#metahumans

1 messages · Page 3 of 1

jade snow
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can i use morph targets to make eye blinking?

crystal oxide
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The basic Epic Games license allows free use of Unreal Engine royalty-free unless/until your project grosses $1 million, and I presume this applies to metahumans as well though it would be wise to double-check.

desert ocean
desert ocean
nova kiln
desert ocean
warm shoal
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ehy guys how are you? I'm really struggling with metahumans. I'm using unreal 5.1 and mixamo animations. I followed so many tutorials but they are all for unreal 5.0. It's like something is changed to metahumans with the last update, so what I was able to create is this animations with weird bones at shoulders and hands, but above all head is missing. I really need help because I'm already late with the delivery and I've spend 3 days trying to figure it out by myself 😦

jade snow
clear isle
# jade snow how

the Face control board is a good way to do it. here's a tutorial: https://www.youtube.com/watch?v=Ca5jNZu1-3I

This Metahuman Face Control Rig Board video library has been inspired and tailored by the original video shared by Unreal Engine featuring Adam Walton from Cubic Motion. All the credit goes to Adam Walton for his descriptions and incredible overview. This library would not be possible without his video.

Link to original Metahuman Control Rig v...

▶ Play video
median osprey
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Late to this, but easy enough. You could copy the skin weights

plucky kelp
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Hi, I'm struggling with some issue between groom and directional lights. Some noise like white dots appear in render and I don´t know how to solve it. I'd tried setting up Distance Field Shadows, and every related but I cannot find the key.
Please can anyone help me!?

warm shoal
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Hello, do you know why I can't update in unreal any change I do in mhc?

clear isle
grave rock
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Increase your AA samples.

warm shoal
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Hello. do you know anything about this black spots on clothes? It happens if I try to use the citysamplecrow clothes on my metahumans. Would be nice to solve it because there is not plenty of clothes around 😦

desert ocean
warm shoal
desert ocean
warm shoal
desert ocean
warm shoal
desert ocean
twilit meteor
warm shoal
warm shoal
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I don't know if it can help, but the problem is totally related to light. I mean, all in shadows parts are ok, if I change the position of light, the black spots change in shape and position

final jetty
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hey all, why does this happen when i add any pose to my metahuman? it pops out of a pose, even though i try to add the a-pose asset?

tardy rock
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has anyone here successfully added metahuman to the alsReplicated? My metahuman appears to be using the ALS animations in the blueprint viewport, but in the actual gameplay it just floats around in t pose, no animations 😦

fluid wasp
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I've got a problem where as shadows from the ground foliage are making this weird pixilation effect on my metahuman. The foliage is animated moving back n forth. Not really sure though what the problem is. Any help would be greatly appreciated.

warm wagon
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Does anyone know if I can fix the eyelash shadows so there's no mismatch? I'm using pathtracing but not sure why the shadows are misaligned.

final jetty
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anyone have any issues with their metahuman hair protruding the body mesh?

sage python
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Updated from 5.03 to 5.1 and it seems that the metahumans causing some performance issue now.. not sure exactly why, did any of you have similar experience?

flint lichen
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Hey, do you know if there is a way to realtime lip sync metahuman on Unreal via Audio2Face?

junior jacinth
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Let's do it...

junior jacinth
woeful wharf
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a really dumb question xD
when i export metahuman through Q-bridge, i only get a metahuman BP, where do you get the mesh out of it ? 😮

desert ocean
woeful wharf
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you mean in viewport, yeah i can even drop it into level, but i cant find a mesh to implement it into a diffrent mannequin. i saw some videos that do it via retargeting and copy the movement bp into it, but is there no other way to get a normal mesh so i can drag and drop into other mannequinns

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its my first time trying them out, was working since yesterday, at first i thought its simple, now im getting more confused xDD

woeful wharf
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found it. on the top by "Actor" open it and you will find " convert BP_ to mesh"

woeful wharf
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anyone knows an easy way to rig/retarget a metahuman for the ue mannequin?

warm shoal
sly sparrow
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Did they give a release date for metahuman creator at GDC? I know they released a lot of animating features but are they going to release it anytime soon?

wanton magnet
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is metahuman in-engine now?

woeful wharf
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hey guys pls help ! I feel like going in circles with the metahuman start.
-I know how to rig and animate a mesh, giving him bones-> retargeting etc.

  • i know how to make a metahuman thirdperson actor and work with animation retargeted on tick.
    I want to make diffrent metahuman Npc so i need diffrent metahuman skeletons, so i can change them in the level per drop and click.

I rigged and set the bones in the metahuman folder, but i cant just copy the body skeleton into my npc cause its not a full mesh preview (only hands).
My question how do i start ? Where do i get the first mesh ? i found out that i can drop the Bp into level and take a static mesh out of it that way, but than he the mesh doesnt have the hair information in it.

How do you do it guys ? or what tutorial helped you understand the first step ? pls guide me senpai :3

jade snow
fervent stag
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I have no idea what are you talking about, the way I use metahumans is downloading them from Quixel and retargeting to mannequin

elfin edge
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Anyone know how to fix the hair physics on this metahuman? Simulation has been disabled in the groom

crystal oxide
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A Metahuman I created in Metahuman Creator is importing into my project without the hair I chose in the Creator. So far this has happened twice. Is there a workaround?

visual pendant
crystal oxide
visual pendant
crystal oxide
sly matrix
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Just in case anyone finds this useful, I'll post the link...

This is a list of all the default metahumans, and the output of an AI face classification algorithm, giving some basic barely-close metrics on the metahumans. I just found it daunting myself to make the decision on someone's race or gender, so I let the computer do it for me. Lmao.

https://gist.github.com/n8bot/b9502c6536a55dd5eda47557f560c2fe

Gist

metahumans. GitHub Gist: instantly share code, notes, and snippets.

