#metahumans
1 messages · Page 1 of 1 (latest)
How do I play a Metahuman animation with a blueprint?
Instead of Sequencer.
I'm trying "Cast To SkeletalMeshActor" -> "Play Animation", but this doesn't work.
have you tried adding the body animation to the body in the metahuman blueprint?
I have more than one type of animation I want it to play, and was hoping I could trigger that animation from a separate blueprint.
Basically I have a driving-a-car animation and a walking animation. The car was going to trigger the driving a car animation.
Nope. Hardly noticeable though.
Funny enough, I was just watching your control rig backward additive solver video a few minutes ago. Super helpful, thanks for that. Im keying blinks in for my character and wondered if you knew of or had your own go-to step-length for blinking? My sequencer is at 24fps, and ive been playing around with 1-3 frames on either side of the blink action, but cant quite place the most natural key distance.
ha cool! Blinks and eye movement is always tough. Try placing the blinks when the eye changes direction or in areas where the eyelid is slowly closing. Find those spots where it changes in value and try either 3-6 frames. And perhaps dont go for a full on blink, maybe 3/4ths of a blink so it looks more natural.
Awesome, thanks. I looked back on the curve data from a previous livelink take and it looks like its 3 frames down and 3 frames up, and like you said, not quite a full 1.0 value blink.
smart, use those curves to find where you should hit those blinks.
Trying to record eye a livelink take for eye movement while using your phone and not being able to look the screen to see where ur character is looking is so hard lol, the backward additive solver is SO clutch for making adjustments.
before UE5 crashes and you lose the last few keys you made, that is...
what happens before it crashes
Ive had a string of so many recently, it seems almost random at this point. The last one was selecting a key in sequencer and deleting it.
Ive got a really bad one that is preventing me from updating my metahumans in-project sadly. Cant add the new metahuman without it crashing as soon as I hit the blue import button on bridge.
But the changes are purely hair related, so im hoping they will have it fixed by the time im done doing a ton of other animation work for this scene.
have you updated ue to 5.0.3?
Yeah
you are not alone. mine are not groom related though
I made the mistake of bringing in a new download into a project with an old one I had before this recent update....total mess. Had to rebuild
Thats my nightmare haha. Ive been working on a single project for awhile, since early access, and luckily nothing has broken since stable release and .2/.3
I need to back it up just incase, but at this point its almost 300gb and I have been too stingy with my time to sit and wait while it backs up on another drive
ugh since early access? My anxiety level would be out of control .
I took a few months off right around stable release, and just started work again a few weeks ago. Knock on wood, but no issues haha.
Most of the work I did was environmental previously. Now getting deep into the weeds of character design, animation, and story.
So all my metahuman work has been since the latest release. Which has been great. Ive got some mesh-to-metahuman characters that wouldve been impossible to make previously.
I had a CC3 Orc character that looked o k a y, but lacked the cinematic quality of everything else around it. Now ive got a metahuman one and its just insane how good they look. So happy.
By the way, do you know of any method of getting metahuman eyes in sequencer to follow an object? It seems so simple, but Ive yet to find a solution. Would be so nice to have a way of tracking eyes to an actor.
that's it! your character has a bit green on the nose cos ... it's orc dna ... somehow it got to her ... 😬 😅
any critiques on the eye movement? Hes supposed to be looking forward, towards where hes walking, other than the initial look off to the side near the start.
or any suggestions for other facial keys to help with realism. only used blink and look direction modifiers here.
I think it's looking good, this type of action/shot is a bit more ... contemplative ... regardingg the eyes . maybe a small eyebrow movement could fit well
but subtle, otherwise it wouldn't fit
(my 2 cents 😅 )
Character looks great! Blink at 0:08 could be faster but only cause I am focusing on that hehe. Maybe use the look at control to add a few darts as we don't generally look in one direction for an extended time. Did you smooth the eye curves?
taking into consideration the description (looking forwards along the path he's walking) I think the non darting look works well, as if he's focused on the path, but looking at the distance 🙂 but of course, a bit of darting and changing focus always looks good and dynamic 🙂
(again my 2 cents, subjective 🙂 )
Thanks guys!
I am just now seeing the lookat controller…. Definitely way useful haha
Gonna mess with the down/up ratio for the blinking, eyebrow and under eye lid subtleties now. Thanks guys
I like to add saccadic movements, helps sell the illusion
Next level holy crap dude what did you do lol
can you export metahumans as fully rigged characters that you can use in games?
Has anyone been able to just Add the Unreal Engine 4 or 5 Mannequin Bones to the Metahuman Skeleton in a DCC and reimport it?
Does anyone know how to properly edit the mh_arkit_anim asset? I am trying to adjust the blink but whenever I create a new pose asset it just makes all the curves super stiff https://gyazo.com/f79ecec7737a7ecfc8be49c10881fe0b
The mapping pose has the same names and curves, I just edited an extra curve on the blink so it would close completely
@plain orbit I'm not sure I understand your question ... but if it's to adjust the livelink data, you can do modify curve after the LL Pose and before the mr_arkit_mapping
also, the Apply mode of the modify curve node is important
to correct exaggerated stuff, maybe Remap is the best mode
(if this has nothing to do with your specific question, then I missed it and I'm sorry 😅 )
Oh so for me I tried to use the modify curve node to edit the blink but it just made the eye stay shut at all times during live link. my particular question was on how can I replace the mapping pose file from the default one
Because I duplicated the mh arkit mapping animation and edited it so the blink actually closed properly, then I tried to create a pose asset from the new animation but it does not work correctly
the modify curve in the defaukt apply mode will basically overwrite whatever comes from input with the value you put in there ... you need to use either the remap mode or add mode 😉
Thank you!! I’ll try both and let you know
@mellow fossil
Hi. Do you know any fps games using metahumans during gameplay and not only cinematics? Thank you
@simple forge Have you ever run into this issue while baking your animation to control rig in sequencer?
ugh I know that little error. If you are using a specific map, go into the project settings and lower your reflection resolution to something smaller. Are you using a game asset or something? https://youtu.be/oThqNAzSmz4
Occasionally, when using an older set of Unreal Engine Marketplace level assets in a Virtual Production project, an "Out of video memory trying to allocate a texture! . ...etc." error message will appear and the Unreal Engine Editor will crash. This can happen even with the most advanced GPU hardware installed, using a years-old set of assets.
...
I got around it by doing the bake in an empty map, then just copy and pasting it over to my sequence in the super busy map I was getting the error in. Hopefully I wont need to use it, but Ill bookmark that video just in-case. Thanks!
Hi all, does anyone know why these impact normals are not being normal to the mesh?
Hello everyone, i want to record a facial animation using the Live Link Face app for iphone and then import inside ue5 and apply it to a metahuman. is it possible? i am struggling how to make it. i could record my face and get the file then i loose myself
Hello guys, I have a question for you. I apologize in advance if this isn't the correct channel to post in.
Anyway, I'm about to add sunglasses to a metahuman. Sunglasses were made in Blender so I exported them as FBX and imported them into UE5. What's the correct way of adding them to a metahuman?
-
I tried adding them to a Face in metahuman BP, set the parent socket to head. Sadly, its hinges were slightly bend inwards and I'm not sure how to fix them in UE5 so I did the next step.
-
I separated the hinges from the rim using bisect tool in Blender, exported all objects as FBX and imported them into UE5 again. Added them again to the Face and set head for the socket and now, when I try to move them they all go in different directions.
The way I did it most likely isn't the correct way but it's the only way I know of so far, considering I don't have much experience working in UE5 and Blender.
Thanks in advance and have a pleasant day.
Hello guys. Im having a little problem and would appreciate if anyone could help:
when connecting the livelink to my metahuman it connects for about a second and the metahuman then freezes. Also, the livelink window turns yellow.
im pretty sure the steps i made to connect with it are correct
this in the unrealmetahumans.com
Hi there
i have a question. i am using the paragon assets, but when i conncet live link i noticed that they do not come with morph targets
how do i fix this?
i need help fast
I have a laptop with an i7 and an RTX 3050. Is there a way to reduce vram usage when using metahumans, or is 4GB on the 3050 just too much on the hardware?
Anyone has any idea why Quixel bridge shows me completely different metahumans than metahuman creator in "My metahumans" section?
The 2 programs completely do not cooperate with each other. If I create a metahuman in the web metahuman creator, it will not show up in bridge and vice versa.
Has anyone made "blind" eyes for their metahuman?
white pupil and iris?
messing with the settings on the MI_eyerefractive but cant quite get it
i guess getting rid of the iris and pupil work as well lol..
can metahumans 5 be updated to be used for unreal engine 4
Anyone know how to fix glitch?
i have the same problem, any solution ?
maybe it's a problem with the unreal version 5.0.3
Hey guys, i'm trying to export metahuman to maya but for some reason i'm getting this error. I've tried changing download settings, Tried reinstalling bridge plugin for maya but no use. If anyone has faced this issue, is there a solution?
I just re-imported the model
open again the maya
ok man, i gonna try
this should appear here @lone creek
Are there any easily had tutorials on making MetaHumans as playable characters with more than one? I've found plenty that just replace the default mannequin, but I want to be able to offer players a selection of more than one playable MetaHuman. 🙂 Thanks for any advice!
go to your settings and check the Library Path. It should be ex. D:\Megascans Library
@lofty mantle before applying animations, go into the metahuman skeleton tab and make sure you changed the retargeting options for everything but the first two bones to skeleton.
i'dont why but
i'm confused
and creeped out
ahahahahha
Hey Im having a problem with my VR Pawn rotating correctly on Snap Turn, it seems like teleporting makes the actor rotation reset on tick. Im using the snap turn from the VR Template project, I just added an "Add Controller Yaw Input". The teleport is fromt he same template project. Please help!! Im attaching a screenshot of the snapt turn and teleport functions as well as a video showing what is happening, what is being printed on tick is the Get Actor Rotation Yaw of the pawn.
anyone know how when i change the max lod it wont stay fixed?
example: i switch maxxed lod from 2 to 1 it just resets to 2
We were able to setup face live link with our metahumans, but can’t figure out how to use the back camera of our iPhone with the app ? It says an error like “no video feed” with black screen when we try.
Facial animations weren’t too accurate with front camera so we’re thinking our back camera with LiDAR will be a lot more accurate. Would appreciate any help
I can safely say after 1 year of working with metahumans. I can call my metas 2.0. Can't wait for livelink face to get fixed so i can try this baby with iphone and facegood helmet
Haha was just watching your tutorials man glad to see you here
What’s wrong with live link face? We’re trying to find the best way to get facial animations, thinking of iclones facial expression library if we can’t get livelink working
what specifically do you need fixing regarding live link face? is it the distorted results on the face?
has anyone tried exporting/reimporting metahumans? it seems to break the LOD uvs
same mesh reimported, it breaks lod 0, 1's UVs https://gyazo.com/b714f7decdd23b66fe08c01cc3d0ff79
so it seems I've done a temp bandaid fix to this, it only happened with the metahumans hoodie mesh, this is the default uv
this is the uv of the same mesh reimported (exported the mesh once it got reimported and opened up in 3ds max)
saved default uv mapping and applied it to the new mesh and it worked, dirty but w.e 
cool man yea i lurk here every now and then
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Hahahahha
TUT Duuude is a cool name ! You r my fav TUT Duuude ... haha
Liviu in da house 😀
mixamo going smoothly
when did livelink face break?
i got you beat
I made a metahuman. How do I make it move in real time for streaming without an iphone?
What is the best face animation tool for meta humans?
how do i use a meta human for first person character. im very new to unreal so im not sure how it would be done.
Do metahumans work on linux? I tried cross compiling a shipping build from windows and the hair vanished.
They were showing, though a bit wieird looking in a dev build.
Packaging on Ubuntu vanishes all hair.
But they show just fine in the viewport and standalone mode.
Can someone please help?
Is there anyone here who uses character creator 4? I have some questions about the software before i buy it
Hello here ! i have a little problem with a metahuman animation recorded with live link, the face change when i apply it. the record was done in the Face_AnimBP in the common/face folder. Does the preview mesh matter while recording ? it's like the animation change some parts of the face to be more like the original preview face.
