#metahumans

1 messages Β· Page 20 of 1

sudden berry
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your problem could be my problem in my next project so be patient πŸ€ͺ

sudden berry
gloomy hedge
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@sudden berryi will check it in depth soon - thanks for your effort!
just wanted to tell real quick - i always checked the jpg's as well - they showed exactly the mishap from the preview unfortunately

clear isle
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This is the physics workaround that I've been using, from the cinematics channel

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Set the Motion Blur Amount to 1.0 (which doubles your motion blur length), then double the framerate of your sequence (24->48) which will halve the length of the motion blur, putting you back to the same motion blur, then you run a script in post that throws away every other frame.

red rock
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can you create a low poly character with metahuman?

valid goblet
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How can I change clothing on metahuman char, they only have few options for that, any suggestions how to customize my own to design or animate those char properly

plain haven
weak seal
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how do you increase the range that lod's go down in

plain orbit
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Does anyone know how to properly import Marvelous Designer alembic files onto the metahuman? Every time I try the alembic has no animation data. However it works in Blender so not sure what is wrong in UE

digital vapor
gloomy falcon
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I’m having an odd problem with my meta human. I put him in one scene and the metahuman moves along with the body animation. I copied him to another project and when I animate the location of the body the metahuman doesn’t move as it does in the previous project? Also how can I move the metahuman root relative to the body? Tnx!!

sage python
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Hi all! I am currently working on implementing metahumans in Oculus Quest 2 and wondering if there is any way I can reduce the package size.. made some adjustments following the documentation, but I am still looking at around 130 mb for each character ( I currently have 3 in the scene) Thanks in advance!

finite lantern
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why do my metahumans keep having this happen

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and it glitches all on the actual character

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did i break my gpu lol

plain haven
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ML training with MetaHuman is against the EULA.

barren hearth
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Does anyone know where to find a Metahuman skeleton with IK bones added ? Looking to use Metahumans in a game demo however the locomotion system I want to use would be easier to implement with standard UE5 manny IK bones names rather than using virtual bones etc. etc.

plain haven
clear isle
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This might work or lead you to an answer

fickle elbow
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had this very same issue just yesterday - I ended up extending the camera cut and shaking the character around via transform keyframes before the proper scene starts. This helped the hair settle down.

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the hair flicker drives me crazy though

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it's only an issue with cine cameras for some reason

nimble quartz
fickle elbow
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Plus I deleted all LODs other than 0 in the groom asset

fickle elbow
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flickers like crazy in take#1, it's fine in the closeup take#2 - if anyone's got any advice, I'll gladly try out anything

long violet
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metahuman stuck at loading screen

fickle elbow
obtuse urchin
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I have a Mesh to Metahuman character with big eyes, but the eye features don't scale with the socket... has anybody figured this out? I can't just scale the eye bone in the AnimBP or something?

halcyon stream
fickle elbow
halcyon stream
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yeah, you said that ... that's why, looking at it, and leaving LODs aside, first thing that comes to mind is shadows

fickle elbow
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one thing I'm thinking about right now is, it could be some sort of Lumen tracing range? or something else that has to do with simplifying shadows on far away targets

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because the camera is super far from the set in this shot

halcyon stream
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could be, yes πŸ˜…

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switch GI to raytrace or smth and see if it acts the same

fickle elbow
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let's see if I can do that without recompiling shaders pink

simple forge
barren hearth
drifting otter
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Hey, was wondering if anyone has done much work with the Meta Human eyes. Currently looking to use the mesh / shaders for our own game character. But currently a bit stuck in putting on custom colours for the Iris. From record, it use to use a Base color map like attached, but now it seems to use a Material Function (MF_Iris Generator) instead. Was wondering if there is any way around this other than having to use the MF_Iris Generator and making a custom Gradiant Map to pull the colour from. Any way of reverting back to what it was?

dusk sedge
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Hi all - does anyone have any experience with Groom Binding? I'm having an issue where I'm trying to add a custom hair groom asset to a custom head mesh, and when I go ahead and assign the Bind Asset, it disappears

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Driving me NUTS

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I've tried a lot of diff paths - leading me to believe that my custom head Skeletal Mesh is probably somehow the issue

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The hair Groom Asset binds fine to the metahuman original head

