MetaHuman Creator | Inside Unreal

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AMANDA: Hey folks! Take a trip to the virtual outback in Rural Australia, a new high-quality environment pack now available on the Marketplace. The assets are from the spectacular Memories of Australia short film created by Andrew Svanberg Hamilton. Explore the collection of photogrammetry-based content, captured on location in Australia, and download it for free from the Marketplace. And speaking of free Marketplace products, in honor of Earth Day and this beautiful planet we live on, we've released five new Quixel MegaScans collections featuring foliage from a variety of biomes. Download them all and start planting your own environments. When pandemic restrictions forced a planned exhibition to go digital, Kengo Kuma and Associates teamed up with game dev company historia and rose to the occasion with "Multiplication," a physically impossible, interactive architectural visualization that anyone can experience online. 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And next week, from April 26-28, many folks from the Epic team--including Epic CTO Kim Libreri, VP of Digital Humans Technology Vladimir Mastilovic, and VP & GM of Unreal Engine Marc Petit--will be speaking at the RealTime Conference on a variety of topics from MetaHumans, virtual production, collaborative workflows, and more! Pop over to realtimeconference.com to see the full line-up of sessions and register. Now to give thanks to our top weekly karma earners. These rockstars are: Everynone, ClockworkOcean, ugmoe, Micky, chrudimer, Shadowriver, Makigirl, Chief Man, Nachomonkey2, and Jack.Franzen First up in our community spotlights - you may remember 2019 Epic MegaJam winner Escape Velocity. The team has gone on to refine it into Orbiterrion. Match against your friends or team up in a fast-paced, action-packed space fight set in orbits across the Solar System. Use skills, collect shards and kick your friends to outer space. Download Orbiterrion from Steam! Next up, enjoy a short film inspired by the Sicilian legend of Colapesce, the son of a fisherman who disappeared into the sea to prevent Sicily from sinking. Visit crisodora.com to watch the full film and see more of the gorgeous work from their team. Last up, enjoy Northern Lake by Mateus Kurzhals--their first personal project in Unreal Engine! It's an impressive start and we look forward to more creations from Mateus. Head over to their ArtStation page to get all the details on the project. Thanks for watching this week's News and Community Spotlight! VICTOR: Hey, everyone. And welcome to Inside Unreal. A weekly show where we learn, explore, and celebrate everything Unreal. I'm your host, Victor Brodin. And today I have members of the MetaHuman Creator team with me. Let me please introduce Aleksandar Popov. ALEKSANDAR: Hey, everyone. VICTOR: We got Chris Evans. CHRIS: How's it going? VICTOR: I should probably get my notes out. So that I can probably read your titles as well. Alongside Chris Evans, we also have James Golding. JAMES: Hi. Good evening. VICTOR: He's the technical director. And then Nina Ward, product manager. NINA: Hi, everyone. VICTOR: And just to make sure that we get everyone's introduction correct, Aleksandar Popov is the art director. And Chris Evans is the lead technical animator. Welcome to Inside Unreal. ALEKSANDAR: Thank you. CHRIS: It's great to be here. JAMES: Thanks. VICTOR: Today, we're going to talk a little bit about MetaHuman Creator, which is now available out in early access. If you haven't seen it yet, the link is pasted in the forum announcement post. You can go ahead and sign up for-- or request early access to use the demo. I'm not going to do much of the talking today, so I would like to hand it over to Chris. CHRIS: Hey, we just wanted to go over the initial inception, if you will, of MetaHuman Creator. I'm going to spend a couple of minutes on that. We've been working together with 3Lateral, and Aleksandar, and Vlad, and others there, for many, many years, across many different projects. There was the projects like working on Senua with that team. And working on Siren and Andy Serkis, and a lot of the digital human demos that we've done with Ninja Theory. So we have really created one of the, I think, best teams in the industry for digital humans. But it takes all of us working in the same direction to create one of these high fidelity humans. And a goal that we really wanted to hit was allow anybody that uses the engine to create a super high fidelity digital human. And that was kind of like a moon landing for us. A couple of years ago, we set out. And we said, what do we need to do to try to enable all UE4 users to create. We were doing Andy Serkis's performance at the time for this GDC demo. I was talking with Aleksandar and others. And I mean we're rigging like individual nose hairs and things like super high fidelity character. But we really wanted to enable anybody to do that. And 3Lateral has really focused over the years on kind of a scan to rig pipeline. How can we create rigs as fast as we can at the highest fidelity possible? So we were all talking and would worked on so many projects together. We said, well, we think it's possible that we can take the existing infrastructure at 3Lateral, and wrap it in a way that can allow Unreal Engine users to really create a super high fidelity character very, very easily. And at the time, when Vlad was talking about these markers to move the face around. And fit the face to what you want. And the call and response of when you pull on an ear, it anatomically forms, using anatomy, some kind of plausible ear. That was kind of magic. I remember sitting in the room when he was describing that to execs and they were just like, oh, so it's kind of like putty. It's just very hard to understand that you're going to make a movement, and it's going to look up into a really huge learned database of different anatomical facial features. And give you some kind of anatomically plausible, believable response. But yeah. And now years later, it was really great to be able to show the world what the teams have been working on. And there was a time when a little bit of the background was shown when Vlad worked with James on a GDC demo. He could talk about a little bit, just getting the groundwork in the engine for-- JAMES: Yeah. This was a while ago. And it was interesting going back and looking at that video. Actually I hadn't watched it a long time. But I worked with Vlad on a demo for GDC 2017, which was just very early showing this sort of technology of like combining regions of faces. There was a very small number of faces. There was no on surface editing. But you know, Vlad had some things that they needed in the engine. I added some features, and we worked together on the demo with a UI artist at Epic to show something. And so that was just the beginning of this idea of like, oh, you can make a unique face, and then animate It. And make a whole-- get an idea of how you can take even a small database, and by using this sort of mixing tech that 3Lateral had been developing. But it's really interesting to see how long it takes to go from a prototype into something that you can really give to people and give to everyone. And it's been interesting to have been there at the beginning of that journey. Working with 3Lateral on demos like the Kite demo that we did many years ago. They were involved in that, and so forth. So all the way through to design we can give to everyone. It's been a very interesting, sometimes challenging, journey. But it just goes to show that none of this stuff is easy. There's been a lot of interesting challenges along the way. But it's good to look back and see the overall arc of it at this point. CHRIS: And I would say at all times the 3Lateral team, especially since they have the expertise when it comes to creating digital faces and things like that. Aleksandar has been pushing for how does the user use the UX, how does this workflow work. I remember of the 2017 video. I think Aleks you had called it like shopping for body parts. It's like little icons and you blend in a little bit of this ear. And it was really the vision of the 3Lateral side to have something where you can really feel like you're sculpting, feel like you're working. JAMES: You have to keep taking your eyes off what you're making. And you do a bit more of that, and then all the other ones go back. It's not a good way to work. But it just goes to show that it's not just about having really interesting technology, and the ability to render that technology, but you've got to think about the whole pipeline. I think that's where 3Lateral really put their experience. And not just being a technology company, but being a content creation company. And a company that's worked with so many different other game studios. They sort of understand the diversity of needs. And that there was a clear need for this. But in order to actually meet those needs, there was a lot that needed to be done. So it's been really interesting. I think the other thing is it's been a very collaborative. Just like we're saying that, it's a mix a lot of different disciplines. So I've had to learn an awful lot about both the artistic side, all these terms of lacrimal fluid. And all these really technical terms, which are really interesting, like the details you have to get into around how the meniscus of fluid in the eye moves, as the eyeball moves around, just real detailed stuff. All the way on the other side to sort of cloud technology of how do you scale in the cloud and manage a fleet of servers. That stuff that coming from developing games for console, it's a very different experience. So I think everyone on the team has learned a lot over the last couple of years. NINA: It's really fun to see the reaction