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These are the user uploaded subtitles that are being translated: 1 00:00:01,366 --> 00:00:04,700 Now we will take our particle systems and get them into Unreal Engine. 2 00:00:06,266 --> 00:00:08,766 I will show you how to import the hair, how to attach it 3 00:00:08,766 --> 00:00:12,133 to your metahuman character and how to change the behavior 4 00:00:12,133 --> 00:00:13,800 and look of the hair. 5 00:00:15,266 --> 00:00:16,833 Before exporting, 6 00:00:16,833 --> 00:00:18,966 let's have a quick look at what we actually have here. 7 00:00:20,100 --> 00:00:23,066 We have first created the top hair, which consists 8 00:00:23,100 --> 00:00:26,200 of a number of different planes that function as hair emitters. 9 00:00:27,300 --> 00:00:31,133 Then we have the head mesh that has 4 hair particle systems: 10 00:00:31,366 --> 00:00:34,666 The ShortHair, two breakaway hair layers 11 00:00:34,666 --> 00:00:36,833 and the flyaway hair. 12 00:00:38,266 --> 00:00:40,933 One thing to pay attention to is the number of children. 13 00:00:41,866 --> 00:00:43,133 I sometimes forget to set 14 00:00:43,133 --> 00:00:46,833 the render amount to the same number that I used for the display amount. 15 00:00:47,800 --> 00:00:50,700 So if you see discrepancies in the look of the hair 16 00:00:50,700 --> 00:00:54,533 between what you see in the viewport here and what you get in Unreal Engine, 17 00:00:55,100 --> 00:00:58,233 it might well be that your render amount has not been adjusted. 18 00:00:59,733 --> 00:01:02,133 And second, make sure the Show Emitter checkbox 19 00:01:02,133 --> 00:01:05,300 is deactivated for the head and the planes. 20 00:01:05,833 --> 00:01:08,366 Otherwise, you will export the emitters along with the hair. 21 00:01:10,500 --> 00:01:11,766 When this is all set, 22 00:01:11,766 --> 00:01:12,800 we can now select all emitters, 23 00:01:12,800 --> 00:01:16,133 which is the head mesh and the planes for the top hair, 24 00:01:16,733 --> 00:01:19,333 then go to export and choose Alembic. 25 00:01:21,266 --> 00:01:23,866 Let's go through the export settings. 26 00:01:23,866 --> 00:01:26,566 First of all, the scale. 27 00:01:26,666 --> 00:01:29,033 You might have already noticed that when you import 28 00:01:29,033 --> 00:01:32,833 your OBJ character mesh from Mesh Morpher, 29 00:01:32,833 --> 00:01:33,833 it's scale is very big. 30 00:01:33,833 --> 00:01:36,800 It's actually 100 times bigger than the normal size. 31 00:01:38,733 --> 00:01:41,066 So when we export the hair, we can leave the scale at 1. 32 00:01:42,000 --> 00:01:44,100 If your head mesh is scaled to the normal size, 33 00:01:44,400 --> 00:01:46,566 you might have to set the scale to 100. 34 00:01:48,366 --> 00:01:50,733 This setting is no deal breaker, by the way. 35 00:01:50,733 --> 00:01:53,966 You can always change the transformation of your assets in the import settings in Unreal. 36 00:01:53,966 --> 00:01:58,233 If the scale or rotation of the imported asset is off, 37 00:01:58,866 --> 00:02:01,233 you can simply change the transformation settings 38 00:02:01,233 --> 00:02:02,933 and re-import. 39 00:02:04,333 --> 00:02:06,666 Next, we don't have any animation here, 40 00:02:06,666 --> 00:02:09,400 so we set frame start and end to 1. 41 00:02:12,133 --> 00:02:14,333 A very important setting is this part here. 42 00:02:15,500 --> 00:02:17,633 Also, there is a small difference between Blender 2.9 43 00:02:17,633 --> 00:02:20,466 and Blender 3.0 for these settings. 44 00:02:21,600 --> 00:02:24,300 Let me quickly show you what those are. 45 00:02:24,300 --> 00:02:26,066 Let's start with Blender 2.9. 