In the image, left without the animation and right with the animation, the lips are very pinched and globaly the face look weird , the facial animation is supposed to be pretty neutral with a slight smile.
Also the neck change and stretch and depending on the metahuman the shape of the head can change
did you calibrate LiveLink Face with a neutral expression?
Hey all, when I import a Metahuman in UE5, should it not be bringing in the animations as well? Or am I missing a step somewhere?
As a follow up to this.
This is my metahuman running in Linux dev mode, cross compiled from windows
OK thx i'll try that. i'm not sure now ^^'
Yeah it look way better but i'm still having an issue with the entire face that teleport itself back when the animation is active
check to see if the hair bindings are there, I had a project where most of my bidnings just disapeared (still didn't find the cause, I gave up)
the eyes the forehead and lips seems to move too ( where do you look for the hair binding ? the hair move to match the forehead in the weird teleport though )
well ... not sure if that might be the problem but ... that's a recent metahumn, right? I mean after the last revision?
I bake to control rig and it's fine now , i should try to change my calibration maybe for the eyes but no more weird deformation and teleport ! for the metahuman i was forced to used the trick of replacing the pose asset to correct the unsymmetrical face problem
ah yeas that was my question 🙂 well, cool, glad that you got it working 👍
Thanks again for the help ! 😃
Guys in metahuman when creating character is only the shape of the head or the whole body u can edit??
Hey all, any idea why my metahuman is doing this? becoming see through, but it is only from this side 😅
from what I can tell, it seems to be my hair mesh doing this
Quick question, is there a way how to export view from MetaHuman Creator to png image, without sacrificing quality of the picture
If Windows, use 'Print Screen' or Snipping Tool?
I did, but the quality isn't all that great
The Snip Tool is per Pixel / uncompressed, not sure if you can do better than that, other than increase your Monitor Resolution.
So for some reason on the MetaHuman Creator website I keep getting the Please hold while we connect you to MetaHuman Creator screen, but after about a minute it suddenly switches to You have been disconnected from the editor without ever loading anything.
I'm using Firefox with all of my tracking/ads protection turned off, so I'm not sure what the problem could be.
Works fine with Edge; I'll just use that for now
Hello everyone, i managed to resolve an issue of metahuman face and livelink doing some weird deformation usin a bake to control rig but now i didnt have control of the head rotation since the anim track for that is not controlable with the face ctrl rig ( i have the metahuman face attach on a custom body on the neck01 bone not head because the neck will go through the mesh if not like that)
Did somebody have a solution ? i already try some tips i found online talking about "force custom mode" but it's not working for me
even if it mean to redo a new neck animation in the sequencer i take that solution, i just dont know how to move that head rotation now that the body isnt link to the same SKM than the face and i need to have it separated like that
Metahuman livelink deformation seems to be fixed with recent bridge update. https://youtu.be/amiGN8HrsME
UE5 Metahuman Face Bug is Fixed
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OH ok thanks ! i'll check that, hoppefully it will simplify my current process ^^
yes try copying the 2 files i showed in the video and replace ur old ones. Also ive been using metahumans long time. Metahumans and simplify dont go together hahahaha
i'll try in a new UEP because for now i've got some weird stuff happening as usual ^^'
she half wolverine
Ok so after trying with a new project it look like the half face bug is resolve but i'm still having my deformation/face teleportation issues that i need to bake to ctrl rig, loosing the head rotation in the process
On importing metahuman to unreal engine, medium or highest quality really makes a difference in performance?
Hello guys! can someone tell me how to resolve this issue in the process to morph head and body of metahuman?
I'm using Zwrap and the control are all functionally.
I figure what my problem with the head moving and deforming while the anim track is active was so i post the solution here, i needed to put the additive setting of the animation in "No additive" and then the meta human face in the BP must be in custom mode ( or force custom mode in the sequencer )
the face part was up like you so maybe it fixe your problem too
Can i export metahuman as fbx?
You can export individual Skeletal Mesh but not the whole BP i think
I dont know if it work fine but you can also add you metahuman to a sequencer and then export the whole BP from there as a FBX.
Why metahuman goes faster in browser editor than in unreal engine editor??
Metahuman creator is hosted online like stadia or other cloud computing stuff so it does not take full memory on your GPU
I had the issue that when I set the metahuman un UE5 fps drops to 13, monstly because of hair, can I solve this somehow?
you can try use cards on every groom assets
or forcing a more lowcost LOD in the lodSync component
My hair doesnt have more than 2 LOD 😦
Do you also handle animations? Retargeting doesn't look ok from ThirdPerson character if the height is medium
oh maybe the new update fixe this because with my latest one i have more than 2 ( in quixel bridge it shows a little warning when the lods above 2 are not available )
( bridge pluggin update i mean )
I'm not very competent for the animation and retargeting part but maybe if you explain a bit much the problem, somebody here could help
I get this error that prevents me from importing new metahumans to my project, does anyone know what causes it? like if I could just delete some files that are not compatible and leave the textures?
I keep getting refreshed and landing on this page after logging in
I tried two different browsers already
endless loop
hello guys. I have a question: How come on unreal channel and a very few youtube videos the metahumans look photorealistic but in the majority of all other videos and also in my projects they look so cartoony and look like straight from a video game kind of quality?
I think it depends on the rendering you use and your lighting/ animation too. A very good lighting with top end animation can make it more realistic but coupled with a very high end render setup or even a pathtracing render you can step up your overall quality level. A true realtime will almost always look a little videogamy . i'm currently testing with pathtracing and i had to make some material adjustement but it can be really good quality. In a videogame setting i guess you just have the lighting and anim to make it believable
@bitter ice thanks a lot. I am training myself to be able to monetize my metahumans in the near future. I got a good PC, perception neuron and other things but despite that importing the metahumans into UE5 always seems to be miles away from what i see in top videos
what does pathtracing actually do? if i capture the metahuman with mocap doesnt it mean the movements are already traced?
Pathtracing work like other render system from the film industy like VRay / Arnold /or many others, it's not realtime and will simulate photons and there travels through your environment including reflection refraction and bounces.
and for the mocap you always need some manual retake on it to compensate for the material inaccuracy. the amount of work is different with the mocap system you use, but something cheap like ROKOKO give you poor results. even livelink for the face make shortcuts in the metahumans blendshapes all of them arent used separatly. i think an Iclone process is way better for that but i'm not using it currently
i see thanks a lot
work fine for me so probably not a problem from the server
I'm stuck in a repeating loop on this page, after which it ultimately gives me 502
any ideas, where I should ask for help?
maybe try some computer or internet restart, that's all i got for now
( i see that some people tryed with different web browser too )
I haven't read all of the above. But I would try going to the creator portal directly via https://metahuman.unrealengine.com/
Which browser are you using? And do you have any extensions enabled?
I have tried the link you mentioned already. Same result. I'm using mozilla with some plugins, and I'm aware that sometimes plugins cause issues, so i tried in google chrome (which has no plugins)
I would try edge just in case
Does anyone know of an API that exist for character creation that works inside a mobile app?
Or do we have to build from scratch?
Meet KeenTools 2022.2: With a new level of likeness in FaceBuilder, and MetaHuman compatibility!
This time we bring a groundbreaking improvement to FaceBuilder — now, when you drag pins, they affect nearby regions in a smart way, leaving the unrelated facial parts unchanged. With this improvement, pining becomes more detailed and 3D models rese...
just tried edge, to no effect. I even went on to logout out of every other device, and revoked the access of Metahumans, and reallowed it. But still stuck in endless loop
I would guess it might be something with your pc/network settings.
do you know which dns you're using?
Wouldn't it make more sense to create a skeletal web for the metahuman? for project als v4
can we create metahuman as skeletal mesh
like this
Is there a guide for that? I've been wanting to know if we can do that. When I download a metahuman, I just see body part meshes in that drop down, rather than one for the whole human...
I have no issue with anything else. I'm using Google DNS
well not having other issues isn't necessarily relevant to this issue.
@prisma oyster I think we can because piecemeal skeletal meshes exist
I think we will get rid of many steps in this way.
I want to make a skeletal mesh like here and use it on the other side as a whole.
for metahuman
Question: I animated the control rig, yet when I want to render it into a movie, my control rig just A-Frames. How do I get around this?
You obviously made sure to key-frame the control rig animation? There is a bug that I experienced with metahumans and sequencer where the metahuman will render T-pose instead of the key-framed animation, in which case you need to just close and open unreal or sequencer and keep trying to render until they aren't in T-pose. It is probably also best to have your character start in T at the start of the animation and have it ease in to the start of the animation, don't start your anim right at the beginning of the timeline - you can always edit out the T-pose part later
Hi ! I followed a tutorial for a custom cloth, but when I import it in UE5, It not follow the animation. I search why but I don't found, all look like ok. First image is the result, second the comparaison between my creation (left) and the original (right), same for the 3e image. Someone have an idea ? Thanks a lot !
Hey man, follow the principles in this tutorial. You need to make sure you are adding weights to clothing from the correct skeleton, and you need to make sure you are exporting and importing correctly, as well as adding the clothing to the correct skeletal mesh socket of the metahuman in the Blueprint
In this tutorial I'll show you how to add custom clothing using Blender and import that clothing into Unreal Engine. Import these NIKES or any FBX or OBJ file and attach it to your Metahuman.
**RE: MAYA - My apologies on the Maya $ quote. I think I saw $275 / mo and 2k/yr at this link https://www.autodesk.ca/en/products/maya/overview? and thoug...
I didnt follow this tuto, I will look it thanks !
No worries, it's the only one that personally worked for me. Lemme know if you get stuck 🙂
Yes I will update you, thanks again 🙂
hey everyone, i’m brand new to metahuman and was wondering if it’s normal for the initial result in MHC to require lots of fine adjustment? the general shape of the metahuman looks quite like me but there’s several things i’ve been tweaking to get even closer.
I think so, it's really new and still not fully released so there is going to be a lot of bug and adjustments to be made
Hi guys, I'm creating a character in metahuman with big cartoony eyes but having an issue with the eyelids. I tried the regional influence fix but it changed how I originally want my character. Is there a way to make the eyeballs bigger?
@nimble quartz Thanks a lot again, all work now ! Just some "bugs" when I jump, but it work tanks !
hello, is there any way to reimport the metahuman common folder? if I already have some metahumans in the project
are the pose assets working while their source anims are broken??? if so how would I retarget them
I am facing such a problem, how can I solve it?
Nice! Yea it's not a perfect process but it gets 90% of the work done
fps drops unbelievably when i use metahuman mesh
Anyone know how to manually migrate a metahuman character from one project to another?
my bridge is broken and crashes on import. Gonna need to do it manually but I dont wanna break my project by doing it wrong. Any suggestions?
hey its lewis hamilton!
anyone got any insight into this issue? Trying to Integrate Metahumans with Defuse Studios' "SmartAI" System. This is the outcome of giving them the SmartAI animation blueprint, and setting their animations to play dynamically based on in game state(sort of).
Seems to work fine, but I havent seen any transitions(like smoking), so that kinda give me an indication maybe. Otherwise no clue why they are phasing in and out(Yes they are still present in level just invisible)
Metahumans issue wtih SMART AI system.
hey everyone, what face scanning app have you guys had the most success with for the mesh to metahuman workflow, just in terms of accuracy? i’ve tried a couple so far but i’m not thrilled with the results.
hey everyone
ive been trying to export a metahuman i made as an obj file
and its turning out blank
can anyone help please??
Question: I'm really impressed with metahuman mesh, but what is the best workflow for changing the body? What does Epic recommend? Is there a clear path to that?
You mean like the metahuman creator?
make one using mesh to metahuman? 🙂
some samples have asian look what is offered by metahuman creator
Hey can we enable nanite on metahumans or something to fix this issue ?