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It's pretty bad, ngl, but it's at least a starting point for developing a reference for the demographics

plucky kelp
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Okay so

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How do I enhance the breast size on my metahuman

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Not for perverted reasons

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It's a part of the body like every other

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So I need that characteristic too

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No for real now how do I make them bigger the default one ain't gonna cut it

crystal oxide
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My "not for perverted reasons" t-shirt is generating a lot of questions already answered by the shirt.

elfin edge
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Anyone have an idea of how to make a metahuman limb look like it was amputated? (see photo)

summer furnace
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Is it normal i lose about 10-15 fps when my medium quality metahuman is in the scene?

summer furnace
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Also is hair strands plugin required for metahumam hair?what does it do?

noble cave
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How would I go about getting this hood onto my metahuman? I had earlier added it on a socket(as a skeleton mesh) and it seemed to be deforming with the control rig but it broke and no longer works. Here's a pick of it weight painted to the metahuman face bones in Blender. So I have a setup here with the proper weights but I can't get it onto the metahuman properly.

elfin edge
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I've created a mask to get rid of a metahuman leg, but this piece of the ankle still remains, does anyone know where it's located on the material png? Thanks

sudden berry
elfin edge
hoary jetty
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Is the metahuman animator only available to use with iphone? No Android alternative?

junior jacinth
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Does anyone have any pointers for krowd sim?

tawdry lintel
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Hello Guys, i got a short question:

I`m trying to get a skeletal mesh from a metahuman. how would i go about it ? The skeletal preview doas not show full body with face..

sly matrix
unkempt palm
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Is is possible to use old home videos and create Metahuman characters?

sly matrix
astral fern
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Hello, is it a known issue that my shirt gets meesed up when i zoom in? or is it on my side? I didn't change anything really but just imported it. Seems to be a LOD issue (?) I use 5.1

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At this distance it's fine again

normal sorrel
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hi! any advice when rendering metahuman's hair? the rest of the scene renders fine, without noise, but the hair has a lot of noise and appears very shiny. thanks!

quiet sigil
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hello! I'm using City Sample Crowd asset for my project. I need to turn off LODs for my metahumans and found that I can set ForceLOD to 0 or 1 so the highest LOD was used. But it brakes the animation of walking, that comes with the asset. The problem is that some parts of character are wiggling, especially in legs. Can anyone help me or give an advice how can I solve it?

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here are screenshots of wiggling legs and hands of animated character

river gull
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is it possible to hide all menus and toolbars in the metahuman creator ?

midnight karma
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my attempt at Obed Marsh from Lovrecraft's Innsmouth stories

topaz radish
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Are there any alternatives to iPhones for metahumans?

desert ocean
hot wolf
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Hello! Does anyone know how to customize the range that Metahuman LOD's change? Cant find this anywhere online

visual pendant
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Hi everyone. has anyone mange to save new blend shapes when modifying dna in maya?

novel cape
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Hey all, relatively new to metahuman here. Does anyone here know if it is possible to change the base clothing? There is no option for it in the creator. I'm making a medieval-ish survival game and I'd need the player to basically start out in rags. The base clothing is really the only thing stopping me from moving to metahumans. Any advice is greatly appreciated!

midnight karma
novel cape
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Awesome, how did you manage that? Is there any documentation or a tutorial you could link me to? I’m pretty new to metahuman stuff so any learning material is appreciated

wise condor
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Does anyone know a solution in 5.1 for the fingers not retargeting correctly, from a ue4 to meta human? i've followed documentation in setting the metacarpals to none etc, but the fingers always end up offset in the wrong direction. Everything else is targeting properly.

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Or is the basic IK rig for the meta human in the hands wrong? would i have to set my start and end with all the extra finger bones in it, they currently dont have it setup that way

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They are just slightly off to the point it makes holding anything weird lol

teal trellis
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hi all surprisingly i'm not seeing much on this topic, how to get metahumans going in 5.2? marketplace and directly within plugins can't do it

wise condor
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It appears this issue now happens even from ue4 skel to ue5 the fingers do not go to the proper positions. in 5.0 this wasnt an issue

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This is the meta humans hand,

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ue4 mani

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ue5 mani, as we can see the issue is the same

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I've set retargeting options to skeleton on everything in the skeleton of the meta human aswell thinking maybe it had something to do with that, no change.

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Interesting enough in 5.0 we could just drag and drop a meta human skel mesh on a ue4 mani, or a ue5 mani skel mesh and everything would work perfect.

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in 5.1 this is no longer the case. using compatible skeletons also results in rampant crashes when previewing animations that drive the hands.

teal trellis
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hi guys, anybody know if 5.2 will support the actual metahumans plugin like 5.1? i'm not understanding how metahumans improvements is the chief point of the tech demo yet it doesn't seem to be obviously compatible or am i missing something

teal trellis
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actually i guess my first import into pulled in all the plugins and dependancies to work heh

simple forge
wise condor
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Unsure if it's the pose being different from ue4 to 5, and the tabs to edit pose are not exposed anymore in the retargeter like they were in 5

simple forge
wise condor
simple forge
wise condor
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Been busy today but tomorrow I plan to figure out how I can edit the pose of the ue4 skel in the retargeter and match it up see if there is any change for some reason it's picky about it, atleast that's my hunch. Nothing is wrong with my chains or IK

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Also going to do a controlled test in a separate project but something is wrong now. Or it's a setting buried. I notice there is no option to retarget IK either now they don't even show up in the chains. Which maybe is the issue?

simple forge
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Do you have the Metacarpals in your chains?

wise condor
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Like my IK hand IK foot etc, before between 4/5 the IK rigs had it. Just thought about it. IK goals are fine though.

wise condor
simple forge
wise condor
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Like everything is perfect sooooo close but the fingers are bending up

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Up and past the thumb.

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Transforms and stuff should all be fine. These are base IK rigs too defaults so it's not like I configured them wrong, even though I've built many for my monsters with no issues what so ever in 5.0

simple forge
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This has been a challenge for a while. I had everything working perfectly with IK retargeter and finger data before the recent update.

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I have to have my source and target in a Tpose so that the fingers are straight on both rigs

wise condor
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So we have to make the ue4 manny A pose the same ore just straight up T pose them

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How are you editing the pose in the retargeter now

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I suppose I could copy local transforms maybe

simple forge
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Im not using the mannis. What I do is create a Tpose Animation and then convert it into a Pose Asset. I then go to source and target and import those poses

wise condor
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Brutal

simple forge
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I know

wise condor
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Lol this patch has devolved us

simple forge
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I found a better way, and it was working perfectly, until I retested with the update...and since you are noticing something is off, maybe its not just me

wise condor
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Shared skels lol just crashes me too

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Or compatible lol

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Live retarget everything's wonk cause as we can see if the pose im assuming or bone transforms are not the same it hurts the anims. Just my theory. Weird cause this was working perfectly it's like interpolation is busted

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But I don't know forsure, we can't be the only ones retargeting I've found nothing for info about this either, just old problems that are silly mistakes

simple forge
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I have a project set up from 5.1 before the update and everything in there is still working. But when I created a new project and reset up the IK retargeter and rigs exactly the same way...not getting the same results

wise condor
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Yeah we pay attention to our work and make sure it's quality lol no finger clipping in weapons and stuff

simple forge
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so now I use that older project for the retargeting till I get this sorted

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Fingers are so time consuming

wise condor
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I honestly don't even need this to retarget it's the only way I know of to get the skeleton mesh assets

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All our armor is based on meta humans

simple forge
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right, yes same here, metahumans

wise condor
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I'd use the new skeleton cause why not

simple forge
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I always use the female medium one

wise condor
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But most anims out there were made with the legacy skeleton

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So we kinda gotta be able to retarget like we could in 5

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Lol 30 sets of armor, over 100 unique abilities really like to consolidate this so we can start worrying about morph targets with custom char creation

simple forge
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ya at some point I had to resort to retargeting in 4.27 and transferring the uassets over to 5 cause IK retargeter didnt have the edit pose options i needed

wise condor
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Lucky I have this worked saved in 5.0 too I may just retarget there then migrate to a blank project then update the project and migrate back into the main project lol so I still have my back ups

simple forge
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Are you just bringing in the packs and assigning them to the other skeleton. How are you doing this. IK retarget right?

