#metahumans

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valid goblet
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Hi, guys Any idea how to solve this problem. I was uploaded Metahuman from quixel. But problem is when i try to open the blueprint of this character, I am getting this error. how can i solve it?

midnight axle
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or remove the references to it

feral patrol
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How do I get more clothing and accessories? I want to give him glasses

atomic turtle
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how to make teeth-gap in metahumans?

plain haven
atomic turtle
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why i cant import my metahuman?

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i wanna import left one to game

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i cant

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he isnt in menu

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nvmd i found em

gentle cave
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anyone know why metahuman plugin is gone in 5.1?

simple forge
agile niche
past ice
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Can the MetaHuman plugin pls be updated to be compatible with UE5.1? Currently it cannot be installed into the engine from epic launcher.๐Ÿ™

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Also City Sample Vechicles from Epic can't be added to project for 5.1. Wanted to study the models and their materials.

plain haven
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Apparently MetaHuman plugin files doesn't show up in the usual Marketplace folder in the engine ๐Ÿค”

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I don't want to download 10 GB of vanilla builds just to use the plugin...

little beacon
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Adding samples to the render makes the hair simulation stiffer and rigid. Is there a way we can add the samples during the render and avoid the hair stifness?

shadow arrow
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Is there a way to just record a MetaHuman's body with Live Link and not all of the other tracks? Is there a way to save those settings for the future?

trail chasm
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Warning! There is Currently **NO COMPATIBLE METAHUMAN PLUGIN **for 5.1 ๐Ÿ˜ฆ old_man_yells_at_unreal

feral patrol
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What are some ways similar to Marvelous Designer to make clothing for Metahuman that are free?

swift burrow
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Is lightning on your MetaHumans also looking weird after 5.1 update? Especially Hair.

past ice
agile niche
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Yes they have to update the plugins. Its likely that there were bigger changes here and there so the plugin doesnt just translate. Even if it does, the people who manage the plugin have to checkbox it for 5.1 manually. Should take a few days in my esitmate

atomic turtle
gentle cave
atomic turtle
gentle cave
atomic turtle
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xddd

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do someone tried that thing to convert from clip to animation?

mellow granite
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Hello guys, quick question, I have created a metahuman with the Mesh To Metahuman tool and then imported the MH in Unreal. When I open the Face Skeletal Mesh I see some artefact on the right eye. Is it 'normal', should I correct something before going further in the workflow to avoid problems? These artefacts were not visible in the MH creator so Im wondering... Thanks

simple forge
mellow granite
simple forge
simple forge
mellow granite
mellow granite
simple forge
mellow granite
simple forge
simple forge
daring frost
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someone wake me up when metahuman plugin works with 5.1

mellow granite
atomic turtle
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i animated my metahuman

wise turtle
atomic turtle
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for Manny

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rn im trying to live link face to metahuman face

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but i dont know if that app is only for iphones? and is it trusted?

wise turtle
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It looks great!

atomic turtle
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Hello guys, in this quick and simple tutorial we are going to make a simple enemy AI, which will follow the player, have its own vision area, and attack when it's near the player in Unreal Engine 5.

Follow me on Twitter: https://twitter.com/GorkaGames
Subscribe to the channel: https://www.youtube.com/channel/UCv_n9oioNF6OpzR2dt6E4xg?sub_confirm...

โ–ถ Play video
wise turtle
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Oh thank you for that, I'll check it!
I used the ALS anim, but the result doesn't looks very realistic, so I'm gonna try that

sudden berry
mellow granite
sudden berry
mellow granite
plain haven
sudden berry
sudden berry
plain haven
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I'm going to find a way to customize MetaHumans without using Mesh Morpher at all (or other paid tools, really)

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Challenge would be customizing MetaHuman without spending a dime and actually works

sudden berry
mellow granite
sudden berry
mellow granite
sudden berry
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#UE4 #meshmorpher #metahumans
Updated Tutorial on how to use Masking in Mesh Morpher. The goal of this video is to create Vampire Fangs(teeth) Morph Target and to explain a little bit more how Masking works in Mesh Morpher.

Get Mesh Morpher:
UE Marketplace: https://www.unrealengine.com/marketplace/mesh-morpher
ArtStation: https://www.artstation...

โ–ถ Play video
mellow granite
sudden berry
mellow granite
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Iโ€™ll have a look more closely on the plugin, but its a bit scary to touch the eyes part by hand, im not a great sculptor so I may end up just using the MHC areas influence for more safety.

sudden berry
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Sure , I am a bad Sculptor too , maybe it is the easier way to fix it in MHC , but as I said you can always restore what you have done in MM ๐Ÿ˜

mellow granite
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The problem is that I dont know if the issue is due to mesh deformation or slight mesh position offset. And i dont want to mess things up more ๐Ÿ˜‚. Big thanks for todayโ€™s chat anyway!

sudden berry
pale ruin
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done using xsens mocap suit and iphone + helmet

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Special thanks to @frozen bolt because if he doesnt exist i doesnt either lol

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any advice would be welcome, i'll improve sync (head/face/body/sound) better soudn design and also better rendering.

pale ruin
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also thanks to @simple forge for the tutorials, i wouldnt even done 1/10 of it without the tuorials she made

glacial mauve
# atomic turtle i animated my metahuman

here's a tutorial someone else posted that I just used to make a custom animation...has some limits but its a good start. https://www.youtube.com/watch?v=w9mijf-gKOg&t=2319s

Learn how to use Control Rig in Unreal Engine 5 (UE5) to rig and animate a character in engine with this tutorial that works as a complete introduction guide to Control Rig in Unreal Engine 5 (UE5). By the end of this Control Rig Tutorial you'll learn how to create animation sequences for any skeletal mesh using Control Rig in Unreal Engine 5 (U...

โ–ถ Play video
atomic turtle
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but deepanimator has that advantage that AI do work for u

vapid flare
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Hello guys, does anyone know about how to export 'groom_group_name' 'groom_closest_guides' and 'groom_guide_weights' to unreal 5.1?

wise turtle
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It is possible to change the destination folder when I import a MetaHuman in UE? Currently, it creates a MetaHumans folder (in the content folder of the project), and if I move it then I reimport some MHs, it will create a second skeleton, etc... and I don't want this

swift burrow
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Is anybody working with MH in UE 5:1 and groom assets looks jusk like in 5.0? I have problems with very bad lighting

swift burrow
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For a reference:

sly lake
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how can I fix my metahuman going bald after packaging

summer furnace
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My metahuman has cancer(sry for the dark joke) after 5.1, all face and head hair disapperead

cobalt saddle
dark pasture
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Hey are meta humans, good for NPC in game ? I saw that when I have 10 metahumans in the same place, my FPS drops like -50 fps

tame badger
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I just downloaded the MetaHumans sample project on UE5.0 and opened up the project but the sample humans are missing. Am I missing something?

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I was hoping I could get going with at least one sample metahuman and even checked videos online that walk through the sample project but looks like they updated the project files not long ago, and I just can't seem to find the sample characters anymore.

plain haven
dark pasture
clear isle
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I believe they use the experimental plugin mass? I know there's some vertex animation wizardry going on too in the city sample, where at certain LOD they use vertex anim but up close it switches to the skeletal mesh

past ice
swift burrow
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On the left its a fresh new project where I imported a MetaHuman, on the right is a project that is well into development and I also imported the same MetaHuman. Could anybody please tell me why the hair on the right is just completely messy, where on the left it's smooth? And how could I set it up to be as smooth as the hair on the left ๐Ÿ˜…

pale ruin
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Hi there

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any fix for Head being detached from body in sequencer with 5.1?

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First one i had the issue, head isnt following the body animation

severe brook
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solved

karmic whale
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I got a question about metahumans, are they supposed to be hot-swappable on the body parts? I am used to characters models being 1 full body. The metahumans seem to come with a rig for hands and feet then the other parts of the body are individual pieces that are assembled in a blueprint.

tall coral
lunar ore
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Hey guys, does anyone know why Iโ€™m seeing two different textures on my metahuman based on which eye lens Iโ€™m looking through in VR?

vernal crater
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Anybody know why I can't install Metahuman for UE5.1? I have it working fine for all previous versions, but 5.1 makes it look like it isn't supported yet.

fallen pond
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I am new to unreal and I would like to create custom armor and clothing for my metahuman unreal project in blender. Anyone have any info or tutorials on the best way to go about that?

shadow arrow
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Does anyone know why I have this seam? I've downloaded the exact same MetaHuman as a clothed version (a duplicate of it). However, I get this gap when I substitute its old body with its new one. Everything should be the exact same proportions so I don't understand. Cheers!

sly lake
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why do the pants get removed when I do an animation?

sly lake
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works on animation sequences in game

wise turtle
dark compass
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The metahuman gets bald at some camera angles in the packaged Lyra game but okay in the editor. How to fix this?

summer furnace
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Hey guys, i downloaded my metahuman back in UE 5 EA. i guess the new ones come with an already made IkRig for the new retarget system(like mannequins do). How to "update" the metahuman and get the IkRig?

shadow arrow
shadow arrow
shadow arrow
sly lake
shadow arrow
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Try and watch a video or read the documentation for the MetaHuman for playing animations and then apply it to your situation. I'm sure something in there will solve your problem ๐Ÿ˜€

sly lake
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๐Ÿ‘ will do

dark compass
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@shadow arrow I can't find any, they all say to make LOD's fixed but the LOD's are okay.. does this have to do with 5.1 or camera angle (not distance)?

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@shadow arrow I tried with fixed LOD's but doesn't work. Some videos say to set hair groom LOD's to GPU compute but this option doesn't exist anymore either.

shadow arrow
dark compass
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@shadow arrow it's not the LOD issue.. LODs work fine. It only happens at certain camera angles in the packaged game only, not at camera distances.

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@shadow arrow I tried this anyways and it didn't work.

shadow arrow
dark compass
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@shadow arrow any idea which one?

shadow arrow
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Something to with hair ahaha

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In UE go to the top toolbar and click "Help" and then select "Console Variables"

dark compass
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Oh I found it r.HairGroom.RemoveBaldSpot 1

shadow arrow
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Did it work?

dark compass
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The hair is being placed on the wrong spot sometimes it seems. Haven't found a proper solution yet.

shadow arrow
shadow arrow
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Has anyone had success fading a MetaHuman in and out?

simple forge
shadow arrow
# simple forge I recognize this seam, when you say "substitute its old body with its new one" w...

