#metahumans

1 messages · Page 1 of 1 (latest)

simple forge
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do you have emissive lighting somewhere?

grand prawn
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How do I play a Metahuman animation with a blueprint?

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Instead of Sequencer.

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I'm trying "Cast To SkeletalMeshActor" -> "Play Animation", but this doesn't work.

simple forge
grand prawn
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Basically I have a driving-a-car animation and a walking animation. The car was going to trigger the driving a car animation.

spice kayak
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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.

simple forge
spice kayak
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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.

simple forge
spice kayak
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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.

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before UE5 crashes and you lose the last few keys you made, that is...

simple forge
spice kayak
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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.

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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.

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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.

simple forge
spice kayak
simple forge
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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

spice kayak
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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

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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

simple forge
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ugh since early access? My anxiety level would be out of control .

spice kayak
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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.

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Most of the work I did was environmental previously. Now getting deep into the weeds of character design, animation, and story.

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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.

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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.

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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.

halcyon stream
spice kayak
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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.

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or any suggestions for other facial keys to help with realism. only used blink and look direction modifiers here.

halcyon stream
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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

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but subtle, otherwise it wouldn't fit

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(my 2 cents 😅 )

simple forge
# spice kayak https://youtu.be/zTsoaXEMwO8

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?

halcyon stream
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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 🙂

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(again my 2 cents, subjective 🙂 )

spice kayak
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Thanks guys!

spice kayak
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Gonna mess with the down/up ratio for the blinking, eyebrow and under eye lid subtleties now. Thanks guys

fickle elbow
junior birch
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Next level holy crap dude what did you do lol

young vector
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can you export metahumans as fully rigged characters that you can use in games?

graceful storm
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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?

silver current
plain orbit
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The mapping pose has the same names and curves, I just edited an extra curve on the blink so it would close completely

halcyon stream
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@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

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also, the Apply mode of the modify curve node is important

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to correct exaggerated stuff, maybe Remap is the best mode

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(if this has nothing to do with your specific question, then I missed it and I'm sorry 😅 )

plain orbit
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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

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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

halcyon stream
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brb

halcyon stream
plain orbit
spare elm
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@mellow fossil

silk urchin
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Hi. Do you know any fps games using metahumans during gameplay and not only cinematics? Thank you

spice kayak
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@simple forge Have you ever run into this issue while baking your animation to control rig in sequencer?

simple forge
# spice kayak <@755265182334320711> Have you ever run into this issue while baking your animat...

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.

...

▶ Play video
spice kayak
visual wing
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Hi all, does anyone know why these impact normals are not being normal to the mesh?

foggy cedar
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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

glass sorrel
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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?

  1. 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.

  2. 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.

fallen perch
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Hello guys. Im having a little problem and would appreciate if anyone could help:

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when connecting the livelink to my metahuman it connects for about a second and the metahuman then freezes. Also, the livelink window turns yellow.

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im pretty sure the steps i made to connect with it are correct

flint stirrup
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what is it?

flint stirrup
spiral trail
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Hi there

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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

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how do i fix this?

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i need help fast

steady steppe
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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?

meager thistle
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Anyone has any idea why Quixel bridge shows me completely different metahumans than metahuman creator in "My metahumans" section?

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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.

spice kayak
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Has anyone made "blind" eyes for their metahuman?

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white pupil and iris?

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messing with the settings on the MI_eyerefractive but cant quite get it

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i guess getting rid of the iris and pupil work as well lol..

frosty pebble
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can metahumans 5 be updated to be used for unreal engine 4

lofty mantle
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Anyone know how to fix glitch?

thick rune
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maybe it's a problem with the unreal version 5.0.3

lone creek
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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?

lofty mantle
thick rune
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this should appear here @lone creek

glacial flax
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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!

simple forge
simple forge
thick rune
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i'm confused

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and creeped out

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ahahahahha

bright venture
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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.

mellow fossil
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anyone know how when i change the max lod it wont stay fixed?