Like if we put 12 metahumans in a same scene, I like have 30 FPS
afaik nanite is typically for static stuff
I meant that I was looking for a way to avoid that issue
it may be an issue but afaik it's a limitation of the technology - its not something you'll be able to work around really, as far as i know
anyway
its not something that demands nanite
it's something that demands proper character optimisation and dev choices
you can get hundreds of characters on screen but that's going to need particular setup and choices in terms of your technical direction of the project and assets
none of it to do with nanite
i'm embarking on getting deep with metahumans specifically myself, there's a LOT there and it can be set up for cinematics down to mobile, but its work we have to do
if anyone experienced is reading: i am looking at preparing myself to work with metahumans beyond the metahuman editor -- i.e taking to DCC for further modification. i'd love to chat about how that can be approached, and gain any tips on how to avoid breaking things or about any ramifications i might be ignorant to
But I mean what can I do for example to reduce lagging when there are multiple meta human in the screen ?
lod
It's not too hard, I can help here and there. I've been able to full customize my metahumans from eye style, to hair, and custom clothing and editing their textures (just haven't tried swapping the whole body out for a different one)
Heya just coming back, Matrix project has a lot of crowd people (metahuman), but how do they handle the lagging ?
they do have workstations and graphic card servers in their place to give the best output so no lag occurs
i am just getting started with metahumans. noticed it myself yesterday
the other lods don't get your sculpt/blend modifications or m2m mesh retargeting stuff, so it will look like what ur metahuman looks like without all ur customisation
i dont have an answer yet as to how to approach fixing this or regenerating lods. i have considered just taking the lod meshes into houdini and doing that workflow that will make the lod mesh best-match the lod0 with landmarks etc
Question: How do I reset a bone transform via level sequence. For some reason my calf_knee_R changed and I am trying to reset it but it's not working
Is there a shortcut or some way to reset a bone's transform in level sequencer?
thanks, mind if i ping you from time to time? wont take up much of your time, i'm over a decade into cg so i should be able to take a short answer and run sort of thing
100% 🙂 not a prob at all
What lod should I use when there a lot of metahuman in the same scene ?
did you retarget an animation or something?
I fixed it by nuking the anim the sequence makes for the metahumans, Save All then reput them back in. Works good. Now when I render my dang video via sequencer I have this dang white dot in the middle of my vid renders haha
Any tips?
ahh good. and it kinda looks like an hourglass? maybe something is loading
Yeah man, that's what I think to, but why does it bake into the vid?
I checked the render out settings, seems all good. Not to sure why. Documentation is lacking on it
Documentation is lacking on it
hello darkness my old friend
honestly not sure, I would check task manager
why not use Movie Render Queue?
Question: afaik most meshes, and ue4 era metahumans, will export from quixel bridge to many dcc - but ue5 metahumans will currently only export directly to unreal, or to maya
Is it possible to export to anything else?
Humm, I'll look into it
Is there a way to implement multiple metahuman in a screen without performing any lag issues ?
each metahuman is about 3 or 4 skeletal meshes ... when you multiply that by a bunch, you get a fsckton of skel meshes having to be calculated each frame. probably not very good for performance 😬
I was planning to make a FPS using metahuman, so I cannot ?
probably not the best choice for performance 😬 but as you said a while ago, the Matrix demo has a bunch of them runnning around, so, definitely something to check with someone more knowledgeable than me 😅
@halcyon stream I'm trying to export a video instead of an image, which one do I select?
Final Cut?
I'm using DaVinchi Resolve. haha
for DaVinci you should ideally export .exr, that will give you more possibilities for post production.
big file sizes thou
.avi was alright, I wish I could export to .mp4
what is the correct workflow from metahuman to edit the mesh, if you don't have maya?
if you don't want to bother with any post prod then just go with png, you can import the sequence in daVinci and export to a video format
Hey man, that suggestion for Movie Render Queue worked great! Thanks again. No more white dot!
Does anyone know if I can import the default face and body animations from the metahuman creator into UE5?
I can only find the still-poses
Hi, can anyone recommend some tutorials and software that would allow virtual motion capture (real time) of metahuman project by using a webcam instead of iphone such as Live Link Face. Mocap can be limited to facial/head tracking without the body portion tracking.
Hey everyone! Can anyone suggest the best way to rig mixamo animations to metahumans?
For animation retargeting purposes to the latest versions of metahumans, in this stream I will show you how I get a complete metahuman via the source file from Quixel bridge in Maya, to Motionbuilder with the head and body connected.
This workflow allows for the mesh to deform in motion builder and unreal correctly.
Requirements:
Quixel Bridg...
Does anyone have any experience creating editor utility widgets to control metahuman control rigs?
@silver current do you have any experience with ue5 era metahumans, and making edits to the skeletal meshes?
i am trying to export the face_mesh to fbx, and then import that fbx again. not even making edits at this point, because it isn't going right
the mesh comes back in looking wrong, i thought it was the mats but they're fine - i've checked. it's the mesh normals. the import settings for normals aren't having any effect though, and there are no export options
looks lit like the normals were set to 180 or something, smooth and not nuanced like they were
Does anyone know how the bones move in the control rig? in the rig graph I only see that it sets a value to a curve
how to adjust LOD1 shape into LOD0?
Does anyone have experience with sharing metahumans between accounts? We've tried to download a metahuman from quixel and then import it into a different quixel account using the "Import asset" & "Import from zip" options inside quixel. However, once the files are imported is seems only the jpg's and stuff, and not the metahuman is imported as it cannot be opened inside metahuman creator and neither be exported into unreal engine.
Hello ! i have i little eyelash problem here, is ther a way to move it in metahuman creator ? or anything to fix the problem ?
I usually assign a completely blank material to remove the eyelashes.
Yeah but no real solution ? since i try to reproduce reallife people with the maximum fidelity it's make them look weird.
On the same topic did somebody that uses the mesh to metahuman can relate to my problem, people usualy looks fatter, not necesserly big cheecks but like the scale ratio of face / head is incorrect or the thickness between ears is larger than the real life. i use facebuilder to have the base mesh and i'm using 2 frames in the metahuman identity, one front and one side.
Hi everyone! Has anybody imported Daz hair on the metahuman? Can you actually do it? Like replace metahuman hair with hair from Daz?
Yo, anyone can explain how metahuman works
Thanks
Hello, I'm new to unreal engine 5 , I'm a blender user, and I wish export a metahuman to blender, but when I export in FBX, the hair dosn't appear in blender, does anyone know how to export the air too ?
Why doesn't it look similar?
Mesh to Metahuman
I haven't needed to just export the face mesh yet and I would think it could be a lil tricky. Which file are you using, the full fat source file or the simplified one(asci)?
what kinds of changes are you trying to make, can you not us mesh to metahumans?
Hello guys, I'm wondering if any you guys can fix this problem I have. When I add an animation to the face of my metahuman it does not rotate the head at all, only the face moves during the sequence. The animation was recorded using the sequencer and livelink. When I click on the animation file there is head movement though, so I'm a little confused. Sorry if this was a little confusing I'm new to using Metahumans and began to really like this stuff.
okay nevermind I had to change something in the anim_bp thank you guys anyways
Hello, question about metahuman creator. I can’t seem to make a mh that works with ue4, they all seem to default to a ue5 mh when I look for them in bridge.
Frustratingly there’s no way to tell which mh’s are designated 5 only when you are in the creator, does anyone know how to get them to work in 4?
is there a way to make a custom animation bp that works with my metahuman instead of retargeting from THE MANNEQUIN
caps sry
Mesh to Metahuman
What is similarity ratio?
hard to put a ratio on it, but ... overall shape seems ok, lips and nose too ... skin texture and eyebrows are way off
Needs more facial hair
Hairline difference
Has anyone tried to export Metahumans animations as fbx? the file is huge, almost 50 Mb. Is there a way to reduce this?
50mb is not a huge file at that stage
the only real size that matters is when it is used in the engine
the lips on my character started getting much darker in the shadows all of a sudden yesterday. has anyone run into this shader issue?
obviously hes in the dark they should be darker, but they turn a weird maroon/purple color that they didnt before
its happened to all my metahumans simultaneously
it is possible unreal is using lower mips for some of the textures because you are over the streaming budget.
Adjust your maximum texture sizes / increase the streaming pool and restart
Thanks! I was about to start doing that, and it miraculously fixed itself
almost like this engine has some issues..
Well that would just mean you have more GPU memory at that "fixed itself" time. It will happen again.
Gotcha
The engine's main issues is that it is not really safeguarding much, it's our responsibility to not ignore the red text across the display.
The texture streaming pool can be adjusted within the engine ini correct? to avoid having to remember to add the streamingpoolsize command everytime
You do it via the console or reduce texture sizes
no need for ini
(console will write to it)
In my case I'm using excessive nanite (90 gb of it) and lumen, but I still have 800mb default streaming pool size. It's fine but because I reduced the texture sizes significantly / changed mats.
Later I'll see about raising the streaming pool if I need to
but I suspect it's 800mb / 1gb default... most cards have a bit more than that now
Good to know!
Hey there, having a slightly odd issue, hopefully this is the right place to check!
I'm testing changing levels and actors in real time while still maintaining the same livelink connection via the sequencer - (slightly confusing but in this demonstration these are two separate actors that just share the same model because metahuman downloads are being slow)
I keep on encountering this issue where the first time I run the simulation and play the sequence, neither character's mocap is working - but then when i manually scrub through the sequence
after this first playthrough they'll both start working. Livelink is green this entire time.
Test0: No models
Test1: Model 1
Test2: Model 2
I've also tried starting straight from Test1, and Test1 will work and Test2 wont - until I scrub through the sequencer then they'll both start working.
For the purposes of my project I need them to work from the outset and I'm a bit stumped! If anyone has any idea how to proceed I'd greatly appreciate it!
75%
Hi guys.
May I bug you with something I have been struggling for a while.
I did a custom mesh to metahuman face, and the results were pretty decent, but eventually we decided to further modify the metahuman mesh in maya.
When it comes to exporting the Body (Selecting the mesh, then the DHIBody:root, export selected) all good, and I get a clean new body for my metahuman in Unreal5.
But we did some adjusting to the face mesh too, and I cannot seem to find a way to update the face.
Do you know what are the export settings by any chance that I should use to export/Update the face?
I am using faceware, it is quite good.
You can use a media video, a webcam, or other sources. You can additionally adjust many gestures within the software for more accuracy, and you can make custom python functions to improve it.
All the information is here:
https://dev.epicgames.com/community/learning/courses/d66/metahuman-workflows-with-faceware-studio/dLa5/unreal-engine-metahuman-workflows-with-faceware-studio-introduction
Ty, saw some youtube content today on this stuff, will check it out
hello, I made a metahuman and wanted custom clothing so I followed a marvelous design tutorial and learned how to make clothes. I then followed a workflow of using marvelous to create the animation and bring said animation into unreal and have it follow a geometry cache. The only issue is that I have been trying to have a material created for the clothing animation for so long and I am stuck.
as you can see in the picture on the right the marvelous design clothing does have a material the only issue is that I cannot put it onto the geometry cache on top of my character
guys is possible to sculpt a metahuman in blender
Is there a way to move the facial gui down without impacting the rig? The metahuman is sitting, yet the facial controls stay in their original spot
It's extreamely frustrating
to the people who made metahuman-why did ya'll design the underwear for males and females to ride up the ass😅
I'm trying to not have my game characters be thicc af
I understand underwear can be removed? If so that would be helpful as we would prefer to supply custom.
Guys, Maya 2023 is not able to export Metahuman. Is this happened to anyone recently? Any suggestions how to fix it:)
Did you able to fix it?
You could open a second viewport window and have it stay on the facial UI
I don't think you can remove the underwear.
It will work as a last resort for now. Thanks for the idea
my character beard show different Lod anybody know how to solve this issue
Does anyone get weird stretching issues below LOD 0 with baked poses (from a sequence) on metahumans?
Update: It seems to be from a bone being added when going from LOD 0 to LOD 1:
https://forums.unrealengine.com/t/additive-poseasset-has-strange-stretching-when-applied-to-a-mesh-that-adds-bones-when-going-from-lod-0-to-lod-1-metahuman-ish/631919
Hi! So I’m working with Metahumans but this problem isn’t necessarily a MetaHuman problem. If I’ve got an additive PoseAsset with two poses set up in it, the poses work fine at LOD0. The problem arises when you move down a LOD. In the metahuman facial structure, a bone is omitted from the mesh in LOD 0, called “FACIAL_Hair1”. This is specified...
Kind of a different question. Am I able to use screenshots made inside MetaHuman Creator as a poster for my game without copyright problems? Game is obviously made inside UE5 and from MetaHuman Creator I'm able to get way more detailed screenshots of my MetaHuman.