Like I've duplicated the same MetaHuman in MetaHuman Creator, but I've changed its clothes so that I have some additional skeletal meshes I can use in my project. For example, I've taken my initial MetaHuman Blueprint that's in my scene, and I've changed its "Torso", "Legs", "Body" and "Feet" skeletal meshes to the new ones I've downloaded from the duplicated version (basically I've made him naked). Now, everything is fine except that the head and body don't line up (like the picture). It doesn't make sense to me, however, because I haven't changed either the head, its proportions, or its textures, and neither have I changed the MetaHuman body type or its textures. The only difference is this new body is the "naked" version, so it has the missing geometry and texture information I need to make the MetaHuman "naked."

summer furnace
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how can i see the bodytype of my metahuman?i only see its body pieces(torso, legs, etc.) in its blueprints each without a skeletal mesh asset

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by bodytype i basically mean the skeletal mesh you can choose when you retarget to metahuman

simple forge
shadow arrow
past ice
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UE5.1 is still not compatible with the MetaHuman plugin. Hoping it gets fixed soon.

wise turtle
shadow arrow
dark compass
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Anyone know why the hair is being placed inside the skull sometimes in 5.1 packaged game?

frigid pond
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Still no metahumans plugin for 5.1 a week after release... anyone know how long this usually takes??

desert ocean
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Hey its not Metahuman , but i guess a Lot PPL using Groom with metahuman had anyone the same Problem on groom? , like my DOF gets fucked up so hard, and no no Custom Stencil Depth etc
https://puu.sh/JsskX/b813c1d3fd.jpg

scarlet siren
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quick question, is metahuman only available on the web UI right now or is there a standalone program?

plain haven
scarlet siren
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Fair enough, yeah I just kinda hate web tools but if that's all we got then I guess it is what it is

scarlet siren
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What's the easiest way to get a "clean" screenshot of a Metahuman character for in-game use, like character portraits?

shadow arrow
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Has anyone had this issue with MetaHuman hair? Does it have to do with Lumen?

past ice
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I am wondering if the MetaHuman plugin can have a new feature added where you can upload an orthographic picture of both front and side view of a character and maybe using Ai, it generates the full 3d head or you line up the features as you do using a full 3d imported head and the plugin generates the full 3d head. I am wondering if that is possible.

plain haven
stark bramble
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Hi all - not sure if this is the right spot, but would someone been keen to give me a hand swapping out the default mannequin for a metahuman? Keen to do it, but don't have the time myself to work this out. If it helps, can swap assets in return or $$

tribal nexus
desert ocean
past ice
tribal nexus
shadow arrow
shadow arrow
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Does anyone know what's causing these dandruff like artifacts?

plucky kelp
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man

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thats unique

wise turtle
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Do you knows guys how to modify/force the minimum LOD of a groom asset?
In the groom asset editor, the property "Minimum LOD" doesn't change anything for me

EDIT: Just found the amazing LODSyncComponent!

pallid aurora
gusty atlas
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When retargeting to put Mixamo animation in Metahuman, the avatar's height does not fit, so the avatar bends its legs or arms. Does anyone know how to solve this problem?

supple sapphire
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good morning, is there a cvar or something I can use to tell the hair system to not calculate hairstrands at all, only hair cards? I noticed bad performance when I get close enough to a metahuman that it switches to strands (stat gpu tells me it's the hair guide calculation or something)

knotty cipher
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Hey guys, need a help - I am using metahuman for a character in game. I was able to get the hair working and stable in editor but when I package the same for Android the hair, eyebrows, and eyelash aren't visible.

I tried searching over internet couldn't find anything useful.

UE 5.0,
Hair are groom component type (default of metahuman)

elfin edge
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How come this is not for sale currently in the marketplace? I would love to get this file for my feature film. Is there a way to get this?

junior birch
elfin edge
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Darn. If anyone has it and can email me it in a zipped file, I would be eternally grateful, this is something I desperately need.

shut pike
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Hi all. Character art is a hobby of mine. Specifically with custom clothing and accessories. I was super excited for clothing out some metahumans but I get weird glitches in the editor when I animate them. When they stop moving the clothing sits right, but when they move it slides around like there's a windstorm like the MHs are ethereal but definitely following the same animations with a lag. Have any of you encountered this? Maybe an issue with my Pawn BP.

shut pike
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You probably have seen this and it doesn't mention anything about exporting an abc but if you missed it maybe it will help generally with working with metahumans in Marvelous Designer. https://youtu.be/gH_kExD4fFM

This tutorial will show you how to fix clipping and skin protrusions when clothing your animated MetaHuman using Marvelous Designer. We animated Rocky using Reallusion's ActorCore inside iClone.

METAHUMAN PREVIEW MESH DOWNLOAD
https://drive.google.com/drive/folders/1SNLa38CeMLmYq8KLQn67f6xFxM_7zkpa?usp=sharing

Discord: https://discord.gg...

โ–ถ Play video
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this comment is coming a bit late, but if it can help at all: The link 2019 error has to do with the CPP compilation. It can definitely be fixed, but it is an irritating error to debug sometimes. May I suggest trying a BP project first with the metahumans in 5.1 and if it works, converting it to a cpp project afterwards? If you try it I'm really curious to hear how it goes.

native blaze
shut pike
native blaze
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not difficult at all similar hard as Marvelous, but no heavy files no export import.. what is the problem?

shadow arrow
# plucky kelp thats unique

Fixed it! It was just the grey hairs mixed with some AA rendering artifacts far away. To fix it, edit the MetaHuman's hair and make them look younger than they actually are ๐Ÿ˜‰

mint oriole
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it looks okay within level sequencer camera cuts, but why it renders like this? it is so randomly idk why, sometimes it is without hair, sometimes with, also look at the sprained limbs, how to fix this? looks like render/engine warm up settings in Anti-Aliasing settings fix it a little bit, but not completely

past ice
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Still no metahuman plugin support for 5.1 yet?

plucky kelp
pine walrus
karmic whale
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I got a question about how methumans work, so they come with 4 skeletons. body, legs, torso, and feet.

With it having 4 different skeletons how would you retarget animations to make sure it works with all of them? and would they all need different anim bps/ animation files?

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all of the tutorials I am seeing online are saying you need to use the quinn skeleton and its anim bp to use metahumans, is this true?

simple forge
past ice
shut pike
shut pike
karmic whale
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I am just used to single full body skeletal meshes, my understanding is epic did it this way so you can make tons of character types with minimal work by hot swapping the body parts.

shut pike
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That's a fair point. They work in a very paticular way, but they seem to be designed extremely well.

karmic whale
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They were treating it like it wasnโ€™t assigned to anything

shut pike
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They do have their own skeleton. Most of the tutorials assign the mannequin skeleton because the third person BP uses it in its animation BP. This way they can skip making a custom animation BP. To be honest, this isn't doing things properly but just for getting the Metahuman as a Pawn it works. They are far from optimized when they're used this way, but I see the appeal for sure.

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There is a much easier quick and dirty way of getting a custom metahuman as a playable pawn, but the animations are slightly less high quality. Retargeting with different skeletons can degrade them slightly but with some tweaks it isn't noticeable.

karmic whale
karmic whale
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The concept of hot swapping the body parts really does open a lot of doors tbh

tulip acorn
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good morning slackers, anyone know why my livelink on ios is so jumpy. makes my animations really shaky

shut pike
karmic whale
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does anyone know if you can record keyframes on a methuman head via livelink and then just play it like a normal montage? I have never worked with facial animations before

clear isle
native blaze
karmic whale
clear isle
karmic whale
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thank you for that info, I noted it for later when I will start with metahuman AI work

clear isle
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Then look in Window > Cinematics to find the Take Recorder panel

native blaze
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guys where is metahuman identity in 5.1?

solar mulch
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Do you think that the new RealityScan App will work well for Mesh to Metahuman?

edgy gulch
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Greetings Slackers! ๐Ÿ›ฉ๏ธ

For a few days now I have been not slacking and trying to find a way to access Meta Human Plugin. It seems that UE 5.0 is not on the list of Epic Games install versions.

So I tried my hand in the whole process of building it from the source. (Didn't work out well for me.) So here to slack and ask humbly: ๐Ÿ™

Anyone has any knowledge on whether or not if there is a way to use Meta Human Plugin on 5.1 or 5.0.3? Or any other version install-able from the normal ways? ๐Ÿ‘€

next valve
shut pike
frozen bolt
edgy gulch
rare lark
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Quick question: Is v. 5.1 already compatible with Metahumans? The plugin doesn't seem to work, but will migrating it from 5.0 work?

plain haven
glacial flax
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question for other Slackers using (fighting with/going mad because of) MetaHumans. I'm in UE5.0.3 as a note. I am using a fairly brute force character select approach for prefab MH playable characters which allows the player to essentially construct their chosen look on character creation. I give them a dynamic view of possible playable characters using the MH bits slapped onto a Quinn skeleton with a SCeneCaptureComponent 2D camera on a spring arm aimed at the MH's faces. Getting a few frustations out of this so far:
in one case, a MH has hair dye going on (not my only one to do so but the only one this problem is happening for) and while the MH blueprint and the charselect dummy both show the two-tone hair, on construct, the PC version has no dye in the hair. I checked the material multiple times and it's the right one. Only one material slot too.

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the construction method that works on almost all of them (just this one single MH being irksome) is basically like this, with every element constructed on char select:

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I'm also still getting that odd thing where the MH looks almost bald under certain lights - wondering if that might be a hint as to what's up. I'm out of ideas to solve it though

dusty rain
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Hi, when using Set Master Pose Component on a metahuman face -> body, the face anim BP no longer ticks while the body animates correctly. Is there a way to propagate animation ticks to the face in this scenario?

frozen bolt
dusty rain
frozen bolt
# dusty rain I am spawning a metahuman actor and applying a face animation BP. When setting t...

it's not a good idea to use face and body together in set master pose component.
reason is that the limitation of that node which is very specific: any children of the master bone component(face in your case) has to have exact matching skeletal structure. you can't have any extra joints or have less joints than the body. however you can use any other component like shoes or torso with this master bone component (body) because they have exact same structure.

dusty rain
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Thanks for the help!!

dreamy iron
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metahumans tank my fps real bad, what can i do to optimize them?

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please ping me if you have an answer :))

wise turtle
wise turtle
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Has anyone ever had this problem? I use LODSyncComponent, and it seems that the LOD of the hair is switching every frame

frozen bolt
wise turtle
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Yes I think, because when I force the LOD to 1, the problem disappears

frozen bolt
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I'd try rebinding groom first, before further troubleshooting. Haven't seen anything like this. It could even be a tick issue because of the idle animation..

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is it dynamic hair?

wise turtle
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The thing is that I create the groom component in C++, maybe I'm missing something

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UGroomComponent* GroomComponent = NewObject<UGroomComponent>(FaceComponent, GroomName);
GroomComponent->SetGroomAsset(GroomAsset);
GroomComponent->SetBindingAsset(BindingAsset);
GroomComponent->SetupAttachment(FaceComponent);
GroomComponent->RegisterComponent();
GroomComponent->AttachmentName = "FACIAL_C_FacialRoot";
wise turtle
tawdry olive
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I have a metahuman on the right with the white strings working correctly. Then I have the metahuman on the left integrated with ALS, and his strings are bugged. The way I figured out that the way this is somehow bugged is that the strings work correctly on the metahuman itself, as long as I do not pause anims. So ALS is somehow stopping the anim of those strings, any ideas? Also, if I change the LOD to 4, then the animation is no longer happening, so it seems only LOD 0-3 are handled differently.

frozen bolt
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creating groom comp in C++ looks a bit experimental to me.

GroomComponent->AttachmentName = "FACIAL_C_FacialRoot";
is it something you came up with or is it how it's done for metahumans?

wise turtle
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I'm trying that because I saw it in the original MH blueprint, the AttachmentName variable is set to "FACIAL_C_FacialRoot"

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But not sure if this is useful

frozen bolt
wise turtle
tawdry olive
wise turtle
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Use the AnimBP without the "SetMasterPose"

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That fixed it for me

tawdry olive
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I am using Set Leader Pose, but that is probably the same huh

wise turtle
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Idk, but you definitely should let the AnimBP copy the animation from the parent mesh, and not using these functions

tawdry olive
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Yeah, tried removing it and it fixed the problem, but it also removed the animation of the character xD

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Ain't much of a fix xD

wise turtle
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look at the node "Copy Pose From Mesh" in your AnimBP

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and be sure it's the right mesh

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by default, it's using the parent mesh

tawdry olive
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xD

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I am using retarget

wise turtle
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in the animBP of the hoodie?

tawdry olive
tawdry olive
wise turtle
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so you can look at the node "Copy Pose From Mesh"

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and set the right mesh to recopy the animation from

tawdry olive
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"use attached parent"

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true

dreamy iron
tawdry olive
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I mean, I found a kinda, not so great fix.

