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2.2 - Manual Joint Transformation (For Free Version)
IMPORTANT
THIS PROCESS ONLY REQUIRED FOR FREE VERSION. EVERYTHING FLOWS AUTOMATIC IN
METAPIPE FULL PACKAGE
You loaded your DNA successfully. Now it is time modify it. Before doing anything we should set our starting point of our modifications. You need to press Load Dna button to start modification. If you don't do this part, you won't get any changes!!
To move joints easier, we need to change their size to see them. Select spine_04.
Then select Hierarchy.
In Channel Box change Radius to 0.1
Let's import our custom meshes!
Press that little box called XRay Joints to see joints through the character.
Match your position of custom meshes eyes to Metahuman roughly. If you changed custom mesh's position then you should Freeze Transform inside
Modify - Freeze Transformations
Be sure that your custom mesh's topology is same with Metahuman.
Let's start. To get a great result, it is enough to move eye and mouth joints. The other joints of the face don't effect on facial expressions in our usage.
First move your eye meshes by using FACIAL_L_EYE and FACIAL_R_EYE.
We need to move the shapes to our custom mesh roughly. Corner of mouth and eyes should match as close as possible! Select mouth joint (Star shapes) and start to move.
List of Mouth Joints
FACIAL_C_LipUpper
FACIAL_L_LipUpper
FACIAL_R_LipUpper
FACIAL_L_LipUpperOuter
FACIAL_R_LipUpperOuter
FACIAL_L_LipCorner
FACIAL_R_LipCorner
FACIAL_C_LipLower
FACIAL_L_LipLower
FACIAL_R_LipLower
FACIAL_L_LipLowerOuter
FACIAL_R_LipLowerOuter
Move corner of the mouth as close as possible to you custom mesh.
After mouth joints lets move eyelid joints.
List of Eyelid Joints:
FACIAL_R_EyelidUpperB1
FACIAL_R_EyelidUpperB2
FACIAL_R_EyelidUpperB3
FACIAL_R_EyelidUpperA1
FACIAL_R_EyelidUpperA2
FACIAL_R_EyelidUpperA3
FACIAL_R_EyelidLowerA1
FACIAL_R_EyelidLowerA2
FACIAL_R_EyelidLowerA3
FACIAL_R_EyelidLowerB1
FACIAL_R_EyelidLowerB2
FACIAL_R_EyelidLowerB3
FACIAL_R_EyelidCornerInner
FACIAL_R_EyelidCornerOuter
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