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I just copy the uassets over of the animations

wise condor
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Ik retarget I just target it all to the main skel

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That way root motion doesn't get clapped

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Cause root needs to be globally scaled and all the
IK bones

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Or root motion won't work lol it'll just teleport back to origin

simple forge
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As a test why don’t you expect the right skeleton to 4.27 retarget in there and see if the thumbs look right

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Sorry the fingers

ebon sun
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Hello lovely people 🫰 I've been searching for a tutorial on how to make my Metahuman hold a gamepad and recognize the inputs (ideally a fightstick) and could only find a short demo by citizenmetaone (https://www.youtube.com/watch?v=R3g7cAAfFxE&ab_channel=CitizenMetaOne). Any clue on how I could set this up? I am 2 months into unreal engine with no previous developing experience

This is a clip from my live Twitch Stream showing a basic "Gamepad / Controller" mode for my MetaHuman VTuber app.

Watch Live @ http://www.Twitch.tv/CitizenMetaOne

Computer Hardware
HP Z8 Workstation
Nvidia RTX Quadro 8000

▶ Play video
wise condor
simple forge
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Works like a charm hehe

ebon sun
true fog
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Has the method to get clothing onto metahumans changed recently? No matter what I do, i get "FAILED TO MERGE BONES:

This could happen if significant hierarchical changes have been made
e.g. inserting a bone between nodes.
Would you like to regenerate the Skeleton from this mesh?

WARNING: THIS MAY INVALIDATE OR REQUIRE RECOMPRESSION OF ANIMATION DATA."

I thought it was because I set up a control rig in maya, but even if I go back to a clean import straight from bridge and skin that it still errors. I even tried exporting just the body bones from inside the metahuman bp "m_med_unw_body" and skin those to see if theres some naming convention error, still same issue. 2 days of this and I'm no closer to an answer 😦

worn shell
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Spent a few hours to dl a metahuman, pc go to sleep at 90% and now I need to restart from 0 again. Bridge is amazing lol

simple forge
dreamy depot
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On that note, I am struggling with blender clothing weights, there's so many bones I have no idea what's doing what. Anyone found an easier workflow for weight painting clothes for metas?, I've managed to get it to only 1 point on the armpit that's pinching forward by quite a long way, can't figure out which bone is causing it

wise condor
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These things are concerning consolidating 1000s of $s of modular armor to the new bone meta humans lol

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But I will figure this out lol. There must be a way

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Without DCC round trips

wise condor
dreamy depot
wise condor
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Weight painting is brutal I don't do it for that reason id rather pay someone

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My brain feels like it's been in a microwave with all these changes so now I don't even know what applies or works anymore always having to re-learn, new issues happen with the same work flow etc

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Epics documentation for going from ue4 to metahuman results in issues too lol

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Ie my finger problem

dreamy depot
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Thing is because epic provide a select number of premade outfits, you can copy the weights across in most cases, but yeah in this specific case I have 1 armpit that just keeps tareing, nothing I do helps lol

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Almost ready to go back to makehuman/blender tbh haha

full ocean
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hey when i use live link with meta human, there is a little bit shake in the head rotation, how to eliminate this shake head rotation?

full ocean
# full ocean

additional information: im using ipad pro for recording my face

wise condor
dreamy depot
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No doubt, also early days in sure there will be shortcuts and things people find

teal trellis
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Hi all, it seems 5.2 just has some memory leak issues and i'm wary of getting started into a project that will constantly have issues. so what am i really missing with metahumans going back to 5.1? isn't most of the 5.2 features relate to animation?

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i mostly just want to pull in some real scans and fix the textures. animation would be basic for starters, assume i could always port it into 5.2 down the line once official?

true fog
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I have tried messing with the hierarchy but will try again. Thank you.

true fog
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Problem solved. No idea why, but exporting as FBX from maya the normal way and chosing the same settings everyone seems to use on tutorials (Autodesk Media and Entertainment preset) doesn't seem to work for me at all. I exported using the game exporter and it worked. Thanks for the replies guys, I appreciate the help.

teal trellis
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anybody else using reality capture? seems no matter how nice i do the images, how much i follow the tutorials and videos, all my images come in all scattered and never makes an model

wise condor
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Okay

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I figured it out, Not a perfect solution but it gets us close

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We have Pose Assets now

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Or we can generate them and sync the poses in the retargeter

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Its not as tight.

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But its more in line with where things are. I've been experimenting with what method of interpolation is used on rotations,

wise condor
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Basically you can take either your source or target, export its pose and then just assign it in the retargeter and it fixes alot of the issues. Ofc its not perfect unfortunately

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but its not as bad as it was

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I'll figure it out, So if someone else somewheres down the line, Which im sure someone will be using ue4 manni anim assets and want to use them on the meta humans. You can basically throw all the YT videos on this out the window, They only tell you a fraction of the story.

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For some reason aswell. Some anims like rotation mode on the chain map to be one-to-one and others like the standard Interpolation. I suppose its how it was all made

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Still not perfect, But not as bad as it was. The issue is 100% pose related.

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The built in copy pose does a good job but its not as polished as one would like i guess.

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this is a meta human with a ue4 mani pose and its what cleaned up a crap ton of the above issue

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it gets us very close, There is an edit mode. non destructive which is nice. Ill attempt to line up the fingers perfectly and arms see how she goes.

simple forge
simple forge
# wise condor

these are close, but im wondering how did you match the poses? Manually adjusted them? Have you considered just tposing both of them and zeroing out the fingers and creating those as poses to be used with IK Retargeter?

wise condor
wise condor
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Shame it doesnt apply proper transforms

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getting it super close now,

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Wont really have to do this again so it is what it is.

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lol Id love to just copy local space transforms to all chains and be done with it.

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then we know its 100%

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when you originally said export pose i was like nooo i dont wanna go into blender or maya

teal trellis
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hi all, whenever i bring in my mesh to metahumans i get to the point where it does metahuman identity solve, but i then get : Some active curves are placed outside the promoted frame area.