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If I use it, I just gotta wait till I find a different bug again.

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If I just delete the Torso from the Leader Pose, everything seems to work fine.

desert ocean
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anyone here are Pro with Groom?; my Groom get way too Dark in only Some areas, and i dont want to Use fake lights for it because that Would cost Performance, and the overall Shadow Strength Intensity would be also the Shadow on the Skin, anyone knows some Magic Cvars for Shadow of Groom?.
https://puu.sh/JtfyF/c8226e22ae.png

low sky
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Hey ๐Ÿ‘‹ so Im having a problem with importing a metahuman facial rig to ue5. For a uni project we want to use the facial rig on our own characters & so far we've managed to detach the head joint and reattach it to a new root joint at the center of the world. I baked some animation onto the joints but when importing it comes up with a multiple root bone error even though all the joints are in a hierarchy and I made sure to rename any joints with 'root' in them so ue wouldn't get confused. Anyone know how to solve this problem?

unreal gorge
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Tried Unremote + Live Link VCAM this afternoon. Enjoy!

lapis charm
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does anyone know how to fix a metahuman head doing this when i attach it to a body

shut pike
frozen bolt
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or if this is a modified head in a dcc package, you might have exported with wrong world rot. axis

rare lark
thorn nacelle
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Hi - Is there anyway to use UE5 mannequin as a base character in Metahuman so that the spec is exact?

shut pike
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You can retarget a metahuman to the base UE5 mannequin skeleton if that's what you would like to do. Do you have any specific specifications for it other than that?

thorn nacelle
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So if there a way to import UE5 mannequin in metahuman than apply skin to it would be ideal.

shut pike
thorn nacelle
shut pike
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But if you export a manequin skeleton you can definitely apply that in a DCC

shut pike
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When you export that, you can add anything in a separate program. There are tutorials on how to do it on YouTube with blender or your favorite DCC. Is that helpful at all? If not, do you have any other particular needs related to your desired outcome?

thorn nacelle
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I wanted to use metahuman not other program.

shut pike
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Metahuman has an extreme lack of custom clothing, so you'll have to fit it in a DCC at the moment. Metahuman is still young in terms of extra content.

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Perhaps someone else has more info on it than I do though. There are some clothes on the marketplace but very few.

plain haven
#

FWIW using MetaHumans as stop gap is very limiting, than using it as a starting point or reference.

shut pike
thorn nacelle
shut pike
#

Okay, I understand. This is definitely doable, and though I can't gaurantee how well your results will turn out. It's worth a shot anyway, and it will probably be nice. Have a look and consider this video: https://www.youtube.com/watch?v=VEhSX04mxOY&t=29s

Hello guys, in this quick and simple tutorial we are going to make a simple enemy AI, which will follow the player, have its own vision area, and attack when it's near the player in Unreal Engine 5.

Follow me on Twitter: https://twitter.com/GorkaGames
Subscribe to the channel: https://www.youtube.com/channel/UCv_n9oioNF6OpzR2dt6E4xg?sub_confirm...

โ–ถ Play video
#

So after you replace the third person player pawn with the metahuman, you should be able to drop your clothes in place of the torso or corresponding part of the metahuman. Sorry I didn't understand your question initially.

rough wharf
#

Hey people, does anyone know why I can't select "Metahuman Control Mappings " ? I get this window after selecting Import control rig fbx on the face in sequencer

wraith raft
#

Did anyone manage to make MetaHuman work with VR?

#

I put my MetaHuman character to a VR template based project, and if I put the character into a level, the editor crashes after some time with DepthStencilRenderTarget.DepthStencilTarget->GetNumSamples() == NumSamples error

wise turtle
wraith raft
wise turtle
#

5.1 with lumen works

#

But I didn't try it on 5.0

spring garden
#

i have a metahuman character for the character customization , and using animgraph for scaling the thickness off the body parts , and have a master pose , and all other body part are created with the same root bone , but the problem is for the Head part master pose's animation is overriding the animation of that individual part , any idea how to stop master poses animation from overriding it.

frozen bolt
dark walrus
#

Hello, does somebody please know why I have this
"noise" in face? The screenshot is taken from sequencer during face animation.

dark walrus
spring garden
frozen bolt
# spring garden can you elaborate more? why this is happening

this is basic rigging/skinning topic and to explain it to a non-rigger is a week long tutorial but,
simply when you scale a joint you are affecting skinning and every vertex thats weighted to that joint and that means deformation.
say when you scale a parent joint, it's child joints are also scaled and everything skinned to those childs also gets deformed etc.
in metahumans case, things get a little bit complicated as well because metahuman rigs are also running a RBF solver which is basically telling if this joint rotates 45degrees, push these helper joints forward and rotate those joints 10degrees etc.. just to compansate for volume loss around elbows, back of a knee, fingers chest etc. these extra joints get rotatedwith RBF solvers pre-set rules so even when you scale a non RBF joint you are destroying the angles that those helper joints depend on and they are trying to fix these new deformations overridden by scaling and it is a mess. (this is not exactly whats happening but I tried to simplify for you)

in your case the best way to scale parts of geometry would be blendshapes (morph targets in UE, shapes in blender).

thorn nacelle
#

Hi - Anybody tried the City Sample Crowed? Why randomizing character during runtime freezes for a sex. I found that SetCharacterDefinition function is very expensive during runtime. In that function it's setting skeletal mesh and some other things. So it seems in that function setting Body skeletal mesh causes the issue. Anyway to optimize that?

spring garden
# frozen bolt this is basic rigging/skinning topic and to explain it to a non-rigger is a week...

we do use morph target for scaling of cheeks, jawline etc , but main problem is i am trying to change the position of the eyes ,eye lashes that are different meshes as i also want to have functionality of changing them , the master pose has chest hips hands and legs, but head in not the part of it, and i use animgraph of master pose to animate these parts

current work around is that i have same head bones in the master pose and i have created control rig for both head ans master pose and after animating the master pose , i coppy and assign values to head controll-rig

but there should be a better way

frozen bolt
# spring garden we do use morph target for scaling of cheeks, jawline etc , but main problem is ...

I don't belive metahumans are suitable for that kind of customization in engine. There is a face rig logic asset known as .DNA file and EPIC just recently made it customizable with 5.1 but you have to use their new released tools to modify before even importing to engine and it's very technical. what you are trying to do is a pipeline work and there are no workarounds or hacky ways to make those customizations just because metahumans built in very specific way.

good luck

spring garden
#

I want to move tattoo around my character body so I use decal component, but its not working because it does not move around the character it goes left, right, up and down. Any suggestions?

frozen bolt
#

what happens when that character body deforms? do you expect the decal to bend and stick to the skin? (: think of decals like laser projections to objects.

plain haven
#

You better off modifying the material and put in the tattoo texture in it.

spring garden
wet siren
#

Hi Everyone, is any one here know how to combine Metahumans body parts (Body-Tors-Face-Feet-Leg) into one Skeletal mesh !

thorn nacelle
#

Where's the edit mesh option in IK Retargeter in UE5.1?

frozen bolt
# thorn nacelle Where's the edit mesh option in IK Retargeter in UE5.1?

there is no mesh editing inside Retargeter but are you after something like this?
https://youtu.be/kLh8M-TsIWg?t=150

An in-depth tutorial on how to import the "Metahuman T Pose Asset" into Unreal Engine 5 and generate a Pose Asset to use with the new IK Retargeter for perfect Motion Capture Retargeting.
Also utilizing UE5.1 New Pose Importing Feature inside IK Retargeter.

XSENS, Rokoko and Mixamo compatible.

Metahuman T Pose Asset is available at Gumroad / ...

โ–ถ Play video
past ice
#

Wish Epic devs would make an offline metahuman version ๐Ÿ™‚

wise turtle
#

Do you guys recommend some realistic animations to use with MetaHumans? I tried ALS but I think it looks bad

desert ocean
#

Hey Guys is Groom physics only working with Spheres?

#

Convex Hull isnt working at all

plain haven
#

ALS animations are animated by hand.

pallid aurora
frozen bolt
#

and you make it sound like metahuman exclusive can you explain further about this project? I'm interested (:

pallid aurora
#

Yes is project dream

pallid rivet
#

anyone have a recent live link tutorial? Ive watched the most recent ones I can find and theres no option to connect my iphone to the character in the details tab, I also cant find any recent tutorials for the Livelink window

agile lagoon
#

I'm stuck on the reload loop for metahumans, anyone have any ideas on how to get through to the webapp?

agile lagoon
#

Didn't work either time, i tried Chrome and Firefox as well ๐Ÿฅฒ

agile lagoon
dark compass
#

@agile lagoon Clear cache?

agile lagoon
#

Yah did that to

glacial flax
#

Do folks have any tips for optimizing MetaHumans more? I've switched from strands to haircards and clawed back 10 fps but even with LODs going, my fps is steadily around 35-42 with a MetaHuman in scene, in this case in a custom blueprint over the Quinn Mannequin skeleton, running on a 3080ti GPU

glacial flax
# plain haven Even with LOD1?

Sadly so. I actually removed the Metahumans from the scene and popped in Quinn, and went from average 35fps in one level to 90 fps, and from 32 in my dense foliage scene to 60 fps. Those earlier averages were on LOD 1 with hair cards, not strands.

dark compass
#

@glacial flax Download in lower quality or reduce texture sizes will fix the issue.

shut pike
agile lagoon
#

the page keeps reloading after i sign in and launch the metahuman webapp and i get this screen and it starts a reload loop, even checked with a VPN to see if its region locked(its not)

plain haven
#

Honestly the hardware shouldn't even matter as the hard work of rendering was done on Epic's data center.

plain haven
# agile lagoon

Do you have extensions that spoof fingerprints/User Agents?

#

UA spoofers usually don't play well with DDoS blockers

shut pike
#

I agree, though some hardware isn't compatible, normally it would show that error on the first page. Do you have a laptop or separate OC you can try so the network can be ruled out?

harsh idol
#

Is there an apple device support list to use the live link face program?

#

do we have a chance to make face animations on android phone?

agile lagoon
agile lagoon
rose pond
#

Hello, is there a way to delete all morph targets from a meta human mesh without getting a crash?

agile lagoon
plain haven
rose pond
plain haven
#

Well, Git LFS is a thing.

rose pond
#

it is but it's limited

plain haven
#

Git LFS is supposed to break from 100 MB individual file commits.

rose pond
#

but it's limited at 1GB per month

#

and I already used it

plain haven
#

You only have to pay after 5 members in your team

#

Also Git LFS itself is free, but the cloud hosting may charge you for it, which is the case with GitHub.

tulip acorn
#

my metahuman website has been running like crap recently

plain haven
#

Seem to work fine on my end

tulip acorn
#

beast!

past ice
#

Still no MetaHuman support for 5.1?

shut pike
#

Do you guys know why enabling the metahuman plugin instantly keeps my project from opening? I am able to fix it easily, but I have to remove the plugin and the metahuman advanced context menu item never shows up so I can't convert my latest character heads. I'm on 5.0 it used to work as well. Maybe it is my visual studios version causing the issue.

shut pike
#

It says the modules were compiled with a different version of unreal.

plain haven
unborn sparrow
#

Anyone with tips on keeping frame rates up while using metahumans in ndisplay? Using low quality metahumans with LOD1 but still tanking frame rates in the wall

past ice
plain haven
calm lodge
#

So, seeing as the metahuman plugin isn't available for 5.1, there is no way to use metahumans in 5.1?

