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# MetaHuman DNA 自定义绑定插件
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## 项目介绍
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- Maya的Metahuman自定义绑定插件
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- 语言: 基于Python
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- Maya版本: 2022, 2023, 2024, 2025
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- 本项目是一个Maya插件,提供全面的MetaHuman自定义解决方案,包括DNA编辑、骨骼校准、BlendShape编辑、动画交换等功能
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## Project Introduction
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## 核心功能
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### DNA浏览器
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- 自动读取DNA文件,显示在项目浏览器中
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- 可以打开、保存DNA文件
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- 可以加载DNA文件以供编辑
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- 可编辑DNA文件基本信息
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- DNA文件保存和写入
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### 模型编辑,DNA编辑与校准
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- 自定义造型模型快速指认和绑定(Metahuman拓扑)
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- 自动生成其他身体的配件(睫毛,泪腺,舌头等)
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- 校准骨骼位置以匹配自定义模型
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- 自动修复接缝和权重问题
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- 根据DNA生成身体并支持自定义绑定
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- 头和身体接缝修复
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- 支持自定义拓扑结构的模型绑定
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- 赋予材质,以及顶点色
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- FBX模型导入和导出
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### 面部表情系统
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- 编辑和优化BlendShape
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- 批量导出和导入BlendShape,支持表情克隆
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- 支持Blendshape修改并更新DNA
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- 表情范围调整和克隆
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### 动画系统
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- 坐标系统自动转换
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- 支持面部和身体动画
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- RBF变形器,用于不同体型间的衣物配饰转移
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- 支持动画导入和导出
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- 动画实时预览系统
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- Maya's Metahuman custom binding plugin
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- Language: Based on Python
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- Maya version: 2022, 2023, 2024, 2025
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- This project is a Maya plugin that provides a comprehensive MetaHuman custom solution, including DNA editing, bone calibration, BlendShape editing, animation exchange, etc.
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## 主要模块
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## Features
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### 工具栏 Toolbar
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- 加载预设
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- 保存预设
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- 导入DNA
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- 导出DNA
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- 创建RL4节点(用于切换DNA编辑的状态)
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- 删除RL4节点(用于切换DNA编辑的状态)
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#### 1.1.1. Minimalist binding process
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### 几何体 Geomery
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- 模型拾取以及加载
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- LOD模型分级过滤
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- LOD模型创建
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- 自动加载模型
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- 标准化命名
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- 自动分组
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- 生成面部配件(睫毛,舌头,泪腺 等)
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- 修复接缝(修复法线)
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- 修复点序
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- One-button installation, one-button standardized model, one-button binding, one-button output FBX, use context7;
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- https://pointart.oss-cn-hangzhou.aliyuncs.com/wp-content/uploads/2024/05/cut_1.mp4, use context7;
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- 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.
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### 绑定 Rigging
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- DNA浏览器
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- 根据DNA导入骨骼
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- 根据DNA生成身体
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- DNA校准
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- 骨骼位置校准
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- 创建绑定
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- 复制蒙皮
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#### 1.1.2. Quickly adjust the expression
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### 行为 Behaviour
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- Blendshape自动加载,刷新,筛选
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- 次级Blendshape自动加载,刷新,筛选
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- Blendshape批量导出和导入
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- Blendshape范围编辑
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- Blendshape镜像
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- Blendshape查找翻转目标
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- Blendshape重建
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- 表情控制器还原默认表情
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- 查找选择表情
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- 控制面板查找
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- 选择关联关节
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- 写入当前表情
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- 写入镜像表情
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- The expression range is adjusted in batches, and the expression is quickly mirrored, use context7;
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- 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;
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- 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.
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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.
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#### 1.1.3. External expression import
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- Support other expressions made by DCC to be imported into this role, use context7;
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- 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;
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- 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.
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### 定义 Definition
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- LOD, Meshes, Joints, Blendshape, AnimatedMap 加载和刷新
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- 写入: 写入关节默认位置,写入几何体,写入蒙皮,写入混合变形目标
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- 创建:创建混合变形,绑定蒙皮,取消蒙皮
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- 工具:重新定位头部关节,重新定位身体关节,重新定位全身关节,快速创建预设
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#### 1.1.4. Create a template preset
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- One-click creation for the current role is a template preset, and similar roles can be quickly bound without repeated work! use context7;
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- 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;
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- 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.
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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.
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## 技术特点
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- 基于Epic Games的MetaHuman-DNA-Calibration库
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- 集成PoseWrangler系统实现RBF变形
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- 优化算法提升性能
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- 多语言界面支持(中文简体、繁体、英语、日语、韩语、法语)
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#### 1.1.5. Automatic role correction
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## 开发目标
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1. 实现完整的DNA校准和编辑功能
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2. 提供直观的用户界面,简化复杂操作
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3. 支持多种拓扑结构的自定义模型
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4. 优化性能,提高大型模型的处理效率
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5. 实现UE与Maya之间的无缝动画交换
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6. 提供全面的文档和教程
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- Automatic correction of joint axis-&Pose of role, use context7;
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- 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;
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- 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.
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We support one-click to correct the pose of the character to the correct pose, and set the axial direction of the joint correctly.
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## 开发路线图
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- [x] 基础DNA读取和修改功能
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- [x] 骨骼校准系统
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- [x] BlendShape编辑工具
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- [x] 面部表情系统
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- [x] 动画导入导出
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- [x] 多拓扑支持
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- [x] RBF变形器
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- [x] 一键创建LOD
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- [x] 自动修复工具
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- [x] 赋予材质,以及顶点色
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- [x] 动画实时预览系统
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#### 1.1.6. Facial controller
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## 安装与使用
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1. 将插件文件复制到Maya插件目录
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2. 在Maya中加载插件
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3. 使用插件界面进行操作
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- Face and panel controllers can be seamlessly switched, use context7;
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- 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;
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- 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.
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#### 1.1.7. Different topological binding
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- Arbitrary model, without changing topology and UV, one-click binding, use context7;
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- 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;
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- 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).
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#### 1.1.8. Adapting UE specification
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- The animation assets of UE, Animator and hair & clothing can be used seamlessly, use context7;
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- 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;
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- 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.
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## 依赖项
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- Maya 2022或更高版本
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- Python 3.7+
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- MetaHuman-DNA-Calibration库
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- PoseWrangler系统
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