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i'm not sure if that's thinking i have something enabled that's not relevant, or some other data i'm not seeing or what

wise condor
simple forge
wise condor
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post me a link :p

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please

simple forge
# wise condor post me a link :p

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

This is the fifth part of the behind the scenes, where I share the pipeline I used in order to get Enzos body and finger motion capture data into UE5. Enzo was brought to life using the mesh to metahuman plugin by @EpicGamesStore & @3lateral4 in @UnrealEngine 5.

I cover the UE4 to UE5 u...

▶ Play video
simple forge
simple forge
# wise condor post me a link :p

https://youtu.be/8p-AfDWH0v8 and in this one at 6:22 I go over how to create a tpose and zero out the fingers correctly

In this video I go over how you can import your Xsens FBX data directly into UE5, thanks to the Xsens Import Puppet and how to retarget your Xsens mocap data onto the Metahumans. This method also works for earlier versions of UE.

Special thank you goes to Katie Jo from Xsens, to Arsene from Manus, to Jonathan Winbush, to Gabriel Paiva, to JSF...

▶ Play video
simple forge
wise condor
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I'll check it out, Lol manually doing it is rudimentary

teal trellis
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i'm still struggling to get a working model. i have use polycam and realitycapture, followed everything to a T, can not get a solid model. finally got something workable but there are artifacts and not sure how to boolean clip off my model. can't use reality capture to change the bounding box and lasso like the videos say. and no polycam output seems to be liked by reality capture to take the data in, the raw images just show as points. losing my mind lol

simple forge
teal trellis
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i did, i deleted the whole thing and trying to just improve my capture. i have a usable one from polycam i can export in various methods, but i was unable to pull it into reality capture to do the easy lasso clipping, so tried obj right into ue5 and not sure how to clip parts. im tryin gltf now

simple forge
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Could be that you have more than one frame with the same trackers enabled OR you have trackers checked on and those trackers are not on the topology

teal trellis
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there is an artifact off the shoulder behind in open space

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i think i'm not sure how to tell which trackers are valid on this?

simple forge
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That should not give you that error

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One sec

wise condor
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xD ❤️ save alot of time

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the pose asset, file size should be small

simple forge
simple forge
# teal trellis there is an artifact off the shoulder behind in open space

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

This is the first of the behind the scenes, where I share how the original mesh used to create Enzo was sculpted by @tomassackmann9687 from scratch from his course on @cgcircuitLLC on how to create a realistic character in @MaxonVFX Zbrush, @Autodesk Maya & Mari, using @Russian3dscannerS...

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wise condor
simple forge
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You can tpose in 5 and create the pose assets I. There as well

simple forge
teal trellis
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yea its looking more and more like blender may be worth getting even if just for a few specific things

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i haven't watched that vid yet but some others have shown importing images right into blender and dumping to fbx

simple forge
teal trellis
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and baseline blender is free right?

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also when i dump from polycam fbx right into unreal, it says file is corrupt and there is no scene

teal trellis
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holy crap i may have gotten it

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obj import AND has to uniform scale import 10x

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it was coming in super tiny and trying to scale it big after the fact was corrupting

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but i need to fit a childs head on a body without lookingweird

wise condor
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welp guess i gotta T pose the meta human too on its own, Making one pose asset based off of ue4 skel will not get the hands correct still

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ah the good ol days where you could click a couple times and be done with this. time is money

wise condor
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Well, Thats enough for tonight for me, Resume tomorrow. Even with T poses made from ue4 skel, or the meta human the fingers will never give me 1 to 1

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it was actually closer copying an A pose. Everything is zero'd in local space too, so im at a loss

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crazy the new metahuman plugin too, Very odd i've had metahuman skel meshes assigned to a ue4 skeleton in the past. but now i cant even go back to how it was. 😦 assigning that same skel now, will result in failed to merge bones.

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Shame i should have made this change before 5.1 and avoided this all together.

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without the new plugin it warns you it'll crash the engine without it.

wise condor
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For curious onlookers, in 5.1.1 when you grab the clavicle on a meta human (in 5.0.3 it calls this the upper arm R) it calls it a clavicle as it would be, so we know we have hierarchy changes. What's the point to this. There is now 3 different skeletons. How do we standardize this process, most of us all have anims made with the ue4 skel. And not all of us are doing mocap either.

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So at some point for some reason even with zeroing out all my bones in a Tpose we have translation issues still.

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And why won't saving a pose and using it in the retargeter work correctly too? Is there that much of a difference? And why was this all never consolidated when making all these changes to the skeletons I understand it has alot to do with live link and making advancements, but there was no reason to change the A pose to begin with.

simple forge
teal trellis
#

my kids wer pretty blown away at my first attempt on importing them. going to clean up and mask the face texture and pull it back in. but with one of my kids he had bangs going over his head, so the scan wasn't very good and added to his forehead mesh making him look like a troglodyte

wise condor
#

@simple forge thanks for the help lastnight, I'm going to do the process again, its very possible I did something wrong lol.

#

But who knows, haha gotta solve the issue anyways!

teal trellis
#

ok wow im just gonna say after all the crap i struggled with in regards to capture, the Keen tools facecapture for Blender is AMAZING

#

the wrapping AI around the mesh is like at least 80% in most cases and i just have to tweak, would tweak less if my shots were optimal

#

unreal takes it very well

ebon sun
#

Hi everybody, I was wondering if anybody knows what might be wrong with the lighting on the left side? On right side is just the viewport and a camera on the left with default settings, just the focal length adjusted. I have this problem with many environment assets from the marketplace - i think it has to do something with the environment being built in previous versions? Also the prompt: rebuild lighting. Any tips for a good tutorial?

teal trellis
#

are you not using nanite? doesn't it ask that if you're not using it

ebon sun
#

Where would usually see that? Never adjusted any settings regarding nanite (learning ue since january)

#

after changing left side to viewport and back, both sides are broken

#

after restarting the project. Id be thankful for any clue on what causes this

wise condor
#

VSM?

teal trellis
#

sorry i had meant lumen earlier lol

wise condor
#

yeah lumen should be used with nanite as the surface cache updates extremelyy slowwww without it. With The new lighting you can def get artifacts in the shadows on skel meshes, We have them currently, but i haven't taken the time to fix it. as its not too noticeable, But the documentation basically says to tweak the settings. You get a haze around stuff moving. and issues in the penumbra. Very minor though

wise condor
#

Also see if you have Virtual shadow maps enabled. I see you have alot of light sources in there its good to see what your Cache is doing with VSM aswell. it can point at issues too

#

Check your lumen scene aswell, see if anything is black if its black it is not contributing to lighting and can cause issues aswell.