MetaHumans: exist
Texture streaming budget:
i'm trying to use metahumans with the lyra starter project. i marked the metahuman skeleton as a compatible skeleton with the new mannequin, which lets me use it directly with lyra. the animations look great, but the turn in place causes a ton of stuttering
any ideas how to start debugging this?
As long as it's Unreal rendered you'll be fine.
Would anyone be able to rig a character to the UE5 rig?
Hey,
Is there a way to manually add metahuman identity Track markers ? the automated process only add a few i would place the rest, i tried pretty much any kind of shortcut i could think of and nothing in doc :/
you can also download the Metahumans Lighting setups project from marketplace and get the same lighting setups inside UE, and more flexibility. It's a bit heavy stuff thou, so 😅
Oh I completely forgot about that, thanks!
Guys is there any complete video available to use a Metahuman character for a FPS game modes where holding weapon, etc features to set up:)
If I am not mistaken, the underwear are simply part of the texture, they are not a separate object. "removing" the underwear would require painting over them in an external program (eg. photoshop). Hence they "ride up the ass"
An intriguing revelation haha
https://streamable.com/6bfymx
So I'm getting this weird bug in sequencer with the control rig which makes it impossible to change keys?
Whenever I try to move them they instantly snap to the original position - anyone know what could cause this?
this is very odd. Did you restart Unreal?
Multiple times yes..
been messing around with airlink face (ios) and connected it to metahumans for animation, the head movement works perfectly fine but all facial animations (mouth and eye movement) are just not working at all, anyone has had this problem or know a fix, I would really appreciate it, thanks!
Hello. Does anyone know how to fix this?
Everytime I am live-streaming data from mocap or livelink the head becomes like this
Hi, I m looking for a developer from metahumans UE5, please dm me if you are interested
Hello. Anyone knows how to rebind the groom so it doesnt separate from the body like in the picture above?
found the fix on youtube. please ignore
Adios bro
Check your key snapping settings (under the magnet control). You can turn on autokey frame so it will record any changes you make automatically. You could delete the current key to allow it to move as well.
Doesn't help either.. this certainly is a bug or something, animated with control rig alot and this has never happened before..
I can move all keys by typing and moving sliders, but not in the viewport
Go ahead and file a bug report in that case https://www.unrealengine.com/en-US/support/report-a-bug
How do I make someone’s face a 3D model, into my UE5 game?
3D scan a face with a phone app and them apply mesh to a metahuman
https://youtu.be/BK-ayKR8NlQ
Excited about Metahumans but can't be a MetaHuman? Check our this guide to how you can become a Metahuman in a couple of minutes using the in3D app.
AppStore: https://apps.apple.com/us/app/in3d-avatar-creator-pro/id1467153183
Google play: https://play.google.com/store/apps/details?id=gsize.Avatar
#a...
So... I just did a mesh to metahuman tute, sent it to the metahuman create, fixed it up, then dowloaded it back into UE5...
Aaand I'm getting this:
So... you can't use mesh to metahuman in UE5?
What is happening?
p.s. yes I used the "latest" version of MHC, yes I imported it with the in edtior quixel bridge
yep, repeated from scratch two more times, it's screwed
goddamit unreal hates me this week
aight, third attempt in a completely new project, works fine
something about trying to import MH into the same project you did mesh to metahuman in?
Mesh To Meta Question: Anyone else have this issue pop up when using multiple Frames when creating the ID?
I think I've figured out what the problem was last night...
This is my first time playing with metahumans in UE5, and I didn't realise that the metahuman plugin wasn't even installed to the engine by default. So I done made my new project in a UE5 that didn't even know about metahuman.
Then when I went looking for metahuman stuff in the menus (following the tute) it wasn't there so I went looking for the plugin to turn it on and it wasn't there either <facepalm> so I figured out that it had to be installed in the launcher.
Anyways, I think making a project in UE5 before installing the metahuman plugin confuses MHC and bridge when you try to import metahumans into it. They were literally telling me (above) that my UE5 metahuman was a UE4 metahuman.
When I made a new project in UE5 after installing the MH plugin, bridge had no trouble importing my MH
(the same one that it claimed in my first project was a UE4 MH)
So trying to export a metahuman into 4.27 but it doesn't appear to an option within Quixel Bridge. Is there something I am missing or is this just not supported on 4.27 for w/e reason?
Hi all, running into a really annoying issue. I am working in UE5. Creating my MetaHumans in MHC, importing them through Quixel Bridge with the "+" and then carefully retargeting their skeletal meshes to the UE Mannequin that comes with UE5. Drag and drop one into scene with the Anim_BP for Manny applied to the Body mesh, and my package fails. If I drag them in without retargeting to the UE5 skeleton, they have no animations, but package works. Retarget, they fail. I tried creating a new BP actor, and dragging in just the skeletal meshes from the MetaHuman BP, using the same simple set master component construction script, and same error message spamming my output log.
Any suggestions? I was planning to use a lot of MetaHumans in my project and this is a real problem!
edit - I should mention that I have a character select working on the ThirdPersonCharacter_BP between multiple retargeted MetaHumans whose meshes switch on the selection by the player and it works fine!
Hi everyone! I have a question. Is it possible to remove underwear of a metahuman? or change its colour? I kind of need it for clothing purposes...
Hey Guys ! Does anyone have any idea on how to retarget Plask.ai animations onto Metahuman in UE 5.0.3 ?
+1 on this question
also anyone know if they are still working on Meta Human Creator? I would of course I assume they are, but I've just seen zero information ever since Mesh to Meta human released
Hey guys. 😉 i'd like to show you my personal work that i've done in UE5 and metahuman for the first time. This is a music video for the musician 'Vestur' and his song 'You Never Know'. Metahuman was animated with Live Link Face on iphone and base walking animation provided as starter contents. Hope you like it. https://youtu.be/KLCO0uaAmcs
Store Link : https://link.soundrepublica.com/hEy2
Join VESTUR online
https://www.instagram.com/vestur_official/
https://www.youtube.com/channel/UCGYERPlQD4TPuW4-lC-ZcJA
- M/V Producer -
Plastur
https://www.instagram.com/__plastur/
----------------------------------------...
Nice ! you could spice it up and create scenes variety by animating the drums 🥁 and other instruments 🎹 instruments 🎸. It would look 👀 awesome
Hello!
I have a question; I just created a new sequencer and posed my metahuman with it's control rig inside unreal engine 5, now I just want to export that pose as a simple static mesh, FBX, OBJ, anything will do, but for the life of me I can't figure it out, when I click export it just exports the body mesh in the default pose, even if I bake the sequencer keys, it's just the default pose with keys on every frame, what am I missing?
I swear this is driving me insane. Anyone knows anything about this? I'll immensely appreciate any help, thanks
Is there a way to generate card meshes for eyebrows/hair of metahuman presets? The ones i've brought in, half of them when I go to a lower LOD their hair disappears because there's no card setup
you can force the lod 0 on them so that they don't dissappear, you have to search for the LODSync parameter in the blueprint of the metahuman, and set forced LOD to 0
So... all the metahumans in the city sample project are tall?
If I want sample clothes (to weight transfer from) I gotta make custom MH at the three different sizes?
Anyone has any experience with trying to package meta human heads for a linux machine?
First, in sequencer right click on the body, and select, bake to animation sequence. Open up the animation file that is created, and on the top menu bar, select convert to static mesh.
this is exactly what I was looking for, thank you very much 🙂
metahuman hair goin whooop! Happens after the metahuman starts moving in the animation! (anyone know how to fix)
seems to have something to do with the animated metahuman being further and further away from the original metahuman so it is getting angry, anyone know how to get around that?
if you open up the groom asset, try disabling the physics checkbox.
Is there any tutorials on getting a rig up and going from metahumans into some animation software (preferably a free software like blender)? A lot of the tuts I see are simply retargeting already existing animations within UE but I require some custom animations that are not on the market place. Doing the animations inside native UE4 so far has seemed like a pain.
anyone else finding the download for metahuman to be reeeeeeeally slow?
ah, apparently it's very common 😦
before i invest hours into this, when i create my own custom metahuman, is it face only, or can i create a custom body too?
I mean, with Mesh to Metahuman
nevermind. ", combining it with a body type of the artist’s choice from the MetaHuman options."
Hi guys, I was trying to place a head of metahuman to a paragon character. But problem is when I try to do some animation the head goes up and not attached to the body
Any Idea how to do it, I was trying to retarget it but can not find anything on serach option to select the skeleton I am using
so I kinda hacked together a character via a blueprint so I could use the Metahuman face. The metahuman BP is essentially a child actor on the character blueprint. I’m trying to see how I can add animations tracks in sequencer for that child actor so I can swap and use different facial animation takes in the sequence. However I seem to be unable to add any animations tracks for that child actor. Anyone have any suggestions?
i have the same problem…. i generated mesh from in3d app and tried mesh to metahuman…. i tried to track but the track points didnt show up…. but somehow i got the metahuman identity solve option which didnt work eithet n i got all these errors u mentioned
anyone tried 3d scan using in3d app and converted that to metahuman?
Hello Everyone. I have a burning question that's driving me crazy: when streaming my body mocap to the metahuman in UE everything looks perfect besides the fact that there doesnt seem to be any gravity on the metahuman body. What i mean by that is the metahuman moves in a rather paper like motion, theres no weight to it for transitions between movements which makes it feel like a little unrealistic. I hope you know what i mean. For example, if i move my arm for example, the metahuman moves the arm accordingly but its kind of too fast as if there is no gforce and the body is empty. I really appreciate if someone can help me
Mocap should do a good job representing what your body is doing. Suggestions: Check your capture and render rate settings, when performing you can emphasis real body motion and gravity. Frequently you're rested when mocaping and likely moving a little bit faster than normal to get it over with since you know you're recording a lot of data and want to do a bunch of takes, especially if it's a one man band. You can slow down the mocap by a small amount to get a better sense of weight,. You can also use secondary motion to give more sense of weight (cloth, dangly bits, etc driven by physics)
@sonic sonnet thanks a lot. I dont know what secondary motion means though
If the character had a cape or weapon hanging to side then it would swing and move with physics , giving more sense than just a skinned character
I have animation questions regarding the IK control rigs in Meta Human and animation blueprints, should the logic still remain in AnimBP's or should it be adopted into transforms under IK Rigs? In the process of setting up LiveLinkXR with Metahuman body to leverage SteamVR hardware with iPhone face capture. Doesn't seem to be very good documentation for this process.
I need some help with retargeted animations to Metahuman. I retargeted some mocap to one of the metahuman preview base meshes. Exported just the skeleton with the animation data. So far so good. In UE5 I can see the animation playing well in the animation sequence preview. However when using the same sequence on the actual Metahuman that uses the same body rig size (male medium normal weight) the animation result looks strechted. See screenshot. What am I missing? white mesh is the same metahuman preview mesh used for retargeting
Hello everyone. Sorry for asking so many questions recently. I am developing my pipeline and am almost at the end of it.
Could anyone tell me in simple words what would be the difference between using faceware live plugin or live link face VS glassbox live client? The latter costs so much but i cant seem to find info online on how much better it is to justify that price tag. Does it make your live capture smoother? Much appreciated
in case anyone runs into the same issue, this was the solution: https://www.youtube.com/watch?v=LY8xQ4EPbrA
This short video shows how to quickly fix Metahuman actors in Unreal Engine if they become distorted by retargeted animations.
My attempt at face animation for my metahuman avatar.
Hey there, so i exported the metahuman shirt mesh and textured it in substance but cant find a way to import it back to unreal, where can i find the slot to plug my base color and the normals on the shirt
Does anyone know if there's a way to sculpt a narrower chin? The Meta human options seem quite limited
WOW , guess it is a MH : https://youtu.be/gms4vpxJDjE
Long time no post, been very busy these year, Here I share a UE5 character comision work I did for PIStudios. Final rendering with UE5. Hope u like smiley
Trying out the new VR4D Custom clothing for Metahumans. Looks promising https://www.youtube.com/watch?v=4SbC03hhE4I
Custom Metahuman Clothes for Unreal Engine 5
https://www.unrealengine.com/marketplace/en-US/product/modern-human-by-vr4d
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ht...
anybody know how to fix this?
