MV ARTZ

MV ARTZ

Hi there, thank you for visiting me on my channel. I’m MV.ARTZ

The most important thing for me in our line of work is storytelling.

Most of the time I do work as a motion designer. Besides that, I like to share all the great stuff I picked up for video/filmmaking.
Expressing ideas and stories in a 3d environment is where I feel most comfortable at. In my work, I like to incorporate techniques borrowed from artists in different fields, such as comic book artists, film directors, or actors. When it comes to animation I like to look at the underlying principles and explain those, so it becomes software independently. I mostly use Blender and AE to explain these principles.

Пікірлер

  • @antonlytvynenko
    @antonlytvynenko12 күн бұрын

    A crazy good video my man Appreciate it, thank you All the best to you

  • @MVARTZ
    @MVARTZ12 күн бұрын

    Much appreciated! 😁😁

  • @MYFAV_PIE
    @MYFAV_PIE13 күн бұрын

    THE GLOVES ARE RED AAAAAAAGH

  • @MVARTZ
    @MVARTZ12 күн бұрын

    The things you can worry about, I tell you🤭

  • @filmfaithandlevity
    @filmfaithandlevity16 күн бұрын

    Do you know how much of the grooming should be done ib blender if the end goal is to export the character to unreal?

  • @MVARTZ
    @MVARTZ15 күн бұрын

    I'm not familiar enough with unreals grooming system. However, I do know something you should consider. Blender uses hair curves, which means alot of verteces. Usually game engines don't like that. More often that not hair cards will be used. How the hair cards are made is up to artist or dictates by de studio's workflow. I'm planning to create a tutorial on converting a hair system into something game ready. There have been more folks asking about it. Lemme know of you want that too😁

  • @OminousArtist
    @OminousArtist18 күн бұрын

    Face rigging with bendy bones is anew one.

  • @MVARTZ
    @MVARTZ18 күн бұрын

    It works like a charm🤙🏻

  • @DanielWolfgangStrobel
    @DanielWolfgangStrobel19 күн бұрын

    Can you bake this Animation to the Rig? (Great tut btw)

  • @MVARTZ
    @MVARTZ19 күн бұрын

    I think you should be able to 'bake to action' or whatever its called these days. And check all 'visual changes' or whatever that is saying. That will make sure it takes the constraints into account. Fiddle around with it, should be doable

  • @danielstrobel8369
    @danielstrobel836919 күн бұрын

    ​@@MVARTZTanks, i will try

  • @3dtweettv
    @3dtweettv19 күн бұрын

    2D mouth only works in front view. How to make it work for all views.??

  • @MVARTZ
    @MVARTZ19 күн бұрын

    You mean they don't work as in they're not reading as mouth from other angles? Or is the rig not working for you, say not displaying all mouth shapes?

  • @3dtweettv
    @3dtweettv19 күн бұрын

    @@MVARTZ I mean for side view this mouth shape will not work. Have to make side facing mouth shape again for side view.

  • @MVARTZ
    @MVARTZ19 күн бұрын

    @@3dtweettv yea that's inherent to this style I suppose

  • @jamesooi3269
    @jamesooi326922 күн бұрын

    Amazing explanation so I click the like button twice!

  • @MVARTZ
    @MVARTZ21 күн бұрын

    Hit it one more time just to be sure tho😜🤙🏻

  • @40yrs
    @40yrs26 күн бұрын

    Nevermind, I found it. It's called Two Turtle Doves

  • @MVARTZ
    @MVARTZ25 күн бұрын

    I don't understand, sorry🤷🏻

  • @hyenaking8656
    @hyenaking865627 күн бұрын

    good. Apply - Rotation !!!!!!!

  • @MVARTZ
    @MVARTZ25 күн бұрын

    noted📣

  • @vivektyagi6848
    @vivektyagi6848Ай бұрын

    Eye rigging, Eyelids rigging, Jaw rigging, Teeth rigging, Tongue rigging, Brows rigging along with skin weighting with each step at a beginners pace tutorial please.