#

Forgive my ignorance as metahumans are a new thing for me

simple forge
tulip acorn
#

when i add a camera to level sequence and render it falls under my map

unborn sparrow
#

@simple forge no, just currently using the standard grooms from site download on Low quality. Iโ€™ll look for some tutorials

plain haven
calm lodge
plain haven
tacit garden
#

Hi, Iโ€™m considering trying out Metahumans to create a character for a UE4 project Iโ€™m working on. Before I sink any time into it, can anyone tell me if I should expect any problems when deploying on iOS? Is a MetaHuman too complex to supported on a mobile device, or does it gracefully degrade to a simpler LOD etc for less performant endpoint devices?

plain haven
river gull
#

To replace the main metahuman in the matrix demo , do I need to use another metahuman or a CC character can be used too ?

dusk gyro
#

What's the best way to retarget UE4 Animations to Metahuman ? when i do it it usually gives some bone error and then the animations look horrible

#

Okay I think I got it,

  1. open a third person template [UE5] [ you will use this to retarget the animations to your metahuman/skeleton]
  2. open your personal project [ and find the ( IK_Metahuman ) and the Body preview mesh A.K.A Skeletal mesh of the Metahuman
  3. Import them into the Third person template and inside the template you can find in [ Character --> Mannequin_UE4 --> Rigs --> RTG_UE4Manny_UE5Manny
  4. Open it and in the details panel choose your TARGET which is your IK_metahuman and the skeletal mesh
  5. chose the animations on the bottom right and export them and done
dusk gyro
#

Update : i cannot save the animations otherwise my engine crashes ( once you import the animations into my main project ) idk if its just my project or my steps were incorrect

desert ocean
#

Hey Guys, my Hair makes waay to much Shadow on my Skin, waaay too much, like theres no ambient Light at all..., is there any Cvar what can Fix the Black hole of doom?
https://puu.sh/JukYB/1f3e388ae2.png , and yes u can reduce Shadow Groom, BUT, than the Overall Shadow gets away

#

or should i need Fake it With an Emissive Overlay, to Lighten it on the Neck.. i mean sounds weirdo but could Work

dusk gyro
#

how can i remove the two things on bottom and one on top ?

desert ocean
winged ridge
#

I need help retargeting a simple Miximo to the mannequin in UE 5.1. can anyone help please

plucky kelp
#

does metahuman support mobile can I use metahuman in ue4 can I use the hair too?

long grove
#

Hi, I'd like to share several tips and tricks related to MetaHuman creation. I'm not sure if it's better to post it here or just paste the link to my post. It's pretty long, so I'll try the latter: https://forums.unrealengine.com/t/metahuman-tips-tricks/717924

plain haven
#

Some hairstyles in MHC are still strands only

timber pagoda
#

where's the metahuman plugin in 5.1?

plain haven
timber pagoda
plain haven
#

Also the only reason I keep vanilla 5.0 around lol

plain haven
timber pagoda
#

Are you sure it will be ported? It doesn't say anywhere, just that it's only compatible with 5.0

#

Now I have to keep UE5 early access for soft shadows with the sun angle, 5.0 for metahuman, and 5.1 for newest features XD WTF

plain haven
timber pagoda
#

I hope you're right then XD Or maybe they're working on some better solution and don't want to hype us out yet

calm lodge
grizzled sedge
#

Has anyone been able to add custom blend poses to the metahumans?

long grove
# grizzled sedge Has anyone been able to add custom blend poses to the metahumans?

Do you mean blending poses or custom blend shapes? You have to be very careful with custom blend shapes not to mess up with the Rig Logic. Metahumans are driven by FACS-compatible controls. Based on their values the Rig Logic (running in Post Processing Anim BP) animates the bones, blend shapes and material parameters (to blend blood flow textures and normal maps for particular parts of the face). It's quite easy to get into trouble with facial expressions with custom blend shapes.

hidden sable
#

Has anyone attempted to use the Skeletal Merging plugin in UE 5.1 with metahumans? I am trying to use it without stripping any of the LOD's from the characters but this ends up being the result. It does much better even setting Strip Top LODS to 1.

grizzled sedge
valid chasm
#

is there anyway to use the metahuman char creator on runtime in a game and translate the char to the player character?

#

i feel like there might be a solution with the metahuman DNA but i dont understand a lot about it so thought maybe someone here could help me out in understanding that too

jaunty roost
#

I have a question in a similar vein as @valid chasm , does anybody have any resources for character customization using Metahumans?

Even if its just something more basic, such as hair/facial hair/skin/clothes adjustments for a character creator system

(project context: making a multiplayer shooter based off the Lyra project, would like an out of game character customizer)

tulip acorn
#

my metahuman when placed in sequencer does not have the animation options. face rig and body rig only options

jaunty roost
glacial flax
jaunty roost
#

interesting, thats a character creator?

#

do you still get the same performance drop if you just bring in a regular metahuman?

glacial flax
#

yup. ALl it does is stream in sublevels with the appropriate character in it, and has a material brush calling the rendercomponent

#

worse if it's anything better than low quality

#

and no real change across any and all of the 28 MetaHumans I generated

jaunty roost
#

interesting

glacial flax
#

on my 3080ti system, I average 20 fps when the MetaHuman is on screen on the characterselect, dipping from 100, then average 80 in the tutorial level, and 25-40 in the dense foliage level

jaunty roost
#

huge bummer. I wonder if that's typical - like metahumans just aren't game ready yet

jaunty roost
glacial flax
#

I wish I knew. I managed to make it reasonably playable on my spouse's 1660 ti system..

#

I should reload and check it some more

#

like it seems like there has to be a workaround here

jaunty roost
#

try out city sample, which is free and has metahumans all over

#

I'm curious if your system struggles

glacial flax
#

yeah.. it shouldn't, but will create a project and check

#

Let me launch a packaged version and check

#

I just have one on hand is all ๐Ÿ˜„

#

I tend to repackage with any major changes I do just in case

#

the top issue is hair strands on the char select dummy

#

unaccounted is right after

#

on the played character, still seeing hairstrands as a major issue. Which is odd since I have it set to cards

#

I also can't figure out the dumb texture thing. In the widget UI, the MetaHuman is low res. If I do ANYTHING to her LOD, it resets to crisp and clean. But on package? Low res and fuzzy again

#

which sucks since I'm trying to show her Inuit traditional tattoos

jaunty roost
#

how to fix?

harsh idol
#

There are too many joints in the skeleton structure in metahuman projects, can I increase the fps by deleting the joints that I do not use? and how can i do this

river gull
#

what would be the best way to record my voice and facial movements on this metahuman ?

#

I'm trying with the iphone app

river gull
#

everyone is sleeping

shadow arrow
#

Does anyone have ballpark estimate on how many ms/frames you might save using MetaHuman's "medium" quality versus "high quality" texture sets? I have two in my scene. Will it make a drastic difference? There's not much else going on performance wise other then Lumen stuff.

shadow arrow
round ether
#

Can someone point me to a tutorial for custom bodys for metahumans? I found a few on yt but only for ue4 looking for a ue5 tut

shadow arrow
fierce bolt
#

what is going on all i did was download and import meta human into project

opaque ermine
#

Hey guys im currently using an AI mocap app. and is it possible to do pre-made animations (jumping, dancing etc.) while using mocap? feel free to ping me

marsh nacelle
#

currently trying to make a scene, using the Movie Render Queu, with a metahuman driving a motorcycle.

For some reaosn, the hair simulation restarts every simgle frame anmd it's making it near impossible to get something that will look good.

Any ideas on how to ensure the hair sim continues between frames?

river gull
shadow arrow
# river gull I don't see a way to input sound directly from my phone to the sequencer
upbeat hedge
#

Is there a way I can hide the big control rig interface bits for the body, so I can focus on the face?

plucky kelp
#

Everytime i enable Hair on my MH it crashes wit han Assertion Failed, but i cannot find anything about it online

wanton forge
#

Mesh to meta Arnold - ๐Ÿ˜„ I'll be back!

simple forge
wanton forge
#

Happy Holidays!

whole harness
#

Hi! Does anyone know how you can affect MetaHuman hair with a fan?

gilded oasis
#

Is there a way to generate a metahuman facial rig for a Paragon asset?

river gull
#

so I received a project containing a metahuman, I tried to use live link app for the face but it doesn't work. The plugins are enabled. What could be the problem?

junior tangle
graceful storm
#

Im sure this is probably a simple process, but has anyone been able to successfully Retarget animations to a metahuman, then add it in sequencer and modify it with ControlRig?

#

For some reason, (i think its related to missing bones or just specific skeletons) when i try to use retargeted animations, they never appear in the list under the Bake to Control Rig option

spring garden
#

anyone had issue like when using control-rig with large number of parameters in the node some parameter pins are showing multiple times

simple forge
simple forge
graceful storm
#

I somewhat got to the bottom of it. I was filtering by skeleton, and Iโ€™m guessing because it was retargeted thatโ€™s what filtered it out

steep kernel
#

Hey! I made a costume cloth for a metahuman character. Can I link for the metahuman character in the editor or to do it in a program like Blender or Maya?

sly matrix
#

I hope this question hasn't been done to death. I've searched a bit and think I have an idea.

How do we download ALL the clothing from the metahuman creator?

In my game, I want to be able to dynamically switch the body shape and arbitrarily any/all clothing from the creator. Do I have to export a new metahuman witch each variation and then extract them that way? Are all the clothing colours/graphics going to be baked into a texture that way?

rotund turtle
#

can anyone link me to a tutorial of editting metahuman in blender? I want to add features & edit past the MH parameters - with intention to bring it back to UE.

wise turtle
sly lake
#

How can I get clothes exported from marvelous designer to fit my metahuman?

sly matrix
wanton forge
past ice
#

Are there any plans by UE devs to release a installable offline version of MetaHuman?

past ice
# plain haven Nope.

I am hoping they consider it but then I was thinking the file size might be very huge?

ashen quail
#

The top (cloth) mesh doesn't animate properly at a certain distance. Does anyone know what might be the issue here?

long grove
urban quartz
#

how would I get my hetahuman rig into blender do that I can make my own animations for a short film I am making in UE5???

grave sandal
sly lake
#

the weights I had were very shit

sudden berry
rigid hawk
#

hi, using a lot of metahuman characters (like 40 in one scene) is very heavy for games?

plain haven
#

At least if you don't tweak the LOD settings

rigid hawk
obtuse yoke
#

Seems like the best place to ask this, What would be the best way to get fur on an animal in such a way that it would still run decent during runtime? I think it's safe to rule at a straight groom alembic simulation...from my tests in an empty scene with Particle Fur imported as groom and only that and the character in the scene....depending on the thickness of the fur it consumes 50-90% of my 3080 Ti GPU utilization.