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example: i switch maxxed lod from 2 to 1 it just resets to 2

broken pasture
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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

junior birch
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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

broken pasture
broken pasture
halcyon stream
dawn quail
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has anyone tried exporting/reimporting metahumans? it seems to break the LOD uvs

dawn quail
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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

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this is the uv of the same mesh reimported (exported the mesh once it got reimported and opened up in 3ds max)

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saved default uv mapping and applied it to the new mesh and it worked, dirty but w.e bloblewoble

junior birch
sudden berry
junior birch
sudden berry
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Sure , win in the lottery 😁

junior birch
sudden berry
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TUT Duuude is a cool name ! You r my fav TUT Duuude ... haha

sudden berry
broken pasture
junior birch
radiant plover
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I made a metahuman. How do I make it move in real time for streaming without an iphone?

rocky latch
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What is the best face animation tool for meta humans?

weak seal
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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.

waxen bison
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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?

gilded oasis
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Is there anyone here who uses character creator 4? I have some questions about the software before i buy it

bitter ice
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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

halcyon stream
scenic forge
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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?

bitter ice
bitter ice
halcyon stream
bitter ice
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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 )

halcyon stream
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well ... not sure if that might be the problem but ... that's a recent metahumn, right? I mean after the last revision?

bitter ice
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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

halcyon stream
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ah yeas that was my question 🙂 well, cool, glad that you got it working 👍

bitter ice
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Thanks again for the help ! 😃

vernal knot
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Guys in metahuman when creating character is only the shape of the head or the whole body u can edit??

nimble quartz
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Hey all, any idea why my metahuman is doing this? becoming see through, but it is only from this side 😅

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from what I can tell, it seems to be my hair mesh doing this

swift burrow
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Quick question, is there a way how to export view from MetaHuman Creator to png image, without sacrificing quality of the picture

stable bison
swift burrow
stable bison
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The Snip Tool is per Pixel / uncompressed, not sure if you can do better than that, other than increase your Monitor Resolution.

tardy ocean
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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.

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I'm using Firefox with all of my tracking/ads protection turned off, so I'm not sure what the problem could be.

tardy ocean
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Works fine with Edge; I'll just use that for now

bitter ice
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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

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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

bitter ice
junior birch
bitter ice
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i'll try in a new UEP because for now i've got some weird stuff happening as usual ^^'

junior birch
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she half wolverine

bitter ice
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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

barren compass
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On importing metahuman to unreal engine, medium or highest quality really makes a difference in performance?

pliant lynx
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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.

bitter ice
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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 )

bitter ice
last wave
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Can i export metahuman as fbx?

bitter ice
bitter ice
barren compass
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Why metahuman goes faster in browser editor than in unreal engine editor??

bitter ice
barren compass
bitter ice
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you can try use cards on every groom assets

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or forcing a more lowcost LOD in the lodSync component

barren compass
barren compass
bitter ice
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( bridge pluggin update i mean )

bitter ice
rose stump
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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?

strong sphinx
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I keep getting refreshed and landing on this page after logging in

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I tried two different browsers already

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endless loop

fallen perch
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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?

bitter ice
# fallen perch hello guys. I have a question: How come on unreal channel and a very few youtube...

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

fallen perch
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@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

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what does pathtracing actually do? if i capture the metahuman with mocap doesnt it mean the movements are already traced?

bitter ice
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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

fallen perch
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i see thanks a lot

strong sphinx
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I'm getting 502 error ..

bitter ice
strong sphinx
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any ideas, where I should ask for help?

bitter ice
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maybe try some computer or internet restart, that's all i got for now

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( i see that some people tryed with different web browser too )

wind glen
strong sphinx
wind glen
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I would try edge just in case

edgy prawn
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Does anyone know of an API that exist for character creation that works inside a mobile app?

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Or do we have to build from scratch?

sudden berry
strong sphinx
# wind glen I would try edge just in case

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

wind glen
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I would guess it might be something with your pc/network settings.

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do you know which dns you're using?

harsh idol
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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

prisma oyster
strong sphinx
wind glen
harsh idol
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@prisma oyster I think we can because piecemeal skeletal meshes exist

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I think we will get rid of many steps in this way.

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I want to make a skeletal mesh like here and use it on the other side as a whole.

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for metahuman

lethal jetty
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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?

nimble quartz
# lethal jetty Question: I animated the control rig, yet when I want to render it into a movie,...

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

spiral knoll
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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 !

nimble quartz
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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...