  • @MVARTZ
    @MVARTZ29 күн бұрын

    I'll see what I can do buddy 😊

  • @vivektyagi6848
    @vivektyagi684829 күн бұрын

    @@MVARTZ Many Thanks.

  • @zacharykatz2157
    @zacharykatz2157Ай бұрын

    Hey, so i followed along, and I've done this on my rigged character, but when i move the head, the eyes don't move with the character, how could i make the eyes move with the head?

  • @MVARTZ
    @MVARTZАй бұрын

    Hey! I just paste a comment here that helped someone else out with a similair question.. Right, I see what's happening here. The mesh I use are separate primitives stuck together. That's the style I was going for. If you have something else try these two solutions, let me know if any of these work for you: 1. Separate geometry node setup from mesh. - create a new plane at the origin of the head/face bone. - open the node tree editor and make new geo nodes setup. Then Grab the face rig geonodes we made and create a new version by pressing the 2 (or other number) next to the name field. This makes it unique. - Replace the geometry input by the character mesh | drag and drop from the outliner. - Then connect that up to the shrinkwrap target instead. - Apply mirror if necessary. Check the start and end point location of the mesh line that spawns the eye shapes. - Parent the plane to the face bone. Not by armature, but ctrl P and select bone from the dropdown 2. Use a meshcage - Duplicate the character model or the face section. (When you do the latter you must tell blender when to use armature and when to use the mesh deform modifier by way of vertex groups) - Grow the meshcage slightly so everything falls inside - Use a mesh deform modifier to bind the character to the mesh cage. - If you don't know how to set up a meshcae check this short video: kzread.infoiot_Wuj46Yk?feature=share You can also combine these two. Separate the mesh and bind the new plane and face geometry nodes to the mesh by way of a mesh deform modifier. Use a mesh as close to the face as possible. This way you can use similar weight painting as the original face mesh.

  • @monkeydad47
    @monkeydad47Ай бұрын

    how did you make the bendy bones display as cuved lines?

  • @MVARTZ
    @MVARTZАй бұрын

    I believe I set the viewport display type to wire.

  • @user-nj6mj9sq1t
    @user-nj6mj9sq1tАй бұрын

    Wish this was a cannon event

  • @insomniaczombie8942
    @insomniaczombie8942Ай бұрын

    I tried this technique but I get an error and my face rig still glitches out like crazy:(

  • @MVARTZ
    @MVARTZАй бұрын

    Sorry to hear that

  • @knowledgebasedecision2544
    @knowledgebasedecision2544Ай бұрын

    hey i love your video, do you have any tutorial to create a mouth that can be moved side by side.

  • @MVARTZ
    @MVARTZАй бұрын

    Am not sure what you mean by moving the move side by side. Could you rephrase that so I can help better?

  • @taboii7695
    @taboii7695Ай бұрын

    how do i get the eyes to inset with mesh boolean like you mentioned in the video?

  • @MVARTZ
    @MVARTZАй бұрын

    I used a slightly scaled duplicate of the eye instances and used a boolean. mvartz.gumroad.com/l/NewFaceRig?_gl=1*1qfbm7f*_ga*NzYyMDM5NTExLjE3MTcwOTg4NTE.*_ga_6LJN6D94N6*MTcxNzA5ODg1MS4xLjEuMTcxNzA5ODg3OC4wLjAuMA.. Here's a option to get the files

  • @geemanz666
    @geemanz666Ай бұрын

    This really inspires me❤❤ usually in the old mindset if we want to make an animation we thought like we have to do the whole thing from scratch, textures must be made by yourself, bones must be added by yourself, etc But never realized that practices is important. Like u mentioned we can just direct download the rigged model and practice animating. This is something our teachers in uni wont teach us Good video man❤ keep doing

  • @MVARTZ
    @MVARTZАй бұрын

    I've been trapped in that old mindset for a while myself. Even now I find myself wanting to do too much. And don't forget that it comes from a good place, we are passionate about what we do. So naturally we want to be involved in every step of the way. But yea, if you really wany to hone a skill, narrowing down to the core practice will be the fastest way

