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All right.
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So let's have a look
at how the metahuman system is set up.
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At the beginning,
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all those folders and files
might seem a bit confusing,
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but we don't actually need
most of the stuff here.
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Nonetheless, let's quickly
browse through the folder structure
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and then have a look at the character
in more detail.
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I will cover the following topics
in this video:
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The metahuman skeleton
or rather skeletons,
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because we actually have two of them.
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The blueprint and the materials
and textures of the metahuman.
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This is actually quite important
to understand since this will drive
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some of the decisions that we make
in our customization workflow later on.
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When we import a metahuman to Unreal,
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we get a folder
with the name of our character,
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in my case, the "Hero" folder,
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and another folder called "Common"
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This "Common" folder contains
all the assets that are actually shared
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by all metahuman characters
independent of the specific model.
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Like for example, the metahuman base
skeleton, physics assets,
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most of the blueprints, materials
and animations.
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The character folder is the place
where all assets that are unique
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to this character are stored.
Like the character blueprint,
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the head and body meshes and textures,
hair binding assets, etc.
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Since it is sometimes
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difficult to find a specific asset,
for example the skeleton
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in all these folders,
I usually go to the blueprints components
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and then open assets from there.
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Or use the locate asset function
to jump to the correct file.
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Okay.
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Now let's have a look at the skeleton.
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Select the body component in the blueprint,
and then double click on the skeletal mesh.
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In the editor, you can
show all the bones of the body skeleton
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by going to -> character -> bones,
and then choosing All Hierarchy.
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You can click on the bones
to select them in the viewport,
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but a better or more precise way is
to select the bones in the skeleton tree.
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Compared to a simple character rig,
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the metahuman skeleton
is a bit more complex with lots of tiny
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little bones with names
like Twist, Bulge, Corrective and so on.
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All these additional bones
are used to approximate
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muscle movement in the body and face.
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Let me demonstrate!
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You see how the chest muscles deform
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or how the biceps and triceps
are actually bulging
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when the arm is bent?
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Even for the fingers, there are
small bones that control the deformation.
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Let's have a look at the face rig now.
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Open the skeletal mesh
editor and show all bones.
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You see, the face rig is even more complex.
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It shares a couple of bones with the body
skeleton like the spine and neck bones.
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But all the other hundreds of bones
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are responsible
for driving the facial movement.
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If you go to the animation asset,
you can actually see
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how all the bones are moving
when the animation is played.
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So our finding Number 1 is:
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The character has not one
but two skeletons.
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The body and face rigs are separated.
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This is, of course, not without purpose.
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That's the beauty of it, because you can
assign an animation to the body
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and then drop a secondary animation layer
for the head and face on top of it.
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You can use either prerecorded animation
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for the face
using Faceware or other software,
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or you can use the ARKit live link
for Real-Time
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Facial Motion Capture.
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Cool, interesting.
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But how does it work that the head
actually follows the body movements?
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Although it runs on a different rig?
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If you open the Face_AnimBP,
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which is the blueprint for the head
and face animation,
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and then open up the AnimGraph
you will find a small node connection
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called Copy Pose From Mesh
assigned to the body pose.
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This copied pose
then feeds into a layered blend node
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where the two rigs are joined together.
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Let's see what happens
if we disconnect the copy pose node
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in the blueprint
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The head then stops following the animation
assigned to the body skeleton.
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If we reconnect it,
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the head gets back into place.
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Another thing
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that we should look into
is the skinning of the character.
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As with all animated character models,
the deformation of the mesh
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is driven by the vertex weights
assigned to each bone.
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The process of weight
painting is also called skinning.
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You can inspect the vertex
weights directly in the engine.
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If you go to the mesh editor,
click on -> character -> mesh
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and then activate Selected Bone Weight.
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When you select a bone
in the skeleton tree, you can see which
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part of the character mesh
would be affected by the bone's rotation.
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Let me show you the skinning in Blender.
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For this, I export the body and the face meshes as FBX files
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and then import them in Blender.
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If you select the skeleton and then Shift-select
the mesh, you can go into weight paint mode
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and see how bone
rotation affects the body movement.
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Now, why are we looking at this?
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Well, we have a small complication here.
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The separation of the body and head meshes
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happens somewhere below the clavicle.
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That means that if we create clothes
for a metahuman character,
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the skinning of the body
does not have any information
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on the upper chest and neck apart.
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To make matters worse, the skinning of
the head is not straightforward either.
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There are no vertex weights
assigned to the neck bones
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between spine04 and the head bone,
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all the skinning is regulated
by a multitude of tiny bones of the face rig.
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This will be important for clothes
modeling and skinning.
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What is usually done
is we copy the weights from the body
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to the clothes, so the clothes deform in
approximately the same way as the body.
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But since there is no information
on vertex weights
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for the upper chest part,
there is nothing to copy from.
