Transfer Metahuman Rig to any face (Maya)

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THIS VIDEO IS OUTDATED! CHECK GITHUB FOR THE LATEST UPDATE.

The script was updated on 27/07/2024, and is now compatible with Metahuman for Unreal 5.

For use in Maya 2021+.

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grateful! I tested it and the final result was great, but during the process, the bone position of the upper lip was a bit shifted. After manually moving it back, I followed the next process without any problems.

zhihanyan
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Update: Just checked Github and found the file is there. So thanks, will play with this.

ekenechira
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Excellent tutor. How is to correctly export custom metahuman with all rigs and controls to unreal? I have some troubles with that

rizochi
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Thank you so much! After a little bit of trial and error I was able to use your script, and it really works!

RikkTheGaijin
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thanks again...your script works flawlessly

mishasculpt
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Hi, I'm quite new...I'm using r3ds wrap to help with the wrapping process. My head mesh is made up of several meshes, I've combined them together in Maya but when I load the geometry in Wrap and plug it into a wrapping node, it says floating geometry contains disconnected polygon components, as if its like the individual pieces in separate operation in Maya. Do you know how to make it treat it like one component? Thanks!

VSimCardV
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Thanks for this awesome script. 😀Going to check it out. AND GET WELL SOON!! 💪🏻

Mr_Dee
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Wow this seems to be really cool.
But, forgive my silliness, how to get the first prerequisite? "The new head to which the bones are to be rigged must share the same UV and topology as the original metahuman head. A program like R3DS Wrap will help with it."
Does Wrap any function to transfer UVs? I didn't found anything on that and when you say topology, you mean just the basic shape of the two heads to be made the same using the Wrap? or do you mean they have to have exactly the same topology, just like if it was a new metahuman exported head (number of polygons, vertices, vertex order, etc.)?

MeguidoCrimson
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Hi, after learning your codes, I just have a question about the 'combined_MH.py' script. In line 196, you delete some index of the offsetLIST, why do you do that? Thanking for sharing!

chenmu
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Great tutorial! Thanks for sharing! After carefully reading your code, would like to ask, about the custom eyeball, how to deal with it? Can you give me some ideas?

Kevin-bcwz
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Hello Rév O'Conner, Thank you for shared all the data.
Do u have ideas about the error in line 126: list index out of range for "rigBoneStripped = rigBones[jto][:-11]"
Thanks again

FFmidj-ge
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Great work, does this remove the need to have the "DNA" file after?

jonathanmacdonald
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indexError: file <maya console> line 126: list index out of range # How can I solve this problem

熊迅-be
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Dear teacher, I wonder if the teacher is still studying metahuan. After so long, I still don't understand the empty group upperarm_l_pm_pm_input under rig_setup_grp of metahuan in maya. Looking around for an answer, you can't find it.

liusummer
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Hi, after I bind skin and copied the skin weights everything works. Do you know how to copy the blendshapes over though, so I can use the face control rig inside of Unreal. There doesn't seem to be blendshapes in the new head mesh

VSimCardV
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Awesome.i have searching such tool for a long time.It will help a lot of people if you realse this

zhangjack
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Hoping you're doing well... Health problems are primary. I've been there ...

fooglejrpb
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But after I finished binding, I found that my bones could not be exported to UE. In UE, the bones are shown as the plane of my head and teeth, not bones. Why did this happen? How to solve it? In addition, I can't understand what was done in the last step of the video.
Is it possible that the skeleton is still bound to the original model? How to unbind them?
Please help me, this thing makes me very painful

魏凤熙
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how do I export to ue4, I tried some ways, but problems always occur, for example: morphs are imported but they don't work correctly.

renanartistd
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HI, After following the action, an error is prompted. line 125: There is no object that matches the name: #

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