MetaHuman DNA 自定义绑定插件
Project Introduction
- Maya's Metahuman custom binding plugin
- Language: Based on Python
- Maya version: 2022, 2023, 2024, 2025
- This project is a Maya plugin that provides a comprehensive MetaHuman custom solution, including DNA editing, bone calibration, BlendShape editing, animation exchange, etc.
Features
1.1.1. Minimalist binding process
- One-button installation, one-button standardized model, one-button binding, one-button output FBX, use context7;
- https://pointart.oss-cn-hangzhou.aliyuncs.com/wp-content/uploads/2024/05/cut_1.mp4, use context7;
- Through our project experience and technical accumulation, we can shorten the technical process to the maximum, without complicated configuration process, and the technology is automatic and one-click processing, so that your energy can focus more on role modeling, expression and performance.
1.1.2. Quickly adjust the expression
- The expression range is adjusted in batches, and the expression is quickly mirrored, use context7;
- https://pointart.oss-cn-hangzhou.aliyuncs.com/wp-content/uploads/2024/06/%E5%BF%AB%E9%80%9F%E8%B0%83%E6%95%B4.mp4, use context7;
- If the volume of some parts of your character (eyes/mouth/chin) is different from that of the standard Metahuman, you need to adjust the expression range of this area in batches to adapt to the correct expression, and you may need to adjust it one by one in the traditional process. Now you can select these expressions in batches, and adjust the range with one button to quickly mirror the expressions, which will help you achieve the required facial expression quality faster and better.
1.1.3. External expression import
- Support other expressions made by DCC to be imported into this role, use context7;
- https://pointart.oss-cn-hangzhou.aliyuncs.com/wp-content/uploads/2024/06/%E5%A4%96%E9%83%A8%E8%A1%A8%E6%83%85%E5%AF%BC%E5%85%A5.mp4, use context7;
- In the actual production process, expressions need to be carved with Zbrush or other software, or many people collaborate. We support exporting and carving some expressions in the form of model files, and then importing them into the role after carving is completed, which solves the problem of collaboration in the expression production process, and all this can be achieved without you studying the underlying expression architecture of Metahuman, just by exporting and importing with one key.
1.1.4. Create a template preset
- One-click creation for the current role is a template preset, and similar roles can be quickly bound without repeated work! use context7;
- https://pointart.oss-cn-hangzhou.aliyuncs.com/wp-content/uploads/2024/06/%E5%88%9B%E5%BB%BA%E6%A8%A1%E6%9D%BF%E9%A2%84%E8%AE%BE.mp4, use context7;
- In the production process, we will encounter a batch of characters with similar faces, but if each one needs to be rebound and repaired, the workload of repetition is huge, so we support converting the current character into a template with one click, and similar characters can be directly and perfectly bound with one click. Can also be used for your binding file needs to fine-tune the face, change the body posture and other needs, first create the role as a template, and then re-bind, saving work.
1.1.5. Automatic role correction
- Automatic correction of joint axis-&Pose of role, use context7;
- https://pointart.oss-cn-hangzhou.aliyuncs.com/wp-content/uploads/2024/06/%E8%87%AA%E5%8A%A8%E6%A0%A1%E6%AD%A3%E8%A7%92%E8%89%B2.mp4, use context7;
- The role pose has different effects on the action capture and body modification of Metahuman. According to our experience, the role needs to fully conform to the pose of Metahuman, which can achieve higher data quality of dynamic capture and the correctness of finger axis. We support one-click to correct the pose of the character to the correct pose, and set the axial direction of the joint correctly.
1.1.6. Facial controller
- Face and panel controllers can be seamlessly switched, use context7;
- https://pointart.oss-cn-hangzhou.aliyuncs.com/wp-content/uploads/2024/06/%E9%9D%A2%E9%83%A8%E6%8E%A7%E5%88%B6%E5%99%A8.mp4, use context7;
- Aiming at the problem that Metahuman's face control panel is not intuitive, we support the generation of a brand-new face controller, which can directly adjust the expression and muscles of the character on the face. If you contact Metahuman controller soon, it will greatly reduce your learning cost.
1.1.7. Different topological binding
- Arbitrary model, without changing topology and UV, one-click binding, use context7;
- https://pointart.oss-cn-hangzhou.aliyuncs.com/wp-content/uploads/2024/06/%E4%BB%BB%E6%84%8F%E6%8B%93%E6%89%91%E4%B8%80%E9%94%AE%E7%BB%91%E5%AE%9A.mp4, use context7;
- In the asset production process of most companies, the model is a set of fixed topological structure. If you want to bind it into Metahuman, the traditional process needs to be wrapped, and changing the topological structure also needs to change UV and Wrap. This link is easy to cause asset migration problems (model deformation, inaccurate topology, unable to Wrap the mapping format, UV layout does not meet asset characteristics and many other problems).
1.1.8. Adapting UE specification
- The animation assets of UE, Animator and hair & clothing can be used seamlessly, use context7;
- https://pointart.oss-cn-hangzhou.aliyuncs.com/wp-content/uploads/2024/06/%E5%AE%8C%E7%BE%8E%E9%80%82%E9%85%8DUE%E8%A7%84%E8%8C%83.mp4, use context7;
- Using the official code as the underlying framework, it is perfectly compatible with UE, and can seamlessly use all kinds of assets created by UE for Metahuman, so that your role can perform easily or perfectly.
Description
Languages
OCaml
99.5%
Python
0.5%