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We will see later how we can deal
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with this issue.
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Okay.
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We have now covered most of the questions
concerning the skeleton setup
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of the metahuman characters.
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So what else do those characters offer
in terms of functionality?
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Well, for one, both the body
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and face come with a control rig.
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If you create a sequence
and drop the blueprint into the sequence,
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it automatically detects and displays
the control rigs.
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This is very useful for keyframe animation
or for polishing
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your motion capture animation.
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For a faster workflow,
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there is also a utility widget
called the
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Metahuman Control Picker, which you can
find in the utilities folder.
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Here you can quickly select
one of the controls and switch between
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IK and FK, which stands for inverse
kinematics or forward kinematics.
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The last functionality
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we want to look at, are the face blendshapes.
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The face comes with over 200 different
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blendshapes
or morph targets for facial animation.
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This is how these characters
can achieve an incredible quality
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of emotional expression.
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All right, let's wrap it up.
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What have we learned?
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First, when we work on the character,
we want all this goodness
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to remain intact.
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If we export the head, for example,
modify it, say, with the sculpting tools
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in Blender, and then bring the FBX back
into the engine,
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it will lose all the blend shapes, control
rig, etc..
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Now, I know all of this
and much more is possible
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in Maya, since the metahuman characters
come with the Maya source files.
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But for Blender users, this presents
a real challenge.
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And second,
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clothes need to be rigged to the body skeleton
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since the head follows
along with the body animation.
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And we need to solve the problem
of the upper chest.
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Also, something to keep in mind:
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In case you are using the head rotation
with the ARKit,
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those head movements
will not be transferred onto the clothes
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So the use case will determine
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what we can do in terms of clothes items.
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The decisions we make concerning
the animation workflow for our character
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will influence the options we have
when it comes to creating clothes, hair,
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and other props.
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Next, we will have a look
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at the blueprint
of the metahuman character.
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So the main asset really
where everything comes together
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is the character blueprint, that is located
in the main character folder.
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In my case, the "Hero" folder.
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By the way, there are different ways
to open the blueprint.
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You can either double click
on the blueprint asset here in the content browser,
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you can click on Edit Blueprint
in the Outliner, or you can click on this
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blue button and select Open
Blueprint Editor
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with your character selected.
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With the Blueprint Editor open,
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let's go and have a look at the character
in the viewport.
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On the left, you see all the components
that come with the imported character.
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You see that the body and face
skeletal meshes are here.
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Attached to the face
are all the hair groom components.
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Each hair groom
component is always accompanied
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by a so-called binding asset.
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This binding asset is responsible
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for the movement of the hair
with the face geometry itself,
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so that the hair is not just static,
but actually moves along
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with the facial animations.
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Let's see how it looks...
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In addition,
the blueprint already contains three slots
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for clothing: Torso, Legs and Feet
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for upper body clothes, pants and shoes.
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Since we disabled the clothes
when we created
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this character in the metahuman creator,
the slots are empty
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except for the flip flops,
which I already disabled as well
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To disable the flip flops,
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just click on the Feet component
and under Skeletal Mesh
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select Clear
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You are, of course, by no means
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obliged to use all these slots
for clothes.
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As you can, of course, also assign
a full body outfit to the torso alone.
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But this gives you some flexibility
in setting up your character.
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We will see how this works in a later
chapter
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when we come to
creating clothes for our Hero.
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At the bottom of the list,
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there is another component
called LODSync.
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This regulates the level of detail
for all the components
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that are in this blueprint.
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In the details panel,
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you can force a specific LOD.
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For example, set
all components to LOD0
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if you don't want your hair to disappear
at a certain distance.
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There is already a whole program
set up for the character
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in the main blueprint
and also in the Face_AnimBP,
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among other things.
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But we will look into all that
in another chapter of this course.
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Basically, what we need to know
for the purpose of customizing
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our character is:
First, when we design clothes,
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it is good to consider that
the torso, legs and feet can be different.
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We can also assign a full body outfit,
as I said, including shoes
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to the torso alone.
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So we don't need to always split clothes
into those three parts.
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But this modular
setup allows us to be more flexible.
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And second:
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In principle,
we have little limitations when it comes
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to adding stuff to our character.
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We can create new hair assets,
clothes, physics assets,
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and even attach static meshes to it
like goggles, hats and other things.
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Almost anything is possible in the blueprint.
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All right.
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Next, let's have a look at the materials
and textures and see what we can work with
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and whether there are any limitations
when it comes to texturing the character.
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Let's look at the face first.
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The main material instance for the face
is the very first one on
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the material list called HeadSynthesizedBaked.
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It comes with an extensive set of
parameters to adjust the look of the face.
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The master material for the face can be found here.
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Let's open it up.
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The face shader is quite complex,
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but we don't need to understand
every single node in the material editor.
