mrtobycook (7/6/2023)
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 Actually, I signed up to the beta shortly after posting my comment and watched the video, and it’s an intriguing idea.
So am I right in thinking that you are looking at the data from the exported MHA animation clip and then transposing them into extended CC4 blendshapes? I mean that’s the only way I can think you would be able to do it, and even then it must be a very difficult task with all of the MH control points and number of CC4 blendshapes.
I mean respect and kudos for you if you can pull it off.
In terms of the MH pipeline, I have got it working since the kit was originally produced but I find it overly complex, especially as my interest is in stylized characters, so have been using Zwrap to wrap to CC4 base mesh with some success. One thing that was bothering me about that pipeline is that the facial animation on the MH now with MHA is far superior in my opinion to anything else, so I’m at a crossroads whether to actually carry on this pipeline with Zwrap (and now headshot 2 that I’m trying out, started yesterday) on CC4 and animate this way or whether to then use the export head feature to send to MH creator and then incorporate that and actually use the Metahuman to animate. There are several issues for me going down the actual MH mesh road.
Firstly, I can’t get the eyes to be as stylized as I would like using the MH mesh as going beyond certain sizes and shapes of eyes etc breaks the animation due to the MH post process functions in the Unreal dual skeleton approach. I can create my own normal maps to get stylized features, but still it will be limited in creating the type of characters I want.
Secondly, I find the process of body and head animations for the MH difficult and time consuming compared with animating a single CC4 skeleton.
Thirdly, to get the body stylized as well presents similar issues which leaves things like the Mesh Morpher plug-in which is an option, but again the complexity for this is in the post process MH animation where a lot of adjustments have to be made.
I’ve also tried the hybrid approach with a MH head on a CC4 or other body mesh, and yes it does work, but again the complexity is with the masking of the head to body and results are very mixed for me.
I’ve actually documented these 2 different workflows and the steps involved, and the only real benefit of the MH workflow I can’t get with the CC4/Zwrap/Headshot 2/ is the quality of the MHA quality for facial animation.
If you can get this plug-in to produce something near that MHA quality, then for me that is the magic bullet, the missing link that streamlines the pipeline significantly.
I look forward to the progress and development of the plug-in, and thank you for your efforts. 👍
Garry, Clearstream, Seven_of_one
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