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UVs are the same, the custom SK head is just basically subdivided

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And reimported sharing the same skeleton

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My asset is imported from blender

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Both the Alembic groom asset and the SK head

dusk sedge
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Wow. For anyone else running into this - after many hours of debugging. The solution is in the Build Settings in the Skeletal Mesh editor. Matching the settings to the ones from an original metahuman worked. Possibly something to do with Full Precision UVs

fickle elbow
nocturne imp
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this metahumans stuff all just looks borderline creepy to me lol

fickle elbow
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uncanny valley

sudden berry
uncut harness
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Mesh to metahuman is giving different results in engine and in editor. For some reason in web it makes faces way too rounded

plain haven
# uncut harness

Seem to be perspective problem, not the mesh problem

MHC have super narrow FOV as it should be, human faces looked distorted up close in wider FOV.

fickle elbow
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but thank you everyone for your suggestions

simple forge
fickle elbow
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cards flicker too

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could be just a weird lighting / camera scenario

simple forge
simple forge
halcyon stream
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@fickle elbow I second what @simple forge said, project is looking amazing ... and yeah, try switching off stuff like fog, if you have it ... got to troubleshoot this one down πŸ˜…

fickle elbow
halcyon stream
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how many lights do you have there? and did you try setting them to raytrace (one by one, to troubleshoot)

fickle elbow
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I also managed to break the character blueprint by updating the MetaHuman so I'll need to backtrack a little

sudden berry
# fickle elbow 4 and yes

Please let us know if you find a solution to this. Also did you try to change the Anti Aliasing in the project settings from TSR to something else ? And did you render it out in render Q with "spatial and temporal" render count set to 4 ?

fickle elbow
sudden berry
sudden berry
celest kiln
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Hello
Any chance to mirror the right side to the left?

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Don't look at this weird shape, just a test xdd

plain orbit
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Is it possible to fix this separation from the body/head when using custom clothes?

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I am trying to use marvelous designer clothes and now this weird separation on the chest is showing

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I mean I see it in the blueprint of the metahuman when I use the preview body mesh. Only time it doesn't show is when I am using the default metahuman clothing

plain haven
plain orbit
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How do I fix this?

toxic oasis
plain orbit
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I used metahuman creator mesh to metahuman and then I also used Mesh Morpher plugin on the head to sculpt in custom details on the face

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I actually figured out part of the problem was that I used the wrong body type. Should've been f-med-unw and not f-med-nrw. However there is still a gap, just not as significant

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Even if I use the basic default metahuman creator face mesh it does the same thing so I know it's not from the mesh morph

fresh monolith
plain orbit
fickle elbow
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@plain orbit try to Set Master Pose Component for Face from Body, just for testing

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I'm saying just for testing, because it will disable facial animation

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but it lets you check if the weights are compatible on the body and face mesh

fresh monolith
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No but removing the existing meta human files will make sure it uses the import data from your new meta human rather than old if it was already there and you overwrite it. For example on a mesh if you click re-import or you select a mesh with a name that already exists in your project, will use the existing import data and regenerate the mesh data from it. Maybe something messed up there. Maybe you had a modified mesh with the same name and it used that import data and so on.
Had some users facing this and re-importing without prior existing files fixed it for them. Maybe you're lucky.

noble light
plain orbit
fickle elbow
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yes

noble light
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hey anybody can give tutorials on prop interaction system with metahuman

fickle elbow
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upper slot Face, lower slot Body

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in the construction script ofc

plain orbit
fickle elbow
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did anyone figure out how to make hair render in front of fog / translucency?

plain haven
fickle elbow
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thanks!

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I'll try it out soon

plain orbit
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I was lucky after all

spice kayak
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Anyone having trouble getting head movement on their Metahumans via LiveLink thru iClone? My facial anims are just fine, but none of the head rotation or movement is coming thru

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Also, @plain orbit, what tutorials did you use for Marvelous clothing on metahumans?

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are you using alembic animations for the clothing, or real-time cloth in Unreal?

sudden berry
# spice kayak Also, <@737261565920673839>, what tutorials did you use for Marvelous clothing o...

