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Amazing tutorial, thanks.
probably the cheapest way to animate Metahumans is with iClone7 facial puppeter and script and Livelink but I cannot even afford to upgrade to iC7, still would be a better buy than an iPhone though.
I did look at using iMotions and iC6 but it has far too many bones, the head was just a ball of bones, I manually mapped all of Genesis 3&8 to facial bones and use iClone6 and 3DX6 to do bone based facial animations and also many of the Paragon characters but this was just crazy
Not tried creating the Mimic configuration file yet but I have managed to save a cr2 of my Metahuman head in Poser11
sadly after 5+ hours of FBX exporting she is not zero posed ( I chose the animated one and the animation didn't even export duh)
not tried loading it in DAZ studio yet either but I actually want to get the Mimic animations I create back into Unreal as I don't have an iPhone or iC7 Pipeline for the livelink
if I can even create any
morphs are at least under Head bone which is vital for Mimic to work in DAZ studio
update, sadly the morphs though they all are listed do nothing,
in DAZ studio either
OK having some luck with bone movement but it breaks limits easily so need to be subtle
Because if yes - yeah what a bummer. I don't render in UE, don't plan it, because I won't upgrade a GPU in the near future and will stick to CPU for the foreseeable future and also, I'm happy with my current renderer. It looks like I can get a far better base for my custom sculpts with MetaHuman than I get with DAZ models but if I can't post even non-commercial renders from other engines that's a No Go for me. Did I get the Terms of Epic correctly?
now you can use head scans or other meshes, probably not DAZ mesh though due to the EULA
Played with Mesh this morning, and brought in a character I'm working on for a story. It is fairly easy to use and the results are really fantastic. I don't like that the basic 'nude' body has large underwear (and sandals that can't readily be removied) that will make fitting many outfits difficult, but I'm sure there will be workarounds eventually. The control rig is incredibly detailed and well integrated into the figure. Overall though this might be a path to using my moderately large library of outfits, provided I can find a good workflow to refit the clothes. Working on that next. Fidelity of the mesh and figures are almost breathtaking. I do lose out on the figure skins I've purchased over the years, but maybe someday there will be a converter.
This shot was thrown together without a lot of post processor settings. I used Movie Render Queue to render it. With better lighting I think this would rival Daz. It's actually part of a very short animation on my DA page, for the curious.
Tirick, you actualy can remove the footwear
My interest is in animation, specifically talking figures. Metahuman has some great examples of this. Is there a possible workflow to capture facial information in metahuman and export that back to daz studio to apply it to a Daz figure?
well the same technology for one of the options using an iPhone already is available for DAZ figures
https://www.daz3d.com/face-mojo--facial-mocap-retargeting-genesis-3-and-8-bundle
Thanks. Yes I'm using Face Mojo and the iphone motion capture. It's pretty amazing. That said, the videos of Metahumans seem more expressive and accurate. Maybe I just need to play with Face Mojo's setting more.
they do have considerably more facial bones than DAZ G3&8
Cool stuff for everyone.
I don't think DAZ is in any trouble, if anything there is even more opportunity.
The appeal of Unreal is the ability to create realtime, living and animated worlds, for your characters to play in.
I think there are real opportunities for everyone to grow the 3D community, in general, here.
JD
Here is my latest play at using a Daz Face Trans mesh to UE5 to MetaHuman
Check out the video below
Here is the Youtube version