  • @Alienitsme_Jacobplaysmcbe
    @Alienitsme_JacobplaysmcbeАй бұрын

    Print 3d cuphead in real life

  • @MVARTZ
    @MVARTZАй бұрын

    I already printed this one for myself 🤩

  • @ezpz4646
    @ezpz4646Ай бұрын

    Third guy looks exactly like Arthur Shelby from Peeky Blinders

  • @MVARTZ
    @MVARTZАй бұрын

    Can't be a coincidence, right? 🤷‍♂️

  • @ezpz4646
    @ezpz4646Ай бұрын

    @@MVARTZ it's him isn't it? 😂

  • @MVARTZ
    @MVARTZАй бұрын

    @@ezpz4646 haha yea... he was what I was trying to sculpt, buy I'm not 100% happy with the stylized likeness.

  • @ezpz4646
    @ezpz4646Ай бұрын

    @@MVARTZ The fact the likeness is so much like him despite how stylized it is. Is proof you did a dang good job buddy. I think it's great 👍

  • @MVARTZ
    @MVARTZАй бұрын

    @@ezpz4646That is awesome! thanks 😁

  • @marjavanroon3655
    @marjavanroon3655Ай бұрын

    Bedankt

  • @MVARTZ
    @MVARTZАй бұрын

    Wauuuuw Dank je 🤩🤩🤩🤩

  • @Robit.the.rabbit
    @Robit.the.rabbitАй бұрын

    What about Bendy the devil? Since his horns always face the camera

  • @MVARTZ
    @MVARTZАй бұрын

    There are alot of examples of 3d interpretations of characters that have something like that. There ways to deal with it. Also some art directors will choose to fully translate the character in 3d which means loosing that constant facing to the camera.

  • @dooleymurphy
    @dooleymurphyАй бұрын

    Show the end result!

  • @MVARTZ
    @MVARTZАй бұрын

    You can easily find the end result. Check the links in the description😁

  • @user-ff1gn1lp5e
    @user-ff1gn1lp5eАй бұрын

    А что делать, если скелет рвёт модель? К примеру, я построила модельку : руки, ноги, голова. Когда я хочу с помощью скелета поднять ногу, то нога поднимается, а пятка нет. Еще бывают случае, когда правая нога двигается вслед за левой. Я использовала весы, но ничего не выходит 🙁😞

  • @MVARTZ
    @MVARTZАй бұрын

    Seema like your weights are off. Also check if and when you use a mirror modifier in the modifiera stack. About the foot not moving, my first thought would be that a there are now weights applied to that part of the mesh

  • @xpea16
    @xpea16Ай бұрын

    Awesome video ! 😊

  • @containedhurricane
    @containedhurricaneАй бұрын

    Excellent tutorial, although it's a bit confusing after 15:00. Thanks a lot for sharing your knowledge

  • @MVARTZ
    @MVARTZАй бұрын

    Glad to hear most of it was excellent! I hope you could work out what I did after 15:00 minutes. The blend file is available so you can use that to study too

  • @containedhurricane
    @containedhurricaneАй бұрын

    @@MVARTZ Yeah, thanks so much for the blend file. I wouldn't have understood the last parts of the tutorial without it

  • @GreenGrassJenny
    @GreenGrassJennyАй бұрын

    Thanks for this clear tutorial, really helped a lot!

  • @MVARTZ
    @MVARTZАй бұрын

    Glad you found it helpful😁

  • @vizdotlife
    @vizdotlife2 ай бұрын

    Thanks for this. For anyone using Blender 4.1, we have the option between floor modulo and truncated modulo. I used floor modulo to return the positive remainder of a division operation.

  • @MVARTZ
    @MVARTZ2 ай бұрын

    Thnx for the helpful addition 🤙🏻

  • @RandomDudeWhoLikesRedYt
    @RandomDudeWhoLikesRedYt2 ай бұрын

    why is his gloves brown?

