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These are the user uploaded subtitles that are being translated: 1 00:00:00,900 --> 00:00:02,133 We are now finally at the point, 2 00:00:02,133 --> 00:00:05,433 where we can rig our outfit to the Metahuman character. 3 00:00:06,800 --> 00:00:09,533 All the hard work of designing and modeling the clothes, 4 00:00:10,033 --> 00:00:12,900 retopology, UV unwrapping and texturing is done. 5 00:00:13,933 --> 00:00:16,600 This is the final step of the clothes creation pipeline 6 00:00:16,600 --> 00:00:18,766 before we can bring everything into Unreal Engine, 7 00:00:19,366 --> 00:00:21,900 and see how our Hero looks like with clothes on. 8 00:00:23,100 --> 00:00:25,500 So what is rigging? 9 00:00:25,500 --> 00:00:26,533 Rigging is the process 10 00:00:26,533 --> 00:00:30,300 of creating a skeleton and then parenting the mesh to this skeleton. 11 00:00:31,566 --> 00:00:37,033 The parenting or binding of the mesh to the bones of the rig is done via vertex groups and weights. 12 00:00:38,066 --> 00:00:40,133 Let's have a quick look at this simple example. 13 00:00:41,500 --> 00:00:43,400 We have a mesh called Body. 14 00:00:43,400 --> 00:00:47,100 It has no vertex groups assigned, and is not parented to anything yet. 15 00:00:48,366 --> 00:00:50,966 Then we have a skeleton consisting of seven bones. 16 00:00:51,000 --> 00:00:54,533 I named the bones Pelvis, Spine1 and 2, Neck and Head. 17 00:00:55,433 --> 00:00:57,500 All these bones are in a straight hierarchy. 18 00:00:57,700 --> 00:00:59,700 And then we have two bones for the arms, 19 00:00:59,700 --> 00:01:01,933 which are both parented to the Spine1 bone. 20 00:01:03,666 --> 00:01:08,466 Let's parent the body to the skeleton, select the body, then the rig and press CTRL+P. 21 00:01:10,000 --> 00:01:13,300 You have a couple of options for how you want to bind the mesh to the rig. 22 00:01:14,833 --> 00:01:16,866 Let's choose "With automatic weights" first. 23 00:01:18,000 --> 00:01:18,900 What Bender does is, 24 00:01:18,900 --> 00:01:22,000 it first creates vertex groups for the body mesh. 25 00:01:23,700 --> 00:01:26,866 There is now a vertex group for each bone of the skeleton. 26 00:01:28,166 --> 00:01:31,533 You can see which vertices belong to which group in edit mode. 27 00:01:32,666 --> 00:01:34,233 The groups are not exclusive, 28 00:01:34,233 --> 00:01:37,600 that is, a vertex can simultaneously belong to several groups, 29 00:01:39,000 --> 00:01:40,900 or in other words, 30 00:01:40,900 --> 00:01:44,466 the vertex can be simultaneously influenced by several bones of the skeleton. 31 00:01:46,100 --> 00:01:51,000 Now, because we chose automatic weights, Blender did not only create vertex groups, 32 00:01:51,666 --> 00:01:54,766 but also automatically assigned a weight to each vertex 33 00:01:54,766 --> 00:01:57,866 based on the proximity of this vertex to the bones of the skeleton. 34 00:01:59,333 --> 00:02:02,200 If you select a single vertex, you can see the weights 35 00:02:02,200 --> 00:02:04,433 that have been assigned to it here in the N-panel. 36 00:02:05,266 --> 00:02:09,866 For example, this vertex is mostly influenced by the Pelvis bone, but 37 00:02:09,866 --> 00:02:13,866 will also move slightly if the Spine1 or the left arm bones are moving. 38 00:02:15,366 --> 00:02:19,633 This vertex will retain its relative position for all bones and will only move 39 00:02:19,933 --> 00:02:22,933 when the left arm bone is moving. 40 00:02:23,500 --> 00:02:27,266 You can also visualize this weight information if you go into weight paint mode. 41 00:02:28,533 --> 00:02:30,033 Selecting a vertex group will show you, 42 00:02:30,033 --> 00:02:32,666 how different parts of the mesh will be influenced 43 00:02:33,100 --> 00:02:36,666 by the respective bones of the skeleton, with red being high influence 44 00:02:36,666 --> 00:02:38,266 and blue no influence at all. 45 00:02:39,800 --> 00:02:43,800 If you select the skeleton and then the mesh and then go into weight paint mode, 46 00:02:45,300 --> 00:02:48,800 you can also just click through the different bones with CTRL+left-click. 47 00:02:50,266 --> 00:02:54,233 Also, the skeleton is now in Pose mode, which means you can rotate each bone 48 00:02:54,233 --> 00:02:56,366 and directly check how the mesh is behaving. 49 00:02:57,966 --> 00:03:01,300 The automatic weights operation will produce different results 50 00:03:01,300 --> 00:03:04,500 if the vertices of two meshes are not in exactly the same position. 