks, or could i even do it with a character like a demon?
Doesn’t manifold mean watertight?
Would it be possible to use facial features from a built head to a meta human? like the website character builder where you can blend multiple features.
Muchas gracias por el tutorial, Empezaré a hacer pruebas escaneándome a mi mismo.
Can you now also apply the original texture to the new mesh?
Does it apply the textures from the original scan as well?
Can meta human be used to build alien or none human meshes to build a life like build for humanoid beings?
Very cool. Does this work with low poly characters as well?
In most softwares you can use a "remesh" tool that will lower the poly count without disturbing the look of you model.
mu ue 5.2 got crased on auto tracking? any tips or hack to fix it?
This is an awesome job guys... Awesome
damn good feature
thanks for this timing saving process
My meta human isn’t showing up in the creator, any ideas?
Thank you for your hardwork!!!
This is fantastic, thanks for sharing!
When using a face link, the shape of the mouth is distorted to one side. Obviously, it looked normal in the metahuman program.But when I do a live link in Unreal Engine 5, it comes out distorted.
the textures ?
very amazing !!!! cant wait to use it
Phenomenal!
What are some ways to generate a face mesh?
I'm facing problem mesh to metahuman
damn amasing thank you also for tutorial please keep upgrading
you didnt mention if it projects textures from custom mesh to metahuman UVs?
It doesn't
Cool tutorial! 💪 The workflow would be even better if the original skin texture of the 3D scan could be blended in Metahuman aswel with a slider. I do that in Photoshop now afterwards bases on the Metahuman final texture. Makes it look closer to the scanned person.
there is no metahuman menu under add menu....
Can't wait for the moment big stylized eyes will be support and the sclera can be scaled ;) My test run was great but the big eyes are sadly useless for now :'( but by then I'm probably too far with riggin and animating in blender that switching to meta human is just to cumbersome...
Yeah I just did a test too, my character's eyes are not too exaggerated but slightly larger than the default MH eyes. This led to the eyelashes and eye cartiledges of MH not matching up to the new mesh.
Mine is not available in Bridge! Can someone help me?
Ok does anyone know why after Metahuman plugin update I cannot get eyes geometry. Even on previous geometry I was transfer to metahuman creator doesnt work. Is it some kind of bug.I cannot resolve this issuse
Epic feature!
how do i download the plugin ?
I would love that you could do this for clothes and body!
Error while executing the Mesh to MetaHuman service
Does this work 4 n00ds
What the best way to scan the head LiDAR or photogrammetry?
photogrammetry
Why is it made online? and not in your own pc processing?
I'm just curious.
@@AgustinCaniglia1992 This is because the rigging part requires the database of characters loaded in memory. This database is too big so its much more efficient to use the cloud for it
The metahuman plugin is not released yet? I can't see it in 5.0.2
Ah I'm dumb, link is in the description