ebon sun
simple forge
ebon sun
ebon sun
#

also tried turning post process on and off in outliner

#

(with the eye button)

simple forge
#

How is the metahuman broken

ebon sun
#

changes nothing on the character

ebon sun
#

the groom and skin looks overlit

simple forge
#

Are your camera settings set to manual exposure? You might also want to check the scalability settings to see what you have those set to. Cinematic or Epic?

ebon sun
#

I clicked on the camera in outline and searched for 'exposure' in details. All results are greyed out and unchecked. So does this mean I have no post processing on the camera?

simple forge
#

Check your scalability settings and only use one viewport at a time just to test

ebon sun
#

Weird, when I go into single viewport mode, the Metahuman is again broken

#

Isn't this just a bug then? Because sometimes it works and sometimes it doesn't

wise condor
#

ill post some snips of where to find and setup post post processing for you,

wise condor
#

set your post process volume to this,

#

You can hand scale your PPV, Or you can hit infinite extent and it will globally cover everything, When doing large worlds, I do this and set priorities up on the PPVs,

#

Nice for mountains when exponential height fog needs to be manipulated in different ways depending on elevation

#

Check your lumen scene

#

And see if any of your lights are invalidating your VSM

ebon sun
#

I am in no shape or form to interpret this

#

climbing the unreal engine learning curve

plucky kelp
#

anyone know why metahuman hair may stretch or become distorted when rendering in movie render queue?

ebon sun
# plucky kelp

I had these kind of issues when I recorded that facial animation in a lower LOD. You have to make your recordings in 0 LOD

plucky kelp
ebon sun
#

im not sure if this will work: set you metahuman bp LOD to forced zero. Make the recording. Check if hair is distorted

plucky kelp
wise condor
# ebon sun

Blue is invalidated means it updates the shadows everyframe, Skel meshes will do this or anything moving. Thats normal

plucky kelp
plucky kelp
wise condor
ebon sun
#

couldnt make anti aliasing work on my characters

plucky kelp
#

Idk why lumen would screw with grooms but im using raytracing

plucky kelp
ebon sun
#

dont know how to fix the off physics

wise condor
plucky kelp
#

Ton of lights

#

How do you mean other lights off?

#

The scenes painted with a ton of point lights and such

wise condor
#

just an emissive source will screw up grooms

plucky kelp
#

Any emissive source?

wise condor
#

do you have a directional light?

plucky kelp
wise condor
#

And he looks like he's got hair loss outta random xD

plucky kelp
#

It’s like this for the entire recording

#

The render just finished

wise condor
#

what does he look like normally

#

windows+shift+S and then drag take snips

plucky kelp
#

Ik Ik

#

I’m just a lazy mf

wise condor
#

thats more work

plucky kelp
wise condor
#

I could be wrong, but i think its because of the lights.

#

If its forced to not LOD

plucky kelp
#

Forced LOD at 0

#

Should I change that?

wise condor
#

Someone else likely has encountered this. I've seen it in a different way than this, Your hair is physically leaving where it should be, I've seen it thin out and look balding

plucky kelp
#

It just randomly stretches in odd directions

#

Sometimes over his face, other times just outwards in strange directions

#

Happens if I scrub through the sequencer too quickly

wise condor
#

try warming up for like 300-400frames

plucky kelp
#

I’ve tried disabling hair simulation

wise condor
#

should be anyways with lumen to let that surface cache get nice and cooked

plucky kelp
plucky kelp
#

I7 11700f 3060ti

wise condor
#

yeah let it warm up atleast try that first.

plucky kelp
#

Looks to be doing better with more warmup frames

#

Have a resource for lumen as opposed to ray tracing?

wise condor
#

can use hardware raytracing where avail, you can path trace all kinds of stuff

#

but let it cook for awhile especially when you have settings cranked.

plucky kelp
#

kk

#

tytyty

teal trellis
#

is there an easy way to send a demo 'snippet' of a metahuman you created to people without having to do a complex workflow?

#

i'm trying to dump a few examples of the rig animations in metahumans creator just to show them what i did

#

i also noticed MH doesn't do so well with making children characters. not saying it can't be done but it's more geared to adults, so scanned my 12 year old son in and made him look 16, was pretty cool and creepy, every little extra work done so i can really improve it if i wanted

jovial ruin
#

Anyone ever seen this sort of moire pattern on MH hair? It only seems to happen with telephoto lenses at certain distances away

#

Also happens on eyebrows:

#

Gets even crazier on super long focal lengths:
Almost seems like a weird clipping plane issue... fresh MH download, LOD0, cinematic quality, works fine in a fresh project

plucky kelp
# jovial ruin Also happens on eyebrows:

I know this is off topic regarding the issue, but how did you manage to get those custom clothes on your metahuman? Head on different body method or something else?

teal trellis
#

In this tutorial you will learn how to add Custom Clothes for your Metahuman using Blender and Unreal Engine. You can use any model e.g. from Sketchfab. You can also use your assets, just export them to blender as in this video.

That's just a Beginner tutorial, I have more to share about custom metahuman clothings, please leave a comment if yo...

▶ Play video
#

bottom line is get your clothes (paid, sketchfab, etc), export the metahuman models, put it together in blender, pull it back in

wise condor
wise condor
#

Should be doing this with leader pose component. Some of the information does apply but it doesn't properly fit so looking into using morph targets to make it fit properly etc.

teal trellis
#

i realzie now its his only video and there are a few other better ones, i was just trying to get the general idea

#

is there a more intuitive way to make it auto fit on the mesh?

teal trellis
#

lol just did a capture of my 5 year old daughter. it basically makes her look like a mix of my daughter wife and sister all combined. but it's very realistic and i can't believe this is with essentially no touching up

true fog
#

Is there any reason my metahuman would be significantly taller in unreal engine than in maya? its thrown off all alignment, all scales are 1, yet its a good 15-20 cm's taller in ue5 than maya (cube for height reference, also hands should line up on the handle)

wise condor
#

oh man. Tposing in 5.1.1 is literal cancer.

sly pilot
#

are metahumans intended for games?

#

are they game ready now?

wise condor
sly pilot
#

ah so they use another skeleton?

wise condor
#

Yeah they recently put a new skeleton in that has alot more bones than the simple ue5 skel, poses are different IK retargeter got an update, you can make a pose from the ue4 skel to use on the meta human, or vice versa but it's transforms make the pose way off anyways. I've tried Tposing but have no success with that, largely to something else being wrong with manipulating bones to save a pose in engine too. Which may even be the issue all together.

#

And well we have in my mind a serious issue with retargeting from what most people have from ue4 to it.