from everyone as well. You guys say technical terms like meniscus fluid and stuff, but there are people who aren't even particularly familiar with sclera, or some kind of slightly more basic terms. But it just shows how broad the audience has actually been with this as well, which I think really speaks to how intuitive the whole tool is. ALEKSANDAR: And it is only just the beginning in a sense. NINA: Should we jump into it? JAMES: Yeah. So I think, Aleks, are you good to give us a bit of a demo? ALEKSANDAR: Sure. Yep. JAMES: So Aleks has probably been using this tool longer than anyone, so we'll let him show how a pro does it. You good to go, Aleks? ALEKSANDAR: Yeah. We can switch. So I'm running a local build for the stream. And I was already fiddling in the background trying to create something of an [INAUDIBLE] but that's actually one point that I would like to connect with Chris and James said. At this point in time, we don't necessarily see MetaHuman Creator as a tool where you try to hit one-to-one likeness. So it's more like getting a plausible, realistic result out of the already mentioned database, which is sitting as sort of like this main aspect of the MetaHuman Creator tool. And yeah, let's go into a bit of a deeper dive. So the way we envisioned-- I'll leave it at the face for now. So the way we envisioned how you would approach modeling-- because, as Nina mentioned, the idea was that we wanted to cover a really huge range of users, from really entry level people who just want to play with this without being maybe an artist who already worked on faces or whatever, all the way to industry grade users and artists. So to do that, we developed a system called which we call direct manipulation tool, DMT, and that is actually the core of how you edit the face. And we separate this into like these three panels that a lot of people have played with. So I'm just going to go quickly through it. So the way we envisioned that was you either start with a preset. Or you can go into blend space, and select a couple of presets to use like a minimum to enable this. Or you can go a higher number than that. And then, once you do that, you enable basically blending per region with the characters that you have selected. So you can get really quickly-- you can quickly blend between the characters and get the starting point that you want to continue. Or you can use the Move here. Let me move that, one second. So the Move is essentially comprised-- it's like Sculpt would be the most granular type of editing that you can do in the MetaHuman Creator. And the Move would be simply like a grouped markers so that you can also do a quicker movements, and get the results quickly before you actually go into sculpting. And then you can refine at the very detailed level with your mesh. But the thing to understand I guess about the sculpting that might be one of the most important points is, unlike ZBrush and other software, you're not just moving a part of mesh. And in a linear way, you're actually, what Chris mentioned, you are moving to this area of space, which means you're moving to the data points of all the characters in the database. And geometry is trying to actually hit that spot. And that means this is something-- sometimes you will see, especially with the eyes, when you move, you're not actually moving only that marker. So you select the surrounding area moves as well. And this is because you're getting the-- at an instance, you're getting full rig, full deformation from that particular character that you're actually selecting that area from. So this means it would be very difficult to, I guess, localize it to a really small spot. So that is why you will notice some other regions move as well as you move the markers. And essentially, it comes down to just-- we feel that it is very intuitive, but you'll need some time to just like play around and notice how this works. And going back to the likeness that we talked about. So yes, for now, we don't intend for the user to be able to take a photo and hit the likeness one-to-one. It's more like we want to get a plausible, realistic digital human. You can go like-- even though all of the markers that I was mentioning, whenever you move them, it is actually data that exists in the database, meaning it's from a plausible position on the geometry from the database. But still you can get some plausible looking characters. Because essentially, like if you-- right now, there are all various ethnicities and genders in the database. And so you're moving through all of them. And so you can, especially with the eyes they're very sensitive, you can create like maybe Asian looking eyes. But your eyebrows would be from a completely different character. And you'll have a big difference between the two. So we have to mindfully move the other one as well to avoid potential possibilities, unless you maybe want to do that. And then that is also an artistic choice I guess. So yeah, that would be a brief cover of the way you edit the face. And I can start going maybe category by category and getting a more in depth-- CHRIS: We would love to hear it, Aleks. ALEKSANDAR: Yeah. OK. So I'm going to actually go right from the beginning, select the preset, and just start from there. OK. Let's see. NINA: Aleks, do you have a favorite preset? ALEKSANDAR: That's a tough question. I guess I really do like this character. I felt like when we were creating him it was of a Genghis Khan looking character. That was the idea. So I like him. And I like Hudson. I think he's is very charismatic character. NINA: Hudson's quite lovable, isn't he? I kind of like Skye. Skye is one of my favorites. ALEKSANDAR: Oh yeah. Skye, she's pretty awesome as well. Actually I like Seneca as well. He has an interesting head shape. But OK. Let's maybe take I don't know, Tori. it doesn't matter. So this is my personal preference. I like to set up the background color, which you can find here in the settings. So this just might actually even be missed by people. I'm not sure whether on your side if it's clear enough. But so you can select the background, and find a complementary color like a painter would do. And it makes, I guess, the experience a bit more enjoyable. And OK. So let's start doing something. I'm going to maybe try and age this character. So I'm going to select some of the older characters from the presets. Let's see. Maybe take this lady. And take her as well. Who else? Maybe a male character as well. All right. So let's see. I'm going to do something about the eyes. So maybe select some point between here. And I'm going to deflate the lips a little bit. Let's see the nose. I'd like it to be bigger, a little bit bigger. But I may do that in sculpting. Enlarge the ears a little bit as the character gets older. Let's see. Yeah. Like this and like that. The jawline, now I think I'm going to keep it like this, support it. All right. I'm going to switch back to the Move. Actually, I can go directly to Sculpt. I want to address the jaws a little bit. VICTOR: Aleks, while you're operating here. I'm going to take the opportunity to ask a couple of questions. We're getting a load of them. So we're going to have to start a little sooner in Q&A if that's OK. ALEKSANDAR: Sure. That's fine by me. VICTOR: MR3D-Dev was wondering will there be will there ever be an offline MetaHuman Creator? JAMES: That's an interesting question. I think we can certainly see why that would be desirable. Obviously, what this looks like when you first see it is a character creator from games. Now what it's doing is quite different than what normally a character creation in a game is doing. Because we're creating brand new rigs, and mixing from this database, and so forth. So it's a very different proposition to put this into a game. So I think it's a really interesting question. I think it's something that I can understand why people would want to do. It's something that we have talking about, but there are some big problems. The reason that this is a cloud based application right now is we have this big database of our faces, as we've talked about. We also have a big database of the facial textures. Those are big and they're going to get bigger. So that's really the big challenge. How could we possibly in the future make something which is small enough that would ship with a game? So we just don't know at the moment. It's going to be saying that we're going to look at. We hear that question. But it's not going to be happening, you know, next week or anything. So we've got a lot of R&D to do that. VICTOR: Next question comes from Will Voss, who's wondering, how do you paint textures for MetaHuman faces? There are three albedos. How is that supposed to work? JAMES: Chris, can you take that one? I'm guessing it's three albedos for the blood flow map. CHRIS: Yeah. So there are a lot of different textures that comprise a MetaHumam face, but there's kind of the main. So what Aleksandar was just showing, we call that kind of texture synthesis, when you're building the skin that you want in the tool. And when you're creating your character in MetaHuman Creator, you are so-- I'll get a little bit technical, because I think that there's a lot of game devs in the audience that might be interested. But basically, we have a kind of machine learning back end that breaks out the high frequency from the low frequency detail. What that allows you to do is completely change and rework complexion. But still, you'll notice when he moved through the high frequency details, that allows us to use those normal maps and things. But mix them to make a new skin. And allow you to do some pretty big changes to it. The reason why we kind of keep that high frequency is because it's a real challenge to use machine learning to generate new normal maps. A lot of character artists know you can't even really transform