~/talk

Rigging the MetaHumans

Talkat GDC 2021 · 2021-07-19..07-23· [game-development]
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slides:none on file

MetaHumans export from Quixel Bridge into Maya and Unreal with a Maya plugin and a cloud-streamed MetaHuman Creator that builds high‑fidelity characters in minutes. Rigging is joint‑based: 128 deforming joints (150 total), a driver skeleton only in Maya that handles twist and correctives, and in‑engine control rigs that share across body types with rig inversion and baking back to curves. Facial correctives use the RBF solver: 14 drivers, 58 driven joints, 104 poses. Tools: Pose Wrangler, Character Pipeline, Pose Importer.

AI-written summary · about

  1. 0:00Start
  2. 1:29METAHUMAN CREATOR
  3. 3:19Maya Source Assets
  4. 5:18Pose Assets
  5. 5:34Pose Drivers
  6. 6:03Post Process Animation Blueprint
  7. 8:23Exporting Animations
  8. 13:51In Engine Animation Rigs Body Control Rig
  9. 14:11Setup Graph Example
  10. 15:54Backwards Solve Example
  11. 17:42In Engine Animation Rigs • Face Board and RigLogic
  12. 23:13Modifying the MetaHumans
  13. 24:11Challenges
  14. 25:00Production Tools
  15. 27:30Resources
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