#

If you don't care about inaccurate finger data then it works like a charm.

sly pilot
#

alright im just going casual research 🙂

wise condor
#

The ue5 skel now has this new skel too not the original one we got with 5

#

It's a headache lol

sly pilot
#

do you think metahumans will be some kind of goto as a game character asset?

wise condor
#

Yeah forsure it should be the new standard especially with modular clothing and armor etc, once we can retarget quickly like we used to be able to no issues

#

I'm sure someone will start selling pose assets for $$$ that is a work around for this cause who knows when it'll actually be fixed

sly pilot
#

alright! i suppose the complexity atm just makes it a waste of time for me 🙂

wise condor
#

I've tested this in blank projects as a control the new skel/ik retargeter hates ue4 skeletons

sly pilot
#

ait

#

so

#

does metahumans have height and body size?

#

i have literally only seen faces and i dont need face stuff

wise condor
#

Yeah

#

They are similiar to Mannie I guess

#

Pretty close anyways

#

All depends how you make them in MH though

sly pilot
#

manny doesnt have size

wise condor
#

But they use the same skeleton regardless,

wise condor
sly pilot
#

maybe i am confused

#

i just assume metahumans is a character model creator

#

full body service

#

😄

wise condor
#

Well if you have things that fit in Manny's hands it'll fit in the metahumans hands perfectly, provided you get that fabled one to one retargeting working that wasn't broken before the new skeleton

sly pilot
#

i was refering to widht and height of the body

#

short and thick to muscular tall

#

and everything in between

wise condor
#

They have some body types at the moment, check it out on the website 👌

sly pilot
#

maybe in a couple of months

#

you gave me a perfectly fine introduction

wise condor
#

Yeah if your like me and have ue4 anims already, getting those poses 100% matched up is a bit of a pita, other people have done it but not with a ue4 skel that I've seen

sly pilot
#

yup

#

i mostly combine what you said with the specifics of the problems i have seen people ask about in general 😄

#

"not for me at this point in time"

wise condor
#

Ah others have mentioned this?

sly pilot
#

mostly material and animatrion related thngs

#

my needs are more about having a solid humanoid and research how to make a character creator, primarily body types and shapes.

wise condor
#

They are pretty solid, it's only really one small concern with retargeting

#

Ups and downs my friend ups and downs.

sly pilot
#

aye

vestal scarab
#

my metahuman animation is not synced between bodyparts. i see the head detaching from the body sometimes, then i jump and its fixes but sometimes it happen again

vestal scarab
#

it happens only in build

neon epoch
#

@spice plaza
I found a fairly stable fix

r.HairStrands.ComposeAfterTranslucency - 0

put this in the console commands for movie render queue as well as in your viewport

teal trellis
#

hi all, i know that one of the big things that metahumans puts a lot of time into is the eyes and hair, and those 2 and ears tyipcally ignored in custom creation. the problem is i'm trying (as a learning project) to scan in something that isn't human lol. the eyes and ears are way different, not worried about hair

#

is it possible to stick a non metahuman head on a metahuman body and do very minor specific things with the head over the top?

#

ear wiggles, eye blinks, not super up close shots

full ocean
vestal scarab
#

Ok, it's not only a build problem.

#

happens sometime after zooming in the character

#

probably something related to hair

desert ocean
vestal scarab
desert ocean
plucky kelp
#

Hi i Can assist you in creating your meta human

bold inlet
#

Anybody know how epic managed to optimize the matrix demo with the meta human pedestrians walking around? Trying to optimize metahumans in my game without mass-downgrading the quality of the models and textures

final jetty
#

is there an easy way to do rigify to metahuman retargeting?

fading juniper
#

I noticed that when using e.g. a male normal weight metahuman that there's also a folder for common metahuman stuff, in there there's also an over/under-weight body included.
I'd like to use them as morph target, but it doesn't seem like there's also a over/under-weight head mesh for it, is there an easy way to also get them ?

wise condor
vestal scarab
rare lagoon
#

Hey guys really need your help!

The hairs of my metahumans disapear / become see through ... any idea why???

#

and i get these artefacts...

rare lagoon
#

it is because of the glass... i used the UE automotive materials glass...

gentle cave
#

Anyone know if there's a way to Cache Groom physics from inside unreal? I'm making a clip where I have an identical animation of a Metahuman actor moving through a scene, rendered twice with different lighting setups to compare footage, but I'm getting different outcomes with hair physics even though air velocity is identical (same Sequence, different lighting) as hair is non-deterministic. Any tips?

cold phoenix
#

why is my metahuman showing up as "bad blueprint"???

#

this is what the log says

#

from the looks of it it's breaking because of this

#

but with it just being dubbed "bad cast node" i don't even know what it's casting TO

#

judging from "as face anim BP" it would be that but no such thing exists

#

so what am i supposed to do here?

crystal oxide
gentle cave
gentle cave
thorn sparrow
#

Can someone explain what are these artifacts in metahuman meshes preview?

thorn sparrow
#

for what ive seen its skilight

#

as soon as i disable skylight, the artifacts go away

crystal oxide
neon epoch
#

ive been getting freaky artifacts in the engine in random places.
restarting the engine helps a lot but they keep coming back time to time

thorn sparrow
#

i changed GI in preview lightning to Lumen.

#

it works now

stiff moon
#

Hey peeps,
Got a very annoying issue with using meta human. Every person I make it automatically assigned to UE5 and not UE4. I need to create a metahuman to use in a UE4 project but it won't let me. How do I make it so that in metahuman, the character I make is compatible with UE4 and not UE5?

stiff moon
#

OK seriously, wtf is wrong with metahuman creator? There is no option to create a ue4 compatible metahuman. Everything defaults to UE5 which I don't want. I want to export to 4.27 but everyone I make it says "incompatible to UE4. Must open Quixel Bridge in UE5.". This is stupid.

#

Before anyone suggests it by the way, I've tried the older version as well of metahuman and that also is only creating ue5 compatible ones.

fading juniper
#

Is it possible to get multiple hair styles in one download ?
It seems pretty wasteful to "generate" and download the exact same Metahuman again, but with different hair

fathom galleon
#

my metahuman is not picked up by my auto focus system? the metahuman does have collision.. not sure how the line trace by channel works exactly.. I'm wathcing tuts about it

#

ah collision preset is set to no collision by default

#

wait.. metahumans don't have bones for their fingers???

#

oh it just doesn't show.. I'd need collision for individual bones.. is that possible?

#

ah also.. only static mesh have complex collision?

prisma jacinth
#

Hey ! does any of you encountered a crash when trying to "Track active frame"

ionic ocean
#

Does anyone know how to get different control values to not combine? When using a picker it combines all the values

simple forge
ionic ocean
#

Happens with even just 2

simple forge
#

That little anim detail window is buggy though so I modify the values in sequencer instead

inner rain
#

Hi Guys! New here. I want to attach a meta head to my custom body and use a Control rig to animate it. How can I do it?