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What is important to know
is which textures we can customize,
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so the character still works as intended
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For us,
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the two most important texture
sets are the base color
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and normal map textures.
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To achieve more realism,
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the metahumans use several sets of texture
maps for the color and normals.
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There are four base color maps
that are used to show
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little changes in how blood flow
is affected by facial movements.
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When you squint your eyes or open
your mouth, certain skin areas become more
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red or pale, depending on the stretching
or condensing of the skin.
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This is what these three additional
base color maps are for.
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In the normal maps,
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there are three wrinkle maps for the face
which simulate
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the skin deformation
in the facial animations.
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As a test, let's remove the first wrinkle map, which
is mainly responsible for the forehead.
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You see,
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the result is quite considerable.
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00:14:54,166 --> 00:14:55,333
Quite interesting to see
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is that the face textures
have different resolutions.
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00:14:58,533 --> 00:15:01,666
The metahumans are not brute
forcing their way into visual quality
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to achieve a high level of details,
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00:15:03,866 --> 00:15:06,200
the normal maps come at 8K.
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00:15:06,200 --> 00:15:09,866
(Remember, by the way, it depends which
download settings you used in Quixel Bridge)
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but the base color map is only 2K,
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since most of the details
are controlled by the normal map.
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00:15:18,366 --> 00:15:21,500
So the guys who made this, already
thought about optimization,
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even for LOD0.
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00:15:26,000 --> 00:15:28,533
If we now look at the body material,
this one is much simpler.
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It only has one base color map
and one normal map.
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The texture setup is similar.
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00:15:35,700 --> 00:15:39,533
We have a 4K texture for the base color
and an 8K texture
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00:15:39,533 --> 00:15:40,966
for the normal map.
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00:15:42,600 --> 00:15:46,033
The last thing I would like to show you
is how the UVs for the body and face
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are laid out.
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00:15:48,100 --> 00:15:50,733
The UVs for the face
first look like a total mess.
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00:15:51,633 --> 00:15:54,033
This is because the UV maps for the head
mesh,
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00:15:54,033 --> 00:15:58,166
the eyes, eyelashes, tongue and teeth
are all sharing the same UV space.
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00:15:59,300 --> 00:16:01,866
The only UV that is interesting to us
however,
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00:16:02,366 --> 00:16:06,200
is the HeadSynthesized material.
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00:16:07,066 --> 00:16:09,700
The body UVs are located on
the second UV tile.
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00:16:10,033 --> 00:16:12,500
This is important
to know for our texturing workflow.
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00:16:13,733 --> 00:16:15,500
So wrapping up:
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00:16:15,500 --> 00:16:20,033
When it comes to customizing textures
for our character, for example, changes
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00:16:20,033 --> 00:16:23,900
in skin color, tattoos
or whatever else we would like to adjust,
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00:16:24,866 --> 00:16:27,900
we need to consider the following:
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00:16:28,333 --> 00:16:30,433
First, the facial deformations.
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00:16:30,633 --> 00:16:32,833
This is concerning color and wrinkle maps.
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00:16:34,066 --> 00:16:37,200
How important are those
and do we want to keep them?
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00:16:37,400 --> 00:16:41,266
If we don't, then we just replace all
those additional maps with the main map.
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00:16:42,266 --> 00:16:44,933
If we would like to keep those,
we need to work
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00:16:44,933 --> 00:16:47,933
on all those maps separately.
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00:16:48,400 --> 00:16:51,466
And second,
if we want to texture the body,
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00:16:51,600 --> 00:16:55,433
and especially if we want to add texture
elements like chest tattoos
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00:16:55,433 --> 00:16:58,766
that cross over from the body
mesh to the chest part of the head mesh,
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00:16:59,600 --> 00:17:02,566
we need to use a UDIM
texturing workflow in Substance Painter
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00:17:03,300 --> 00:17:05,666
or whichever
other software we use for texturing.
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00:17:08,800 --> 00:17:11,833
Well, this concludes our
analysis of the metahuman character setup.
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00:17:13,300 --> 00:17:15,733
You can find the main points,
that we have discussed here,
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00:17:15,900 --> 00:17:20,200
also in the course book, by the way,
so you don't have to watch the videos
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00:17:20,200 --> 00:17:25,433
every time you would like to go back
to this character inspection.
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00:17:25,433 --> 00:17:28,633
And equipped with this knowledge, I think we are now
ready to begin customizing our Hero.
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00:17:29,766 --> 00:17:30,566
In the next chapter,
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00:17:30,566 --> 00:17:32,066
we will dive into a workflow
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00:17:32,066 --> 00:17:35,033
for creating and baking
morph targets for our metahuman.
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00:17:35,900 --> 00:17:39,833
You will learn how to deform the mesh of
your character without breaking anything.
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00:17:41,200 --> 00:17:41,733
See you there!
26043
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