▶ Play video
spiral knoll
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I didnt follow this tuto, I will look it thanks !

nimble quartz
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No worries, it's the only one that personally worked for me. Lemme know if you get stuck 🙂

spiral knoll
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Yes I will update you, thanks again 🙂

woeful vortex
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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.

nimble quartz
real charm
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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?

spiral knoll
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@nimble quartz Thanks a lot again, all work now ! Just some "bugs" when I jump, but it work tanks !

rose stump
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hello, is there any way to reimport the metahuman common folder? if I already have some metahumans in the project

rose stump
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are the pose assets working while their source anims are broken??? if so how would I retarget them

harsh idol
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I am facing such a problem, how can I solve it?

nimble quartz
harsh idol
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fps drops unbelievably when i use metahuman mesh

spice kayak
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Anyone know how to manually migrate a metahuman character from one project to another?

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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?

graceful storm
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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)

woeful vortex
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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.

fluid inlet
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hey everyone

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ive been trying to export a metahuman i made as an obj file

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and its turning out blank

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can anyone help please??

tame edge
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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?

wind glen
last wave
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really need metahuman asian female faces

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where I can find it?

halcyon stream
coarse stump
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some samples have asian look what is offered by metahuman creator

frosty pebble
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How do I use the sculpt tool?

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I don't see any sculpt points.

dark pasture
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Hey can we enable nanite on metahumans or something to fix this issue ?

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Like if we put 12 metahumans in a same scene, I like have 30 FPS

sacred peak
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afaik nanite is typically for static stuff

dark pasture
sacred peak
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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

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anyway

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its not something that demands nanite

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it's something that demands proper character optimisation and dev choices

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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

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none of it to do with nanite

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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

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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

dark pasture
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But I mean what can I do for example to reduce lagging when there are multiple meta human in the screen ?

tame edge
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lod

nimble quartz
dark pasture
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Heya just coming back, Matrix project has a lot of crowd people (metahuman), but how do they handle the lagging ?

last wave
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how to regenerate LODs in MetaHuman Creator?

green sandal
sacred peak
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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

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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

lethal jetty
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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

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Is there a shortcut or some way to reset a bone's transform in level sequencer?

sacred peak
dark pasture
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What lod should I use when there a lot of metahuman in the same scene ?

wind glen
lethal jetty
# wind glen 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?

wind glen
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ahh good. and it kinda looks like an hourglass? maybe something is loading

lethal jetty
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Yeah man, that's what I think to, but why does it bake into the vid?

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I checked the render out settings, seems all good. Not to sure why. Documentation is lacking on it

wind glen
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Documentation is lacking on it
peepoSad hello darkness my old friend

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honestly not sure, I would check task manager

halcyon stream
tame edge
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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?

lethal jetty
dark pasture
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Is there a way to implement multiple metahuman in a screen without performing any lag issues ?

halcyon stream
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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 😬

dark pasture
halcyon stream
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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 😅

lethal jetty
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@halcyon stream I'm trying to export a video instead of an image, which one do I select?

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Final Cut?

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I'm using DaVinchi Resolve. haha

halcyon stream
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for DaVinci you should ideally export .exr, that will give you more possibilities for post production.

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big file sizes thou

lethal jetty
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.avi was alright, I wish I could export to .mp4

tame edge
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what is the correct workflow from metahuman to edit the mesh, if you don't have maya?

halcyon stream
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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

lethal jetty
reef fossil
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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

untold crescent
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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.

analog parcel
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Hey everyone! Can anyone suggest the best way to rig mixamo animations to metahumans?

silver current
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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...

▶ Play video
timber bear
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Does anyone have any experience creating editor utility widgets to control metahuman control rigs?

sacred peak
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@silver current do you have any experience with ue5 era metahumans, and making edits to the skeletal meshes?

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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

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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

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looks lit like the normals were set to 180 or something, smooth and not nuanced like they were

pliant quarry
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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

last wave
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how to adjust LOD1 shape into LOD0?

somber ore
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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.

bitter ice
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Hello ! i have i little eyelash problem here, is ther a way to move it in metahuman creator ? or anything to fix the problem ?

cedar pebble
bitter ice
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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.

analog parcel
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Hi everyone! Has anybody imported Daz hair on the metahuman? Can you actually do it? Like replace metahuman hair with hair from Daz?

pseudo swallow
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Yo, anyone can explain how metahuman works

halcyon stream
pseudo swallow
last wave
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What is MaterialB?

cobalt sable
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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 ?

daring shuttle
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Why doesn't it look similar?
Mesh to Metahuman

silver current
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what kinds of changes are you trying to make, can you not us mesh to metahumans?

plucky kelp
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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.