a normal map 90 degrees if you're a purist. So having the high frequency and low frequency broken apart, that then gets sent down to you as a new albedo that's synthesized from that. But then it knows the high frequency that it picked. And the tool does some special things like it will automatically change the tangents of the face you've made to better fit with a high frequency normal map that has been chosen. Because we saw kind of early on that if we tried to place a normal map-- or people know if you bake a normal map for a face shape that it wasn't baked against, if you use it that normal, it will start looking puffy because the mesh tangents are now different. And the normal map is expecting the mesh tangents that were there when it was baked. So we go ahead and we change the high frequency detail of the face mesh as well to match the high frequency detail of the normal map. And then all of the driven wrinkles use those same high frequency details and what we call kind of blood flow maps, which are very, very tiny driven diffuse. So I think that's probably what you're talking about is the driven diffuse, which is kind of like the readiness of the face. But there's also multiple normal maps and those are driven by the rig as well. These masked regions in the face shader that we're talking about, they're driven by the face rig live. Because the face rig runs live in the engine and is not baked out. The face rig talks to that material for the face shader and it blends the appropriate wrinkle areas from 96 different zones in as you play an animation, or create your animation, or interact with the face in Unreal. So that's a quick overview of why there are so many maps. But yeah, that's a quick overview. VICTOR: Thanks, Chris. Next question comes from leftwitchde, who's asking, will the clothing section be improved as well? CHRIS: I can talk about clothing. Yeah we'd like to add clothing. The clothing that you see in MetaHuman Creator-- so there are 18 different body types. But then across those different body types-- so that's masculine, feminine, three different heights, and three different BMIs-- and across those there's then four different LODs. And because we don't really know what LOD you're going to see, some games can auto LOD out and copy over skinning. Because they know the distance that you'll see a character at. Because we have no idea how you're going to use these characters in your game, we really tried to hand author all LODs and skin all LODs. And that was a real challenge. All in all, the very limited clothing set that you're seeing, is over 1,000 different skins and imported assets into Unreal Engine. As you start downloading different characters, if you look at the folder structure that's being built in your project, you'll start noticing some common items. And which items-- you'll start noticing all of the things that I just spoke about. You'll notice that there's per BMI clothing, per height clothing. We tried to SIM all of the clothing folds for most of the garments across every different BMI. So I think, with the exception of the hoodie, the clothing shouldn't look like it's just the same clothing warped to fit a new character. It's important to us that the clothing feels good and fits the different characters. So there's more clothing to be coming in the future. And the great thing about MetaHuman Creator is that we're not really tied to engine releases. You download your characters through Bridge. We're going to figure out what our next update cadence is, but you won't be having to wait for a new version of Unreal to get new clothing. It should just-- you should just see it show up. And I'm sure we'll put some messaging out there. JAMES: We've been patching MetaHuman Creator, I think, every day since we released it. It's just been small things, small fixes, and stuff. But yes it's really great that we can get updates out really fast and do things more than just bug fixes. VICTOR: And Aleksandar, feel free to interrupt us whenever you would like to comment. We're watching you here. ALEKSANDAR: Sure. All right. I'm getting a feel of this livestream so sorry for being quiet. VICTOR: No, you're good. Next question Yeah. Go ahead. ALEKSANDAR: Oh. I'm sorry. Please proceed. VICTOR: Next question comes from Ntrillion1. Will the 3D models be compatible with other engines, for example, Godot and Unity? CHRIS: Nina, do you want to do that one? NINA: Yeah. I can take that one. So MetaHuman's are for use in Unreal Engine. We'll allow you to take them into other places like Maya, but you will need to render them or publish them with Unreal Engine, in order to comply with our end user license agreement. VICTOR: Easy enough. SirVoxelot is wondering, is it possible to transfer a DNA file from one mesh to another? JAMES: I'm not quite sure what that means. VICTOR: I don't know either. Verbatim. Perhaps SirVoxelot can detail. Also, for all you out there that are watching, we're getting a lot of questions. Unfortunately, we will not be able to cover all of them. If you want to continue the discussion once we go offline, the forum announcement polls that exist on the Events section of the Engine forums is where you can continue the conversation afterwards. And we can potentially chime in with some answers there as well. CHRIS: I can take a quick swing at that one. But so basically, when you build your character in the engine, it depends how advanced this guy is. But so there's the DNA found in the engine, but it's built into the file structure. So maybe you saw that on GitHub or something. With Maya, we send the DNA file down. The DNA file basically says, for this configuration of joints and blend shapes on this face, when I move this control, what's the response? When I do this, what's the response? Because each character has a different blended response. So it wouldn't make sense to use the same DNA file on a new character unless that new character had the exact same face or so. So I'm not super sure if I answered the question. But that's the relationship of the DNA file to the character, JAMES: I can just add a little bit more detail. That's a good point, Chris, just in terms of the technical details. So when you download a MetaHuman skeletal mesh from this tool, embedded into the skeletal mesh, just like Chris says, there is this DNA data which controls how, just like Chis said, the controls affect it. That's used by what's called Rig Logic. This is a new plug-in that shipped as a standard with 4.26. And this is based on all of 3Lateral's experience around building face rights. That's what drives these rigs live in the game. And so you place a rig logic node inside Control Rig. And that looks up in the scalar mesh what the DNA, that the mapping driving data is, and then we'll use that data. So there is saying kind of generally the assets we give you are just sort of plain Unreal assets, materials textures. It's very intentional that there's no magic in these materials. You can open them all up and mess with them. The only sort of special thing is this DNA data inside this skeletal mesh. And currently the only way to alter that is using MetaHuman Creator, because, just like Chris says, it's very tied to the face. you change the face, you'd have to change that data. It's all coupled and not an easy thing for people to do, because it needs all of the pipeline. VICTOR: Thank you all. Aleks, are you good with us continuing through some questions here? Or is there anything you want to go over? ALEKSANDAR: If you guys are fine. I'm good for you to go with the questions. And then I'll chime in at some point. NINA: I'm enjoying you kind of go-- JAMES: Yeah. Yeah. It's great. ALEKSANDAR: Yeah. I'm finding it a bit hard to focus on the questions and what I'm doing. So I'm just trying to get a hold of it. And then once I'm good, I'll tell you guys. If that's fine by you. VICTOR: Yeah. Sounds great. Thank you, Aleks. Next question comes from Player Chass, who's wondering about body sculpting. JAMES: Oh. That's a really interesting one. It's obviously something that we would like to do. Something we've talked a lot about, again. There are some really big challenges with body sculpting. Like Chris said, right now, we have these preset body types. And we've manually gone and created the clothing and all the correctives for each body types. There's a huge amount of work. But it's the only way that we can make it really hit the quality bar we want for all the different body shapes. Probably the biggest challenge with sculpting a body-- well first of all, we need to build a database. And figure out, similar to what the face took, it took a long time to get to this point with faces, a lot of research, a lot of iterations. So there's all that work to do to figure out if and how this would apply to bodies. But then clothing is a huge challenge on top of that. If you've got complete control over the body, how do you make sure the clothes look good on that body? And that's just something we simply don't have an answer to at the moment. So it's a really interesting question and something we'd love to do. But again some really big questions that we're going to have to get into there. And on top of that, we also need to think about retargeting animations. We're going to have to make sure the same animation can run on all of those variable body types. So that's something that's being worked on for UE 5. But those are-- clothing and retargeting are probably the big topics that we're going to need to tackle, even once we've solved the big challenge of sculpting a body and what they would actually look like. Would it be handles like the face? So yes, some really big questions there. But I think it's something that we will be thinking about. CHRIS: And then, I don't know if the question-- I just want to chime in on that. Because we're delivering source files, you