Inside Story: Myone Clay Explained (A Beginner's Guide)

Myone Clay, often referred to simply as "Myone," is a powerful tool within the Unreal Engine's MetaHuman framework. It's the backbone of the MetaHuman's digital face, responsible for defining the underlying shape and structure. Understanding Myone Clay is crucial for anyone wanting to customize, refine, or even create MetaHumans from scratch. This guide will break down the core concepts of Myone Clay, highlight common pitfalls, and provide practical examples to get you started.

What is Myone Clay?

Think of Myone Clay as a sculptor's base material – the unformed block of clay before the artist starts shaping it. In the MetaHuman context, it's a highly detailed 3D model representing the *neutral* pose of the human face. This neutral pose is essential; it's the foundation upon which all expressions, animations, and customizations are built.

Here's a simplified analogy: Imagine a paper doll. The Myone Clay is the blank paper doll template *before* you draw any features or clothes. It defines the basic shape and proportions.

Specifically, Myone Clay is a high-resolution 3D mesh consisting of tens of thousands of vertices (the points that make up the surface). Each vertex's position in 3D space is precisely defined, contributing to the overall shape of the face. These vertices are interconnected, forming triangles that cover the entire surface of the head, from the forehead to the chin, and including the ears.

Key Concepts:

  • Neutral Pose: The Myone Clay represents the face in a perfectly neutral expression – relaxed muscles, eyes looking straight ahead, mouth slightly ajar. This neutral state is crucial because all subsequent facial expressions are calculated as deformations *relative* to this neutral pose. Altering the neutral pose directly alters the entire expression range of the MetaHuman.
  • Morph Targets (Blend Shapes): While the Myone Clay defines the base shape, facial expressions are achieved through Morph Targets (also known as Blend Shapes). These are pre-defined sets of vertex offsets that, when applied to the Myone Clay, create specific expressions like a smile, a frown, or a raised eyebrow. Myone Clay provides the foundation for these Morph Targets to work effectively.
  • MetaHuman Identity (MH Identity): This is a set of parameters that define the overall characteristics of a MetaHuman. Think of it as a recipe for creating a specific face. The MH Identity includes parameters that influence the Myone Clay, like age, gender, ethnicity, and overall facial structure. These parameters are used by the MetaHuman Creator to generate variations of the Myone Clay that conform to the desired characteristics.
  • Sculpting and Customization: The power of Myone Clay lies in its ability to be sculpted and customized. You can directly manipulate the vertices of the Myone Clay in 3D sculpting software like Blender or Maya. This allows you to fine-tune facial features, adjust proportions, and even drastically alter the appearance of the MetaHuman.
  • Common Pitfalls to Avoid:

  • Over-Sculpting: The MetaHuman framework is designed to be somewhat forgiving, but excessive sculpting can break the underlying rigging and animation systems. Drastic changes to the Myone Clay can lead to unnatural deformations and glitches when the MetaHuman attempts to express emotions or speak. Aim for subtle refinements rather than complete overhauls, especially when starting out.
  • Ignoring Topology: The arrangement of vertices and edges on the Myone Clay is crucial for animation. Poor topology (e.g., stretched triangles, uneven density) can lead to artifacts during deformation. When sculpting, be mindful of maintaining a clean and even topology to ensure smooth animation.
  • Disrupting UVs: UV coordinates define how textures are mapped onto the 3D model. Altering the Myone Clay drastically can distort the UVs, leading to texture stretching and misalignment. If you're making significant changes, you may need to re-unwrap the UVs to ensure textures are displayed correctly.
  • Working with the Wrong Version: MetaHuman Creator and Unreal Engine are constantly being updated. Using a Myone Clay designed for an older version of the framework with a newer version can cause compatibility issues. Always ensure you're working with Myone Clay assets that are compatible with your current Unreal Engine and MetaHuman Creator versions.
  • Ignoring Symmetry: The human face is generally symmetrical. While subtle asymmetries add character, excessive asymmetry in the Myone Clay can lead to an unnatural appearance. Use symmetry tools in your sculpting software to maintain a balanced facial structure.

Practical Examples:

1. Subtle Age Refinement: Let's say you want to make your MetaHuman look slightly older. Instead of drastically altering the overall shape, you could subtly sculpt the following:
* Add fine wrinkles: Gently sculpt subtle wrinkles around the eyes, mouth, and forehead.
* Slightly sag the cheeks: Subtly push down the vertices in the cheek area to simulate a slight loss of volume.
* Define the jawline more prominently: Sharpen the jawline by slightly pulling the vertices forward.

2. Adjusting Facial Proportions: If you want to change the proportions of the face, for example, making the nose slightly longer, you could:
* Isolate the nose area: Use masking or selection tools in your sculpting software to isolate the vertices around the nose.
* Gently pull the nose vertices: Carefully pull the selected vertices forward to lengthen the nose. Ensure you maintain a smooth transition between the nose and the surrounding areas to avoid a pinched or unnatural look.

3. Adding Asymmetrical Details: To add subtle character, you could:
* Slightly raise one eyebrow: Gently lift the vertices above one eyebrow to create a subtle asymmetrical expression.
* Create a small scar: Sculpt a small indentation on the face, representing a minor scar.

Getting Started:

1. Download a MetaHuman: In Unreal Engine, use the MetaHuman Creator plugin to download a MetaHuman. This will give you access to the default Myone Clay for that specific character.

2. Export the Myone Clay: Within Unreal Engine, you can export the Myone Clay as an OBJ or FBX file. This allows you to open it in sculpting software like Blender or Maya.

3. Sculpt and Refine: Open the Myone Clay in your chosen sculpting software and start making subtle adjustments. Remember to focus on maintaining topology and avoiding over-sculpting.

4. Import Back into Unreal Engine: Once you're satisfied with your changes, export the modified Myone Clay and import it back into Unreal Engine. You'll need to replace the existing Myone Clay asset with your modified version.

5. Test and Iterate: Test your changes by animating the MetaHuman and observing how the facial expressions are affected. Iterate on your sculpting based on the results.

Conclusion:

Myone Clay is a powerful tool for customizing MetaHumans, but it requires a nuanced understanding of its underlying principles. By understanding the neutral pose, the importance of topology, and the limitations of sculpting, you can effectively refine and personalize your MetaHumans while maintaining the integrity of the animation and rigging systems. Start with small, incremental changes, and always test your results to ensure a natural and believable final product. As you gain experience, you'll be able to push the boundaries of what's possible with Myone Clay and create truly unique and compelling digital characters.