Face for Facial animation and body for body animation : https://youtu.be/lb_VK-CVGkQ

00:00 Intro
00:18 UE5 preparation and Plugin Installations
01:43 Metahuman character creation and import to UE5
04:34 Installing the Metahuman Live Link plugin
05:00 Let's fix missing metahuman textures
05:59 Metahuman preparation and blueprint coding for Face and Body animation
08:42 Let's create face and body animation with iClone 8
11:23 UE5 ...

β–Ά Play video
plain orbit
simple forge
spice kayak
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@plain orbit The first one you sent solved my texturing problem, you ROCK! thanks!

plain orbit
plain orbit
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Does anyone know how I can solve this? I have this eyebrow groom but every time light touches it, these odd clumpings show. Not sure what it could be, I just know lighting affects it

bitter ice
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Hello everyone, i would like to know if anyone had the problem with livelink where the facial expressions are bad specialy on one side of the face and how to solve this. ( i find some solutions online that dont work for me, like replace the 2 files in common/common/Mocap )

halcyon stream
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actually, I only ever replaced the pose asset

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but keep in mind that if you add more metahumans afterwards, these might get rewriten with the new ones

bitter ice
halcyon stream
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no, just the one in common

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I have a post on this channel about it ... lemme see if I can find it πŸ˜„

bitter ice
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ok thx ! Do you replace it directly in the faceanim bp ? it seems to detect only the new one

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oh nice thx

halcyon stream
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no no, you just straight out copy an old one and paste over the current one, in explorer 😬

bitter ice
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ok !

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It work ! thx again !

halcyon stream
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yay no more derp face πŸ˜‚

hasty fiber
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hey, guys. I have added mixamo animation to metahuman, but it auto plays when I'm moving through vieport and then it stops rapidly when I stop. How can you pause the animation? Real time is off and auto activate is also off

dusk sedge
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Hey all!

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I'm not entirely sure why but with a custom head mesh imported (all the morph targets are imported and working correctly when moving sliders), but the morph targets aren't being activated based on bone rotations

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Like all the corrective morphs don't activate say during eyeblink

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(note: I already imported and properly assigned the dna asset)

simple forge
dusk sedge
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The above I'm assuming is no longer using the morph targets

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the below is the direct mesh to metahumans pipeline

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Sorry, to clarify, the above is the custom head mesh I re-imported

simple forge
# dusk sedge

Inside of the skeletal mesh tab, make sure you assign the Face Control rig board and also the Face Anim post process so that your morph works correctly

dusk sedge
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Yep as far as I can tell all that has been assigned correctly

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Face Control rig, Face Anim PP, DNA asset

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Morph targets all appear to be named the same as the original Metahuman mesh

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Is there something in the AnimGraph or something that needs to be referencing my new SK or something?

dusk sedge
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Hm

simple forge
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You went into the blueprint and reassigned the new face

dusk sedge
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Ya

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I mean the issue persists just in the Sketetal Mesh Viewer > Anim Graph

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When cycling through all the ARKit poses

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if I switch the SK back and forth, the original work and the custom mesh imported does not

simple forge
dusk sedge
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Just made slight modifications to the sculpted shape of the head that I found the mesh > metahuman pipeline didn't capture

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topology count, UVs etc are the same

simple forge
dusk sedge
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Ya pretty much any area that looks like it requires a morph target to correct shitty bone deformation

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So around the corners of the lips there

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IMO it looks like the problem is the morph targets aren't activating on bone rotation

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Id like to be able to dig through the Anim Graph to see if I can parse out where the references are made.. maybe I'm missing something

simple forge
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It looks like the mesh itself might have some seam issues? That mouth area on the corner of the lips doesnt look right

dusk sedge
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Possible? But Id imagine a stretched face/verts would cause this same issue

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Stretched because the morph target isn't doing its job

simple forge
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hmm so I am using a body morph and because it only has one morph, I added it to the construction script, set it to 1 with a custom event, then added that custom event in the event graph

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But you have a ton of morphs so not sure how that would work.

dusk sedge
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Yea

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I mean I'm not 100% sure this is even the cause

simple forge
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did you make the mods in maya?

dusk sedge
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blender

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It's totally possible it's a normal issue as well

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And that the morph targets ARE working

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Is there a way I can establish whether or not the morph targets are working on cue? so at least I can isolate that

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I'm going to try to blindly change normal generation/import settings see if I get different results

simple forge
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besides going through each and every one of them? Or testing each one out with the face control rig board?

