I’d like to ask what Skinning Method MetaHuman is using for achieving realistic body deformations?
Dual Quaternion Skinning or just Linear Skinning? + morph targets or a different bone setup?
This question is of importance, because I’d like to use MetaHumans and DAZ characters together in one project.
It is linear skinning, but with helper joints driven by a number of PoseDriver nodes, to improve deformation. You can see this all set up in the AnimBP.
Hello, Is that you mean the way you mentioned just used for body deformations?
Is it also be used for face deformations?
The face is mostly joint driven as well, but there are blend shapes for LOD0 to add an additional layer of polish.
Better late than never.
Thank you for this information.
Would this mean that it is possible to achieve similar deformations within Maya using the MH body and leaf joints ?
If one was to learn how to emulate the Pose driver nodes by way of constraints in Maya.
I’m asking because some animators are comfortable animating (the face and Body) in maya and then sending over the animation to the UE.
Thanks a bunch.