#

Any insight would be appreciated...I was thinking hair cards but I'm not sure if I can get it to look that thick without making the fur longer? I don't have any experience making them either.

swift socket
#

I have a question:

I am trying to import my metahuman and I have some LOD 0-1 hair grooms (beard and hair). When I go to the Metahuman tab to import into my production, I get this warning, "This Metahuman uses grooms that are only available at LODs 0 & 1, requiring a hire spec machine". My goal is to simply make some virtual production videos (not a game) which will be rendered out to be viewed. I have a pretty well off machine so my question is; is this just a warning for me or will the Metahuman not work for me?

plain haven
swift socket
swift socket
#

I am making my meta human and mapping the face using Live Link and and iPhone. I have followed a YT video and the instructions to calibrate the face is to watch the standard animation curve come in, then use a Modify Curve node on any value about 0.09. I have done this but for some reason no matter what I do, the left side of my face (most parts) does not map properly. What am I missing here?

wraith isle
#

Hey guys, does anyone know if there exists an ai type tool that will take one or several photos and generate a metahuman from it. Im not talking scan data. Seems very possible considering what AI's are already doing today.

swift socket
#

Does anyone here think they could help me with the issue that I posted about yesterday?? ^^^^

#

I still can not get the left (metahuman right) side of my face to react to the incoming data coming in. I have recalibrated my face via the Live Link calibration method. To my knowledge all data is coming in. At the start, all data is basically 0.0 and when I move the facial groups in question the values jump. If I examine "mh_arkit_mapping" animation I can see that all values to move the mouth and eye-brow are possible but when I stream the data to the character, nothing happens. As seen with the videos I posted yesterday, parts of the mouth corner seem stuck and one eye brow seems to not respond at all.

swift socket
#

so I shaved my bread off.... It did not help with this issue.... Pray for me

#

QUESTION: Does anyone know a free alternative to the Live link method of face mocap?

drifting crow
#

Hello. Im trying to assign the metahuman to SK_Mannequin, which I have opened in the tab. However I dont see that in my assign skeleton window. What needs to be done to make the proper skeleton appear?

verbal mantle
#

anyone in here know of a faster way to retarget a metahuman to ALS?

mortal wedge
#

I imported a Metahuman, but when the camera gets close, this happens. Anyone knows why?

whole harness
#

Hi! Why when I add MetaHuman to LevelSequence, does he lose his lips and just has a red outline?

whole harness
#

I noticed that this only happens in scenes not created by me.

For example, City by Epic Games

golden pulsar
#

Are there any tutorials out there that show how to at runtime set the hand IK target for a metahuman control rig, such as the one in lyra?

#

I am doing a swipe animation and I want it to land on the target

river gull
#

Does anyone know why is live link not finding my phone on some metahumans, but on other it does ?

whole harness
river gull
tulip acorn
#

How do fix clipping at the legs? This is in place of the sweater. The sweater had it own leg weights which were changed slightly to accommodate the length.

river gull
#

is it possible to edit the face mesh of a metahuman in 3ds max ? Without breaking it

river gull
#

why am I getting these warnings

#

when Importing new texture

uncut harness
#

We can't do mesh to mh in 5.1?

west silo
#

has anyone tried to use Control Rig Component to procedurally control facial animation at runtime in blueprint? I experience extreme lag from just setting 2-3 controls from the rig using SetControl2D and SetControlFloat

fresh parcel
whole harness
plush fractal
#

hello guys, i was wondering if someone here successfully retargetd City Sample Crowd animation into a MetaHuman ? I Cant find any topic on this, for cinematic/sequencer purpose

lucid gyro
#

hello people, is there any (preferably in-engine) fast way of downscaling / compressing metahumans to reduce the file size? loss of quality wouldn't be too much of a problem, thanks ^^

native blaze
#

is there a way to make metahuman as crowd?

#

not from collection of city crowd.. i need my own metahuman what i did .. to use it as crowd.

plain haven
native blaze
#

can i add to City Crowd my own metahuman?

lucid gyro
grand bluff
#

anyone knows how to fix this error when I hit download?
I downloaded Bridge Desktop app and trying to import this metahuman into maya or 3ds max.
Steps I've taken
-Uninstall all bridge plugins and desktop
_Re installed Bridge with new directory path

appreciate the help

past ice
#

Ah..MetaHuman plugin updated for 5.1. Thanks ue5 devs ๐Ÿ‘

light magnet
grand bluff
#

ahhh seems like downloading now, much appreciated

light magnet
#

If you want the uasset you have to use Bridge on UE but that should allow you to download the source, then you can use the export button.

graceful storm
#

Anyone run into an issue with Attaching clothing to metahumans and their grooms detaching?
Iโ€™m using Leader Pose Component

river gull
#

I'm having troubles with connecting my phone with the face live link app

#

it's not showing up

#

any ideas ?

pliant patrol
#

Hello

wintry zephyr
#

Any tips on where to find custom outfits for the Metahumans?
I haven't found anything crazy on Epic Marketplace

wintry zephyr
#

im not too familiar with the process and don't own a Marvelous Designer license. Looking into a way to convert MV files to UE5.
@plain haven is it what you use?

whole harness
# river gull any ideas ?
  1. iPhone and computer must be connected to the same Wi-Fi
  2. VPN should not be active, I had a case where it got in the way
  3. Check the IP settings in Live Link Face
  4. The firewall or antivirus may have blocked the connection

Basically, that's it.

tall coral
#

I don't know if anyone has figured this out yet. But I found a better fix for the eyes in path Tracing

#

Without turning off eye occlusion

native spire
#

Hey folks, I'm repurposing the 'Peach Fuzz / Vellus' material from the Metahuman content, but for some reason I can't seem to get that transparent, faint effect with my grooms. They're incredibly harsh/sharp in general , but this test vellus groom is just dreadful ๐Ÿ˜ฆ

Any ideas on how to get softer looking hair strands?

#

If I colour-match it to the skin, it'll be too bright in the shadows, etc.

#

I can't seem to find any way to input an opacity or any level of translucency with these groom hairs

native spire
#

Hmm, seems the only way is to edit the strand width parameters in the groom. If anyone knows of a better way please @ me ๐Ÿ˜„

sudden berry
tall coral
#

I went in to the parent eye occlusion material then turned the 1 into .25

sudden berry
wintry zephyr
#

@plain haven Thanks for your valuable input! ๐Ÿ‘

sudden berry
tall coral
#

I'm sure you can make that number anything you want. I just chose . 25

sudden berry
tall coral
supple sapphire
#

hello, good morning. Let's say, we have quite a few metahumans (like 50), and we'd like to animate their faces for dialogues. The standard metahuman faces use a control rig, and the rig logic (in post process anim bp) costs us like 2ms per face. This would be fine for one or maybe two faces, but not 20-50 obviously. How can we reduce that time?

plain haven
supple sapphire
#

we're not talking about crowds here, just characters you can talk to

#

so lip sync is important, but we only need it for LOD0-3 or 4 with that accuracy.

#

however, the biggest issue currently is that we need the Rig Logic node, otherwise our animations just don't work at all

supple sapphire
#

perhaps, can you tell me what the RigLogic evaluates if I don't add a control rig? because somehow the animations work although they only modify curves (where do they come from?)

plain haven
supple sapphire
#

Hm... That could be an option actually...

supple sapphire
#

The biggest concern I have with that is, that more than just one or two people will have facial expressions. They'll not all be talking at the same time, but their faces will move. If I would guess, it would be ca 10 people who would show facial expressions at the same time

supple sapphire
#

Also, it must be possible. I can put one of our animations on the face of a crowd metahuman from the city sample and it just costs a few microseconds while the same animation on our faces cost almost 2ms

shrewd lake
#

is there any way to view polycount of the current LOD in the metahuman creator?

glacial flax
#

Hi all!
Has anyone else run into having their MetaHumans grooms flying off them on level transition? It's as if the binding is unloading or something.
It happens on all my MHs, which have been created in the updated version, imported at Low Quality through Quixel, with hair as possible made to be cards on the basis of reducing the crazy ms hit I face with a MH on screen.
On load, the grooms fly on. Unload or opening a new level, they fly off.

violet niche
#

Is Mesh to Metahuman the way to get the most photorealistic Metahumans possible? I'm thinking Daz3D Genesis 9 -> Mesh to Metahuman will be higher quality than the Metahuman creator

supple sapphire
#

Btw we figured out that having the morph targets seems to cause those crazy frame times, which makes sense after a second thought. Sadly I didn't find a way to remove morph targets inside the engine, although that would be wonderful. So for now we probably have to export and reimport the reduced mesh. Thinking that the morph targets don't do much it's probably better to only have a few ones and fake the others using normal maps, if that's even necessary.

plain haven
#

Ideally you want to stich M2MH (Mesh to MetaHuman) head with custom body you already have from Daz (with necessary adjustment) and custom hairstyles if necessary

warped sluice
#

Hello. I need animated people for architectural visualisation. What is the easyest way to make them?

plain haven
scenic forge
#

Which skeletal mesh should I be selecting when importing a Metahuman to UE5.1?

supple sapphire
#

But of course there are other ways, as well as packs on marketplace with ready-made people

devout summit
#

Hi all! Does anyone have an idea why I can't render metahuman hair in a planar reflection capture? Iยดm worcking on UE 4.26

heady siren
#

Anyone got any tips on how to reduce the Hair Strands Visibility GPU profile stat?

warped sluice
#

anima axyz looks interesting too, but way too expensive for the full version

gusty zealot
scarlet siren
#

What's the best place to find clothes that work with metahumans? I checked the unreal marketplace and couldn't find much

violet niche
plain haven
glacial flax
maiden cape
#

guys anybody know hot to edit metahuman faces in blender and import again with working face animation? found some tutorial but when i import face back to unreal eyes and lip are not working anymore with LiveLink

rich glen
#

Anyone know why at certain angles this hair is showing what's behind it instead of the groom?

#

There are overlapping sky spheres which seem to be the culprit since when I hide them the issue goes away. Any reason the groom itself is doing this though?

dapper oar
#

Hi all, is there a way to import a metahuman to blender or c4d to be able to sculpt prop like glasses or mask or whatever to be sure it s perfectly scaled and fitting ?

undone cloud
#

if i wanted to have around 12 characters in a scene all metahumans should i download all 12 in 8k or less, what is the difference between ks.. does it even make a difference

plain haven
undone cloud
#

what would you suggest for a game

river gull
#

any ideas about that warning ?

pine walrus
#

Why does hair physics not work with the Live link animation app? or not work in general. Yes Simulation is enabled and im using the correct LOD

undone cloud
undone cloud
#

In today's very quick video I will show you how to keep the same LOD (Level of detail) on your metahuman in Unreal Engine.

Join us on Discord: https://discord.gg/9CDyDPb

Our Unreal Engine Architectural Masterclass
https://gum.co/uearchviz

I hope you find this video useful, your feedback is super appreciated โคโ˜•

Use our Skillshare referral c...

โ–ถ Play video
#

this worked but will it change the lods of metahuman now with this kinda setting? does anyone know?

whole harness
whole harness
pale ruin
#

clip made and only possible because of the talented @frozen bolt who made possible to have a custom metahuman like this. We know the issue with mocap but the client wanted to do it.Next ones coming we do the mocap so this is one trouble that will not try to be hidden in the final render.

undone cloud
#

so i wanna dress up my metahumans. My Marvelous Designer 8 Perpetual doesn't work/ won't log me in on a new machine, tried a whole bunch of stuff. Does anyone know how to solve this? Also, fuck MD and their predatory 50 euro a month, removing perpetual shit. and what would your alternative be? What do you guys use to create clothes?

undone cloud
plain haven
violet niche
#

Anyone know how to get Mesh to Metahuman to stop saying "There is no geometry information in mesh" on import? I'm exporting from Daz and only have the head and neck visible.

clever anchor
#

Hey all! Weird issue is happening with some edges on a Metahuman character I'm using when re-importing it from Maya. The mesh is fine in Unreal and Blender, though opening the same mesh in Maya creates this ugly hard line in the hand, and in other areas separating the body. Anyone have any idea what could potentially cause this? Any help would be greatly appreciated! Thanks

sudden berry
# clever anchor Hey all! Weird issue is happening with some edges on a Metahuman character I'm u...