can download the source file. You can make changes to the body, because it doesn't have as many deformers and things as the face. Basically, if you were to click off of the clothing, you could download your MetaHuman, and it's going to have the source files. And you could build a spacesuit around your MetaHuman, or that's why we give you the deforming skeleton that's needed to export your body and bring it into the Unreal Engine. VICTOR: Next question comes from leftwitchde again, who's asking, will we be able to make colorful hair like purple? Right now, we're restricted to the blonde and black spectrum. NINA: Yes. It's a very short answer. We're going to-- VICTOR: I like it. Next question. Let's go. NINA: Yeah. Let's keep going. JAMES: I don't know when. NINA: Who can assume? But it'll be-- JAMES: On a big, long list. NINA: --on our growing list of things to add. VICTOR: I guess, not a question from chat, but something that we might want to-- Is there a public road map? Or a plan for a public road map in terms of MetaHuman? NINA: No. We might at some point, but we kind of want to see what people are telling us first, and get a sense of what the bigger buckets are for what we could be looking at. But once we get those, we might show something, but it will be all hypothetical. So none of it will be definite until it's actually out into the world, I think. JAMES: Something so exciting about this product versus other things is like there's nothing really like this out there, so there's not like a set of expectations. We could take this in so many different directions. And so that's why getting to this point was such a big deal for the team. Because now we get to see what are people doing with it. What are the most important things people are finding and needing? And then we can kind of respond to that. So we're still very much in the kind of learning phase and listening phase at the moment. Because there's just a lot we can do. VICTOR: Next question comes from Benbentwo, who's asking, will there be any ability to extend the MetaHumans system to create human-esque creatures, like elves, dwarves, maybe even orcs? NINA: That might be one of those big buckets that we don't want to talk about. It is a really popular request like we see a lot of people are really interested in humanoid characters, like the orcs and the elves, and I mean everything in between. JAMES: I think there's-- oh, Nina, you just muted. NINA: No, go ahead. JAMES: OK. I think there's a big range there as well between characters, which are just a small tweak on humans, maybe a different shape ear or something, all the way to just be the same topology, but with some adjustments. And then all the way to orcs or something, where it's a totally different topology. It's such a broad question. Again, it's one of those things where, yes, we definitely hear the interest, but there's certainly some challenges for us to figure out, in terms of how we might even tackle that. NINA: I think, ultimately, we're still pretty focused on humans right now. We kind of want to get to that specific MetaHumans that you can have final control and over what you end up with. So that's still going to take a while yet. CHRIS: That's always my quick answer, Nina. It's MetaHuman Creator, but we heard the-- NINA: It's in the name. CHRIS: Yeah. It's going to take a while for us to really nail this and get it. This is just the initial release. And there's a bunch of stuff we really want to do to make these not only usable on a lot more platforms, and more performantly, and things like that. JAMES: I saw we announced MetaPets Creator like three weeks ago. So I guess we should probably get on with that. NINA: Have you started it yet, James? JAMES: Right now. I'm typing right now. NINA: OK. Get coding. Faster. CHRIS: The next question, I see you can do dogs, but can I do a dragon. It's just a dog with wings, you know. NINA: Remove the feather. VICTOR: If anyone watching knows any orcs or elves out there, let us know. So that we can use them for references. JAMES: That is the other challenge is finding enough orcs to scan for our database. That's definitely a problem. NINA: I think they have a few in New Zealand. VICTOR: Next question comes from Formula_E, who's asking, can we use MetaHumans to build character creation systems in our games? JAMES: That's kind of the point we covered earlier. I think it's a really interesting idea, but there's definitely some big, technical challenges to taking this from an online sort of tool that you use outside the engine to build assets for the engine, versus something that you could bring online I think we'll look into it. But we won't know yet how feasible that is until we really get into to solving some of these problems around data size. VICTOR: We're definitely receiving more specific questions in terms of like eye colors and different shapes. And I think we've sort of covered that, right, in regards to where we're going in the future. All of that is sort of on the potential road map in terms of customization that is available. And remember the tool's early access-- what is it now? A week, I think. A week and one day that it's been available to the public. So tune in to the Unreal Engine Twitter handle, as well as Unreal Engine forums. We have created a MetaHumans section there. If not, it will be online real soon. JAMES: We have one. NINA: It's there. VICTOR: OK. Awesome. I've been busy doing the livestream, MetaHuman. I haven't had enough time to play with the tool myself yet. All right. Let's move on. Next question comes from Nauman Arshad, who is asking, will support for 3D softwares other than Maya be introduced any time in the future? CHRIS: I could take that. Uh no. So our company has used Maya to develop all of the back end pipeline everything. Not hating on other softwares, but it's just there's a lot going on under the hood with the Maya plug-in that we released. And it would be a real challenge to figure out how to get that working in other software. So a great example is if you've done a lot of rigging and animation in Blender, Studio Max, or Maya. Maya has like a joint orient matrix. And that doesn't even exist in Max. So there's just some stuff-- and like Blender requires a bone length, which Maya doesn't. There's quite a few things where the softwares just do them completely differently. And we'd be chasing ourselves and we'd be spending all of our time trying to get that working, instead of actually improving the tool. But you know it'd be great to see in the future what people do. If people figure out ways to author. JAMES: Chris, do you think that's something that community effort to make a Blender version or something would that be plausible? Or is it just that's just not going to happen? NINA: Anything is possible. CHRIS: Anything's possible. I have to check about the actual plug-in code. But we're very transparent with things. We could make available what is needed to do it, but it would be a real challenge. Because, like I said, the softwares are just very, very different. We're not even talking about handedness. We're just talking about representation of blend shapes, joints, different things like that. NINA: I think the other thing was like we wanted to open up to Maya so that people can animate their MetaHumans. For most other stuff, it's really kind of taking it into engine and going from there. JAMES: Yeah. I think that's a good point, Nina. And also, we would rather-- we're still a limited development team. And it seems like a big company, but the team on writing the code for this was surprisingly small. And we're trying to focus also on animating inside the engine. We'd really like that to be a plausible place for people to do a lot of their work. Rather than having to split our effort between different 3D packages, if we can do it in just one place, and make it available to everyone, that seems like a really exciting way to focus our efforts. CHRIS: And I also just want to say there's so much that goes into it. Delivering source files was really not the easiest thing. But it was very, very important to the team. And there are a lot of people involved, like Nikola, Vladmir, Kay, Voya. There's a team of people really working to get source assets right. And when you're watching this like this bar creep across the screen for three minutes while it's generating a Maya file from scratch, the team is doing a lot of stuff. We're making sure DirectX is the renderer that you've set in Maya, we're building a DirectX shader that has all of the wrinkle, matte blending, and everything. There was so much. There was a lot that went into setting up the Maya file properly to work with all LODs and all Rig Logic and everything. But we're really proud that we're able to give that out. Because that's really powerful and will allow people to kind of reverse engineer stuff if they want to. Or, like I said, build a space suit around the character. There's also the UE4 RBF solver plug-in is installed by Quixel. So when you're skinning your character, you're able to look at the driven joints of that character for your clothing the same way that the joints look in the engine using our post driver. So a lot of work went into the source files. And it's really awesome to be able to give it out. But again, that's a whole other plug-in that would need to be kind of written for these files to work in another DCM. VICTOR: Thanks for the clarifications. Next question comes from Xenthorx, who is asking, any plan to be able to import scan data into MetaHuman? JAMES: That's an interesting one. I don't know at the moment. I think it's another one of those ones that we need to look into. There's nothing we're announcing at the moment. VICTOR: Let's see. Next question comes from SirVoxelot, who's wondering, where are the dynamic material instances on the head being created and controlled? It