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okay nevermind I had to change something in the anim_bp thank you guys anyways

turbid citrus
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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?

rose swan
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is there a way to make a custom animation bp that works with my metahuman instead of retargeting from THE MANNEQUIN

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caps sry

daring shuttle
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Mesh to Metahuman
What is similarity ratio?

halcyon stream
sly sparrow
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Needs more facial hair

velvet goblet
inner osprey
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Has anyone tried to export Metahumans animations as fbx? the file is huge, almost 50 Mb. Is there a way to reduce this?

tame edge
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50mb is not a huge file at that stage

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the only real size that matters is when it is used in the engine

spice kayak
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the lips on my character started getting much darker in the shadows all of a sudden yesterday. has anyone run into this shader issue?

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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

tame edge
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Adjust your maximum texture sizes / increase the streaming pool and restart

spice kayak
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almost like this engine has some issues..

tame edge
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Well that would just mean you have more GPU memory at that "fixed itself" time. It will happen again.

spice kayak
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Gotcha

tame edge
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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.

spice kayak
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The texture streaming pool can be adjusted within the engine ini correct? to avoid having to remember to add the streamingpoolsize command everytime

tame edge
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You do it via the console or reduce texture sizes

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no need for ini

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(console will write to it)

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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

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but I suspect it's 800mb / 1gb default... most cards have a bit more than that now

spice kayak
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Good to know!

lyric basin
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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!

tall ferry
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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.

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Do you know what are the export settings by any chance that I should use to export/Update the face?

tall ferry
# untold crescent Hi, can anyone recommend some tutorials and software that would allow virtual mo...

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

Epic Developer Community

Want your MetaHumans to deliver realistic facial performances? In this course, you’ll learn how to transpose facial movement from traditional video sour...

untold crescent
zenith barn
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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.

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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

long violet
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guys is possible to sculpt a metahuman in blender

golden pulsar
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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

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It's extreamely frustrating

sly sparrow
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to the people who made metahuman-why did ya'll design the underwear for males and females to ride up the ass😅

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I'm trying to not have my game characters be thicc af

tame edge
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I understand underwear can be removed? If so that would be helpful as we would prefer to supply custom.

valid goblet
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Guys, Maya 2023 is not able to export Metahuman. Is this happened to anyone recently? Any suggestions how to fix it:)

clear isle
golden pulsar
golden pulsar
noble light
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my character beard show different Lod anybody know how to solve this issue

digital stream
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Does anyone get weird stretching issues below LOD 0 with baked poses (from a sequence) on metahumans?

digital stream
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swift burrow
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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.

pliant nexus
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MetaHumans: exist

Texture streaming budget:

vagrant patio
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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

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any ideas how to start debugging this?

sonic sonnet
deft coral
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Would anyone be able to rig a character to the UE5 rig?

tough lintel
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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 :/

halcyon stream
swift burrow
valid goblet
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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:)

floral drum
bitter zodiac
simple forge
bitter zodiac
civic laurel
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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!

fallen perch
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Hello. Does anyone know how to fix this?

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Everytime I am live-streaming data from mocap or livelink the head becomes like this

sour sonnet
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Hi, I m looking for a developer from metahumans UE5, please dm me if you are interested

fallen perch
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Hello. Anyone knows how to rebind the groom so it doesnt separate from the body like in the picture above?

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found the fix on youtube. please ignore

sour nest
sonic sonnet
bitter zodiac
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I can move all keys by typing and moving sliders, but not in the viewport

sonic sonnet
stark saffron
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How do I make someone’s face a 3D model, into my UE5 game?

sonic sonnet
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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

https://in3D.io

https://in3D.io/Metahuman

#a...

▶ Play video
foggy panther
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So... I just did a mesh to metahuman tute, sent it to the metahuman create, fixed it up, then dowloaded it back into UE5...

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Aaand I'm getting this:

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So... you can't use mesh to metahuman in UE5?
What is happening?

foggy panther
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p.s. yes I used the "latest" version of MHC, yes I imported it with the in edtior quixel bridge

foggy panther
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yep, repeated from scratch two more times, it's screwed

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goddamit unreal hates me this week

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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?

simple forge
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Mesh To Meta Question: Anyone else have this issue pop up when using multiple Frames when creating the ID?

foggy panther
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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.

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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.

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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.

