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[MetaBlRiger ] Rig custom whole metahuman character quickly using Blender and importing UE5 tutorial 

vector wang
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Currently, most tools for creating Metahuman rigs on the market are for Maya. Metablriger is a Blender addon that helps users quickly create Metahuman bindings and serves as a substitute for existing Metahuman binding tools.
Metablriger is easy to install and doesn't rely on other plugins. It supports directly generating DNA files from the mesh of the Metahuman facial topology and loading DNA files in Blender to create facial bindings driven by controllers. It also allows users to modify facial correction shapekeys for better control over facial shapes.
Additionally, it supports body rig. Users can export both facial and body bindings as FBX files through the plugin. These FBX files can be imported into the UE5 engine to perfectly run both facial and body rigs.
The video tutorial mainly covers the following parts:
1、Importing the head and body models, modifying and adjusting them to get the desired base shape.
2、Generating the DNA file based on the head model.
3、Loading the DNA file to generate facial bindings, adjusting correction shapekeys, and achieving the desired shape.
4、 Automatically generating body bindings.
5、 Exporting the FBX and importing it into the UE5.4 engine, completing the relevant settings.
Sample download links for input and output files demonstrated in the video:drive.google.c...
The head model used in the video is sourced from the metahuman modeler: • Create custom MetaHuma...
If you need to bind Metahumans in Blender, consider purchasing the plugin.
Addon Gumroad purchase link: liyouwang.gumr...
or you can purchase through artstation:
www.artstation...
Note: In the video, only the eyeballs, teeth, and head were imported into the engine. Cartilage, eyeEdge, eyelashes, eyeshell, and saliva were ignored because the plugin does not handle deformation adjustments for these facial attachments. Their deformation can look inconsistent with the related parts of the head. For example, when the eyes are tightly closed, the cartilage, eyeEdge, eyelashes, eyeshell, etc., cannot close perfectly. So, if your project requires these facial attachments and demands high conformity, this plugin may not be suitable for you.
Furthermore, the plugin uses the MH4 version of DNA by default. If you are using an older DNA version, there might be skeleton mismatches. It's recommended to download the demo files and try out the process beforehand. Additionally, the Blender plugin does not support RBF shaping or LOD export.
For those who purchase the plugin, please leave a comment or send me a private message or email me if you have any questions about using the plugin. I'll promptly address any usage-related queries you have.
System Requirements: Windows (the plugin does not support Linux or macOS)
Software Requirements: Blender 4.0-4.2 (no support for other Blender versions) and UE5.4
If you have a need for custom fur, you can refer to the tutorial: • Export metahuman groom...
If you want to convert DNA bone rig to blender blendshape rig, please refer to the tutorial: • [Metahuman For Blender...

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27 сен 2024

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Комментарии : 20   
@nicogueroux9675
@nicogueroux9675 13 дней назад
Thank you so much for your hard work! This a topic I'm fighting with for so long! I'll jump on it right away
@vectorwang9632
@vectorwang9632 13 дней назад
Thank you for your kind words! I'm glad this topic resonates with you!
@rocknnroller1
@rocknnroller1 13 дней назад
And where is the body rig in Blender?))) I see only the face rig here)
@vectorwang9632
@vectorwang9632 13 дней назад
please see here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-r0-XxFLPOvA.htmlsi=S5HahF82LDXNun5l&t=359
@rocknnroller1
@rocknnroller1 13 дней назад
@@vectorwang9632 this is not a rig. This is just an armature. RIg needs control shapes to be called rig. Mislead here.
@rocknnroller1
@rocknnroller1 13 дней назад
@@vectorwang9632 i dont see why i should pay $$ for this addon if we already have much better MetaReForge for mesh customisation, dna options and export to Unreal. The only reason to buy is if you had separate control rig for head and body for animation and export it to Unreal. But you dont have rig. Just an armature.
@rocknnroller1
@rocknnroller1 13 дней назад
@@vectorwang9632 and after all you did very rough scale job with the body and head what leads to huge problems with metahuman in context of animation. You can't just scale body or head like that. Kills all animations, especially retargets from mocap
@vectorwang9632
@vectorwang9632 13 дней назад
@@rocknnroller1 Sorry for that, I think this can be called armature rig, maybe because we have different definitions of rig
@DivasChhetry21
@DivasChhetry21 13 дней назад
you are Amazing Man keep Making
@vectorwang9632
@vectorwang9632 13 дней назад
Thank you so much for your encouragement! I'll keep working hard to get even better!
@pierrem9289
@pierrem9289 13 дней назад
I love your work and thank you so much for your videos! I have been working to import metahumans from UE to Blender recently for a medical education related project; this has been difficult using other methods. I would love to use this tool, but I believe it is only for Windows. Are you going to release any version of the plug in (or others) for macOS? Otherwise, I would have purchased this instantly. I am always happy to see that you posted another video!!
@vectorwang9632
@vectorwang9632 12 дней назад
Thank you so much for your support and for enjoying my work! Actually, creating a macOS version is feasible. It just requires compiling the C++ code into a macOS binary library, but I don’t have a macOS system. Are you looking for functionality similar to DnaViwer?
@pierrem9289
@pierrem9289 10 дней назад
@@vectorwang9632 Yes, I think it would function similar to DNAViewer. I am more familiar with Blender as compared to Maya. And for the current project I am working on, it would be great to have a metahuman with a fully functional facial rig (and later body rig). And you created an amazing solution! But I have a macOS. I started down the path of setting up a virtual Windows machine to run your program on a Mac, but there are not many solutions for the GPU passthrough that would be required to run Blender.
@vectorwang9632
@vectorwang9632 9 дней назад
@@pierrem9289 If all you need is the dnaviewer feature, you only need the source code of riglogic.Pyd. Riglogic.py can run in a Python environment, but you need to compile the binary libraries recognized by macos using _py3dna.pyd yourself。 I'm sorry, I don't have experience running Blender in a virtual machine, so I can't help you. If you have any questions about using plugins, please feel free to let me know and I will help you solve them
@Void_rift_disconnect
@Void_rift_disconnect 2 дня назад
Two free programs...Makes sense to charge $80... A real supporter of the community eh? lol
@vectorwang9632
@vectorwang9632 2 дня назад
welcome to share your two free programs to community, you can share it here to let others know
@MotuDaaduBhai
@MotuDaaduBhai 4 дня назад
Why two separate personal licenses? If I somehow get the 4.0, I can't use it on next version.
@vectorwang9632
@vectorwang9632 3 дня назад
yes, you can purchase the corresponding personal version according to your own needs, and once purchased, it will be permanently used.Because different versions of Blender use different Python environments, plugins need to be recompiled for different Python versions Since the plugin is a permanent buyout rather than a subscription, I think it would be more reasonable to charge based on the version
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