seems like it's ticking since it works in editor even if there's no Live Link skeleton in the Blueprint. JAMES: Very specific question. I don't remember exactly without digging in, unless Chris does. But those MIDs are going to be driven by the animation system. So one of the things that curves in the Anim Blueprint can do is drive material parameters. So the Control Rig node running Rig Logic is going to be driving the wrinkle maps, the parameters for the wrinkle maps, and the parameters for the animated albedo, blood flow maps. Those will then run as curves through the Anim Blueprint and then drive material parameters. So it'll look to see which sections have the parameters. And then set those. So yeah it'll be happening in the editor, but it doesn't have to tick. It's just any time the animations playing, it's going to be pushing those parameters into the MIDs. I hope that helps. VICTOR: I'm sure SirVoxelot will let us know if it did. JAMES: It's a standard feature. That's not a new thing. We've done lots of demos over the years, and there's lots of places where you will use animation to track material parameters and MID. So we didn't write anything special there. VICTOR: Next question comes from Skye, who's wondering, it'd be good to hear what you thoughts are on what you think the effect and/or non effect is to artists and character models are. There a lot of folks in the community and the industry who are sort of wondering about what ripple effects MetaHuman will sort of set off. JAMES: Maybe Aleks has thoughts on that one. ALEKSANDAR: Yeah. I can chime in on that. We've heard a lot of different opinions on that. But the way we see this is basically it's supposed to empower artists and everyone else. So being a character artist myself and working for a long time in this industry, you're used to having a lot of tedious processes while you create the character right from topology to UE to everything. I mean this tool is supposed to help you jump start these elements. And just allow you to create more characters more quickly. And whether you use it as a starting point, and then as already mentioned, use it in the other abstract on top of it, or use it as a finished character or whatever. It is essentially supposed to empower you. And we feel that the creativity will still be recognized in terms of like if you have-- level the whole field of users and elevate them with this tool. But you you're still going to see different artists using the tool differently. And some will get better results and someone different results. So I think that nothing essentially changes. You're carrying a tool that allows you to do things more easily and quickly than it used to up until this point. So personally, I really fell in love with the tool. It's a bit different. Well I guess what I'm trying to say is like if you're a traditional sculptor or anything, you can still do that in any application. But if you're using it in a production environment, and I believe a lot of artists in the industry right now will agree, when you're working on a project, you start from various assets that were already prepped and then you try to optimize the whole process anyways. So that this MetaHuman Creator is actually supposed to do that in one place. And so I don't know why I understand the concern, but I think that happens with any new technology, and essentially, I think, at the end of the day, it will only help artists and not cause them to lose their jobs. NINA: You can definitely spot the difference between a professional and someone who is just kind of tinkering. When I get into the tool, I can't get anywhere near what Aleks does. ALEKSANDAR: Yeah I mean it definitely helps. If you have knowledge, and if you do, all the skill that you gathered while working in whatever way, it will all be reflected in MetaHuman Creator as well. So it's no exception. Yeah. So basically you just get a really good head start on a lot of processes. NINA: Yeah. On the other hand, it does mean I end up with a digital human. it's just a digital human, whereas Aleks' ones are a bit more special. CHRIS: I also feel like it's going to allow people to be more artistic and focus on art I think that there was an entire kind of painting genre of people, many more than nowadays, that would really just try to paint an exact human. And then when the camera was invented, that was the explosion of modern art. It was kind of like, OK, well, it's a bit easier to make an exact, pixel perfect, reproduction of a person now. So maybe we can focus on doing more artistic stuff. Or I've been on enough AAA games to know that when the art director wants to kind of noodle specific stuff like a scar on a face, or anything, there's always going to be-- I think it'll allow artists to focus more on maybe some of the hero characters for now. And get really high quality characters that are interacting and telling the story, and filling in. But maybe that's just my take on it. VICTOR: All right. Next question comes from toddkleinhans7, who's wondering, does MetaHuman Creator have the ability to import a reference image? JAMES: It does not at the moment. That's something that-- uploading stuff is surprisingly fraught, because then you start having to worry about ownership, and security, and things like that. So again, not to say never, but it's not something that's planned at the moment. VICTOR: So try to specialize in the second monitor talent? JAMES: I've seen people use, I think it's called ghost or something, where they can bring an image over the top, which seems to work pretty well. I don't know exactly how that works. I just see it on a few videos. CHRIS: Yeah. And PureRef as well let's you onion skin something on top. VICTOR: Next question comes from Odib7, who's asking, can you clarify the symmetry options? ALEKSANDAR: Yeah. I can cover that. So just give me one second. OK. So when you' go in to Sculpt you have the symmetry. So essentially, I saw a lot of comments in terms of people commenting on whether the characters are too symmetric and stuff like that. So essentially, the whole database that this tool is comprised of is based, as mentioned, on scanned characters which are digital doubles and completely like asymmetrical to the extent that each individual character is. So the symmetry in the tool is actually working only on markers, which means if you turn to symmetry on, you're moving markers simultaneously. But still the way we explain how the whole DMT, direct manipulation tool, works we find selecting and moving a marker at this point. And the symmetry is on. So that just means that the marker on the other side is also moving to that same space. And just like selecting the part of the character symmetrically, but it does not mean that character in the database is not like-- he's probably asymmetrical. So I'm trying not to confuse too much. But the point is if you turn off the asymmetry, you can just simply move markers independently, and get more asymmetrical characters. But in essence, with the symmetry on, the characters will still be, to the extent of the digital characters in the database, asymmetrical. And for the various modes, they're basically relatively self explanatory. So it means when you're turning off the symmetry and choose left-to-right, just copy the markers from one to the other side. And the same goes for the other, vice versa. And then the average will just do as it say, it will average and find a spot there. And then after that, the symmetry is activated and, in fact, the same on all three levels I hope that clarifies it. VICTOR: I think so. JAMES: Yeah that makes sense. ALEKSANDAR: If you were confused by any chance of something, we can follow up on the forum later, so no worries. VICTOR: Thank you, Aleks. Next question comes from Ason, who's asking, are those characters meant to be used for games? Like a multiplayer shooter? Or are they only for cinematic purposes? JAMES: Oh no. Definitely. But the intention is that they can be used in games. We've worked really hard to make sure that LODs for all the clothing, for all the hair. I mean Chris will know. I've been banging on about this for months. But we tested MetaHuman sample, the original sample we put out, across all the different devices, on mobile phones and on Switch. That's why we have eight levels of detail. That's why the hair goes from strands to cards to baked textures in some places, or a sort of helmet representation. We really hope that we're building characters that can scale all the way up to almost movie quality. And all the way down to the phone. Now, having said all that, I don't think we're done yet. I think that the groom, the strand-based hair is amazing. The team, Charles and the rest of the team, we've worked on the strand-based hair. It is phenomenal. And I think everyone is really excited about using it, but it is still really expensive. And he has tons of ideas to make that cheaper and scale better. It does run on like a PS5 and Xbox Series X now. But we can make that better and that will get better in time. And I think the same with the materials on the scale. Right now, we've had to make a number of cuts in the material when we put it onto mobile. I think we can do better in the way that we maybe prebake textures. And so that's again, something we're going to be looking at in the future. Not just getting it to work on these platforms-- like it does now, we've put a lot of work in to get to this point-- but make it really work well, and be really shippable, and really efficient on all these different platforms. That's going to be one of the things we know we're working on next. As you download these characters over the coming months and years, they're going to be more optimized more and more and tightly set up for all the different platforms. But yeah, we absolutely intend these to be usable across lots