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When I made a new project in UE5 after installing the MH plugin, bridge had no trouble importing my MH

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(the same one that it claimed in my first project was a UE4 MH)

hidden sable
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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?

glacial flax
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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!

analog parcel
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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...

subtle basin
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Hey Guys ! Does anyone have any idea on how to retarget Plask.ai animations onto Metahuman in UE 5.0.3 ?

sly sparrow
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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

small lintel
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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

solar shore
pale zealot
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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

autumn oasis
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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

pale zealot
foggy panther
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So... all the metahumans in the city sample project are tall?

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If I want sample clothes (to weight transfer from) I gotta make custom MH at the three different sizes?

junior perch
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Anyone has any experience with trying to package meta human heads for a linux machine?

simple forge
pale zealot
civic laurel
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metahuman hair goin whooop! Happens after the metahuman starts moving in the animation! (anyone know how to fix)

civic laurel
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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?

simple forge
hidden sable
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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.

foggy panther
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anyone else finding the download for metahuman to be reeeeeeeally slow?

foggy panther
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ah, apparently it's very common 😦

finite ridge
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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?

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I mean, with Mesh to Metahuman

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nevermind. ", combining it with a body type of the artist’s choice from the MetaHuman options."

valid goblet
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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

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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

sterile yoke
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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?

pulsar goblet
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anyone tried 3d scan using in3d app and converted that to metahuman?

fallen perch
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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

sonic sonnet
# fallen perch Hello Everyone. I have a burning question that's driving me crazy: when streamin...

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)

fallen perch
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@sonic sonnet thanks a lot. I dont know what secondary motion means though

sonic sonnet
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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

final nacelle
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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.

dark swan
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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

fallen perch
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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

dark swan
daring shuttle
nova glade
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hi folks, if you think you are metahuman expert, feel free to dm

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pls

verbal dust
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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

golden flame
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Does anyone know if there's a way to sculpt a narrower chin? The Meta human options seem quite limited

sudden berry
true comet
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anybody know how to fix this?

sterile fossil
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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

bold acorn
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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

amber aurora
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Hey there, this Gavin guy is bald from some LOD it seems... UE 5.0.3, any idea how to fix?

velvet goblet
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I tried Gavin when testing Metahumans for something and it happened to me too, no idea what the fix is though sorry

runic oxide
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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?

tardy spoke
sonic sonnet
ruby turret
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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

daring peak
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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! ✨

ruby turret
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try the cloth painting on unreal? does that work?

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you just have to paint the parts you want simulated, and make colliders from skeleton x

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@daring peak

daring peak
# ruby turret <@299984919864803329>

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

rigid flicker
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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.

old jewel
supple talon
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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.

final prairie
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can metahumans be used for music projects?

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(that are commercial)

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like maybe songs and stuff like that?

mortal wadi
orchid meteor
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Or reverting them to Default?

limber gyro
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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

simple forge
limber gyro
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ah rip

#

thanks for letting me know

junior birch
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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

sudden berry
river gull
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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

junior birch
sudden berry
junior birch
sudden berry
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@junior birch : did you find out something about multi GPU PT ?

junior birch
shadow arrow
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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.

gusty jacinth
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Is it possible to make futuristic characters (with armors, helmet etc ..) with metahumans or that's more realistic oriented ?

junior birch
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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

autumn oasis
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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.

sterile jolt
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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?

river sierra
#

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

tardy spade
#

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

prime mantle
#

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?

plucky kelp
#

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...

tulip acorn
#

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

sudden berry
violet tulip
#

does anybody know how to get around this in the Metahuman Identity scan?

#

@everyone

simple forge
violet tulip
tulip acorn
#

still havent figured out what to do here

violet tulip
#

Oh now I get what you mean by frames, but even if that was the case. I only have one Frame.

simple forge
sinful quiver
#

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

trail chasm
#

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 )

pine pulsar
#

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

elder tree
#

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!

https://youtu.be/7RKITpBZN-s

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!

–––––––––––––––––––––––––...

▶ Play video
noble light
#

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...

▶ Play video
#

i get this video but didnt worked

grizzled oracle
#

hi! Does anybody know why my Metahuman live link on "Face_AnimBP" always resets to 'Iphone black' when i compile it?

little beacon
#

Hey guys. We made a metahuman "Meet the team" page for our website. https://www.target3d.co.uk/team 🤙🏽

Target3D

Target3D is a 3D technology consultancy with a specialist focus on Motion Capture, VR, 3D scanning and architectural visualisation. Target3D specialise in the ...

plucky kelp
# plucky kelp I retargeted some Mixamo animation witht his method, but now my Metahuman keeps ...