  • @MVARTZ
    @MVARTZ2 ай бұрын

    Because I like it that way 🤙🏻

  • @AttakuStudio
    @AttakuStudio2 ай бұрын

    Do you know what can cause glitching (offsets the bones from the curve and the plane at certain parts of the animation) after backing the animation to the armature? I need to export to UE and blender keeps screwing up the animation after baking. Very frustrating, please help me out

  • @MVARTZ
    @MVARTZ2 ай бұрын

    Are you using bake all visual keyframes or what ever is called. Try checking that before you bake

  • @AttakuStudio
    @AttakuStudio2 ай бұрын

    @@MVARTZ I select all the bones in the pose mode, select animation, then bake action and check all the options including visual keyframing. The problem arises after I apply the "clear constraints" option. If I bake without clearing constraints, the animation seems fine, but I after I xport and import to UE the problem occurs. For some reason applying or clearing constraints after the baking screws everything up. Animation becomes glitchy and the bones sometimes gets a quick offset from the plane mesh in the certain keyframes of the animation. Is there a way I could maybe send you my blender file and you could take a look at it with your professional eyes ;)? Thank you for replying by the way.

  • @MVARTZ
    @MVARTZ2 ай бұрын

    @@AttakuStudio sorry man I'm on holiday right now so I can't do that. If it only occurs on a few keyframes why don't you just delete those in the editor and smooth the curves if neccesary in the graph editor. So you can continue with your project. Research it after.

  • @AttakuStudio
    @AttakuStudio2 ай бұрын

    @@MVARTZYeah, I wish that could be the case, but sometimes the offset is too drastic and it happens all over the animation, I guess I'll just use the alembic for now, really wanted to have more control with the rigged mesh though. Thank you anyways! 🤝

  • @AMINEMAHJOUBI01
    @AMINEMAHJOUBI012 ай бұрын

    incredibly helpful thanks

  • @MVARTZ
    @MVARTZ2 ай бұрын

    Awesome🤙🏻

  • @TheRoninteam
    @TheRoninteam2 ай бұрын

    Amazing tutorial, thank you!

  • @MVARTZ
    @MVARTZ2 ай бұрын

    Thank you 🤙🏻

  • @Liamandcrayonz019
    @Liamandcrayonz0192 ай бұрын

    Hey! It’s not that bad! There are a few things I think would make the model look even better, but it looks super good!

  • @MVARTZ
    @MVARTZ2 ай бұрын

    Yea it never was my intention to fully copy the design from 2d to 3d. It's an artist's impression. I might have reworded something in this short if it would have let to less comments saying it's bad😉

  • @cobra.undersc
    @cobra.undersc2 ай бұрын

    cuphead is indeed tree heads high

  • @MVARTZ
    @MVARTZ2 ай бұрын

    🤙🏻

  • @NitinBhoi-qb2ww
    @NitinBhoi-qb2ww2 ай бұрын

    Hi thanks great explanation. Can you please create detail video on bendy bone rigging.

  • @MVARTZ
    @MVARTZ2 ай бұрын

    Thanks! I'll see what I can do. I make no promises

  • @liquidfortress
    @liquidfortress2 ай бұрын

    Whats the best way of getting the color variation in the fur? I saw you mention iy being needed, but missed how you did that.

  • @MVARTZ
    @MVARTZ2 ай бұрын

    I cover that in the how to make a muppet video

  • @kiyasss
    @kiyasss2 ай бұрын

    Can u add paypal method on gumroad bro?

  • @MVARTZ
    @MVARTZ2 ай бұрын

    I just did, thanks for bring it to my attention.👌🏻 I thought this would be possible from the get go👍🏻

  • @kiyasss
    @kiyasss2 ай бұрын

    @@MVARTZ done

  • @schrammedia.
    @schrammedia.3 ай бұрын

    Bedankt Menno!