46 00:02:27,000 --> 00:02:28,266 Your options here are 47 00:02:28,266 --> 00:02:31,866 "Selected Objects", "Renderable Objects" and "Visible Objects". 48 00:02:33,066 --> 00:02:36,200 We always want to check Selected Objects, but there is a difference 49 00:02:36,200 --> 00:02:38,933 between what happens when you choose either of the other two. 50 00:02:40,133 --> 00:02:43,633 I will export both options and then re-import them in blender. 51 00:02:45,366 --> 00:02:48,900 If you select Renderable Objects, for some reason, Blender will export 52 00:02:48,900 --> 00:02:52,633 the emitter objects - so in our case, the head and planes - along with the hair. 53 00:02:54,066 --> 00:02:57,900 Only the Visible Objects option does what we need it to do and exports 54 00:02:57,900 --> 00:02:59,533 the hair only. 55 00:03:00,800 --> 00:03:02,033 In Blender. 3.0, 56 00:03:02,033 --> 00:03:05,000 we don't have the Renderable Objects option anymore. 57 00:03:05,900 --> 00:03:08,533 So we check Selected Objects and Visible Objects. 58 00:03:09,833 --> 00:03:13,800 And the neat thing in Blender 3.0 is, that they introduced 59 00:03:13,900 --> 00:03:17,066 this option here, where you can select which settings you want to use. 60 00:03:18,166 --> 00:03:21,033 This refers to your settings and the particle details panel. 61 00:03:21,033 --> 00:03:25,700 Here, you can choose either one, but just make sure that the corresponding 62 00:03:25,700 --> 00:03:28,500 "Show Emitter" setting for the hair is deactivated. 63 00:03:30,166 --> 00:03:34,400 Since I created my hair in 2.93, I will export with these settings. 64 00:03:34,466 --> 00:03:36,600 Selected Objects and Visible Objects ticked. 65 00:03:38,300 --> 00:03:40,633 We can leave all the rest of the settings on default. 66 00:03:41,066 --> 00:03:44,433 You see here at the bottom that the hair particles will be exported 67 00:03:47,466 --> 00:03:49,733 We can now open up our Unreal Engine project. 68 00:03:50,833 --> 00:03:54,066 First we need to activate the plugin that will allow us to import 69 00:03:54,066 --> 00:03:55,400 groom assets. 70 00:03:55,400 --> 00:03:57,833 Open the plugin settings and search for Alembic. 71 00:03:58,300 --> 00:04:00,833 Activate the Alembic Groom Importer plugin, 72 00:04:00,833 --> 00:04:02,966 and restart the engine. 73 00:04:04,500 --> 00:04:06,600 Now let's create a new folder for the hair 74 00:04:06,600 --> 00:04:09,633 and drag and drop our exported alembic file into it. 75 00:04:10,766 --> 00:04:12,966 You should see this import dialog window. 76 00:04:13,166 --> 00:04:17,133 in case you see something different, like the normal alembic import dialog, 77 00:04:18,133 --> 00:04:20,933 then you need to look into your export settings in Blender again. 78 00:04:20,966 --> 00:04:23,900 It might be that you have exported the head mesh along with the hair. 79 00:04:25,433 --> 00:04:27,533 Depending on the orientation of your mesh in Blender, 80 00:04:27,533 --> 00:04:30,566 you might need to adjust the transformation settings here. 81 00:04:30,900 --> 00:04:32,433 I will leave them on default for now, 82 00:04:32,433 --> 00:04:35,066 to show you how to adjust them after importing. 83 00:04:36,833 --> 00:04:39,100 Now let's open up the hair asset. 84 00:04:39,100 --> 00:04:41,666 Everything looks good so far except for the rotation. 85 00:04:43,300 --> 00:04:46,866 If we drop the asset into the level, we can check what we need to adjust. 