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...

▶ Play video
native cargo
#

Would anyone know why my the metahuman's face would have weird artifacts like this?

long lava
#

Enable skin cache on it

junior birch
#

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

https://www.youtube.com/watch?v=oY7iGJxSatg

silk urchin
#

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

teal crystal
#

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)"

tulip acorn
#

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

versed lintel
#

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.

prime sail
#

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.

obsidian sparrow
#

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 🙂

tall coral
#

It took hours but I finally figured it out. Here's my first Unreal Clover render

cosmic hollow
#

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?

foggy panther
#

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

opal torrent
#

But when you back up a bit, it looks normal

#

Tried to rebuild lighting and don't work

opal torrent
#

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

glacial flax
#

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.

runic rock
#

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

junior birch
#

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

For more information check out https://www.move.ai/

Join this channel to get access to perks:
https://www.youtube.com/channel/UCoJun_nF0I90wzXq5t4SdqA/join
Buy my courses to support the Channel!
https://www.udemy.com/course/cyberpunkue5/?referralCode=E466ABC1B15E52AB0B3D
https://jsfilmz.gum...

▶ Play video
prime mantle
#

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?

north glacier
#

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...

▶ Play video
#

this actually works

#

so well.

wintry sorrel
#

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

wintry sorrel
#

@junior birch I think you might know to be honest, you knew about the eyelash shadow issue. Hey congratulations on your nvidia package btw 😉

warm python
#

any suggestion why metahumans import like this ? ue4

rotund ravine
#

I have an issue where my hair keeps clipping into the body of my character. Any ideas on how to fix it?

opal juniper
runic rock
opal juniper
#

good for you then

warm python
umbral bay
#

has anyone tried the Oculus Lip Sync SDK with MetaHumans ?

north glacier
#

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

bitter igloo
#

wait what

bitter igloo
#

thats the only reason why i refuse to stop using daz

north glacier
#

i have no idea

#
bitter igloo
#

their prettier and their morphs are godtier ;-;

north glacier
#

was looking online for shit and i found this

north glacier
#

pulls morphs!

#

look in the right side of the video

broken pasture
#

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

bitter igloo
#

might buy

broken pasture
#

Anyone know where I can get some realistic facial scars/bruises/tattoo pngs I can add to face meshes in photoshop ?

trail chasm
#

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

tall coral
cyan galleon
#

can someone, anyone explain why metahumans don't use a common A or T pose?

long lava
#

Because

tall coral
frosty pebble
#

How do I make metahuman hair less laggy? With voxelize off, no physics, and lods it's still extremely laggy in strands.

tall coral
broken pasture
#

ways to add dismemberment of metas limbs/head ?

plain haven
plain haven
broken pasture
#

Thanks, so I should export the preview skeletal mesh to blender for these

#

Thought there’d be a way to do it in engine

plain haven
plain haven
broken pasture
#

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

plain haven
broken pasture
#

Awesome appreciate it

brittle quiver
trail chasm
#

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?

barren galleon
#

Does anyone know if it’s possible to use marketplace characters with live link, similar to how meta humans use it

plucky kelp
#

Hey, I have this exact problem, since I used Live Link with Tape Recorder. Is there a known fix?

final prairie
#

Does anyone know how i can apply a medical mask to a metahuman?

#

maybe fabric medical mask

plain haven
#

Or probably use existing ones from Sketchfab and try fitting it on your MH

final prairie
#

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)

somber musk
#

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.

sudden berry
somber musk
plucky kelp
#

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

plucky kelp
#

Wow well

#

That's

#

..disappointing?

#

lol thanks man

somber musk
# plucky kelp Hey everyone

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.

plucky kelp
#

Yeah my net is bad too thanks @somber musk, very cool 👍

tall coral
#

Unreal Miku and Saki

plucky kelp
#

Wha in the actual fu-

broken pasture
#

Are there any places to get facial animations for metahumans?

warm python
#

why are metahumans with a groom importing like this ?

plucky kelp
#

Hey, can someone help me locate where the eye mesh of a standard metahuman is?
I can't seem to find it. Thank you!

tall coral
plain haven
final jetty
#

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

somber musk
final jetty
tall coral
crude vapor
#

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?