Link to our short film Enzo: https://youtu.be/psw2M94h_aA

This is the tenth behind the scenes, where I walk you through the process of bringing Enzo's body morph into Unreal and how I modified Enzo's face and body textures by using the metahuman material parameters.

A special thank you goes to Unreal Artist and Metahuman Animator Sergey Veres...

โ–ถ Play video
clever anchor
jovial jewel
#

is it posssible to attach the metahuman head to a different body in blender, re-import to unreal 5 and retain the meta human control rig for the face?

late pivot
#

Hey folks, anyone have an idea how to make a niagara system that is generated from a metahuman? Like what you would see would be a metahuman that consists entirely of particles. I'm having a number of issues... for one, metahumans have a number of skeletal meshes, the hair is a groom system that doesnt seem to play with niagara...

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I tried using a 2D cam projection as the emitter (as seen in hologram tutorials) but its not exactly what I want

frozen bolt
#

the idea is to capture textures on particles initial state and capturing hair, face, body might get complicated

peak solar
#

Do you know if the modeling tool displacement on metah works?

frozen bolt
late pivot
true trellis
#

I imported my MetaHuman character, assigned the SK to Quinn and setup the animations. Everything looks correct. However, when I position the camera to facing the character and running towards the camera, Iโ€™ve noticed the character body bleeds through the shirt mesh. How do I correct that? Am I repositioning the body mesh back or is there a setting on the shirt mesh that needs to change?

glacial flax
#

Just to check back in again - is anyone else having groom binding issues with their MetaHumans? Whenever I load/Unload a streaming sublevel, or open a new level, my MetaHuman's grooms fly off. No freaking clue why and it's driving me a bit nuts...

shadow arrow
#

Has anyone had issues with the eyebrow cards not appearing at LOD 0 & 1? I am forcing cards, and it's just one set of eyebrows that doesn't seem to appear at LOD 0 & 1 even though those cards appear in MetaHuman Creator.

midnight bloom
#

Is there a metahuman app for android like live link?

tiny juniper
#

If I use the mesh to metahuman and then take the face with rig can I use that in a product/commercial project

oak flare
plain haven
wintry zephyr
#

any tips to improve the painful Marvelous designer to UE5 Meatahuman workflow?

sleek radish
#

How can I get the yellow/red/blue controls to rotate the limbs? I can only see these small grey lines.

desert ocean
#

Hey Guys anyone Know an way to change the Light Intensity what Groom is absorbing on Skylighting? there are CVARS but no one have an effect on it

wintry zephyr
#

Is there an alterntive to mesh morpher, to modify metahuman?

simple forge
simple forge
sleek radish
simple forge
# sleek radish I believe I chose edit with fk!

so that is probably why they are not showing up. The default FK does not have any controls visible. You would need to bake to the MH control rig. What you can do for now, is bake what you have to an animation sequence, and then take the current animation and bake it to the MH control rig so you do not have to start over.

sleek radish
idle smelt
#

Hey folks. Got a metahuman/groom question. If I want to have multiple face options in a character customization system, do I need to make a new hair asset for each head or can I model a hairstyle one time and bind it to multiple head meshes?

raw chasm
#

Please help! Metahuman plug-in isnโ€™t available with 5.1. Do I have to clone the old repo to access it?

viscid moth
#

when importing a metahuman from quixel, it looks like that

#

total mess

raw chasm
#

Does anyone know how to get the metahuman plugin to appear UE5??

sacred peak
#

you need to use 5.0

#

it hasn't been updated to 5.1 yet

#

i removed 5.0 from my system when i got 5.1, but then had to get it again for this reason

#

my metahuman-authoring unreal project is 5.0

clear isle
#

not sure when it was updated, but I'm seeing the Metahuman plugin available for 5.1 in my Launcher

rancid elbow
plucky kelp
#

Has anyone found a solution to getting this error when running identity solve on metahumans? DnaDatabaseDescription.cpp, l40): DNA Database description does not contain blend_identity model.
(DnaDatabaseDescription.cpp, l46): DNA Database description does not contain DNA database folder.
(DnaDatabaseDescription.cpp, l52): DNA Database description does not contain archetype DNA.

plain haven
idle smelt
#

What's up smart metahuman people. I was wondering, and please point me in the right direction if this has already been answered, but I wondered if there was a way to batch import things from metahuman. Like if I want to take advantage of the skin texture options and all the eyebrows for instance, do I have to import my character over and over with those options built into them and then delete the meshes and keep the grooms/textures?

mighty cloak
#

Possibly dumb question: how does one go about correlating Viseme animations to real-time audio? Like for example, if I'm getting output from Google TTS and wanting a Metahumans character to lip sync - where the output audio could literally be saying anything - what's the best way to do that? Is there a plugin?

supple prairie
#

any reason that quixel bridge will not display "MY Metahumans" from UE 5.1? Hoe do I download my metahumans I created?

#

I did this from all point versions of 5.0x and they displayed

#

disregard - duhh, quixel not signed in <<<sigh>>>

mortal burrow
rancid elbow
young heart
#

the beard and mustache are two different 3d models

plucky kelp
#

Hello lovely people. I am currently looking for ways to make refinements to my metahuman facial recordings. I came across the Facial Expressions repository in the Metahumans folder. Unfortunately, I am currently only able to completely replace the animation with pasting keyframes of the expression. Is there a way to blend these expressions with my recordings from live link face for more subtle and natural movement? Or is there any other better way to improve my facial recordings? https://www.youtube.com/watch?v=9E1Jpfen6RU&list=PL7jGfpdQfnOeDD2ED4qqqhe68Xj8ax25r&index=5&ab_channel=ShaunFoster This is the facial expressions repository I was referring to

Is "Previz poker face" a problem? Quickly apply facial expressions on your MetaHumans in under 4 minutes! (at 1:23 I misspoke - Press SHIFT+8 to pull up the correct menu!)

Fascinating! FACs (Facial Action Coding Systems)
https://www.paulekman.com/facial-action-coding-system/

(Intermediate) Next Steps: Facial Expression Sharing
https://docs....

โ–ถ Play video
plucky kelp
#

Maybe search for something like "putting hat on character in ue5"

plucky kelp
idle smelt
#

What's up smart metahuman people. I was wondering if there was a way to batch import things from metahuman. Like if I want to take advantage of the skin texture options and all the eyebrows for instance, do I have to import my character over and over with those options built into them and then delete the meshes and keep the grooms/textures?

idle smelt
#

And if I redownload the same character from bridge with different eybrows/textures, will it just add the stuff that wasn't there before or is it going to download a whole new copy of the full set of assets?

viscid wadi
#

Hey! ๐Ÿ™‚

Does somebody know, how to export Animation from face control rig of Metahuman and apply it on the Neck_CtrlRig in Unreal Engine?
The problem is, the anim curve names that I extract with the control rig in maya does not match with the anim curve names of Neck_CtrlRig.

So probably there is the script to match the Names.
Somebody knows a solution for it?

atomic osprey
#

Is there a way to set metahuman face position by Viseme ID? For instance I am using a text to speech generator that provides viseme id's during audio playback, but every example i've seen requires every viseme to be manually created, which just seems a bit illogical to me.

young heart
#

I also might be able to import te particle system so that may help as well

#

also I haven't been able to find much for clothes so if anyone could let me know good places to find some that'd be appreciated

idle smelt
#

Well I'm just doing one eyebrow groom at a time and changing the variation of the skin texture, duplicating my FaceColor_MAIN and saving it as a face texture variation for anyone who's interested in the answer to my earlier question. Still haven't found a way to bulk export metahuman grooms.

simple forge
fierce haven
#

hello, anyone have a problmem like this before? how to fix it

young heart
plain haven
#

Probably a texture for the body got assigned to the face, at least guessing by the pattern

young heart
#

the mustache is a particle system imported from blender

muted crag
#

hi , does anyone know how I stop my hair looking like this ? It seems to have crazy physics or no gravity. Thanks !

eager coral
#

Do you know anyone who has knowledge on how to import Metahuman characters with their costumes into Maya ?

#

I can import the Metahuman character into Maya, but the costumes are not coming along

#

Can you help

south bridge
#

Source dile doesnt contains cloth

#

Files*

clear isle
broken shadow
#

there someone here i can hire to teach me this on screen share - https://www.youtube.com/watch?v=no3wvt8S7E4

Take your own sculpt or face scan and export to fully rigged MetaHuman skeleton in under 10 minutes!

Mesh to MetaHuman for Unreal Engine 5

Special Thanks to :
Gaby - https://www.youtube.com/c/FeedingWolves
Gabriel - https://www.youtube.com/channel/UC0Zy6gW9_xGnxGhq-QHK8VQ
Jet, Sky and Nick - https://www.youtube.com/c/TheSecretHideout

0:00 - I...

โ–ถ Play video
green marten
#

Hi guys, do you know why is the hair not appearing when I add the metahuman to my project?

broken shadow
#

@south bridge have a cv or a set of skills you can share, sent ya adm

eager coral
#

I am exporting my Metahuman character from Maya to Unreal, but it's not coming in one piece, the head and body are coming as separate meshes. How can I fix this ?

stable prawn
#

Hey, everyone! Iโ€™ve just done my first mesh to metahuman from a Character Creator 4 character. Is there a way to use my head texture created in CC4 in a Metahuman?

green minnow
#

Hi everyone!
I am having problems with metahuman retargeting, the arms looks kinda dinosaur here. I do believe its related to the size of my avatar, how could I fix this?

stable prawn
#

It seems my texture from Character Creator 4 is slightly smaller in the face than the ones used by Metahumans. Is there a fix for this?

somber musk
cerulean gazelle
#

I've got a meta human in my level but they're scary looking. The hair is thin and doesn't look quite right. Anyone have any thoughts?

lunar mirage
#

Anyone run into this issue? I have metahuman animation (imported onto base skeleton mesh) and it's set to evaluate Root and Pelvis using Animation with all other bones set to Skeleton. The animation looks as expected... but when put into sequencer it seems to lose the retarget options that I set on the asset. This happens in clean projects, and on different metahumans. It's easily replicated. It's driving me crazy! Is there a fix for this?

stable prawn
#

When I add my metahuman via bridge, it only comes with gray textures into Unreal. Any thoughts?

agile vine
#

I should shave to get myself scanned into the metahuman workflow right? Anyone just do it without and get good results?

Future search tags: Beard, Facial Hair

sage narwhal
#

Hi! Has anyone dealt with MetaHumans stretching proportions in UE5? I used to be able to fix it with setting the pelvis bone to animation and everything else to skeleton in the retargeting options in the skeleton but that doesn't seem to work anymore

simple forge
formal carbon
#

when you start a new project in meta human are you supposed to have 2 characters overlapping? my editor keeps black screening and it seems bugged

plucky kelp
#

Hi!, Anybody knows how to avoid this circular flickering on groom (beard, hair, etc). If I move the camera the circular patterns seems to move and sometimes part of groom disappear! How can I fix that issue? Is about the groom asset or Rendering/Illumination?