of different devices. That's been a big effort from the team. I don't know, Chris, do you had anything to add to that? CHRIS: Nope. VICTOR: All right. Next question then. It comes from RCA Film Productions. It's wondering is MetaHuman ever going to give you the ability to make a digital representation of an actual person via a photo? NINA: Again, another really big bucket. I don't think that's going to come any time soon. I mean I don't even know if we will consider that. JAMES: Yeah. We haven't really talked so much about that. There's just not enough data in a single photo I think to get-- I mean you could probably come up with something. But that's not something that we're planning at the moment. VICTOR: To clarify a little bit on sort of-- not to go into too much detail, but could you compare what the difference between computing a photo versus the actual scan that we're getting that's being used for MetaHuman? JAMES: I mean the process for scanning someone that went into these database is pretty amazing. I've been lucky enough to go visit the scanner in Serbia where they've built all this database, and it is pretty phenomenal. But it's a lot of cameras. And a lot of processing power that goes into it. So the idea is you want a complete model of the face from all directions. So that you can capture and you can see the detail on these faces down to the pore level. So you know those are reference images. Now, of course, you could have a much lower res scan, but you still kind of want a 3D representation of the face if you're going to fit to it, I would guess. But yeah these are all open questions. But 2D image just doesn't give you the shape I think to try and build or fit a face to. But I don't know, Chris. Do you had any further thoughts on that? Or if you had any thoughts? CHRIS: Yeah. What you said, it would be much easier to fit to some new mesh than just some photo. The photo stuff is a real challenge. You're able to-- it's one of these things where you can really get 80% of the way super fast. So you can take a front photo, apply it to a face, and just use the photo texture. And because you have pressed that photo texture onto the 3D model, if it's not moving, it might look like whoa it looks just like the photo. But the way that these different technologies work like texture synthesis and all of the shader stuff that I talked about. It just means that it would be very, very hard to generate a person of the quality that people expect from MetaHumans and from Epic. So yeah, it's a data. JAMES: How you'd get the nose shape and the chin and all that stuff from a single front photo seems hard. VICTOR: Next question comes from Xeon Cat, who's asking, are you planning on making more traditional sliders for more direct control of main features in the face, instead of always relying on the database? NINA: I guess the question is, do you struggle to use the marker. I mean like personally using them, I don't find them too difficult to kind of move around. There are maybe some slightly more difficult areas like the eyes can be a little bit tricky. But I don't think we've spoken about sliders before, have we? CHRIS: Well we wanted to get away from sliders. That was the shopping for body parts. But that would be a slider that blends in a specific nose. We call it the direct manipulation tool because it's already very direct. If you're not-- we're growing the database, but if you pull a direction and there's no feedback, that means that hasn't been observed in the database. So it's not just like we're going to make a blend chip on the fly that lets you pull that way. You are constrained by the people that have been observed on the back end. VICTOR: Next question comes from Retro Game Trip. Have you got a full release target that you're aiming for? NINA: Sort of, but nothing we can really share right now. VICTOR: Sounds good. Next question from metagrafaux is wondering, will artists ever be able to take the character down to a single material with only one set of textures? JAMES: I suppose that goes a little bit to what-- you could do that now, Right we just give you all the base textures and material. And you could take those textures and composite them in Photoshop or something, and then bring them back in and build your own material. So there's nothing to stop you from doing that right now. In terms of doing that's part of the automatic process, that is saying we are looking at. For lower end platforms and just for efficiency, there are certain textures right now which never actually change. If you look at the material, things like the region tints that you can change, those are still done in the material but we could prebake those. And just have a single texture rather than a stack that's being processed in the material. So optimizations like that, we are working on. And the same-- like I talked about earlier for mobile, where we might want to bake some of those layers of textures down to be more efficient. And because we are limited by texture samplers on mobile. So I think there will be some of that going on But it was really important to us that the assets that you get are just normal assets. And if there's things you want to do for your project, the MetaHuman is just the starting point. And you can take that further. And apply your own clothes and your own, like Chris said earlier, your own body. And you can mess around with the textures. And you know it's really supposed to be this open system where you can take this as a starting point and bake things and manipulate things as you need to. VICTOR: Next question comes from Timo Helmers, who's wondering, do you have plans to unlock the constraints-- this a little bit on the same topic of the previous one. Do you have plans to unlock the constraints a little bit so we could take it past the morph targets, or whatever you're using here, and make characters with more extreme features? JAMES: Nina or Aleks. ALEKSANDAR: Yeah. I was just going to add, I guess a bit on what Chris was saying previously. And also connected to this. So the idea it is to keep-- at least for this moment, for MetaHuman Creator to be very realistic and plausible barrier. And so this means like, yeah, we could easily do that and allow the user to move the markers beyond the point. But then you get the potential to break the rig and everything else in place. We have been discussing previously about maybe having some control where you just can switch off all the mechanisms that keep you bound. But I think that's also a discussion for later on. So far we want to keep it disposable. And I guess one thing that will be growing in the next year is the database itself. So as it grows, you will actually be able to hit more and more shapes. So this mean-- I guess also what I wanted to just add on the marker is like you can clearly visualize. One thing that you need to actually understand is this is not like a 2D volume that you're moving through. It's a 3D space. So it means like right here like when you pull the marker to the edge, you can see the border being visualized. Beyond that, there is no data. But you need to keep in mind what I said. This is a 3D space which means this is just a simplified representation, a more in depth representation of convex hull. So each point on this marker has this distinctive shape, which describes where all the points from the database are. So just keep that in mind whether you're planning to take all the axes into account. Because like you're essentially moving through the volume and searching the data with it. But going back to having the sort of like those boundaries off, I don't think for now that would be an option. JAMES: And we found when we were testing, during development, that you could sort of we played with a few different options for moving paths. And you can make faces that look quite interesting, but then as soon as they animate, they break. I think that's one of the big challenges is the rig. Because this is not just making a neutral. It is building a whole rig in real time with all the different movements that comes with that. When you start pushing outside where the data is, you can get some very odd things with the rig. And we thought that would just be frustrating to people. That you'd make the face that you thought was great, and then it breaks down as soon as animates. CHRIS: And I wanted to mention just about-- we've talked about the database so much. So the database itself, another one of the reasons why it's in the cloud is it's not possible for you to create a person that was observed by the scanner in the database. So every MetaHuman, all the presets, anything you make, you don't need to use it in a game or something. You don't need to pay a likeness license, or anything like that. Also for a like GDPR, for privacy laws and stuff, there's no way to create one of the inputs in the database using the outputs. So that's just a good thing to know for anybody who keeps hearing us talk about scanning inputs, and people for the database, and observe noses, and things like that. VICTOR: The next question comes from A13 South, who's wondering, and I wanted to talk a bit about this a little bit in general. The question is, can I still use Reallusion characters for Unreal. And I just wanted to clarify that by no means with us releasing MetaHuman Creator are we disallowing the use of any other software, or models, or assets that you import into Unreal Engine. There's absolutely zero requirement or plans to make MetaHuman the only character creator that you are allowed to use in Unreal Engine. NINA: Sorry to interrupt you, but you can definitely still use those characters. That's absolutely fine. You can even have them in the same scene as a MetaHuman if you wanted, but it might look quite different. VICTOR: The next question comes from elprofesorwolf, who's wondering, how long did