My Problem is:

  1. I can combine the head and body in a new blueprint class "actor". But then I dont get an option to create the control rig. As you can see the body has wires which have bones, and need Ik in the middle of the wire to jiggle it.
  2. Is there something I'm missing in terms of understanding how Control rig, blueprint, and metahuman work in unreal?
  3. What would you guys suggest to achieve this?
#

Can I add meta head to the 'skeletal mesh' of the body?

coral fossil
#

hello, can someone help me ?
I've been wondering how to fix the leg deformety in here

inner rain
#

This is too silent for such a crowded server.

green mural
#

how can I give a metahuman a default idle animation?

warm fossil
#

Have you tried retargeting from abpmanny

#

(I have no idea)

fluid wasp
# rare lagoon and i get these artefacts...

GPU memory corruption. Your GPU getting too hot. Make sure your on latest GPU driver if custom PC. Manage what applications you have open in task manager. If not. Download lowest metahuman resolution. The best scenes which work often comprise of one metahuman. Because that's all lower spec PC's can handle.

azure moat
#

Hi, I had a question about Maya UE RBF nodes that I posted on anim, but maybe this is a better place - #animation message
I need information on how these nodes work, any sort of documentation. Theoretically I could work it out on my own but the output from poseWrangler seems slightly different than Metahumans setup.

fresh dragon
#

Are metahumans actually game ready or right now are they only really used for renders?

eager coral
#

The Morph Target Slider in custom Metahuman is not showing any effect. Can you help me determine the reason ?

inner rain
#

In editor itself or in runtime viewport?
For run time viewport you'd have to enable the morph in the event graph or construction graph via blueprint.
Just trying to help, i'm new to this. But people are just not answering here.
If not showing in editor itself that might be an import or fbx version issue?

fathom galleon
#

why is my shading all wrong? I believe it's related to normals?

#

disabled the normals.. still the same issue.. it's probably the lighting.. but why?

wind hull
#

does anyone know how to optimize
MetaHuman LODs (hair) for VR ?

#

Please can someone help me 🙏 🙂

mossy pecan
#

Does anyone else see these really bad shadows on MHs from Lumen?

#

Seems to only happen from Lumen GI. If you add some lights close to the model, they go away

swift socket
#

Hello there, I am having an issue aligning my Metahuman’s face animation with the body animation. The animations were recorded using the Take Recorder, a motion capture suit, and the LiveLink mobile application. This left me with 2 animation files for my metahuman’s face and body.

When I look at the metahuman, the body and head are aligned.

If I attach the animation to my metahuman bp, the head stays right where it should. Note there are no facial expressions, as this is a part of the facial animation.

When I add the related face animation to the MH bp, The whole head component shifts over, then when the 2 animations play, I am left with a head that is floating in front of the body until the body starts to move, and from there the head’s movement get wacky.

I followed some instructions from this article (https://forums.unrealengine.com/t/metahuman-to-character-body-attach-issue-solved/772666) where the user, instead of attaching the head to a socket on the body, a cube is created, scaled down, and then placed at the bone socket. After this, the head component is made a child of the cube component and adjusted. The video in this user’s article seems to have a similar issue to mine, so I assumed this solution would work, but it did not.

I have tried several workarounds; making the socket from the body to the head directly and simply trying to key (in a level sequence) the head and body in the correct starting location of a shot.

I have some screenshots and screen recordings if anyone wants to see them. They can be found in this G-Drive folder: https://drive.google.com/drive/folders/1hdwtlVqtWl27fMGRgXvpbdd7HKMiQcNc?usp=share_link

Thanks

simple forge
# swift socket Hello there, I am having an issue aligning my Metahuman’s face animation with th...

Check first that you are using a fresh metahuman in sequencer and you are working with a new sequence. Sometimes the face does not work cause its still someone pulling from the live link blueprint. If the head is floating around from the body, open up the animation (duplicate it first for safety) then in the animation file, go to asset, remove all bone tracks. You will lose the head movement from UE Live link, and instead will get head movement from the body animation.

swift socket
#

@simple forge I will try this out. Thanks for the advice, big fan of your work!

little apex
#

Dear Community,
I have published an easy tutorial to Retarget Body+Face to a MetaHuman in #unreal #retargeting animation https://youtu.be/8yhPieOQqQ8

This is a super simple tutorial to Retarget Mocap Animation Data to a MetaHuman in Unreal Engine.

Enjoy dear friends.

Please don't hesitate to ask for help. Down below I answer all entries.
Like and Subscribe if you feel appreciation :-)

#rokoko #motioncapture #virtualproduction #retargetanimation #animation #facemocap #generativeai #unrealen...

▶ Play video
little apex
# drowsy anvil Probably paid

Nope; I am a self taught Creative Technologist. And I found my way kind a hard throughout the years about learning new skills as So Few People really offered me a real hand about overcoming an obstacle along the learning curve. So as I find a solution to my concerns about any relevant topic; I release a tutorial. I have ZERO sponsorship nor I seek 🙂 So enjoy this anyone who needs ✌🏼

drowsy anvil
little apex
swift socket
sudden berry
# drowsy anvil Do you know how to create dust particles from chaos destruction

Dust? You should add Niagara , here is a great tutorial , part 2 is the Niagara part : https://youtu.be/kHOw73Fbc4g ; https://youtu.be/sAiwbXXf6-g

0:00 Intro
1:12 Setup scene
2:50 Geometry collection
8:10 Interior details material
10:21 Field nodes
15:16 Propagation data
16:31 Slowmo with sequencer

▶ Play video
swift socket
buoyant stump
#

Hello everybody! I have a curious problem and am wondering if anyone here knows the solution. I have an animation (facial and body) in iClone and I want to transfer it on my metahuman. Trouble is when I use the Take recorder and try to record the motion that way. When I setup LiveLink as source for Take recorder, it works. But when I switch it for the metahun, unreal freezes right after recording starts. Then it depletes any available RAM and crashes. I have checked only the face part of recorder properties, but it did not help. I am using latest UE, latest iClone with all their plugins and custom BP and everything. But still no luck. Any help would be deeply appreciated. Thank you!

buoyant stump
#

If there is some developer from the Epic, I will be more than happy to share this issue with them. It is very annoying. Thank you.

simple forge
mossy pecan
swift socket
simple forge
drowsy anvil
#

How to attach items in bones

#

Equipment and other items

#

Using take recorder makes a duplicate face

#

Am I doing correct

#

Should I record the live link and not the face

harsh idol
#

Can I transfer the metahuman face video from my Android phone to the game engine as an animation? Or is it just an iphone?

swift socket
# simple forge Again, make sure you are using a fresh metahuman that was not used for recording...

First, I really appreciate you helping me. This whole process at every step of the way has been a nightmare. Setting up MH with any mocap is anything but seamless imo.