  • @MVARTZ
    @MVARTZ3 ай бұрын

    Graag gedaan! Ik help jullie graag😉 Tof werk doen jullie. Mochten jullie me ergens voor nodig hebben in de toekomst, ben ik freelance beschikbaar. Groetjes Menno 😁

  • @schrammedia.
    @schrammedia.2 ай бұрын

    @@MVARTZ Thanks Menno, ik zal het zeker onthouden!

  • @kakarotleo5808
    @kakarotleo58083 ай бұрын

    i did library override and animated it but cant seem to change the animations or delete keyframes once animated. help

  • @MVARTZ
    @MVARTZ3 ай бұрын

    That's odd... did you lock the channels in your dopesheet/graph editor? Did you use modifier in the graph editor like noise and cycles on top of your keyframes? Can you try a recreate the problem in a new blend file with a simpler set up. This helps me debug my problems most of the time

  • @VtwoGamers
    @VtwoGamers3 ай бұрын

    Hey I was following along. I'm very new to all of this. I got lost at the HEADgeomotry thing. it came out of no where and it wasn't explained how to get it there. any help would be awesome. I'm making a gift for a friend and I really like this facial Rig

  • @MVARTZ
    @MVARTZ3 ай бұрын

    What an awesome friend! 🤩 I'd behappy to help if you provide the time code and specify what you're missing

  • @VtwoGamers
    @VtwoGamers3 ай бұрын

    @@MVARTZ Thanks so much. did you rename the group input node to HEADgeometry? other than that I'm guessing each part is a single mesh? can it be done with multiple? I had some trouble doing it with multiple so I can adjust my mesh accordingly. thanks for your reply <3

  • @MVARTZ
    @MVARTZ3 ай бұрын

    Yes I renamed the geometry input to HeadGeometry and colored it. Sorry if that wasn't clear... I'm happy you point this out. Sometimes I'm to close to the project and start to live in a bubble ahaha. Questions like yours help me better understand how to explain even better in future projects👌🏻

  • @fpsmaster65
    @fpsmaster653 ай бұрын

    Is this ok for game character creation?

  • @MVARTZ
    @MVARTZ3 ай бұрын

    Don't think this is an optimal setup for game engines

  • @BatonyRobson
    @BatonyRobson3 ай бұрын

    is there a way to do something similar with armature animations?

  • @MVARTZ
    @MVARTZ3 ай бұрын

    I haven't found it yet, been looking for something too. It would be awesome to have a node to store actions etc...

  • @byAndreasEkberg
    @byAndreasEkberg3 ай бұрын

    Thanks for sharing!!

  • @MVARTZ
    @MVARTZ3 ай бұрын

    Of course! 🤙🏻

  • @h0nmyou
    @h0nmyou3 ай бұрын

    So nice to see spline round cap in Blender. It's look perfect to me :D

  • @MVARTZ
    @MVARTZ3 ай бұрын

    Same! Figuring out a way to use round caps with custom profiles was a bit tricky tho. But I worked out pretty good, I was really excited when I figured it out.😁

  • @channelname8623
    @channelname86233 ай бұрын

    where in the world is the node to adjust the hair length haha. even when im only looking at the "set hair curve profile" geometry node, there isnt a single thing that looks relevant to length. aside from maybe the shape range node but alterting the value on that didnt have any effect on the hair length.

  • @MVARTZ
    @MVARTZ3 ай бұрын

    is this what you're looking for? The trim hair curves are in the essential assets of blender 3.4 and up. Converting it to a node is done by clicking the dropdown menu and choosing "move to nodes". more on trim hair curves: docs.blender.org/manual/en/latest/modeling/geometry_nodes/hair/deformation/trim_hair_curves.html

  • @channelname8623
    @channelname86233 ай бұрын

    @@MVARTZI found it about 30 minutes after I commented. The trim hair curves worked.I appreciate it.