dusk sedge
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Well I just need to test 1

fiery helm
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Hi, I'm rather new to UE5 and wonder about migrating assets. I made metahuman thirdperson character, and would like to export it to a folder where I can include it in other projects later (with all dependencies). The export option does not seem to include my dependencies, and the migrate option only seem to let me migrate it to another project. What if I want to do the same thing as the migrate, except not saving it to another project, just keep it for when I need it basically.

hasty fiber
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Hi, I'm trying to import alembic cloth from marvelous to unreal for a metahuman, but every time I click import alembic, unreal crashes. I tried different small and large files and all the same. Can somebody please tell me what could be the issue? I'm using version 5.0.3

dusk sedge
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lol @simple forge

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I found the cause

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Which was not the morph targets finally

simple forge
dusk sedge
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I noticed the normals weren't really recomputing when deforming

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Lol

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And yes had to set the Green channel fro recomputing tangents

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ayoye hahaha

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My life is looking for small tiny recomputing tangents settings

simple forge
dusk sedge
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Yup

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When eyes were open, the tangents were only computing once, then they would close and tangents wouldnt recompute

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So the eyelid would be revealed, but the normals were unchanged

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So that had to be set looks like

hasty fiber
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Hi, can I export fbx animation from unreal? I have a metahuman with mixamo animation connected through IKretargeting. And I want to export it (the character with the animation) to create clothes for it in marvelous designer. But export fbx exports only static mesh. Can anyone please advice me on this one?

wary swift
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I have been wondering, I have 4 different metahumans body, normal, skinny, fat and strong version, I want to make the mesh vertex of the bodies be able to change between each other to a degree, the easiest example I can put is the SCUM game(although it doesn't use Metahumans) where the bodies are ordered as a triangle, with normal in the center of the triangle and the others as the corners, I want to be able to change the mesh to any degree between already created models, I know it has been done already in many games but how could I create something of the sort?(any sources, courses, tutorials of how to do part or all of what I mention above would be appreciated)

halcyon stream
# fiery helm Hi, I'm rather new to UE5 and wonder about migrating assets. I made metahuman th...

you can migrate, it will take all dependencies... it will ask you for a content folder (the new project you reference) but you can just create a folder wherever on disk, doesn't matter the name, and it will copy it. It will warn you that it isn't a proper content folder, but do it anyway. And then, when you want to add it to another project, just copy whatever is inside your folder to the content folder of the new project

brittle hare
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Hey all, in a standalone UE5 project where I'm testing ALS integration with MetaHumans, I'm getting a crash when I try save the retargeted animations (was not happening before) - any ideas how I might be able to solve this?

https://streamable.com/2g7k6u

        // Check that all bone atoms coming from animation are normalized
        check( Atom1.IsRotationNormalized() );
        check( Atom2.IsRotationNormalized() );```
rose sedge
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πŸ‘€

gusty scroll
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I created a meta human on the website. After a while, it said my session has ended. I now can't find it. Do they not save?

gusty scroll
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I did a new one and it seems to have save. Must have been a error somewhere.

acoustic furnace
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@here
Do you know how to export the MetaHuman model from Unreal Engine 5 to Unreal Engine 4 with all animations and riggs?

shadow arrow
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Is it possible to play animations on a MetaHuman's face in game? All of the examples I see are using sequencer? How do I do it in game? Could someone point me in the right direction please...

plain haven
shadow arrow
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I figured it out, I didn't realise there was an AnimBP for the MetaHuman, but obviously there is, and it's actually understandable so I think I'l be able to figure out what I need to now πŸ˜€

bright venture
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Hey Im setting up a character in VR with a metahuman, for some reason it is setting the meshes yaw rotation only on tick whenever the headset moves. I have disabled everythin from the character on tick and I still see this rotation. Any ideas?

velvet ferry
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Hey, is it possible, to let metahumans use the default ue5 mannquin skeleton so they can share animations with characters who are no metahumans but use the ue5 skeleton? If so what would be the best way of doing so?

bright venture
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the character is actually of parent class ALS anim man, but I believe its not htat

halcyon stream
velvet ferry
halcyon stream
spice kayak
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Anyone know why theres a green glow coming from inside the nose?

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kinda fuckin up my closeup shot