These behind the scenes are very valuable. Thanks for doing them even though they don't bring in the views. As soon as unreal vtubing blows up your videos will blow up too.
as someone who's been trying to birng my Robot kid character (my Virtual Personal ) to life over the last couple months, you really present it like it's something simple, yet in fact, rigging & skinning characters and Implementging them perefectly into Unreal Engine, is still one of the most complicated aspects of dealing with this engine. and I can't believe how you've taken it to such great lengths of real-time cloth simulation in Virtual Production, and what not. I reall hope epic will come with easier workflows, regarding skeletal meshes later.
I think it's Control W or S to pin fabric in place. And you can move the pins or tell it to attach to fabric or body. And you can layer clothing in MD as well. Just like Photoshop or any app with layers. So you don't have to fake the layers by sewing them together. You can send forward, backward etc so the fabric doesn't bleed through. also take a look at strengthen and you can change the fabric type so it will hold it's shape better.
Happy Friday Matt! I've been following you since your cinematography breakdown videos. Super excited to see your growth and truly appreciate your dedication to educating the creative community. Have an awesome weekend!
There is a cloth setting under the cloth tab where you paint where you can turn on self collision which would help with the cloth between the Jedi legs!
At 10:02 Select all your offending vertices and go to Rigging/Skin/Smooth skin weights This will average the weights of your selection of vertices to the surrounding vertices. Much quicker than manually painting off the weights.
Eres grande Workman! ya estoy haciendo producción virtual gracias a ti. gracias por tu trabajo y lo que compartes. además, los comentarios de los subscriptores son muy buenos también, aprendo mucho.
Thanks for sharing your process on this Matt. It really helps out the rest of us who are trying to learn it as well. Could you link the tutorials you've followed that have been the most helpful? Skinning in particular the part of the workflow I need to understand better.
Pretty much any Maya character rigging video will cover the basics. You just have to find someone you can actually watch for hours. Most characters are super cartoony which is where they lose me.
Thanks for the informative view of this flow, im just a character artist right now that only has to deal with model sculpting, retopo and texturing, but bringing them to life like this really interests me. Just curious what would it be like moving into virtual productions from a game developers standpoint. anyway keep it up!
@@CinematographyDatabase it works very well if your mesh is very dense and clothing just doesn't look good on it. Instead, you can use proxy mesh with lower polycount, apply clothing to it and then eventually it will project to original mesh.
@@CinematographyDatabase just select the questionable vertex and apply The Hammer . There is an icon in the skinning tab as well as a menu item in the Skinning/Rigging UI
@@CinematographyDatabase It considers the weights and influences of the selected vertex neighbours, then does a smooth. For odd shaped sleeves I use it all the time, sometimes you may have to apply several times. Also when I’m using the maya standard skinning tools I prune with impunity :D
I suggest you tu use the dual quaternion skinning, is way more precise and often avoid hips to influence arms. Furthermore, when the arm part is stretched like in your video ( 1,50 ) os because you must assign max influence to the arm by the nearest arm bone
Thanks a lot! You talked a few videos earlier about small tracking systems for hands and fingers especially. Do you have any tips on how to get the best results for precision finger tracking?
Hey Matt! I use a Vicon Shogun system as well. I'm wondering how you get Shogun to stream to the Metahuman, or if you do retargeting in post. If you are streaming the skeleton, what MetaHuman Skeleton are you using? thanks for the awesome videos bro!
Been doing this for a while but the Metahuman thing has eluded me. excited to see what you do. I can't get anything IN or out of Metahuman, lol. I use Blender. But so far, nothing.
Fucking awesome. I have been using MD, Blender, CC3, iCLone for years. I can make clothing as good as you do. But I have a really hard time making the physics work. I have been studying UE5 and Blue Prints. I want to make Star Trek TOS characters with the uniforms that they wear. I have already been making the inside sets of the Enterprise in Blender to put in UE5. I also use 3D Coat for texturing. This inspires me, and I hope this will help me learn to deal with my weak areas, like the clothing and hair physics.
Man this work is amazing. As someone Who works in film as an actor, sfx makeup artist, director. So amazed! we (Lauren Cochrane and I) worked in a project doing a improvised animation in VR. But this is the next level. If you need any collaborations in the areas above. Please let me know. We'd love to help in any way!
How do I prevent the skin from going thru my clothes? Should the human body's capsules be larger than the clothing capsules or vice versa? I'm not understanding this part
a trick that we do in Daz Studio to transfer over weights to clothing is to make a "Tight" version of the clothing as the version used to paint weights, this is so that the auto transfer of the rigging works a bit better since the tight shape is closer to the original mesh. Then the "final shape" is loaded as a morph onto the "tight" version of the clothing. Not sure if that workflow would work with your process in Maya?
Just at the point of weight painting a kimono 😅 nearly gave up but this video inspired me to keep going. Might make the sleeves a bit skinnier though as its way looser than yours and causing issues. I'm using a MD/Blender workflow atm but I tried to take it into ue5 to see how it looked and got a duplicate vertices error when activating cloth sim but i removed doubles before taking it into unreal. Did you encounter this issue at all?
I didn’t get that error. But there is a new way to do this with the Panel Cloth Asset that is bit better. Overall the same techniques but you let UE5 do the skinning.
Hey man one day can you more in depth about how you moved the Metahuman to marvelous so you can match the clothing dimensions to the Metahuman? Every vid I seen seems to skip that and also how they got the custom clothes to go back to the Metahuman in UE5.
literally answered exactly what i was looking for thanks!! just one more question is it possible to bring in alembic pre animated cloth sims inside of unreal properly ? or this is the only way?
So I made a Costume for my metahuman with Marvelous Designer and I used Maya For Skinning it. But what is the Next Step? Should I import it to unreal and set up the construction script Or Simulate it in the unreal engine First then set up the construction script
damn i really got hop on this, im in miami and theres this new strip club that wants me to make cgi women and i have to design the lingerie. and they got crazy ideas bro.
yes it is more easier with trimirror so much so that epic financed them, soon in a couple of weeks they will release the final version on the market, we have to be attentive.
I was just thinking that, I've seen some really decent clothing plugins for blender, might just stick with those over the $280p/a price tag for Designer
Hi Cinematography Database, Your MetaHuman Workflow is AMAZING!. I'm having a very difficult time importing a MetaHuman into Marvelous Designer. I keep trying and it gives me this message."Arrangement Points were not fitted to the avatar. The avatar must be in a T-pose or A-pose". How do I fix this?. I thought MetaHumans were already in an A-pose. Great Video!. I subscribed!
@@CinematographyDatabase The model imported!. Thanks for Helping me!. Now I need your help with something else. How do you rotate your MetaHuman in Marvelous Designer?. I noticed in the video the MetaHuman was rotated correctly. How did you get the MetaHuman imported correctly?
Pretty affordable? That's how you know the industry got you in their hands. You don't own the software. It's subscription based and you either pay a lot of money upfront for the whole year or pay the more expensive monthly price. ; You know there is software that is doing a great job and gives you free updates after the one time purchase. If you can't afford Marvelous Designer anymore you lose access. But that was different. There was a time where you could buy a perpetual license. For around 250€ . Now you pay more than that amount for a year, if you pay upfront otherwise you pay around double of that. Yes the perpetual license wouldn't have the newest version, after the next release, but you can use your specific version forever. Now you have to keep paying if you want to keep using. You should never support this. It's just big companies taking your money and making it normal.
i love ue4 but the fact that cloth and hair simulation are still crap really made me sad even with perfectly weighted cloth the clothing are stimulated horribly