  • @kathrynprater2767
    @kathrynprater27673 ай бұрын

    This was a wonderful tutorial!! Could never have completed this without you! 9.9/10 stars! If I could change one thing, it would be for you not to skip over somethings. Most of the video I needed to completely pause and really analyze what you had done. But really, there's a pause button so no true complaints!

  • @MVARTZ
    @MVARTZ3 ай бұрын

    What a truly wondeful way to start my day. 10/10 comment👌😊 Glad you could work out those things anyway I try to be better every video. It's difficult to have a tutorial be super engaging and in depth at the same time. Striking a balance between them is a constant struggle. But I thing I'm swaying more to value than entertainment lately. Hopefully the upcoming tutorial will be an example of that. Anyway, I'm glad you enjoyed it

  • @esharaaut2054
    @esharaaut20544 ай бұрын

    hello, How did you get your fur to follow your texture map? pls help :(

  • @MVARTZ
    @MVARTZ4 ай бұрын

    I think this is what you're looking for: kzread.info/dash/bejne/n36Hq6ageJCcn6Q.htmlsi=GPYfbn2MAsrixGP_&t=750 starts at 12min29

  • @esharaaut2054
    @esharaaut20544 ай бұрын

    Thank youuu 🥹

  • @MG_3D
    @MG_3D4 ай бұрын

    Great video! How would you go about exporting a groom to Unreal Engine. I'm having trouble with that.

  • @MVARTZ
    @MVARTZ4 ай бұрын

    Usually game engines use hair cards to save memory usage.

  • @jeanrenaudviers
    @jeanrenaudviers4 ай бұрын

    Very cool video, but how to make one extremity thinner ? Good continuation.

  • @MVARTZ
    @MVARTZ4 ай бұрын

    i'm working on an update for this video, so I'll try to include this too. Hope to see you there

  • @jeanrenaudviers
    @jeanrenaudviers4 ай бұрын

    @@MVARTZI will, sir !

  • @angeldart3D
    @angeldart3D4 ай бұрын

    Its there a Way to copy Location with Offset and decimated? What im trying to make its one object follows another one but with delay like the older Parent Delay on Blender 2.79, I tried Animation Nodes plugin but that plugin its sorcery, cant find accurate documentation of tutoriales that explainhow works everything, maybe in geometry nodes exist a method.

  • @MVARTZ
    @MVARTZ4 ай бұрын

    I'm not sure about this is what your asking, but I tried something, can you tell me if that answers you question? File Upload on Discord: discord.com/channels/777508125254746112/1129442913663864845/1214493503908872232

  • @angeldart3D
    @angeldart3D4 ай бұрын

    cant access the discord, seems like nothing load. Its the URL rigth?@@MVARTZ

  • @MVARTZ
    @MVARTZ4 ай бұрын

    @@angeldart3D I saw you joined the server... it should be under file uploads on the left

  • @vahnvallain
    @vahnvallain4 ай бұрын

    Pls make more clear tutorial

  • @MVARTZ
    @MVARTZ4 ай бұрын

    Will do my best buddy🤙

  • @vahnvallain
    @vahnvallain3 ай бұрын

    ​@@MVARTZ how to use it to install in the driver for animation

  • @MVARTZ
    @MVARTZ3 ай бұрын

    @@vahnvallain sorry could you possibly rephrase that, right now I don't know what you're saying

  • @vahnvallain
    @vahnvallain3 ай бұрын

    @@MVARTZ im trying to put it in the bone(driver) for face rig

  • @MVARTZ
    @MVARTZ3 ай бұрын

    is this helpful For example, you could use a driver. Say the Z value of a single bone drives the integer value that changes the face shapes. If the bone is 1 unit high, it selects face shape 1. 3 units high it selects face shape 3. You get the gist. Limit the range of this bone so you don't accidentally go too far. Change the bone in pose mode, and create a new asset. And change the preview in the asset browser using the camera. If you don't know how to change the preview, in this video I do just that: kzread.info/dash/bejne/hoyfmNukiNiaqZM.htmlsi=mnSQX7r6WtaIEij7&t=70