metahuman to APEX

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Hi,

I was wondering if there is any idea when we can have full APEX rig for metahumans, like the one from example on keynotes?

Right now we just get bones and some FK stuff that is not really usable for proper animation.
Or I missed something?

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metahuman_apex.png (1.1 MB)

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+1
Would love to know this. It seems like the body does not come with a rig like shown here, or at least not by default.
This would be gold if this could be done, and it should not be TOO hard.
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Hi;

Lay down a MH character Rig node and point to the MH folder to load in the DNA for both the head and the body. Then Select the node, right click and make the node editable and dive inside. There, you will see the all the rig logic that deals with facial and body controls etc. Locate the network box named "mh_deform" which contains rig initialization ARC node ("mh_fktransform") and an ARC node that handles deformation ("mh_bonedeform") What you need to do is to laydown an Apex Autorig Builder node right after bonedeform and build your rig. When you go up one level to animate, you will get the fully animatable body rig you just built plus the facial controls that are computed after the formation of the body rig. You might also want to lay down a "Clean" node to hide leftover joints to do away with visual clutter inside the MH character Rig node.
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I tried that but it results in the same issue that Mirko showed in this thread https://www.sidefx.com/forum/topic/101985/ [www.sidefx.com] with the youtube video. (https://www.youtube.com/watch?v=7xXl9SPE-yk)

Even with _r and _l switched this does not work.

Looks like a weight-painting mistake for just a few points though. Strange stuff.

But if the hda is able to port over the facial controls, why not the body controls?
If the names of the joints are fixed, it could be done with a reusable autorig builder node, why does the user has to do that? Not that I'm lazy (i AM though) but because if you do this, it standardizes the control rig and makes it way easier to share stuff. If you want to add fancy custom stuff, be my guest but the basics like in Electra for example would be nice to have here, or am I wrong and asking too much here?
Edited by RudiNieuwenhuis - 昨日 13:52:27
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Hey, a friend of mine actually managed to fix that. There was some parenting issue or something like that. Here is file maybe it can help.
Sometimes I wonder if these things gets tested at all

But under .596 version it gives some warning, .512 no warnings at all. But it seems to be wokring.

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MetaHuman_APEX_rig_02.hiplc (3.6 MB)

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Mirko Jankovic
Hey, a friend of mine actually managed to fix that. There was some parenting issue or something like that. Here is file maybe it can help.
Sometimes I wonder if these things gets tested at all

But under .596 version it gives some warning, .512 no warnings at all. But it seems to be wokring.

Thanks, I'll have a look at that one. I am on 596 but can go back to 512 if needed.
Testing? That's what we're here for no? ;-)
Edited by RudiNieuwenhuis - 昨日 13:54:40
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HOW? In the file you sent much more seems to work, even the wrinkle maps are visible in the viewport. Unfortunately not when you import in Lops yet. I'm confused. Why does the exact same thing in my case not work and in this file it does?
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Not sure friend made some changes inside will invite him to get better explanation. I'm still struggling with under the hub of APEX honestly...
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I tried to copy the settings from your friends autorigbuilder and got it working. Just manually, not interactively in the viewport. Now there is not the problem of your video with the weird leg-problem anymore.
Only thing now is I've got 1771 controls, and most of them are in the face. If I set them to invisible with the configurecontrols, They disappear in the control for the face as well. Not sure how to fix that.
Also for the hands there are a lot of controls that obfuscate.
Edited by RudiNieuwenhuis - 昨日 15:11:47

Attachments:
ObfuscatedView.png (1.8 MB)

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