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New video about my new iClone plug-in: Import facial animation (coming soon)

Posted By mrtobycook 2 Years Ago
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New video about my new iClone plug-in: Import facial animation (coming...

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mrtobycook
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MetaHuman Animator’s quality is fantastic, I agree. You can do all the things you said - stay in iClone to animate everything - and then render it in Unreal right at the end?

But I hear you, you want to stay entirely in iClone.

Right now, MetaHuman Animator is the only solution for ‘mesh based depth map 4d capture from iPhone’. All other solutions are arkit based, or just based on video (eg. Faceware). And as I said, it’s against epics terms if service to render MetaHuman Animator-derived animations outside of Unreal.

Another option you can check out is Facegood’s FOGO. It is released on July 17 as a beta. It is basically identical to MetaHuman Animator, seemingly. However, it may end up being very very expensive though. Avatary/Facegood tend to price their non-arkit solutions incredibly high.

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mtakerkart
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mrtobycook (7/5/2023)
MetaHuman Animator’s quality is fantastic, I agree. You can do all the things you said - stay in iClone to animate everything - and then render it in Unreal right at the end?

But I hear you, you want to stay entirely in iClone.

Right now, MetaHuman Animator is the only solution for ‘mesh based depth map 4d capture from iPhone’. All other solutions are arkit based, or just based on video (eg. Faceware). And as I said, it’s against epics terms if service to render MetaHuman Animator-derived animations outside of Unreal.

Another option you can check out is Facegood’s FOGO. It is released on July 17 as a beta. It is basically identical to MetaHuman Animator, seemingly. However, it may end up being very very expensive though. Avatary/Facegood tend to price their non-arkit solutions incredibly high.


Thank you for your answer. 
I had the same question about the  license agrement. 90% of my Props come from the UDK marketplace,
many of which are offered free of charge. I put you here a copy of the liscence for a 2D use: 
"
i. Non-Engine Products (e.g., Rendered Video Files)
You will not owe us any royalty payments for Distributing Products that (i) do not include any Engine Code,
(ii) do not require any Engine Code to run and (iii) do not include Starter Content in source format (“
Non-Engine Products”) to any person or entity.

This means, for example, you will not owe us royalties for Distributing:
● rendered video files (e.g., broadcast or streamed video files, cartoons, movies,
or images) created using the Engine Code (even if the video files include Starter Content) or

● asset files, such as character models and animations, other than Starter Content,
that you developed using the Engine Code, including in Products that use or rely on other video game engines.
Please note that certain assets that we make available under separate agreement are available for use only with Unreal Engine.

marketplace, Do you think that can be apply in your case for video rendering ? 

Marc
mrtobycook
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It's not really 100% clear. But check out this page, which is the main page for MetaHuman Animator really:
https://www.unrealengine.com/marketplace/en-US/product/metahuman-plugin

It says "UE-Only Content - Licensed for Use Only with Unreal Engine-based Products"
I believe that means, based on previous MetaHuman-related things that have involved Maya animation, that you can animate externally, but render inside Unreal only. That's my understanding, but I could be wrong!




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mtakerkart
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I understand . The confusion is the term "render".  Because for the game world "render" means 
playing with interactions (video game,  interactive VR ...) instead of the movie world when "render"
means only 2D videos.

Marc
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I have a request :D

Could you show an exemple of a facial MetaHuman animation apply in Iclone 8 on a CC4 character ?

Thank you in advance 

Marc
mrtobycook
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Sure thing. I just posted a new video, and if you go to 1min 58s you'll see the progress on the MetaHuman Animator import. If you watch the video I explain what is happening with MHA and what I still need to do. :-)




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Thank you so much. I am very enthusiastic and very interested.
Maybe like our much missed Mike Sherwood, Reallusion will contact you to develop your plugin :)
I suscribed to your Youtube video.
Garry_Seven_of_one
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mrtobycook (6/30/2023)
Hi everyone,

I have a new plug-in coming soon, that imports a variety of formats (Rokoko Studio, FaceCap, LiveLink Face ARkit, LiveLink Face MetaHuman) and I've made a video that runs through everything you can do:


And there's also an example video showing the results of full body and face Rokoko import:
https://www.youtube.com/watch?v=ErAN_EmHM1w&ab_channel=TobyVirtualFilmer

I'll be making more soon, but just wanted to at least show something working.

If anyone is interested in testing the plug-in, please let me know! It's just me as the solo developer, so I would really appreciate people trying it before I release it properly LOL.

Toby.





Well all I can say is that you would need to be some sort of wizard to get MHA into iClone. I have Rokoko and have used MHA so would love to test it. I’m only interested in rendering in Unreal anyway so that’s no issue to me, but also technically MHA to a CC4 character? I can’t think how technically that could possibly work?

I would love it if we could do that, would be amazing. Love to test it.

Garry, Clearstream, Seven_of_one
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mrtobycook
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Garry check out my latest video - it shows the work in progess of MHA into iClone. (About the 2 minute mark) Lots of work to be done still, but it’s slowly getting there.

There are a few hundred control points with metahuman faces, and CC4 EXTENDED has a lot of the main ones, so is definitely a huge chunk of them that go to iClone :)

https://youtu.be/9QmD30P40Ow

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For anyone who's had trouble getting the new beta plugin to work, I've made a new version (0.03b) and a quick new instructional video:




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