86 00:04:47,266 --> 00:04:51,333 So apparently we need to rotate it along the Z and the X axis 87 00:04:52,666 --> 00:04:56,533 Also, if you look at the hair closely, the part where I removed some hair 88 00:04:56,533 --> 00:05:00,233 for the scar on the left temple, seems to be on the right side. 89 00:05:00,633 --> 00:05:02,533 So we also need to flip it. 90 00:05:04,266 --> 00:05:05,166 Rightclick on the hair asset 91 00:05:05,166 --> 00:05:07,800 and select Reimport With New File. 92 00:05:09,200 --> 00:05:11,533 Now let's set the X rotation to 90 93 00:05:11,766 --> 00:05:14,833 and the Z rotation to -90 94 00:05:14,833 --> 00:05:18,233 and the scale to -1 on the Y axis in order to flip it 95 00:05:18,833 --> 00:05:20,733 and click import. 96 00:05:21,566 --> 00:05:24,166 Yep, the orientation is now fixed 97 00:05:24,333 --> 00:05:26,866 and we can proceed with attaching the hair to the character. 98 00:05:27,333 --> 00:05:31,166 For this I will open up the Hero blueprint and in the blueprint components 99 00:05:31,733 --> 00:05:34,533 let's select the hair component and under Groom, 100 00:05:34,533 --> 00:05:37,733 search for our imported Hero_Hair asset. 101 00:05:37,733 --> 00:05:40,400 Uh, that's not how it's supposed to look like. 102 00:05:41,466 --> 00:05:45,000 So, the reason why it might look clipped and all weird, like in my case, 103 00:05:45,566 --> 00:05:48,266 is that the settings for the hair were pre-adjusted, 104 00:05:49,033 --> 00:05:52,000 especially the hair clip length has something to do with it. 105 00:05:52,933 --> 00:05:56,566 Just click on the little arrow here to reset the value, and boom, 106 00:05:57,033 --> 00:06:01,233 we now see what we would expect to see. Although the hair is now 107 00:06:01,233 --> 00:06:05,066 part of the character blueprint, it is not actually attached to the head yet. 108 00:06:09,533 --> 00:06:11,333 The fix is quite easy. 109 00:06:11,333 --> 00:06:14,600 Just right click on the hair asset and create a binding asset. 110 00:06:16,000 --> 00:06:19,033 Choose your head mesh as the target and click Create. 111 00:06:20,766 --> 00:06:21,866 Back in the blueprint, 112 00:06:21,866 --> 00:06:25,166 simply assign the newly created binding asset in the groom settings. 113 00:06:26,000 --> 00:06:29,100 Now the hair follows along with the character movements. 114 00:06:29,566 --> 00:06:33,200 And not only that, it also responds to the facial deformations. 115 00:06:36,200 --> 00:06:38,400 Right. Now, let's have a look at the options we have, 116 00:06:38,400 --> 00:06:41,766 to adjust the look of the hair. 117 00:06:42,033 --> 00:06:44,933 Open the material instance from the blueprint and play around 118 00:06:44,933 --> 00:06:48,133 with the customization options, the metahuman hair shader provides. 119 00:06:49,633 --> 00:06:54,366 For example, you can change the saturation the melanin concentration, whiteness, 120 00:06:54,833 --> 00:06:57,066 or even dye the hair in any color you want. 121 00:06:58,933 --> 00:07:02,366 The hair asset itself also comes with a lot of customization options. 122 00:07:03,366 --> 00:07:04,466 In Strands tab, for example, 123 00:07:04,466 --> 00:07:07,300 you can adjust the hair thickness, 124 00:07:07,466 --> 00:07:10,466 root and tip scales, shadow density and other things. 125 00:07:12,366 --> 00:07:14,700 Since groom assets are quite heavy on performance, 126 00:07:14,866 --> 00:07:17,966 You can even quickly set up an LOD system for your hair. 127 00:07:19,200 --> 00:07:22,566 In the LOD tab, you can click on the plus icon 128 00:07:22,566 --> 00:07:25,633 in the top right corner. Unreal will automatically set up reduction settings 129 00:07:25,633 --> 00:07:28,900 for the hair strands for each additional LOD, 130 00:07:30,033 --> 00:07:32,366 which you of course, can also adjust to your liking. 