#

here is another example how flicks appears when camera moves

#

exists a fix for this issue?

dreamy iron
#

can someone tell me what is going on here?

small cradle
dreamy iron
#

it was working fine before

small cradle
dreamy iron
#

I have no idea

#

I made metahumans and brought them in

#

and started using them

#

probably related to hair tho

small cradle
dreamy iron
#

huh?

small cradle
dreamy iron
small cradle
#

try reimport metahuman

dreamy iron
#

yeah I'll do that

dreamy iron
normal sorrel
#

Hi! (my question is not directly with metahuman but I don't know where to categorise it) I am having problems with this coat (itยดs a skeletal mesh). When I get too close with the camera it disappears and I don't know why. Any ideas? thanks!

carmine basin
#

Weird shadows using path-tracer & metahuman

#

Anybody have experience with this?

#

Exported exr 16bit, anti alias 16x16, path traced

#

I had to disable simulation with the grooms to get path tracer not to freak out

broken pulsar
#

Having an issue where hair colour is going dark at a short distance. Anyone familiar with the cause?

#

Sorry for the oddly cropped screenshots. Clyde didn't like a metahuman in a bra - deciding it was too explicit ๐Ÿคฆโ€โ™‚๏ธ

carmine basin
#

Depth of field looking like doo doo for grooms

#

Somebody please rescue me I can't find a fix anywhere

quiet sigil
#

Hi guys! Do I need RTX graphic card to work with Metahumans?

#

Also, when I add to project some other assets with metahuman characters, I don't have Hair, Mustache and Beard objects on them, but in tutorial videos they have

junior birch
#

Hey folks, look i dont usually post alot of stuff on here but I recently did a facial animation ROM test with metahumans using Facegood data, I think its worth looking at, The free facegood can compliment the metahuman face rig so well. I do ROM test for every character I make to see where it breaks and man this test broke my new meta https://www.youtube.com/watch?v=Rd60ZRTmstY

Unreal Engine 5.1 Metahuman Facegood ROM Test

Big thanks to https://vimeo.com/user54654004 and Lee Adams for collaborating me with on this

Join this channel to get access to perks:
https://www.youtube.com/channel/UCoJun_nF0I90wzXq5t4SdqA/join

Grab my new Unreal Engine 5.1 Course here! Be sure to share it with everyone!
https://www.artstation....

โ–ถ Play video
past ice
#

Any chance we might get an offline MetaHuman Version in future? Internet speed might not be the best for those of us in third world countries.

green marten
#

Hello, idk if I should ask this on animation or here but by chance does anyone know why you can see the separation between the head and the body in the metahuman? Before animating the character, that did not happen. First I did a retarget animation of the body (only the body but in the animations, you can see that the head moves with everything, totally normal as you can see in the third image (it's in idle animation). Then I did a bp animation and the same, Everything is normal. The only place you see a separation is in the character's BP and therefore within the gameplay. Do you know how to fix it?

junior birch
green marten
#

how can I do that?

junior birch
green marten
#

u mean here or here

junior birch
#

neither, your actual local files go to bridge and see where its located

green marten
#

this one?

junior birch
#

yea i usually delete that downloaded folder every so often

green marten
#

so delete it and then go to bridge and update it?

junior birch
#

yup, delete it, close everything

#

then redownload ur metahuman, thats going to download new common folder

green marten
#

xd

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okay

#

im going to try

#

thanks

junior birch
#

and trust me bro, metahumans are alot better now than when i started using it in beta hahahah

#

if all fails my guy, have him wear a scarf

green marten
#

haha

#

he is supposesweeney_activate to be in prison

junior birch
green marten
#

He has his prison clothes but I need to retarget them I think, I have to search for a solution for that 2 xd

green marten
junior birch
#

yup it will still be in ur bridge just not locally

#

u just have to download it again

green marten
#

it didn't work xd

junior birch
green marten
#

Btw are u the real jsfilmz? Or you just have the pic and the name? Xd

sudden berry
#

MH Pimping :

green marten
#

why does the resolution decrease? i didn't do anything

green marten
#

idk why it decreases sometimes

sleek radish
#

How can I disable hair simulation on the metahuman? I noticed that in my cinematic renders the hair goes crazy.

junior birch
sleek radish
#

I'm working with path tracer, mostly seeing the issue there

junior birch
supple prairie
#

has anyone seen any technique of lengthening and coloring fingernails? Working on a character that is ballroom dancing and she will no doubt have longer nails.

shadow arrow
#

In MetaHuman creator is shows my MetaHuman with hair cards for eyebrows and eyelashes, but in Unreal there isn't any. Does anyone know what might be going on?

broken pasture
#

For some reason & only in this project all my animations for this metahuman don't move the head with it. Any ideas how to fix? All the anims work in other projects

pallid rivet
#

Hey! is there any way to copy a live link animation afterwards to a different metahuman to the one I recorded with originally?

junior birch
pallid rivet
carmine basin
#

did you ever find a fix for this?

carmine basin
young heart
#

were you able to figure out the binding asset? I'm trying to import custom facial hair right now and keep having issues with it

halcyon stream
#

this is not a solution of course ... but I never messed much with metahumans more afterwards ๐Ÿ˜…

desert ocean
pale laurel
#

Hello Fellow Developers! I am relatively new to MetaHuman creations, and I was wondering if there was any chance anyone tried to make a MH higher / shorter? I got a 190cm motion capture actor who I am trying to make a metahuman for, i got his scan and made a mesh but cannot figure out how to make him higher. Scaling him up does a relatively good job, but there are some problems with it. Any ideas on how to tackle this problem? Retargeting a higher actor on a shorter model makes errors with handling, picking up objects :/

pallid rivet
# junior birch bake it to an animation sequence

Hi! When I bake the animation the tracks are completely flat and the face doesnt move is there something I'm doing wrong? I added the character below the iphone keyframes in sequencer then right clicked the character face and baked animation and nothing happened, thanks

fallen perch
#

Does anyone know how to fix this blur and bloom around the beard and hair ?

clear isle
fallen perch
#

You saved me thank you so much man

young heart
#

I made custom facial hair and can't for the life of me figure out the binding

#

do you think it might work if I added facial hair from the metahuman templates and then replaced the groom asset?

fallow ledge
#

I'm trying to get access to MetaHumans Creator but the page keeps reloading (looping).
The only fix I read online is people telling you to create a new account and then you do get access.
I prefer not to have 2 accounts because I'd like to Bridge too

Any clues?

pallid rivet
#

Hi, the head on my metahuman gets way too small when I add an imported body animation. any ideas on how to fix this?

native blaze
#

guys i need to retartget 20 metahumans to fit my scene is there a fast way to do it?

elfin edge
#

Does anyone know how to fix this light that appears above the metahuman's head? It's similar to the issue I had when water was behind him. https://youtu.be/wJJidv3FLgY?t=27

#

I'm also getting these strange boxes appearing:

elfin edge
#

Also, the metahuman has some gray hair that is turning blue in these lights - more than it would in real life (looks like blue streaks) any suggestion on how to maintain the gray look would be appreciated

native blaze
#

guys how to make sure that when it is render hairs not desapears.. and it is stay with hights lod?

junior birch
#

this is quite old but see if it helps https://youtu.be/SVugMixynnc

how to fix metahuman hair disappearing in Unreal Engine 5

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โ–ถ Play video
nova aurora
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Hey all, what's a good way to effectively partition a metahuman mesh so additional parts can be hidden to prevent overlap artifacts with different apparel/equipment that cover different parts of the body? Metahumans have Feet, Legs, Torso, and Face. But then I can't hide the hands separate from the arms if I want to put gloves on as one of many examples. In fact, there's a resource I would like to use that may serve as a useful target- this resource breaks the mesh into head, chest, arms, hands, legs, feet.

I'm a long time developer but am fairly new to skeletal meshes and animations. Here are a couple naive ideas that I welcome feedback on or alternatives to:

  1. Export the metahuman to a 3d modeling tool and break it down into separate pieces. I'd have to figure out how to break up the materials as well.
  2. Create a mask in the shape of the equipment. Make the body mesh transparent where the mask is. Apply the appropriate masks according to the appropriate equipment/apparel.
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target:

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example:

nova aurora
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I would use this in an RPG context where gear will change at runtime and won't always take the same shape.

worldly pebble
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Hey guys. So, I'm using Ultra Dynamic Sky as a weather system. It comes with a material shader function to simulate drips. Now I'd love to add those drips to my Metahumans skin. Unfortunately it doesn't work out of the box. In order to do that I need to unwrap the Mesh and align the UV shells. Easier said than done. I've googled it, asked 4 (!) people on fiverr. So far nobody was able to do it. At this point I'm even willing to pay for someone who is able to do it.

river heath
verbal osprey
# nova aurora Any ideas/critiques? Thanks!

I would try the second solution first, but you could try to look into mesh distance field masking (not sure it would work correctly for this setup) : https://subscription.packtpub.com/book/game-development/9781789538540/6/ch06lvl1sec53/proximity-based-masking-with-mesh-distance-fields

verbal osprey
# nova aurora Any ideas/critiques? Thanks!

You could then mask dynamically your body depending on the mesh that are present but it can be quite tricky for a number of reasons your second solution is safer you could automate a bit the process by baking an ambiant occlusion of the part onto the body

nova aurora
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that's super helpful, thank you!

obtuse urchin
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you would have to transfer all the textures after and you're lowering the texel density having to move them like that and you'll never get them perfectly aligned

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it does look like doing a triplanar would be best solution, only just glancing at the material function though

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wait it already has a world space switch

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try this

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this is better for a deforming mesh anyways, even with aligned UVs your surfaces will never be aligned physically correctly

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wait I'm confused now, the default for that is true...

worldly pebble
# obtuse urchin try this

Thanks. Tried that already. Unfortunately that doesn't work ๐Ÿ˜ฆ I really have to look into triplanar projection. Seems quite complicated though

worldly pebble
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Yo, anybody had that issue with Metahumans and Mixamo animations where the sequence suddenly jumps inbetween Keyframes?

sudden berry
junior birch
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wheres the mouth? lol

sand knoll
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Making character customisation . Have morphs on head . Hairs in separate skeletal mesh and don't fit to the head . Any ideas how to solve the issue except making morphs for each hair style ?

sour mango
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I'm extremely new to this. This skin phasing thru shirt is driving me crazy!! Anyone have any tips?

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Will do. Sounds like a big issue

true trellis
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I have the same issue @sour mango. When my character is running, I notice large sections of his upper torso phase through his shirt. Would love to find a solution.

obtuse urchin
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๐Ÿ‘€

cobalt saddle
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Hello, I dunno why most people use metahuman characters with the the third person BP, isnโ€™t possible to make MH your main character from scratch?

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Or a better way to do it!

green stirrup
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Hi y'all, looking to get started with metahuman. Is there a recommend way to do animations, especially facial ones?

Right now I have the metahuman, as well as recorded voice dialogue as audio files. Ideally I'd like it to be procedural so I don't need to mocap each one

shadow arrow
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How do I make the MetaHuman's hair appear more like it does in MetaHuman Creator?

shadow arrow
lucid coral
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Hey ya'll - am insane or did the Metahuman 5.1 plug-in come out and then get pulled from the asset store?

lucid coral
foggy sage
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Hello everyone! Does anybody have experience with the MetahumanSDK Plug-in for Unreal 4.27? This Plugin lets you generate facial animations for metahumans via audiofiles and it seems to be a good solution for us. I have four questions regarding this plugin.