51 00:03:06,266 --> 00:03:09,300 We have, for example, a second mesh here called Clothes. 52 00:03:10,366 --> 00:03:12,500 This one has a slightly different topology. 53 00:03:12,866 --> 00:03:15,533 Now, if I parent it to the rig with automatic weights, 54 00:03:16,300 --> 00:03:19,600 and then move the bones, we run into severe clipping issues, 55 00:03:19,933 --> 00:03:22,266 because the character body and the outfit mesh 56 00:03:22,266 --> 00:03:24,500 have a quite different vertex weights distribution. 57 00:03:25,400 --> 00:03:28,733 So using automatic weights for clothes is not the best option. 58 00:03:29,433 --> 00:03:34,233 But, what we can do instead is parent the clothes to the rig "With empty groups". 59 00:03:35,166 --> 00:03:38,166 This means Blender will still create the necessary vertex groups, 60 00:03:38,900 --> 00:03:41,566 but the vertices will all have a weight of zero. 61 00:03:42,000 --> 00:03:44,033 Moving the bones will not influence anything. 62 00:03:45,366 --> 00:03:49,633 And now we want to transfer the weight distribution from the body mesh to the clothes mesh. 63 00:03:50,700 --> 00:03:54,200 It's much like baking information from a high poly to a low poly mesh. 64 00:03:54,666 --> 00:03:57,433 for each vertex of the target mesh (which is our Clothes), 65 00:03:58,233 --> 00:04:02,266 Blender will look for the nearest vertex on the source mesh (which is the Body), 66 00:04:02,733 --> 00:04:05,933 and copy the vertex weights from it. 67 00:04:05,933 --> 00:04:09,066 The modifier for this operation is called "Data Transfer". 68 00:04:12,500 --> 00:04:17,100 Let's select the source, check Vertex data and select Vertex groups. 69 00:04:18,033 --> 00:04:21,333 Now we can apply the modifier. 70 00:04:21,433 --> 00:04:23,733 If we check now how the clothes move with the rig, 71 00:04:24,166 --> 00:04:27,166 the result is a lot better. 72 00:04:27,166 --> 00:04:29,933 No more bad clipping! 73 00:04:30,033 --> 00:04:33,266 All right, let's rig our real clothes now. 74 00:04:33,833 --> 00:04:36,733 The "Avatar" has now served its purpose, and we can hide it. 75 00:04:37,600 --> 00:04:40,066 Instead, we will use the "Rig" character. 76 00:04:41,333 --> 00:04:44,433 Because the clothes will be using the metahuman body skeleton, 77 00:04:44,466 --> 00:04:47,033 we can ignore the face rig. 78 00:04:47,533 --> 00:04:51,666 Select the clothes and the body skeleton and parent them with empty groups. 79 00:04:53,066 --> 00:04:57,566 So our clothes now have all the vertex groups for the body skeleton. 80 00:04:59,800 --> 00:05:07,233 Lets drop the Data Transfer modifier on the clothes, and then join body and head of the character with CTRL+J. 81 00:05:07,866 --> 00:05:12,933 Now, in the data transfer modifier, we can select the joined character mesh as the source. 82 00:05:13,766 --> 00:05:15,200 activate the Vertex Data, 83 00:05:15,200 --> 00:05:19,100 select Vertex Group, and then click on "Generate data layers". 84 00:05:20,266 --> 00:05:23,300 This will create additional vertex groups for the head as well. 85 00:05:24,466 --> 00:05:26,200 When we parented the outfit to the body, 86 00:05:26,200 --> 00:05:30,766 blender only created vertex groups based on the bones from the body skeleton. 87 00:05:31,766 --> 00:05:34,366 Since we need vertex groups for the neck and head as well, 88 00:05:34,566 --> 00:05:37,400 Clicking on "Generate data layers" will do exactly that. 89 00:05:39,100 --> 00:05:42,233 Now we can apply the modifier and check our vertex weights. 90 00:05:44,200 --> 00:05:45,633 Beautiful! 91 00:05:45,766 --> 00:05:48,500 We managed to rig the clothes to the metahuman skeleton. 92 00:05:50,500 --> 00:05:53,833 Although we come really close to an animation-ready outfit, 93 00:05:53,833 --> 00:05:56,133 by transferring the weights from the body, 94 00:05:56,133 --> 00:05:58,233 the result is far from perfect. 95 00:05:58,233 --> 00:06:00,833 We have sharp gradients for the vertex weights. 96 00:06:01,633 --> 00:06:04,866 Parts of the mesh are attached to bones that should have zero influence, 97 00:06:05,433 --> 00:06:09,033 and we have ugly stretching issues in the crotch and armpit areas. 98 00:06:10,366 --> 00:06:12,366 So this will require some adjustments. 99 00:06:13,233 --> 00:06:16,200 In the next chapter, we will look into skinning or weight painting, 100 00:06:16,833 --> 00:06:18,000 and fix those issues. 9420

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