Someone got a clue why metahuman downloads don't include the cloths? The materials are there but no mesh, and the body is just hands and feet :o
Is anyone familiar with metahuman skin flickering? It's hard to see in this vid above his mouth its happening. I've seen hair issues and resolved them by tweaking LOD's etc. but can't seem to fix this one. Could it be the sun hitting the character too strongly? https://gyazo.com/22744ef0d0eef7dc77f4b81abcf65449
Hey there, this Gavin guy is bald from some LOD it seems... UE 5.0.3, any idea how to fix?
I tried Gavin when testing Metahumans for something and it happened to me too, no idea what the fix is though sorry
I’m trying to replace the default character in a marketplace asset (Flexible combat system) with a metahuman. The meta human is a currently a bunch of “parts” so how do I replace the current UE4 mannequin with the Metahuman?
that groom is experimental and only available in LOD 0 and LOD 1 for now. You can use the LOD Sync component within the character BP, and set Forced LOD from -1 to 0 or 1.
Some of the hair styles do not have cards for the hair so you need to keep the LOD ar 0 or other low value. So set force sync LOD for the character.
Hi all! I have been working on a file with 3-4 metahumans in the level and it's been rendering fine last night. this morning i was unable to load the map and the editor crashes very quickly 😦 any pointers to how i can fix this? x
Hello guys! I have this issue and im not sure what to do.
I animated my metahuman using mgear autorig in maya.
Then I exported alembic and simulated the cloth in houdini.
I imported the body animation to UE as a skeletal anim (fbx) and baked it to control rig (because it looked kinda weird - baking fixed it a bit)
I imported the cloth as ABC and it just doesnt match...
Does anyone know how to solve this/ what workflow would work the best if i wanted simulated cloth? Thanks! ✨
try the cloth painting on unreal? does that work?
you just have to paint the parts you want simulated, and make colliders from skeleton x
@daring peak
I made the whole cloth sim in houdini, its not simulating in ue 😅 it just doesn’t fit on the animated mesh after importing, it did fit in houdini and maya
Can you make a really small metahuman? I want to have a gnome character but not sure if I can scale them and have everything work.
you should re size the body mesh
hello, same thing here, when I simulate in Marvelous I have to increase my distant collision to work well on UE, I don't know why.
can metahumans be used for music projects?
(that are commercial)
like maybe songs and stuff like that?
Yes as long as you render out of unreal engine and not another 3D software. I believe its under the same license as the quixel megascans, fine for commercial use as long as its using UE.
https://youtu.be/yDFVKS4pYFQ watch it at min. 13
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Could you try setting the MetaHumans’ hair to Cards rather than strands?
Or reverting them to Default?
so for the project im working on I want to use metahumans to make characters and have a question. I want to play around with mesh to metahuman for the project but am using unreal 4.27 . is the feature exclusive to the new metahumans for ue5. sorry if this is a bit of a bit of a dumb question im a bit new to this
The mesh to meta only works with UE5
Unreal Engine 5.1 just added a plugin ive been waiting on since beta. The upcoming live link face importer lets you record facial animation offline using your phone. 5.1 is not officially out yet but here is a preview of what is to come https://youtu.be/z99Fo9LXLHk
Unreal Engine 5.1 Live Link Face Importer Tutorial
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Tested it , works like a charm....
Hi guys, is this a metahuman ? Is it normal that it has 46 materials. The model is made by another person and I'm not sure it's very correct
TUT Dude!!
you are ... 😁
you seen the 5.2 retargeter? looks like they heard us cry
yeah ... awesome , source and target skeleton ... a.s.o
@junior birch : did you find out something about multi GPU PT ?
yea its in 5.1 my day job is killin me but i will make video when i have chance
Hey all! Could someone please help me understand the role of the MetaHuman's Post Process Anim BP? Each body type seems to have one.
Is it possible to make futuristic characters (with armors, helmet etc ..) with metahumans or that's more realistic oriented ?
I know ever since the metahumans released in beta last year my #1 enemy is the lack of clothes. Well luckily VR4D is selling a pretty nice pack in the epic marketplace. Heres a quick video on it. https://youtu.be/3xcNcdM0LR4
P.S. I dont work for them just a customer like you
Unreal Engine 5 VR4D Custom Metahuman Clothes
https://www.unrealengine.com/marketplace/en-US/product/modern-human-by-vr4d
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Is there any way to bake down groom card data from a particular frame of an animation to a posed static mesh? I can convert the head skeletal mesh to static, but it's bald.
Anyone have any luck with grooms on Mac? My game has a custom groom, and is visible on my PC. I was testing my game and getting it ready to package for Mac and the groom is not visible. I reimported the file, and it's valid... The plugins are enabled. Any ideas?
Anyone have a problem with hair cards not showing? I know of the issue with the hair strands not showing in lod2 and above but that is an easy fix. Hair cards however are never there
I want to use the much cheaper hair cards in place of the strands
hi hi, anyone know why the metahuman body post-process is not working?
Shouldn't it fix things like this. Rotating the hand bones also doesn't engage the roll bones.
Everything does work in the Skeletal Mesh Editor though 🤔
This is through the sequencer
Hey guys, anyone know why metahuman has so many bones? Our rigger had cleaned it up a bit, but there are still so many bones lmao, so they have a purpose?
I retargeted some Mixamo animation witht his method, but now my Metahuman keeps glitching. Mostly inside sequencer. Sometimes the Torso is just seperated from the rest of the body and also the long hair keeps going everywhere and has lighting flashes coming out of it. What's happening? Also the eyes look very milky sometimes, like from a corpse...
Mixamo converter: https://terribilisstudio.fr/?section=MC
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hey guys trying to save a metahuman to rig him to my skele and it says save skeleton SK_Mannequin
im not sure how or what to do
lemme try reupload him
Cool ! : https://youtu.be/FsHM8KJbj_8
I threw together a few clips that I used to test the physics in UE 5 with iClone Live Link/CC4 and MrQ Lumen Render.
you might have too many frames
But I'm not using frames.
still havent figured out what to do here
Oh now I get what you mean by frames, but even if that was the case. I only have one Frame.
is this a face scan or a sculpted head mesh?
anyone knows how we can logout of Metahuman page? I wanted to switch account but I cannot find anyway to logout from Metahuman web page
Hi I created a metahuman and sent it to a friend to test, and it appears that this arkit face box is not on my metahuman like one he already got working with livelink
Im creating a custom metahuman realtime control, add but cant test it myself because I dont have any apple devices ( SUPER ANNOYING that I can't use a pc or a Samsung yet )
Is it possible to export a custom head mesh back to Unreal engine from Maya?
When I export just the head (I have added a custom blendshape), it uses the simplified skeleton heirarchy, and this causes a conflict that breaks the skeleton
It's using the second skeleton which has Spine04 as the root bone
Instead of the correct skeleton
Hello ladies and gents!
I made a tutorial that illustrates a complete workflow to create a custom Metahuman that looks like you by taking pictures with your Android or iOS phone.
Check it out and let me know what you think!
In this video I'll show you a complete workflow to create a custom Metahuman that looks like you by taking pictures with your Android or iOS phone!
If you enjoyed the video, please like and subscribe, if you don't, let me know what to improve!
If you have suggestions/request for another tutorial, just leave a comment!
–––––––––––––––––––––––––...
how to update set update animation in editor with metahuman?
https://www.youtube.com/watch?v=eacXAlqb7U8
Using live link and the Face AR Sample from Unreal Engine with the Apple ARKit for facial tracking. Unreal's documentation suggests to use the "update animation in editor" value. However this value is broken and doesn't work. You can use blueprints to work around this and I'll show you quickly and easily how ;)
If you want an in-depth tutorial...
i get this video but didnt worked
hi! Does anybody know why my Metahuman live link on "Face_AnimBP" always resets to 'Iphone black' when i compile it?
Hey guys. We made a metahuman "Meet the team" page for our website. https://www.target3d.co.uk/team 🤙🏽
Target3D is a 3D technology consultancy with a specialist focus on Motion Capture, VR, 3D scanning and architectural visualisation. Target3D specialise in the ...
I solved my problem now by following the method from this Tutorial instead the one I posted before: https://www.youtube.com/watch?v=tXMTzXA6lBI
Metahumans are 100% changing the way we approach animation and photorealism. However, nothing is perfect and getting Metahumans to animate the way you want is much more difficult now without the retargeting manager that is available in UE 4.27. This is a little work around that I found that allows you to import Mixamo animations onto a UE4 Manne...
Would anyone know why my the metahuman's face would have weird artifacts like this?
Enable skin cache on it
hey all I made a tutorial on how to use the new NVIDIA Omniverse Audio to Body Animation with the Unreal Engine 5 Metahuman. Check it out. No mocap needed just your voice
NVIDIA Omniverse Audio to Gesture to Unreal Engine 5 Metahuman
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Does the metahuman eye utilize the look at node so that it focuses realistically for example to the center of the active camera or an actor? Thanks
has anyone tried to upgrade the metahumans plugin to unreal 5.1?
I am trying to do that and stuck on this error. and trying to resolve.
error LNK2019: unresolved external symbol "__declspec(dllimport) public: __cdecl FProgressCancel::~FProgressCancel(void)" (_imp??1FProgressCancel@@QEAA@XZ) referenced in function "public: __cdecl UE::Geometry::FAbortableBackgroundTask::~FAbortableBackgroundTask(void)"
why my metahumans chest clipping through his shirt
ive done 2 a custom and preset both do it
hes fine when he stands but when he runs his chest pops through
Anyone know how to force ALL LODs to 0 for metahumans? I mean everything, hair/eyebrows/beards etc. LODsync to 0 doesnt work for those.
Does anyone here use LiveLink with MetaHumans? I'm able to record my LiveLink data to a dedicated track, but I see the recording only affect the metahuman if I'm in Play mode. If I try to bake an animation, for example, no data is generated.
One workaround I found was to manually set my LiveLink source in the face's AnimBP and recompile the BP, but that doesn't work as a solution for my team, for each person to have to change the AnimBP manually.
I'm using a crowd character and for some reason his hair is almost transparent. I tried deleting lower LODs but it didn't help. Please ping me if someone knows how to fix this, thanks 🙂
It took hours but I finally figured it out. Here's my first Unreal Clover render
Having random glitches with Metahumans in UE5. The rig is correctly setup and works when in sequencer, but sometimes very randomly glitches this way. Anyone know the cause for this?
It looks like there's some helper bones in their that UE doesn't know what to do with
OR, now that I think about it, some of the verts in your mesh have no weight with any bones
And if we're posting custom metahuman clothing, here's a little scifi number I'm using as a learning project:
I was hoping I could get it looking nice enough to maybe make into a marketplace product but I dunno, worried it doesn't have enough grab
I'm having the same problem but skin cache is enabled...
But when you back up a bit, it looks normal
Tried to rebuild lighting and don't work
Tried changing the LOD on the face and won't let me lol
Problem solved. Forced LOD was set to -1 which is default, I set it to 0 under LOD Syc in the bottom of the character tree
So Click your character, look for Forced LOD and play with that
You can check your characters LOD's quickly here
Is anyone else getting this error when packaging?
Everything I've been able to find suggests it's an issue with metaHumans and the UE5 mannequin skeleton. Does anyone have a solution? I've imported them via the "add" on Quixel. I tried adding MetaHuman components to a fresh BP. None of that has solved it.
are there any downloadable converters to remap mixamo or unreal animations to metahumans? I see tutorials online for it but it seems silly to repeat work
How to use iphone as body mocap with ue5 metahumans https://youtu.be/g0JEsjA4rqQ
How to use iphone as body mocap in Unreal Engine 5.1
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heyo, having a additional problem, when we open our metahuman character, the face doesnt work, it has no DNA file, we have tried opening the file from the menu, however no luck, and our team even has the source assets too. im not too sure what the problem is here?
For the past couple of days, I have struggled to find a suitable workflow for adding custom clothes to my Metahuman characters. It frustrates me to sit through hour-long videos that could have been easily condensed down to 10 minutes.