  1. We are making a game in UE4.27 that contains a lot of dialogue and we want to let MHSDK generate most of the facial animations on runtime. Will this work in the packaged game?

  2. I managed to generate some animations on runtime in a testlevel. It worked out but the face detached from the body the moment the animation started playing. It is a third-person Metahuman Character. This seems to be a common issue but still I couldnโ€™t find a solution for that problem. Is it possible in 4.27?

  3. I donโ€™t know how to update MetahumanSDK. How do you update it? Now Iโ€™m stuck with version v1.2.4 but I would like to use v1.5.2 because that seems to be the latest version for UE4.27. I already uninstalled it and reinstalled it from the marketplace but all I get is v1.2.4 again. I see that you can download v1.5.2 on their website, but how would you install it manually?

  4. Do you know of any other way to generate facial animations via soundfiles on runtime? Or without having to bake hundreds of animation files by hand?

Thanks in advance!

shadow arrow
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Does anyone know a simple fix to fix MetaHuman "poking" through clothing?

shadow arrow
gloomy raven
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Anyone know what the fock is going on with my unreal engine?

foggy ridge
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Other option would be to adjust the clothing verts or adjust the scale, slightly of the shirt.

halcyon stream
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hello ppl ... I don't know if this is a common/known problem or just something wrong in this specific project ... fresh project, freshly imported metahuman ... the IK rig for retargeting is empty

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is this a common problem? any solution?

desert ocean
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hey what material is this?

sand knoll
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@desert ocean The name of material functionality is above

desert ocean
sand knoll
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As I know it's not metahuman and not mine code , so can't tell details

desert ocean
sand knoll
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I asked for from one person and he answered by this image . Also will search more info - tutorials

desert ocean
sand knoll
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Game / animation developer

desert ocean
sand knoll
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Can't tell it's a privet

desert ocean
sand knoll
desert ocean
uncut harness
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Anyone knows how to properly export Face mesh from Maya file? I exported body with no problem ,but face is giving me a problem, idk what I'm missing in selection

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Whenever I use "Reimport Base Mesh" I'm getting missing bone errors

shadow arrow
shadow arrow
boreal sentinel
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Just want to share that applying animations to metahumans is a really pain in the ass but worth it xd

foggy ridge
worldly pebble
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Okay, I'm literally losing my mind right now. Imported a sequence from live link as a csv file. Deleted the FaceRig. Switched to the corresponding csv file in the live link details panel. Plays perfect in the editor and in simulation mode. But in the final render the face animation bugs out and stays static at the exact same spot where I've left the timeline cursor. What the heck? I'm trying to fix this s**t for 3 hours now!?

//Update: A guy in the Facebook group managed to help me. It's the weirdest bug. So, in order to solve it you need to close the Sequencer BEFORE rendering via MRQ. I never had this issue before but well, here we are... ):

worldly pebble
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//Update: A guy in the Facebook group managed to help me. It's the weirdest bug. So, in order to solve it you need to close the Sequencer BEFORE rendering via MRQ. I never had this issue before but well, here we are... ):

wheat sentinel
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Is there a reason MetaHuman skeletons dont come with IK Bones?
Update: You can add them via Virtual Bones

obtuse urchin
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anyone else getting terrible framerate when strands are rendering sometimes in 5.1.1? It just completely tanks my FPS, have to use only cards or LOD3

desert ocean
fathom fractal
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Anyway to force the grooms to be lod0 when rendering out a sequence? The groom I'm using on my character uses experimental groom, so there's no Hlod available.

At a distance it's just bald unless the camera is right up it

clear isle
whole harness
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Hi! Why does the hair come off the MetaHuman? Sometimes they stop working and follow the position of the head clearly

bold acorn
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Would love to chat with someone well versed with metahumans. I have experience using them, but am looking to hire an artist to customize a few characters based on actual people. Please message if discussing further.

final prairie
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guys i have a pretty legal question, could i use a metahuman in blender and then idk maybe make a render of it and using that image on premiere pro and publishing the video on youtube? Or maybe, make a render in unreal engine of the metahuman and use it on premiere pro?

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because the license isn't really clear

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im not a lawyer yk

junior jacinth
rancid elbow
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Hello

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I rigged the character in blender and import it through fbx the rig is not in unreal engine skeleton

barren glacier
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When I try to launch the meta-humans app, it just keeps reloading the page. Iโ€™ve tried it on two different browsers and turned off. Add blocker. Any ideas what to do please?

thin kettle
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Why is he in the air?)

native blaze
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can i export animated metahuman as Alembic or FBX with textures and hairs?

tiny arch
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Hi, New to the group, just wondering is there an easy way to export metahuman to blender ? seems to not be able to export to blender on Quixel, well says there an export to blender option but it doesnt work

golden sky
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Hi! Can i somehow set pose with variable? I found that i can control CTRL expressions, but can't control pose. (yes i can repeat all poses with expressions, but it will be much easier to do this with pose directly)

fallen perch
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Please anyone know how to get rid of this ghost in the picture when rendering?

tardy aurora
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hello everyone! i have uploaded my metahuman in ue5.1 several times now in the thirs person mode. i followed the video. however, my legs are crooked. as if i were bent over.

glossy onyx
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Hi, Iโ€™m doing some character rigging in maya with the metahuman skeleton. Does anyone know why theyโ€™re using a _drv skeleton for the rbfs? Why not ditch the _drv skeleton and put the rbfs straight in the export skeleton?

In short, what is the _dev skeleton benefit and why not just delete it and straight use the export skeleton?

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Hmmm, scrolling up it looks like thereโ€™s a lot of questions and not a lot of answers ๐Ÿค”

summer furnace
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I notice my metahuman has snake like arms when camera is far away from him, anyone knows what that could be?

grim oracle
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maybe you set lod to high value on distance

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so anyone know where I go, to make sure anims work on manny char in ue5, I changed it to manny in bp char file, but onplay it just moves wit no anims at all,I forget where to change this

wary spear
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can I use my metahuman as a third person player?

hardy sage
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hey everyone, I have a quick question about metahuman - I'm trying to import my facial animation into unreal but i cant select this option

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does anyone know if there is any other way to import facial anim from maya into unreal and having it working?

grim oracle
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@wary spear yup

glossy onyx
wary spear
wanton forge
tiny bane
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Hello everyone! Has anyone tried dipping groom inside Unreal's water system? Wanted to know if the Hair would float. If not, wondering if there's a way to mimic hair buoyancy. Cheers โœŒ๏ธ

obsidian bone
tiny bane
river gull
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Hello, when I try to migrate a metahuman I get this error

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any ideas what to do ?

simple forge
copper silo
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Hello is there any way I can import metahumans directly into ue without quixel bridge?
Mhb files dowanloaded form metahuman creator online

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Need to import about 200 metahumans

copper silo
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Any approach to do this fast will work

late onyx
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hi any idea why is my meta human glowing?

late onyx
loud hazel
late onyx
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nope sadly :/ but thanks ๐Ÿ™‚

tribal sonnet
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this might be the wrong channel, but I was trying to find the hair-card material from the Digital Human project, and it looks like it's no longer included in the project?

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Has everything basically moved to grooms in 5.1?

green stirrup
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Does anyone know how to fix hair from not rendering at distances? I think it's a LOD thing

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is it possible to force lod 0 on all metahumans

tall coral
desert ocean
late onyx
desert ocean
late onyx
hot wolf
green stirrup
hot wolf
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Yeah that works, but i still want lods, just not them changing every meter

fluid wasp
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Hey Slackers, I've recently went to compile my metahuman when I got these errors linking to these nodes. I have no idea how to fix it. I have been customizing my metahuman, adding new textures & messing with the 'LOD' settings in the face-mesh a bit. Although even after reverting back to normal settings. It still won't compile properly. It started to occur when I added a static mesh component to the torso in Blueprint. I do get GPU memory corruption sometimes as it struggles to cool. Could this be related? theoretically would I need to have a successful compile if I wanted to go on and animate with live-link and within sequencer. Any help would be greatly appreciated. Thanks!

shrewd pagoda
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How difficult would it be to re-create Sam Fisher with Meta Human?

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A lot of skin painting?

desert ocean
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Anyone had Bad lighting with Groom? looks like the Shadows are way to dark on sometimes https://puu.sh/JBrs1/b464236075.png

its 100% Screentrace of Lumen, / and the Skylighting of Hairstrands but a way to fix it?

shrewd pagoda
desert ocean
# shrewd pagoda Can you increase ambient light, possibly with a skylight. Might have to use Colo...

Its only on Grooms , When i increase Skylight overall increasing Skylight and it gets to bright, there are no adjustments , and its Only from the Screentrace of Lumen, and Skylighting of hairstrands, i could fix it by changing skylight for hairstrand methods but that cost a lot of FPS . we speak about 5-7 FPS on a 3080Ti.

I really hope Epic games get fixed this soon.

The thing is even Colograde is on the overall Scene not only Hairs and 85% of hair are fine but The black parts destroying it

desert ocean
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The thing is i can change exposure only on hair etc to get it bright, but The problem isnt The Hair Color, its the shadow they are casting. like here brightener Hair but The Tips are to Dark shadow casting and its only the Tips. https://puu.sh/JBvIV/51a422990c.png, 90% of hair looks right but some Spots are wrong, and The Shadow will be casted on the Skin , so even if i bright it as example 200% if would get the Dark shadows there on my Skin.

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to be fair its not metahuman, Its my Own Hair and Character, but the reason why i post here because the Most Metahuman user works with Groom, prob they know a fix was in my Mind.

mystic dawn
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Does anyone know the easiest way to edit metahuman clothing?
Do I still need to install 4.27 version of unreal engine to get quixel mixer or is there a better way?

desert ocean
mystic dawn
# desert ocean what exactly do u mean by editing?

https://www.youtube.com/watch?v=YjOpCdWg4_c like this with quixel mixer , unless there is a better way?

This tutorial will demonstrate how you can customize your Metahuman assets only using Quixel Mixer and Unreal Engine. You can alter existing clothing and face assets using this method.

Metahumans Tutorial:
https://www.youtube.com/watch?v=hxs5jatmySE

Alternatives to PhotoShop:
https://krita.org/en/
https://www.gimp.org/

Quixel Mixer:
https://q...

โ–ถ Play video
mystic dawn
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like, do people just use substance painter? blender?

normal sorrel
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Hi, I'm trying to render with path tracing my metahuman but the result is like without detail. I rendered it with 512 samples. Any idea how to render metahuman with path tracing? thanks!

nova kiln
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What is Metahuman, i know nothing about it, can someone explain please

solar mulch
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anyone know how to make metahuman eyes emissive? Basically trying to have the entire scelera a solid emissive color and then replace the iris with a basic black shape.
-I have my custom shape in the iris masks already
-I am trying to completly get rid of the orginal brown eye color surrounding it
-Last step is making the scelera to be all emissive. Usually I would open the material and set up a simple emissive with the miltiple and paremeter to control brightness, but once I get into the parent i am in the weeds a bit.

crystal oxide
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So basically you're creating a fully rigged, pretty real-looking, animatable human to use in your project.

nova kiln
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And is this free?

crystal oxide
# nova kiln And is this free?

Yes, Metahuman Creator is free to use as are the Metahumans you make with it (I presume the usual Epic Games terms of service apply).
I don't know enough about Blender to know if Metahumans will work with it, but I'm sure someone else can answer your question.

nova kiln