the development of the MetaHuman application take? And how many people were involved? JAMES: Oh wow. That is a hard question. And Chris and Aleks probably can talk about it. Like he said at the beginning, this is based on technology and ideas that 3Lateral have been developing for a long time. So they can probably talk more about that. ALEKSANDAR: Yeah I do not know, Chris. The conceptualization that we had and everything, I think it's like three years maybe or more than that. CHRIS: Well, you guys have been working on the pipeline to really-- using all of the knowledge you have over 10 years of rigging faces. What's the way that we can rig faces the fastest? And given a new vision for a character in a game or something, make that face or get that face and make a rig for it as fast as possible? But that was really the secret sauce. That was the core. Rig Logic was one of the core IPs, one of the core things of 3Lateral as a company. So the turning point was talking about, well, going from the best content creators for animated faces in the world to using our core secret sauce and giving it away to everybody in the world for free with MetaHuman Creator, that was a bit uncomfortable. Because the company, over the years, has focused on doing this really, really well. And by releasing MetaHuman Creator and joining Epic, it really said like, OK, we're going to focus on making a system that allows anybody to do this, and really democratizes. And that was a couple of years ago. We talked about-- ALEKSANDAR: Maybe even not two years. JAMES: And in terms of size of the team, again, it's really hard to sort of say exactly. We've had a core group of developers working on this product for a while. But when you start taking into account all the people working on, like Chris said, the huge effort in clothing, and all the grooms we did for the hair. And then the MIDs for those grooms. But then when you also think about people working on the engine team. We've worked on the groom technology or who've worked on the animating in-engine. The fact that we can build these rigs for these characters that when you download them, they have a fully animated rig. There's really been a cross team effort. Also we've had people working on the back end systems. And adding the support for Quixel Bridge. And you know it's really been a huge collaboration between different parts of Epic to do this. So I think it would be very hard to draw a line and say this is the team. We've been hugely grateful for the help we've got across the company. But a lot of folks have worked very hard across a lot of disciplines. It would be very hard product to make anywhere other than Epic, just because of that depth of experience. VICTOR: Thank you all. Next question comes from game_dev_onian, who's wondering-- I apologize if this has already been answered. But the video and animation production, do we own the IP for video production with MetaHumans NINA: So you'll have to check the EULA language exactly, but the MetaHuman assets themselves, Epic owns those. And you have the right to use those. I think anything on top of that is then yours. But I'm not a lawyer, so I can't advise you there. VICTOR: Next question comes from Autumn Palfenier. Hi, Autumn. I actually know this-- I used to work with this person. When will we be able to import saved Live Link face performance CSV files? Or potentially is this something we thought of? CHRIS: I guess you mean the CSVs that are saved to the phone if you're not streaming into the engine and recording. I'm not sure. I believe those were originally saved to the device to be for debugging. And I think loading into packages to debug what was going on to load. Sometimes, I can see you would probably want to record directly to the phone, because then you're not beholden to latency. Or anybody who's using Live Link, you may know that when the frame rate drops we kind of record data at that rate. So yeah that's a good one that I can ask to the Live Link face team and get back, in some fashion, through Victor. Yep, so they'll be recording data onto the phone. Copying that data onto your computer and importing it into the engine in some way. VICTOR: Next user has a user name that I won't read the entire thing. Because it's 0xb16f15h. OK. That wasn't too difficult. Just asking, have you noticed, in terms of performance, what is the recommendation for the best browser or best practices to use while working with MetaHuman Creator? NINA: So I mean performance-wise in the browser, I think we've seen pretty good results across the board. I haven't seen too many people struggling with it. I know in certain regions, like depending on where you are in the world, you might have a few connectivity problems. But sadly, that is just dependent on where you are in the world. In terms of best browser, we recommend Chrome on Windows, but we do support a few others as well. VICTOR: Check one. All right. Sorry, my computer just went slow for a moment. Can you hear me? OK. Cool. I'll take that as a yes. KOHAKO is wondering, are there any terms except the EULA that that has to be applied? We have a game for Playstation 4, can we just start using it? NINA: I'm not sure I understand the question. VICTOR: I believe they're curious if they're allowed to start using MetaHumans in production. NINA: Yes, yes. I think there-- As long as you're within the terms of EULA, you can use them in production for sure. JAMES: [INAUDIBLE] because we got to make this work for that kind of thing. VICTOR: Forums. Good place for feedback. Sidian is wondering, could you show us or write documentation on how to properly export MetaHuman animation made in Maya back to Unreal Engine? JAMES: Chris, is that something you prepared earlier? CHRIS: Yes, there is documentation. We can post that through Victor. But basically, it really depends whether it's body or face. So you may have noticed in the engine that there's two different scale meshes. If you're animating the face in Maya, there is a selection set in Maya. And actually, I've got it up right now. I was going to be doing a little demo, but we've had such a good time watching Aleks. Do you guys want to pop over and I can show what I'm talking about? VICTOR: Yeah. Let's go. Give us just a sec here. You're good to go. CHRIS: So this is, I think, Hudson. And this is just the source file that you'll get. Here, you have body joints. Whoops, that's just my Maya. So there's body joints and there's face controls. If you select the controls in the facial control selection set, that is going to select all of the facial controls. My callback is going to pop up here. But if I select all of these controls here, it's selecting all of the facial controls. And you know James had mentioned the awesome work that the team has been doing on making animating an engine easier and better. The MetaHumans or one of the first characters where you export your sparse keyframe data on the animation controls. same controls used as an animator. You save those out as an FBX, and then you import those into Sequencer in the engine. You do that by right clicking your rig in the engine. And you say important animation. And that's in Sequencer. So it actually does not use the traditional FBX import options, dialogue, and things like that. This is really importing rig animation directly into Sequencer. And it supports sparse keyframes like you had in Maya. For the body, you would go into this other selection set that I pointed to earlier. And this has all of the export joints. Because there are multiple skeletons-- and I've hidden this for now and I've turned off joints. So there's multiple skeletons. There's a driving skeleton and there's an export skeleton. So by selecting these joints, these are all of the joints that are in the export skeleton. And when you export those through to the engine, that's how you will get the body animation to come in. And once those animations are in, you can plop the body animation directly into Sequencer and import your facial animation onto that. And I hope that kind of covers the question. But that's why those two selection sets are there to make it easier for you. If you are exporting with FBX, kind of a handy little thing is if you scroll down to the bottom of the import options, turn off inputs. If you turn off exporting inputs, it won't traverse the entire DAG or Maya graph. It will just export the animated controls that you want. If you leave inputs on, it will try to pull like most of your MAYA file into that FBX and it just waste everybody's time. It just wastes your time when you go to export. JAMES: Thank you, Chris. VICTOR: Thank you. Chris was that it in terms of what you were planning to show from your end? CHRIS: I can show some stuff in UE4. So I've got that character here in UE4. Just let me know if we're back to my screen. VICTOR: Yeah, you're good. CHRIS: So [INAUDIBLE] VICTOR: DMCA strike hammer comes right now. CHRIS: Sorry. So as you can see, here we've got the face and the body. If you drag a character into Sequencer, the rigs pop in. So this is another thing that the team the Control Rig team added. And the animation and engine team added that's really awesome. Is the ability to-- when you just drag your character into Sequencer, the scale mesh now knows like, hey, what is my rig. And it automatically adds the proper rig for you. Another thing that is not so known is that if you go into the content browser. And you look under MetaHumans, Common, and Utilities, we merge so many different file structures together. That's why there's two Common folders. But there's a MetaHuman picker here. And our animators really enjoy using picker. And this is kind of a picture where you select which MetaHuman you want to use, because you can have multiple in the scene. And then you can come in and use that as you would a normal picker. It's also a really, really