Keep in mind, this is just a step-by-step clickthrough and not a tutorial about "How to create clothes in Marve...
this actually works
so well.
hey guys, any idea why this could e happening? She has really thick eyebrows and eyelashes, but not in preview mode she looks fine, hair is thin as expected:
that top image is the render output, I'm using DLSS, but even with it off altogether I get issues., Only started happening since I turned on rendering alpha channels in project settings
it's like the eyelashes an eyebrows aren't getting any antiaiasing
@junior birch I think you might know to be honest, you knew about the eyelash shadow issue. Hey congratulations on your nvidia package btw 😉
any suggestion why metahumans import like this ? ue4
I have an issue where my hair keeps clipping into the body of my character. Any ideas on how to fix it?
follow the tutorials you donut
hey as it turns out, there's an IK retargeter from Unreal and you don't need to manually rename bones
https://youtu.be/SXDmX1ronGw
Mixamo converter: https://terribilisstudio.fr/?section=MC
Drop me a Super Thanks if you're feeling generous :-)
good for you then
bumping this issue, someone has an idea ?
has anyone tried the Oculus Lip Sync SDK with MetaHumans ?
wow so daz or cc to unreal engine metahuman is this simple? im wasting time over here doing crazy shit. going to have to just wait until i can afford this plugin, but you can pull hair and clothing from daz, cc...
@bitter igloo
wait what
ok but do morphs work without problem tho
thats the only reason why i refuse to stop using daz
i have no idea
Kinetic Motive's services include facial/body rigging within 24hrs. We also provide facial/body rigging plug-ins that rig your characters in seconds, all including quick mocap solutions.
Kinetic Facial Rig:
Kinetic Facial Rig is a tool that automatically generates an intuitive Facial Rig and a set of high-end FACS morphs for your 3D figures. Wi...
their prettier and their morphs are godtier ;-;
was looking online for shit and i found this
Showcasing how to apply poses or animation to your Metahuman, CC3 or Daz3D character(s).
pulls morphs!
look in the right side of the video
if anyone needs help with metahuman mixamo retargeting dm me, I've got the plugin & can make it super easy for you for free. It can be a pain doing it manually. I had some headaches trying to do it manually from tutorials on multiple projects
what the hecka o-o
might buy
Anyone know where I can get some realistic facial scars/bruises/tattoo pngs I can add to face meshes in photoshop ?
would love this, thank you!
Hey Im having a small issue with the hair sim. Im controlling where my metahuman looks with a input button but each time its like the hair simulation freaks out and resets causing it to fly up in the hair and drop back down again. Anyone had this and know how I could keep it seamless between look directions
can someone, anyone explain why metahumans don't use a common A or T pose?
Because
How do I make metahuman hair less laggy? With voxelize off, no physics, and lods it's still extremely laggy in strands.
ways to add dismemberment of metas limbs/head ?
Use cards in the Groom asset if available
Look up dismemberment effect for your DCC tool of choice (e.g. Blender)
Thanks, so I should export the preview skeletal mesh to blender for these
Thought there’d be a way to do it in engine
Nope, but you can swap skelmeshes around and add particles and decals to give the impression of dismemberment
Though I recall there is a slides on L4D2's gore system, not exactly chopping off limbs with the limb visible
https://alex.vlachos.com/graphics/Vlachos-GDC10-Left4Dead2Wounds.pdf
This is for cinematics so won’t need advanced methods for a game. Mostly looking for Any solution to get a dismemberment effect whether clean cut or partial limb if not too hard. Even something done in post could work
Cinematics, then the former would be better since the outcome would be the same every time as you directed
Awesome appreciate it
How to use iphone as body mocap in Unreal Engine 5.1
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having issues with the metahuman hair fliping out each time They detect my player and look towards me, Im sure this is some kind of simulation issue.... BUT HOW TO SOLVE?
Does anyone know if it’s possible to use marketplace characters with live link, similar to how meta humans use it
Hey, I have this exact problem, since I used Live Link with Tape Recorder. Is there a known fix?
Does anyone know how i can apply a medical mask to a metahuman?
maybe fabric medical mask
You model the mask yourself.
Or probably use existing ones from Sketchfab and try fitting it on your MH
ok but how can i make the mask fit the expression of my mh?
for example: when he is talking, how can i make the mask also moving with the face?
there is a way to attach the model to the face?
face vertexes for example? (idk if its possible)
Hi all, I'm assuming I'm getting this error because the server is down / too busy. I've been trying for the last day and still nothing.
log out , log in again! Quixel did an update for Arkit BP.
Thanks for the recommendation. I found a solution in the end, it was to also have quixel bridge open during the export. Only took my two days and dozens of tries to figure out.
Hey everyone
How's life
I have a question about the metahuman thingy
Is there a software version of it? Because whenever I log in the website my PC can't do it for some reason everything is like 144p
I mean my PC good it can run really big things but I suppose it has a part of its hardware that processes the web stuff so I'm guessing that part ain't really the best quality
I don't know look the point is I'm not a PC scientist
And if there would be something like software version that's not on a website
That'd be extra
In short, is there a software version of metahuman thing that I can download and run in an individual program without Chrome or other web browsers
No.
The online MetaHuman Creator is just a streamed video from a server. The server runs the app and streams the results to you. It's likely that you have slow or congested internet if you're getting bad picture quality (there is an indicator of the stream's performance in the bottom right). If you want higher picture quality try making sure your local internet is not being used by too many other services, or try a different internet connection.
Yeah my net is bad too thanks @somber musk, very cool 👍
Unreal Miku and Saki
Wha in the actual fu-
Are there any places to get facial animations for metahumans?
why are metahumans with a groom importing like this ?
Hey, can someone help me locate where the eye mesh of a standard metahuman is?
I can't seem to find it. Thank you!
Thanks.
So it's supposed to be cosplay?
hey everyone, i'm trying to have a metahuman walk in high heels, not boots, so the feet will be visible. how do i change the rest-pose of the metahuman so that the character walks with her feet as if they're in high heels from a mixamo animation for example? if i'd do this in blender i would adjust the restpose and then she walks in high heels, but don't know how to do it in unreal
You could probably do this pretty effectively with a control rig (watch some tutorials first if you're new to it). Probably just adding some offsets will get you there. Either that or just some Transform Bone nodes in the animBP
okay great, thank you so much!
I make vocaloid covers.
Hey! So I have the following problem: I made a character in the Metahuman Creator that I liked, but when downloading it the face looks quite different. The mouth is much wider, the cheekbone more extreme etc.
Any idea as to what could be the problem?
Posting a picture may help. It's not an issue I've had before. It would have something to do with the facial rig in the engine.
Hey all, I'm using the runtime retargeting process to animate two Metahumans in a small project. This process involves copying and pasting each MetaHuman's skeletal mesh components from its own Blueprint to my main character's blueprint (see section 6 in https://docs.metahuman.unrealengine.com/en-US/retargeting-animations-to-a-metahuman-at-runtime/). It's annoying because, if I decide to change the MetaHuman for one of these instances, I must manually update each skeletal mesh component (hair, legs, feet etc. and their respective materials/groom assets). Is there a better way to do this? For instance, I would like for each instance of my main character Blueprint to select the MetaHuman Blueprint I'll be running the retargeting on. I would like that each of these respective sketal mesh components auto-update when that happens. I've tried to do it myself, but I'm stuck. Please help 😀
whats wrong with so many broken mh in ue4 ?
Hey how do I make my character's chest bigger and no it's not a weird question
It's uh
For testing purposes
yeah
No seriously now is that even possible, to change the boob size?
There isn't yet, sadly.
I wish they had a slider for height
hey! hope everyone is ok!
I recorded an animation using livelink in a subsequence and I put in my main sequence. When I play it in the editor everything goes fine, but then I try to render it and something weird happens: my animation made with livelink is strangely lagging in the export video. Has this ever happened to anyone? I'd love to have some help with this! Thanks 🙂
Oh okay then, but just to verify, the whole metahuman thing is still early access right? They're working on it, I mean?
I suspect there is a way, as it seems that Epic are using post process animBPs to change the build of each body type. I think the clavicle_pec_L and clavicle_pec_r bones are responsible for chest size. Though I'm not experienced enough with the MetaHuman system to know how to freely adjust those - though I'm guessing through a custom animBP as I suggested before.
Yeah thank you for help man
Although I was literally using Unity like a week ago so
I'll have to learn the engine basics first
Nope, MHC is v1.0
You could outsource the body part from something else like iClone or Daz, and stitch the MH head into the new body.
Editing them in DCC tools are allowed, but not making final pixels out of.
Which is why many (productive) creators using MetaHuman will use it as a base and work their way from there, as opposed to using them as is.
Yea totally get what you said
Hey, any ideas why I can't change the metahuman hair material? I have a hologram material that works fine on the body but when I put on onto the hair, it just remains gray (I'm using card and mesh hair, not strand).
Managed to narrow down the problem to the field of view settings. When lowering the field of view to 20° the character looks like it did in the preview, however with a higher field of view it becomes rather distorted. Does anyone know a workaround for this?
no one has an answer to this question?
This is a real world phenomena that occurs with any lens.
Yeah I get that
The thing is I care more about how the character looks at a high FOV since in a game that is somewhat of a given
So right now the only option I see it to manually attempt to apply the inverse distortion effect in metahuman creator
which seems very painful, so I was hoping there might be some other option
is it possible for you to use an isometric camera in your game? If you're using a perspective camera with a wide FOV then it's a mathematical certainty that you'll experience greater lenticular distortion the closer you get to an object
I want to have a 3rd person camera, so unless isometric camera isn't what I think it is, then not really
You could have a 3rd person isometric view sure
(actually I think it's technically called 'orthographic' in unreal)
what would I have to do exactly to try that?
so basically just use Orthographic Projection Mode instead of Perspective?
yep
it's the same as having the camera at an infinite distance
Or your other option is just move your camera further away and zoom in
random question here... When you create and edit metahumans they are saved in real time, correct? How are they stored? What type of storage system?
Using ortographic projection is kinda misleading, as many rendering feature breaks in ortographic.
Perspective with narrow FOV is more preferrable.
Spent like 4 hours last night trying to get animations to retarget to metahuman. Followed so many tutorials and my hands and feet end up being the only things that get animated. The "clothes" portion stays in A pose
Anyone have any ideas what I'm missing?
Having the metahuman not as a single skeletal mesh makes stuff 10x more annoying, wish we could import it as a singular mesh
clothes are your own custom clothes made in blender/maya?
no, just the ones I designed in metahuman and exported through bridge
try creating a level sequencer and add your metahuman_BP from the scene,
you should see ctrl_Rig exposed in parameters and in scene that you can move, rotate etc. in viewport,
if still clothes are not moving, you either have changed their assigned skeletal mesh to something else than base metahuman or disconnected Enable Master Pose component of clothing parts
which is in construction script
I'll take a look at that, thanks for the idea
I think when I get to this point, it's time to delete and start from scratch because I've got something deeply wrong lol
start fresh (:
yep yep, after a strong drink
which tutorials did you do? I follow these instructions to retarget anims to a metahuman and it works for me (sorry if I'm misunderstanding the question)
do you need modeling skills to create metahumans?
nope
Ah alr ty
Thanks
All the ones I follow use IK rigs and retargets. They also don't just place the MH over the existing mesh and then hide it. I'm going to delete all my MHs and reimport them and start from scratch, I think somewhere in all my attempts to fix it I messed up a skeleton or skeletal mesh somewhere and now nothing lines up properly. Also, I'm using multiple MHs, so each one will have to have its own characterBP right? I can't just have one MH_character_BP and swap the meshes about in game since they all use different meshes and the construction scripts are different right?
Metahumans creator run on pixel streaming, right?
Hi does anyone use Iclone Livelink for unreal engine to animate? Have one question
thats how i do it
Apologies, which part do you mean is how you do it?
The base metahuman blueprint sits over an existing animation blueprint with the master pose node and retargets its anims to the metahuman. So my base Metahuman Anim BP works for all of my metahumans, any one of them can be animated using it, and it is powered by a separate anim blueprint that is linked to the mannequin skeletal mesh. I also use IK rigs and retargets, when I am getting the animations that I want ( I retarget the animations to the manny skeletal mesh and add the anims to its blueprint) and the master pose stuff will retarget that blueprint.