shadow arrow
#

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 😀

warm python
#

whats wrong with so many broken mh in ue4 ?

plucky kelp
#

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?

tall coral
#

I wish they had a slider for height

calm chasm
#

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 🙂

plucky kelp
somber musk
plucky kelp
#

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

plain haven
plucky kelp
#

Wow damn

#

I mean looks kinda unfinished

plain haven
plucky kelp
#

Yea totally get what you said

mellow skiff
#

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).

crude vapor
calm chasm
somber musk
crude vapor
#

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

somber musk
crude vapor
#

I want to have a 3rd person camera, so unless isometric camera isn't what I think it is, then not really

somber musk
#

You could have a 3rd person isometric view sure

#

(actually I think it's technically called 'orthographic' in unreal)

crude vapor
#

what would I have to do exactly to try that?

somber musk
crude vapor
#

so basically just use Orthographic Projection Mode instead of Perspective?

somber musk
#

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

bitter ember
#

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?

plain haven
open pike
#

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

frozen bolt
open pike
#

no, just the ones I designed in metahuman and exported through bridge

frozen bolt
#

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

open pike
#

I'll take a look at that, thanks for the idea

open pike
#

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

open pike
#

yep yep, after a strong drink

celest palm
proud kraken
#

do you need modeling skills to create metahumans?

proud kraken
#

Ah alr ty

open pike
# celest palm which tutorials did you do? I follow these instructions to retarget anims to a m...

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?

bitter ember
#

Metahumans creator run on pixel streaming, right?

glacial hollow
#

Hi does anyone use Iclone Livelink for unreal engine to animate? Have one question

open pike
#

Apologies, which part do you mean is how you do it?

celest palm
#

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

plain haven
fathom dawn
#

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 😦

simple forge
fathom dawn
#

5.0

simple forge
fathom dawn
#

nope

simple forge
fathom dawn
#

yep

simple forge
fathom dawn
#

the problem that head/hands/feet are attached

#

yep

#

but reseted the settings to the default ones

simple forge
fathom dawn
#

only face

#

I did it with facewere

#

used their BP animation

#

then switched back to the default one

simple forge
#

did you make that change in the actual blueprint? or just in the UI

fathom dawn
#

only UI

simple forge
fathom dawn
#

i only changed this setting

fathom dawn
simple forge
fathom dawn
#

nope

#

as i said only the face

#

here is the body one

simple forge
fathom dawn
#

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

simple forge
#

oh did you use the faceware live link plugin pipeline or the glassbox live client?

fathom dawn
#

facewere

simple forge
#

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.

fathom dawn
#

is it possible to reset a BP ?

#

haven't heard about it before

simple forge
simple forge
fathom dawn
#

yep

simple forge
fathom dawn
#

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 😦

wraith thistle
coarse gyro
#

is there any way i can export this to blender

plain haven
verbal tulip
#

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?

radiant mortar
#

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!

coarse gyro
supple prairie
#

5.1 PREVIEW 2 - Metahuman control rigs not showing uo

simple forge
supple prairie
#

tryign it on a brand new project right now

simple forge
supple prairie
#

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?

simple forge
supple prairie
#

ahhh that too

simple forge
#

When i first imported a metahuman into my preview I had to recreate a few nodes in the blueprint for it to compile

supple prairie
#

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?

simple forge
#

I think its more Bridge integration related possibly cause it said in my MH blueprint certain nodes are completely depricated

supple prairie
#

yes i have those warnings

simple forge
#

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

supple prairie
#

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?

simple forge
#

ya i fixed it

supple prairie
#

aha. OK ill do that

#

thanks!

simple forge
#

My issue is the IK Retargeter finally lets you import poses, but is giving me a hard time with characters that have metacarpals.

supple prairie
#

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?

simple forge
#

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.

supple prairie
#

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

simple forge
#

Its going to make you download a preset first.

supple prairie
#

yeah i've only used the retargeter once on a Blender import

#

ahh OK

simple forge
#

So you will have to redownload your custom one too. But at least you can see if the issue is due to that

supple prairie
#

so wait - you can specify a new "Metahumans" folder?