awesome example of the power of Editor Utility widgets. Jared Monsen on our team was able to make this picker using Editor Utility widgets. And I think the Sequencer scripting lip, and it just really shows how you can make your own really awesome UIs using utility widgets in the engine. And this picker allows you to make large selections of entire hands and things, flip IK to FK. A lot of the different rigging features that Rahim Tullen had created. She created the MetaHuman rig that you see here in the engine. Yep VICTOR: Thank you, Chris we're getting close to the end of the stream here. And so I wanted to let everyone know that your questions have been awesome. We really appreciate them. If you have more and you would like to continue the conversation, head over to the forum announcement post for this livestream, as well as the MetaHuman category on forums dot unrealengine dot com. I'll do a quick glance before I completely get away from my question notes here. A lot of duplicate questions. I should say I've seen a lot of questions that came in at the end of the stream that we've covered earlier on. So make sure you go ahead and watched the VOD. As soon as we go offline, it will be available on both YouTube and Twitch. With that, I should also mention that a transcript is will always be made available. But it is usually available within a week of the livestream. We do a manual one. So in case you're looking for any terminology, et cetera, you can go ahead and download that transcript, Control F, look for it, it has a timestamp. Great way to go back and study the live streams that we do here. Is there anything else from Aleksandar, Chris, James, Nina, that you would like to cover? JAMES: I don't think so. There's some great questions. I think that it's given us a chance to talk about a lot of stuff. NINA: I think we've covered quite a lot today. I think the main thing is beyond questions, if you do want to see more content around clothing, and grooms, and stuff, let us know what kinds of things you want to see. We would love to see what you want, and we can try and plan around that. JAMES: But for so much of this project, Nina and all of us have been in these conversations, like well maybe people want this, and maybe people want that. It's very hard. Because, like I said earlier, this doesn't exist really anywhere before. And so there's going to be people using this that we just haven't even thought of. So it's great to move past the point of like, well, maybe. And into where we can actually hear from people. So we really want to hear from people NINA: And we obviously want to add tons more to the tooling, and we will do it over time. So I think obviously we've got a very limited set of clothing right now and some of the bits as well. But as we increase that, obviously we'll try and keep our range in mind as well. So we're hitting a lot of different marks there as well. VICTOR: I would like to thank you all for coming on the stream, but I'm not going to let you go just yet. I do want to let everyone out there know that if you are interested in game development, video production for architectural visualizations, Unreal Engine is the tool for you. And you can go to unrealengine.com to download it for free. If you already have the Epic Games Launcher, it is available in the Unreal Engine tab. You can go ahead and go get 4.26.2, which is the latest version of Unreal. It's right there. If you are more familiar with the use of GitHub, the engine releases, as well as the master branch, is available on GitHub. You can go there and download the source and compile it yourself. You'll see some of the latest and greatest, and potentially unstable versions of the engine in the master branch. But if you go to the tech section and pick release, that's where you get the same version that we are shipping as a binary version on the Unreal Engine Launcher. I already mentioned the transcript. It's a good way to catch up and learn some of the terminology. In about a week, you can just turn on the captions on YouTube. That's the place you go for those. Make sure you let us know how we did today on the stream. We're going to go ahead and paste a survey in chat. Let us know what you think of the stream. And what future topics you would like to see us cover, whether that's more MetaHumans or something else. We also do have the entire playlist of Inside Unreal episodes available on YouTube. You can also find it in all of the future-- some of the past, and all of the future, forum announcement posts on our forums. There are no physical meet ups going on around the world right now because of the pandemic. But some of the community groups are hosting virtual meet ups using Discord and other various tools. If you're curious about getting in touch with more people that are using Unreal Engine, go ahead and head over to communities dot unrealengine dot com. If there's no local media group in your area and you're interested in becoming a organizer, there's also a little button that lets you send a form to us that we will go over. So if that's something that you're interested in, feel free to go ahead and get in touch with us. If you're interested in information or anything else updates when it comes to MetaHuman, most of that will be released on our forums as well as our Twitter accounts. We also have a Facebook, LinkedIn. There's also an unofficial Discord community known as Unreal Slackers. It is great for real time conversations. They have channels for everything. It's past 50,000 members. Some of our most active community contributors are there. It's a great place to hang out. Just go to unrealslackers dot org. There's also a lounge channel if you just want to talk you know everything not Unreal with people who like Unreal. That's the situation I find myself in a lot of times. I like hanging out with game developers. Who would have thought? We do highlight community spotlights every week. If you want to suggest your project for one of those, you can get in touch with us through any other channels I previously mentioned. You can also go ahead and send an email to community@unrealengine dot com. We monitor that email closely. We have a countdown video that we do every week. This is generally 30 minutes of development that is sped up to five minutes. But we've seen some really good contributions lately that completely went away from that format. So just go ahead and submit anything that's five minutes long. And we will take a look and potentially you might be one of our countdowns that we put in the loop. If you stream on Twitch, make sure that you add the Unreal Engine tag, as well as the game development tag. Maybe not if you're doing something in terms of virtual production, but the Unreal Engine tag it's important. And that way other creators who are interested in like content using Unreal Engine can go ahead and find you. So make sure you follow the social media for all news. Hit that notification bell on YouTube if you want to see when we go live, as well as all the other non live videos that we release to YouTube. There's some cool stuff being prepared by the Evangelist. They're been doing a lot more video content during the pandemic. And so it's exciting to see. Next week, I remember what we have next week, because I will host the show. Next week, Alexander Paschall is coming on stream, and he's going to cover a little bit more in depth of some of the learning-- one of the learning videos he did on googly eyes. He hasn't responded to me in the last couple of days. So I really hope he's still on board. Because I'm excited to get him back on the stream. It's been a while. And I'm sure all of you who know who he is would be excited to have him back as well. With that said, I would like to thank Aleksandar, Chris, James, and Nina, for taking time out of their day to come here to talk a little bit about MetaHuman Creator. Chat, please give it up for our guests today and wish them well. Or give them whatever you want to write in chat. It doesn't really matter. I know some people say give ones in chat, give twos. I don't care. Whatever you want to say, let them know that you appreciate them coming on the stream today. With that said, is there anything else y'all want to cover? NINA: No. Thank you for having us. JAMES: Yeah. Thank you very much. It's been great. ALEKSANDAR: Thank you. Thank you. JAMES: Thanks, Aleks for doing such awesome art where we can all-- NINA: Thanks. I was enjoying that. ALEKSANDAR: I think it was less, I guess, verbal at that point. But I think you guys can shoot any questions that you feel like it would be good to cover. And I think we could arrange like a video where I can record and give you more in depth. I find it a little bit difficult to talk and work at the same time. But I think we can do something if you feel that you need any more info on the tool itself. VICTOR: And as always, whether there are plug-ins, or new features and Unreal Engine that come out in early access, since we are still actively developing them, it is relatively rare that we produce sort of in-depth documentation tutorials or learning content on those tools specifically. So do expect more of that in the future, alongside the MetaHuman Creator maturing and becoming more of a full-fledged tool that the developers are planning it to be. With that said, I want to thank everyone for watching today. I hope you stay safe out there. And we will see you again next week at the same time. Take care, everyone.
Info
Channel: Unreal Engine
Views: 61,394
Rating: 4.9402986 out of 5
Keywords: Unreal Engine, Epic Games, UE4, Unreal, Game Engine, Game Dev, Game Development, nvidia, chivalry, torn banner, level design, map design
Id: ys3JivS-iXU
Channel Id: undefined
Length: 94min 29sec (5669 seconds)
Published: Thu Apr 22 2021
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