The method I linked to ends with a playable metahuman with IK functionality. Sorry if I'm confused on what you're looking for here. The blueprint created from the method is usable with any of your metahumans
No, but MetaHuman is limited when it comes to body and hair (and to some extent head profile).
If you want to make your MetaHuman more standout, modelling skills to modify them is encouraged.
Ah ok
hi guys, I'm facing a strange issue with metahuman currently, it appeared from nowhere, when I'm using the body rig, the hands and feet are separated of the torso/legs, for unknown reasons ( I didn't modify anything in the Bp)
can't find anything that helps on forums tho 😦
5.0 or 5.1?
5.0
with mocap?
nope
so when you rotate the lower arm the hand comes off?
yep
did you use this metahuman to record any live link data?
the problem that head/hands/feet are attached
yep
but reseted the settings to the default ones
body or face live link?
only face
I did it with facewere
used their BP animation
then switched back to the default one
did you make that change in the actual blueprint? or just in the UI
only UI
you need to change it back in the actual blueprint.
i only changed this setting
for the body ?
did you change the body bp at all
weird. I would drop a new metahuman in. Then create a new sequence and test it out again.
I think that's the only solution 😦
btw I have another metahuman and it's working fine
so it's not related to the project but to a specific metahuman
tried to reimport it but it will overwrite the old one ( and i already made many changes to the materials that i don't remember )
so I'm downloading a dupe of it
you shouldnt have to reimport it
oh did you use the faceware live link plugin pipeline or the glassbox live client?
facewere
I would reset the face BP in the actual blueprint. Then create a new map, drop it in there and try again with a fresh sequence. Only other thing I can think of is that you may have different Metahuman versions in your project and common folder hasnt been updated or something.
just reassign it in the metahuman blueprint/face component, compile and save
still the same 😦
Hmm, and this is with no animation applied.
yep
Have you modified this specific metahuman in any way?
never, only the BP to add the facewere livelink as i mentioned, and rested it then
the problem that it was working the last time I opened the project
I downloaded a duplicate of it and it worked fine
but still a very stressful bug tbh 😦
I found this video https://youtu.be/sGWcP5ecHIM which shows how to bake the animation to a new asset. Together the 2 tutorials made my day. 😆
This is working in UE5 Main Branch source build 5.2
Export it to Unreal Engine first, then export the meshes as FBX so you can modify them in Blender, and bring them back to Unreal Engine once you're done.
Metahumans seem to have this strange separated skeleton is there any reason that should concern me?
EG, when the head isn't really attached to the body would that not be a massive pain for animations that move the shoulders?
Hi guys, I'm currently having some problems with MetaHuman's groom in UE 5.0.3 . Can't really figure what is going on, anyone expert can help me?
The problem is basically that any groom of my metahuman gets rendered not correctly. I forced the LOD to be always 0 but it didn't fix anything.
Dawdling around i noticed that for some camera angle it all renders correctly, but watching it in front of the camera doesn't. You can see this effect on the photos.
Has anyone got a clue on what's going on? Thanks in advance!
they really need to make it easier
5.1 PREVIEW 2 - Metahuman control rigs not showing uo
thank you for the heads up on that. Did you get this figured out?
tryign it on a brand new project right now
question, when you set up 5.1 did you create a separate Bridge Megascans folder and download new metahumans to that one?
nope
new project is OK and didnt create a seperate folder when importing
when i open my 5.1 PREVIEW 1 project, I font get the control rig displayed
of course hair is flashing in the new project. I have to go in manually fix that as always
flashing in that I have to get rid of the LODs I dont care about
why do we always have to do that?
open up the metahuman blueprint and make sure it is compiling correctly
ahhh that too
When i first imported a metahuman into my preview I had to recreate a few nodes in the blueprint for it to compile
seriously? <sigh>
hmm maybe thats whats wrong with my PREVIEW 1
ugh same hoodie strings problem. recompiled - hair still flashing - gotta go in and play with the LODS like I've had to since 5.0.
Is it the Metahuman team's issue that this happens?
I think its more Bridge integration related possibly cause it said in my MH blueprint certain nodes are completely depricated
yes i have those warnings
oh the LOD issue. So people have been complaining that the LODs arent working right. So if you change to LOD2 the face looks like its LOD3
so if you go through the warnings and just fix them, things should be working somewhat better
I just use LOD0- m only usign these in films - not games
Get SkeletalMesh : Usage of 'SkeletalMesh' has been deprecated. Use USkeletalMeshComponent::GetSkeletalMeshAsset() or GetSkinnedAsset() instead.
is that the warning you get?
ya i fixed it
My issue is the IK Retargeter finally lets you import poses, but is giving me a hard time with characters that have metacarpals.
hmm is it bugged in the forum feedback
this is so weird - I dont get a rig hierarchy below the rig from my PREVIEW 1
theres nothing below it in the sequencer or in the ANIM outliner
Is here a way to reimport?
the only thing i can think of is to download a MH in a new bridge folder
something with the 5.0 ones might be different
I have already tested the MH control rig in 5.1 preview and it does work. But i played it safe by not mixing up my MH assets since this is a separate UE version.
Doesnt mean I am not cringing right now by trying to retarget finger data with IK retargeter though.
yeah thanks, because I made some tweaks for the hoodie strings gravity and the LODs its warnign me ill lose those. so a separate folder is a good idea
Its going to make you download a preset first.
So you will have to redownload your custom one too. But at least you can see if the issue is due to that
so wait - you can specify a new "Metahumans" folder?
like Metahumans_New? Where do you do that?
what do you mean
I meant to create a new project, change Bridge location, download preset/then custom and test out control rig to see if its the common folders getting mixed up thats the issue.
got it. OK well too late for me now. Thanks Ill try tomorrow
lol let me know if it worked 😉
Hey, I'm having a question about meta humans.
So as you can see the "MetaHuman BP" that is an actor you get automatically is complitly displaying animations, full synced with the entire body etc...
And it looks great.
But When I copy pasted everything into a charactere, to play with, then the animation sync got lost in the process, what is the way that is used to share animation ? The BP dosent use animation blueprint,it's not parented to anything, I couldnt find anything yet 😦
Well I have fund it x)
If anyone ever runs into this, "Construction script" is having a function nammed " Enable Master pose".
During the copy pasting process, the main reference to the "body" is getting flopped.
And none of the components are actually following the body, since the "body" ref is gone ^^
SO what I wound up doing is removing the MetaHumans folder in my copied 5.1 PREVIEW project, and then re-importing my metahuman. Now I have the controlrig hierarchy. Of course the old pose I so carefully had done no longer works.
Hi everyone! Has anyone ever experienced this?
His eyes are poking through his eyelids?
Thats great the control rig is working, but not so great you lost your pose...
yes. for some reason its only in Metahuman Creator. In Unreal it seems ok for now
That was a cockpit error on my part. You have to select the bones used first before you can apply a pose. Working fine.
IK Retargeter 5.1 Preview: Has anyone found finger issues when retargeting data from a character that does not have metacarpals to one that does?
always, it happens trying to retarget from metacarpals yes, or because the name is wrong of course
just a test about the retargueting
https://youtu.be/fTl22Ue6-dQ
Ok so its not just me messing up the bone chains. In your video you are using the UE5 mannequin and a metahuman but they both have metacarpals so it does look right. In the fight sequence video, what should I be looking for?
dope fight mocap by the way
Might not be the right channel, but I‘m trying to create what is basically a physical human (like a ragdoll) that can move around the world by applying force to its limbs, but is also stable enough to not fall over… like at all.
I‘ve had some experience with UE in the past, but I’d still say I‘m pretty much new.
I had figured that a physics asset would be the way to go (after having spent the past weeks getting a non-colliding version to work with aim offsets. Just mentioning in case there‘s a simple way to „activate mesh collission“ for that instead).
Now, after another week of setting up the bones I‘d probably have a good ragdoll that moves according to the input, but I‘d need to stabilize it. I thought maybe something like keeping the rotation of the torso always fixed could work, but idk how to do that…
So, to sum that up: Can someone tell me how to make a physical human whose limbs move according to linear values, yet is stable enough not to crumble/fall (ie.: keep its torso’s rotation stable; possibly still allowing intentional rotation?) from a slightly wobbly input?
Would be very grateful if someone could help there.
Also, if this is indeed not the right channel, could someone please redirect me to the correct one?
So the ragdoll (for want of actually seeing an example) would be "dragging/pulling" itself along?
If you were to direct a real actor to simulate the movement, what would you be telling them to do? Is the movement sort of creepy? Endearing? Cute?
im sort of imagining a mime with really loose limbs pulling themselves along in an environment.
or the scarecrow in the Wizard of Oz?
Yes… probably. It would (or look like it does) use the friction from its limbs pushing against the ground or other surfaces to generate its forward movement (or to drag itself up a ledge or what else you can do with limbs in real life, more or less).
The movement is (unintentionally) creepy, cause the values are (for now) generated randomly and not well smoothed out yet, but I‘m not aiming for any specific effect here (if that is what you meant with creepy/endearing/cute).
I‘m not sure about the mime or how that would look. As for the scarecrow, well, I guess the movement is erratic like that, so yeah. But that too isn‘t intentional, so if there‘s a way for smooth motion, that‘d be better.
It really just comes down to controlling all the limbs in a humanoid body through values (from 0 to 1 in an array) and having a realistic physical interaction with the environment (or at least the ground and things like the boxes from the third person example).
i change the matehumans physical asset now the engin crashed all time...
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 691] Array index out of bounds: -1 from an array of size 342
had anyone the same issue and know how to solve?
Are you starting in Maya or Blender with the model and skeleton, or is this already in UE with a control rig built? ANyway here's a "ragdoll" physics tutorial: https://www.youtube.com/watch?v=b9EmFnklpLk
Hey guys, in today's video, I'm going to be showing you how to create ragdoll physics for your meshes and character in your games. This can be triggered for anything, i.e. death or dying, or hitting an obstacle.
Respawing Tutorial: https://youtu.be/TaGE3e93hM8
#Ue4 #UnrealEngine4 #Ue4Tutorial
___________________________________________________...
I work with rigs in Blender done by riggers and have done some FK animation in UE, but nothing with physics or blueprints. I haven't chained any of that into a retargeted IK control rig.
I‘ve used the default Manniquin skeleton with the default mesh for the non-physics animation and a separate physics asset from that same skeleton to work out the physics part, but it doesn‘t do much other than crumble like a normal ragdoll. Even if I use the constraints to move its limbs, it‘s still not even close to stable enough to allow it to walk normally.
Hello everyone - is there a proper way to move skeletal meshes off of skeletons and onto new ones without causing a lot of chaos and damage to the intended target?
I am working through a bunch of armor assets, most of which were done using either their own skeletons (a seperate copy of UE4 mannequin it seems) or the UE4 mannequin outright. I am trying to figure out how do I convert these skeletal meshes for the various armor pieces to adhere to my UE5 mannequin - but upon trying to assign it a skeleton, it essentially wants to destroy all the bones and recreate the skeleton which has previously led me into a whole mess of hell.
Is it better that I just create standalone skeletons for each of these armor meshes (like chestplates, helmet, etc) and call it a day - or is there a proper way I can move all these armor pieces to my UE5 mannequin effectively.
Thoughts?
I believe the only 2 options are to use animation retargeting for the existing ue4 skeleton, or use an external rigger software to adjust the hierarchy
Also, anyone know if there are any updates from the Metahuman team? It's been like 8 months of complete silence and no roadmap, I can't tell if they are still working on things or not
Yeah, trying to figure out if it's possible to use it on skeletal meshes and not just animations
Capturing Reality posted a video guide on photoscanning head to be used for Mesh to Metahuman:
https://youtu.be/9kIPixG8GHA
With RealityCapture and UnrealEngine, you can create a highly detailed and customized MetaHuman, without the need for expensive equipment. Find out how in our Mesh to MetaHuman tutorial.
Learn more about the MetaHuman plugin https://youtu.be/xOVyme4TFZw
0:20 process of scanning
05:05 processing in RealityCapture
10:55 importing to Unreal Engin...
Hey Why does this Not Affect the Metahuman head in my characters BP ?
Has anyone been able to export a custom Metahuman into the editor? I'm able to download and export a pre-made Metahuman through Bridge.