#

like Metahumans_New? Where do you do that?

simple forge
#

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.

supple prairie
#

got it. OK well too late for me now. Thanks Ill try tomorrow

simple forge
rigid kiln
#

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 ^^

supple prairie
# simple forge lol let me know if it worked 😉

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.

analog parcel
supple prairie
#

His eyes are poking through his eyelids?

simple forge
analog parcel
supple prairie
simple forge
#

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?

pallid aurora
#

always, it happens trying to retarget from metacarpals yes, or because the name is wrong of course

simple forge
simple forge
woven venture
#

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?

supple prairie
#

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?

woven venture
# supple prairie So the ragdoll (for want of actually seeing an example) would be "dragging/pulli...

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).

plucky kelp
#

i made agent 47 (tried to) in metahuman

#

lighting done in ue 5

grand escarp
#

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?

plucky kelp
#

oh

#

its a troubleshooting kinda channel

#

my bad

supple prairie
# woven venture Yes… probably. It would (or look like it does) use the friction from its limbs p...

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
___________________________________________________...

▶ Play video
#

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.

woven venture
burnt lintel
#

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?

sly sparrow
#

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

burnt lintel
plain haven
#

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...

▶ Play video
trail chasm
#

Hey Why does this Not Affect the Metahuman head in my characters BP ?

flint sentinel
#

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.

flint sentinel
#

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.

nocturne grove
#

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

wraith thistle
flint sentinel
flint sentinel
simple forge
# flint sentinel 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.

sonic lily
#

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.

flint sentinel
simple forge
tall coral
tall coral
#

This was a path tracing test

dusty rain
dreamy iron
simple forge
sudden berry
simple forge
past ice
#

Is Metahuman plugin not compatible with ue5.1 preview?

graceful storm
#

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

dreamy iron
chilly wave
#

Is there any Metahuman plugin to transform both your motion and expression into ue5.0?

hollow kestrel
#

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

past ice
cobalt saddle
#

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!

mossy pecan
hollow kestrel
plain haven
lunar jetty
#

can anybody help me

wise turtle
#

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?

simple forge
# lunar jetty

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

sage python
#

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

plain haven
# sage python Hi everyone, I am currently using metahumans in a android based project, but I a...
  1. Use forward rendering instead of deferred. You may lose subsurface scattering, but it's kind of the cost
  2. Limit texture size to 1K (1024x1024). MetaHumans looked decent in 1K texture.
  3. Step down the LOD to LOD 2 (or lower, highest is LOD 0 and will kill your phone)
  4. 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.

cobalt saddle
ivory tusk
#

Can we Retarget Metahuman UE5 to UE4

plain haven
worldly karma
#

@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)

umbral bay
unreal sapphire
#

Is it possible to modify meta humans in runtime like changing body shapes or cloths?

harsh idol
#

how can i get metahuman to drop less fps
They cause a lot of performance loss.

sly sparrow
desert ocean
#

Anyone also have the Problem that the Console Variables of Hair stranding like Emissive, or Transmittance etc, doesnt affect anything?

halcyon wasp
#

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.

simple forge
halcyon wasp
dreamy depot
#

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

broken forge
#

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?

noble light
broken forge
#

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?

sudden berry
broken forge
#

Guess that means no.

#

Guess metahumans ain't for me then if I can't make clothes.

plain haven
broken forge
#

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.

wise turtle
#

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 😦

mossy pecan
#

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?

simple forge
mossy pecan
#

Yep. No skeleton. Just an exact replica of the posed model.

simple forge
mossy pecan
simple forge
mossy pecan
#

Looks like the static mesh is only the body, no head included

simple forge
simple forge
#

did you try the mesh to meta plugin?

mellow granite
#

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.

bold sonnet
#

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.

bold sonnet
mellow granite
wise turtle
#

But yeah, so agree, they looks so real with high quality animations like the ones in the MH creator

mellow skiff
#

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

vestal scarab
#

noo! omar!!

#

your head

vestal scarab
#

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

sage python
#

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

silk urchin
#

Are there games now that are using metahumans for their AI? I am interested if callisto protocol is using metahumans for their creatures

glacial mauve
#

Has anyone ever seen something like this come off their meta human in a render?

dry wadi
#

does anyone know why the morph target preview has no effect on the mesh when viewing it in the editor?

simple forge
glacial mauve
#

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

simple forge
glacial mauve
#

Only happens in renders

glacial mauve
simple forge
glacial mauve
pallid aurora
glacial mauve
last acorn
simple forge
simple forge
valid goblet
#

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:)

swift burrow
#

Any idea why point light is brightening eyelashes so much?

harsh idol
#

Which setting is the most efficient?