131 00:07:35,033 --> 00:07:38,000 Now, let's check the LOD system in the viewport. 132 00:07:38,666 --> 00:07:43,333 Select the LODsync component, and instead of forcing LOD0, 133 00:07:43,800 --> 00:07:47,033 set it to -1, which will activate the Auto-LOD system. 134 00:07:47,500 --> 00:07:51,333 If we move away from the character, you see how our hair gets reduced, 135 00:07:51,600 --> 00:07:53,533 using the LODs we have just set up 136 00:07:55,566 --> 00:07:59,133 It seems that apart from the hair, there are a couple of weird issues going on 137 00:07:59,833 --> 00:08:02,200 when LOD1 or higher are activated, 138 00:08:03,266 --> 00:08:06,000 which we will need to fix. 139 00:08:06,066 --> 00:08:08,433 First, the textures on the head disappear 140 00:08:08,433 --> 00:08:10,500 as soon as the character goes to LOD1. 141 00:08:11,466 --> 00:08:15,033 And second, the beard disappears quite quickly, which looks weird. 142 00:08:15,933 --> 00:08:19,833 The reason for the disappearing textures is that in contrast to the body, 143 00:08:20,466 --> 00:08:24,000 the head actually uses different material instances for each LOD. 144 00:08:25,200 --> 00:08:28,166 So let's fix that first. 145 00:08:28,166 --> 00:08:32,933 Open up the head mesh and pick LOD1. For the first material slot 146 00:08:32,966 --> 00:08:36,566 choose the main head shader instead of the LOD1 shader. 147 00:08:37,900 --> 00:08:39,866 Then go through all the other LODs, 148 00:08:39,866 --> 00:08:42,366 and repeat the process. 149 00:08:43,266 --> 00:08:44,000 Alright. 150 00:08:44,000 --> 00:08:45,833 The disappearing texture is now fixed. 151 00:08:48,066 --> 00:08:48,966 For the beard: 152 00:08:48,966 --> 00:08:52,433 Select the beard component in the blueprint and open up the groom asset. 153 00:08:53,533 --> 00:08:54,633 in the LOD tab, 154 00:08:54,633 --> 00:08:58,600 you will see that for some reason the beard is set to non-visible for LOD2 155 00:08:58,600 --> 00:09:02,533 and higher, and the geometry type is set to cards. 156 00:09:02,666 --> 00:09:03,700 Let's change that. 157 00:09:03,700 --> 00:09:11,100 Activate visibility and set the geometry type to strands. 158 00:09:11,333 --> 00:09:14,633 Yes! Now everything is fixed and our character is finally complete. 159 00:09:15,400 --> 00:09:18,133 Well, guys, this concludes the first part of this course. 160 00:09:18,866 --> 00:09:21,533 You should now have a solid understanding of the whole workflow 161 00:09:21,533 --> 00:09:23,533 of customizing a MetaHuman character. 162 00:09:25,966 --> 00:09:28,033 In Part 2, we will look into the pipeline 163 00:09:28,033 --> 00:09:32,466 of creating clothes and accessories, which is not necessarily specific 164 00:09:32,466 --> 00:09:36,233 to metahumans only, but can be applied to any character. 165 00:09:36,833 --> 00:09:39,800 We will also look into video production using metahumans. 166 00:09:40,466 --> 00:09:43,000 We will set up a retargeting system, 167 00:09:43,000 --> 00:09:45,933 create an animation sequence and render a short video. 168 00:09:46,333 --> 00:09:49,433 And finally, I will show you how to set up a third person player character 169 00:09:49,433 --> 00:09:52,733 with a metahuman and custom locomotion animations. 170 00:09:54,600 --> 00:09:56,566 If you have any feedback, please let me know. 171 00:09:56,566 --> 00:10:00,300 I hope you enjoyed the content so far and see you in Part 2 of the course! 15294

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