After I download a custom modified Metahuman in Bridge the export button (blue arrow) does nothing when I press it.
Here's what it looks like after I've downloaded a tweaked Metahuman in Bridge. Notice the add button is disabled. Pressing the blue arrow does nothing.
This is the Bridge plugin inside of a running Unreal Editor.
MH developers use to read this chat?
Anyway, maybe someone else is aware
I was wondering if there are plans for expanding the creator with new clothes and accesories
I think this happens because the Bridge is downloading the Medium Quality version by default and you have the Highest Quality setting selected. Try to change the quality to Medium and maybe the button became blue. If so, get back the selection to Highest Quality and download your custom MH again.
Medium quality download has the same results. Export doesn't work.
Are you saying download medium then download highest? Then it'll work?
5.0 or 5.1?
5.0 on Apple M1 Mac
I would check a few things. Check your bridge folder from UE5 first, make sure its not the same as your ue4. Then if you downloaded a preset first, and then downloaded the custom, it technically should work. If it doesnt, maybe try doing this again in a new Megascans folder.....however, it very well could be a bug.
Hello Everyone, I don't know why my Live Link Window doesn't recognize my ipad in Live Link Face app. But this problem didn't show up when i use Live Link Vcam.
I ended up opening the Megascans download folder and manually copying the files over to my UE project. Maybe I'll try wiping out the Megascans folder later (when I'm not actively working on a project)
Nice!! Glad you found a way around the issue 😉
This was a path tracing test
may i know why this keeps happening
Lods. Very common. Either grab the Metahuman transform and shake it around or change the LOD to something other that’s -1
Shaking the MH around is new for me 🤪
haha it works
okay, thank you!
Is Metahuman plugin not compatible with ue5.1 preview?
Is there a way through unreals apps, to enhance/scale the Metahuman expressions? They just arent expressive enough for me, even at max they look Stale af
I don't think any plug-ins are
Is there any Metahuman plugin to transform both your motion and expression into ue5.0?
hello all! I am trying to animate my metahuman to walk and run through my twinmotion file I imported into unreal. what is the best way to do this? Thanks
Ok. Thanks. I am guessing when ue5.1 leaves preview then the plugins can be installed.
Hello everyone, is there a way to import a metahuman character back into Metahuman creator using the Asset ID or something similar? I want to share my metahuman character!
Anyone know why the DOF is flickering so bad on MH hair? Aperture is set to 1.4.
I am having the same issue/question
Depends on whether you want to use it for gameplay animations or just set dressing ped animations
Hey guys! I would like to create a character customization with MetaHumans (like in MH creator, but in Unreal), but I couln't found a way to import the morph target to choose the weight, size or genre of the character. Is there anyone have more information on this?
Any clue if Epic is already working on it?
I would not build my cinematic sequence in the ue live link face recording. That animation should be baked to an animation sequence and then added into sequencer
Hi everyone, I am currently using metahumans in a android based project, but I am wondering what sort of techniques I can use on the metahumans to reduce packaging size with them. Any info in this is much appreciated. I am using the low quality settings on them before I import them to the project through Bridge. Thanks a lot
- Use forward rendering instead of deferred. You may lose subsurface scattering, but it's kind of the cost
- Limit texture size to 1K (1024x1024). MetaHumans looked decent in 1K texture.
- Step down the LOD to LOD 2 (or lower, highest is LOD 0 and will kill your phone)
- No strand based groom hair (but it won't be available on LOD 2 and below anyway)
That being said, MetaHumans can be overkill for current average low-to-mid range phone specs, but it's plausible.
Let me know please if there’s something we can do about it!
Can we Retarget Metahuman UE5 to UE4
No.
It's impossible to bring assets from UE5 to UE4 anyway
@dusk sedge Is this solution working for you on 5.1? I am experiencing the same issue with the Groom Binding. It was working fine in 4.27 and 5.0, but it no longer works on 5.1. The hair disappears when I assign the Bind Asset. I tired your Build Settings approach (enabling Use Full Precision UVs but no luck)
and here's some video of my first pass at controlling a desktop #UE4 #MetaHuman from within #VR using a #MetaQuestPro.
more to come!
Is it possible to modify meta humans in runtime like changing body shapes or cloths?
Dno havent checked in a while
how can i get metahuman to drop less fps
They cause a lot of performance loss.
setting the grooms to a lower quality and LOD can help
Anyone also have the Problem that the Console Variables of Hair stranding like Emissive, or Transmittance etc, doesnt affect anything?
Hello, I'm having a problem with metahuman eyebrows and eyelashes. I want them to display at LOD 3 since I cannot run the groom component, but when I try to force LOD 3 on those components nothing happens. I would like to keep everything else at LOD 0. Is that possible? thanks in advance.
Maybe open up the groom for the lashes and brows and change all the LODs to cards instead of strands
Ah that makes sense, thank you so much!
Is it possible to use the Control Rig Poses in a way similar to Shape keys in blender, to create an animation blending between the poses?
Yes it is, figured it out with seuqencer
Hoi, i'm trying to make this RP game, and have been working on quite a lot of anime models. Because i'm scared of making realistic clothing. Curious how that's done on metahumans though.
Is there like a load of samples to look at, clothing wise?
and how is it handled code wise, i'd easily be able to make it modular right?
check out this:- https://www.youtube.com/watch?v=wsuXGBOCxj0
The Most Powerful Metaverse Framework for UnrealEngine
https://www.t4framework.com
[Discord invite link] https://discord.gg/7k238Cqh56
#T4Framework #UnrealEngine #UE5 #MetaHuman #MetaHumanCreator
Sorry fell asleep on my keyboard. At the day job now, so I'm gonna look at that.
Lol okay no words needed I guess.
Umm, one more question. Is there a community I can check for additional pieces for clothes etc. So I can study them?
Adonis Simshape uses Machine Learning and our state-of-the-art Solver to rapidly add realistic skin and muscle dynamics to any face animation.
The results shown in this video were recorded in realtime from the Maya viewport, playingback at 24 frames per second.
We are developing Adonis to provide a Creatures Effects solution for VFX, Animation a...
Correct, it's one of those things that still secure 3D artists their job.
If you can't do it yourself, hire someone to make it for you
That's what I was asking though.
Where do I buy bits?
So I can study it and improve my own from that.
I want to make the leap from anime styled models to realistic.
But I guess I'm in the wrong chat for that, after 3 dodgy replies like that.
Thanks I'll go elsewhere.
https://forums.unrealengine.com/t/metahuman-and-custom-clothing/213420
They literally say you can add clothes.
🤦♀️
It does not seem as if the Early Access MetaHuman Creator supports custom clothing. Is there a workaround for this or is it simply a feature that is not available for Early Access? If it is not available, is this a feature that will be included in the official release? Thanks in advance
Hey there!
Do someone know if there is a database where I can download all the haircuts and clothes of the MH creator? I don't want to DL each metahuman to get each cloth and haircut 😦
I'm trying to export an OBJ of a posed Metahuman in a sequence to model something on top of in Blender. Everytime I try to export, it's pretty much and empty file or an APose of the avatar. Is there a way to do this?
so you need a static mesh version? no skeleton?
Yep. No skeleton. Just an exact replica of the posed model.
open up the animation file you have that is in the pose you want. Then there is an option on the top, to convert to static mesh.
IS there a way to do it from a pose on a control rig in the sequencer, or do I need to create an animation asset, then make a static mesh from there?
so what I would do is find the exact frame you want from the control rig sequence. And make that sequence only the length of that one frame. Then bake to animation sequence for just that frame. If you try doing it with the control rig active, it will probably crash. But you can I think by going up top to Actor and convert...but again, expect a crash.
I'll give it a shot.
Looks like the static mesh is only the body, no head included
Then drop the actual animation into the scene, then go to Actor, with it selected, and convert to static mesh.
did you try the mesh to meta plugin?
Hello guys, anybody knows if it is possible to get the Metahuman default animations (the one we have when we edit the Metahumans) inside Unreal? They look very convincing and would love to use one for a cinematic sequence.
Hi, I've loaded an animation asset onto a metahuman, but when I go to Bake to Control Rig, there is no contol rig to bake it onto. A previous post from last year says to add control rig after adding the animation asset, but there's no option in the first context menu at all when I do it that way. A good youtube video I found 'Animating Metahumans with Control Rig in UE' has the option there, but doesn't seem to be available for me. Any ideas please? Thanks
Ah it 's ok, found it. If anyone else has this issue, I had to uncheck 'Filter Asset by Skeleton', then it appeared. The youtube video had it checked in theirs.
I'm not sure about that but I agree it would be good. However, if it's of any use, I only discovered yesterday all the different facial gestures available in the Pose Library which you can use. Maybe these have been here since the beginning but I wasn't aware of them until now.
I will have a look thank you! I really think their Idle animations and expressions are great.
I'm interested by that too! I did not find anything about it, so let me know if you find something about please 🙂
But yeah, so agree, they looks so real with high quality animations like the ones in the MH creator
Hey, I'm having a weird bug where the editor crashes anytime I try to export a metahuman from bridge. Anyone know what's going on?
Error message:
Assertion failed: Pair != nullptr [File:D:\build++UE5\Sync\LocalInstall\Engine\Source\Runtime\Core\Public\Containers\Map.h] [Line: 656]
UnrealEditor_MegascansPlugin
UnrealEditor_MegascansPlugin
UnrealEditor_MegascansPlugin
UnrealEditor_MegascansPlugin
UnrealEditor_UnrealEd!FTickableEditorObject::TickObjects() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Public\TickableEditorObject.h:45]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1536]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:474]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5215]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [d:\a01_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
I can't figure out how to solve this problem
other animations (idle, walking, running, jump) are correct
I also have this problem
using same animation for all parts
in playmode after fully change to other animation and back to idle fixs it
hey all, weird question maybe, but for some odd reason I can't re-enable hair strands on my metahumans , yes I did check the groom asset and the character BP too if it set on force to use cards, but no. I even tried the console command "r.HairStrands.UseCardsInsteadOfStrands 0" with no effect, not sure where else I can look any idea? Here is a screenshot of the Groom asset set to LOD 0 with its setting to show hair strands, but as you can see it is using cards and the debug confirms this. Thanks
Are there games now that are using metahumans for their AI? I am interested if callisto protocol is using metahumans for their creatures
Has anyone ever seen something like this come off their meta human in a render?
does anyone know why the morph target preview has no effect on the mesh when viewing it in the editor?
is there something in his mouth?
That would be a spliff with a 2d niagara smoke animations. That 2d niagara has been giving me issues with lighting artifacts as well when viewed through the 2d plane
I did a 3d model amd I think there might be holes woth theblight shining through so I was going to check that when I get back on my computer
lol thought for a moment the groom was creating the illusion of one. So the crazy hair during renders...what are your render settings?
Override anti aliasing both 32 or 64 temporal sample count. Happens both png and exr. And using console variables from unreal docs set to 0
Only happens in renders
Thank you for showing interest in helping. I've seen some of your work. It's amazing
can you try rendering a few frames without antialiasing? Just default png. That way you can eliminate whether its the render settings or the groom itself.
Okay I'll try thank you. Not at the computer at the moment. Again I appreciate your replies
Hello guys UE5 Stable Diffusion Plug-in presents a new filter for metahuman!
https://youtu.be/zWcYN58Y9EM
It was 100% the anti aliasing. Do you happen to know why it might cause that? Also another weird part is under this format when I added the files to davinci resolve, some frames were added out of order causing the render to be bumpy. I added each frame to davinci indivually and it fixed it. Thank you again for your help
What program do I need to make these characters please? https://postimg.cc/mczN56wc
I am not sure why this happens with antialiasing. Something to do with how unreal is handling subframes I think, but you are not alone. No one has been able to figure out a solution unfortunately.
@spice kayak did you mention at some point you had this issue with renders and had to manually add individual frames to davinci?
Hi guys, I set the metahuman head to a paragon character . I got the blueprint but does not have the skeleton mesh for this. any suggestion how to get skeleton mesh from a character blueprint? I tried use the default skeleton of that paragon char but its not working for the character that i created. any suggestions please:)
Any idea why point light is brightening eyelashes so much?
Which setting is the most efficient?
hello darkness my old friend