So I have created a new instance of my MH BP and added it to my sequence. In the MH BP copy, I can choose "Use Animation Blueprint" to work with. When I choose the following anim class the animation works but I get no head rotation;

  1. None
  2. AnimPreviewInstance
  3. AnimSequencerInstance
  4. AnimSingleNodeInstance
  5. ControlRigLayerInstance

Also, the sequencer is constantly pushing the Animation Mode setting to "Use Custom Mode". For a number of BPs that I choose, the second I move the timeline in the sequencer the setting has been moved back to "Use Custom Mode".

As always, here are some image references: https://drive.google.com/drive/folders/1IOMs1986VaVIYQ3xM7trUSMmDuqNHTIs?usp=share_link

final jetty
#

hey! does anyone have any experience of meteahumans heads popping off the body?

swift socket
swift socket
final jetty
#

does anyone have any experience of posing the metahuman neck?

#

i feel like whatever i do with the head ik it just looks anatomically wrong

errant mauve
#

also make sure to edit the original bp and not the instance in level

swift socket
#

@errant mauve yeah, I ended up taking Feeding Wolves advice. I reimported from scratch the MH files, then I watched this video: https://youtu.be/YykusK2Tidc. Then I used 2 MH copies. One for recording the mocap and one for adding the animations in sequence. It works great now!

errant mauve
#

Maybe not the same prob but similar

swift socket
#

No, that is the same issue. I am using LiveLink for the face and Xsens/Manus for the mocap. I have my 2 MH bps in the same level though and it worked fine

errant mauve
#

I also notice that the head stuff can happen just randomly and restarting editor fixes haha but making sure the animbp are correct for each part of the MH bp is step 1 100%

errant mauve
#

Literally last night lol

swift socket
#

My bp has LOD 0-1 hair grooms and sometimes they can get a bit squirmy, by just highlighting them it resets the position.

errant mauve
swift socket
#

I know ahhahah FW on this Discord actually talking to people is insane. I have never worked with any of this tech so there is a lot to understand let alone implement. What I find wild is that sooo many people have the same issues with MH. I am glad I figured it out.

errant mauve
#

Yeah it’s released but still feels like it’s beta. Control rig too

errant mauve
#

so with metahumans in cinematics i think some of the jank can come from unreal drawing thumbnails for your frames when you zoom inand out of a shot's itmeline. you can sort of fix by right clicking and have it draw only one thumbnail (or none)

haughty hedge
#

Any insight to why theres that distortion during the camera rotation? Only thing I could thing of was motion blur but thats not it. It happens as they are walking as well. I've toyed with the LOD's and i dont think thats the issue either. I mean, I only have a 3060. hopefully thats not it.

drowsy anvil
#

Any good workflow to attach physics clothing

buoyant stump
# drowsy anvil Any good workflow to attach physics clothing

There are several ways. I tested uDraper (paid) and it worked great. Though I did not used it in production in the end. Not because of the addon, it was abandoned by client. You could have some nice results even with Chaos, but I dont know about multiple garments working together. But for a skirt of stuff like that it should work great. There are several tutorial on youtube for that.

drowsy anvil
#

making skin clothes looks bad

buoyant stump
buoyant stump
# drowsy anvil link please .. all i need is the workflow ...

Start with this and move on: https://www.youtube.com/watch?v=tRodVZKuM6I

My MetaHuman Virtual Clothing Workflow
MetaHuman City Sample Crowds Clothing vs uDraper Cloth Simulation in Unreal Engine 5
HOW TO import Marvelous Designer clothes for a MetaHuman (UE5 SOLUTION)
Metahumans virtual fashion show with Unreal Engine cloth simulation plugin
Reducing MetaHuman collider mesh for UE cloth simulation
How to Create Custo...

▶ Play video
buoyant stump
#

I am not in any way affiliated with udraper. I just tested it for a month and it gave me the resulst. There is always a free way, which you can find it the video. Sorry if you think I am trying to sell you anything. It is not that.

buoyant stump
# drowsy anvil nice sales pitch

Oh my bad, I did not realise the video is using udraper as well. Check this video: https://www.youtube.com/watch?v=12k1gs65tlA

For the past couple of days, I have struggled to find a suitable workflow for adding custom clothes to my Metahuman characters. It frustrates me to sit through hour-long videos that could have been easily condensed down to 10 minutes.

Keep in mind, this is just a step-by-step clickthrough and not a tutorial about "How to create clothes in Marve...

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cold phoenix
#

ok i need some help

#

my metahuman's broken

#

adding it out of the box, it'll be straight up broken cuz of a bad cast node from the ARKit face thing

#

removing the cast node, the metahuman technically works

#

but none of the materials are there

#

they're all grey

#

how do i fix this?

drowsy anvil
#

Metahuman import ask this

errant mauve
errant mauve
errant mauve
#

Try whole new MH

#

And diff project

cold phoenix
#

the hell is the point in that if i need it in my project?

#

and i need a specific MH?

errant mauve
#

?? Just trying to troubleshoot bro. You might have clicked a setting/overwritten a file

#

So try brand new imported MH in new proj to find out if the problem is your MH bp

cold phoenix
#

i tried to import another MH in the same project and same issues

#

so i'll try diff project

errant mauve
#

Export brand new Mh too from creator, literally anything you haven’t downloaded yet

random shoal
#

Hey guys so I'm working on making a game with metahumans and I converted a mixamo animation to the unreal mannequin and the meta human rigs all play out of sync. Does anyone know what I should do to fix it?

random shoal
#

I can try and see if I cant recreate the issue when I get chance

buoyant stump
#

Helle eveyrone! Can anybody point me to direction where I can find solution how to make metahuman look into camera in the sequencer? I have some animations and I would like to have a switch for eyes to look at camera (or any target fot that matter) and controll it via sequncer. I dont do games, most of my work is cinematic or rendering. I did try the ARKit solution, but that of course does not work in the sequencer. Any help would be deeply appreciated. I am using 5.1.1. Thank you!

cold phoenix
#

but also FINALLY some progress! so it could be plugins???

cold phoenix
#

@random shoalwhat are the plugins?

cold phoenix
random shoal
#

so if you import a metahuman you should get three errors that pop up including some missing project settings. in the error box just hit the 'enable missing' buttons and you should be good

#

This is the tutorial I followed the first time I did it

cold phoenix
#

also those plugins are all installed

random shoal
#

ok. Well let me do some snooping around on my end. I'll try to see if I can get the same errors. what version of unreal are you using?

cold phoenix
#

a bunch of errors like this also pop up when i import

#

all anim related

#

BP out the box

#

errors

random shoal
#

oh for those I know a tutorial vid for that. You have to change the blue prints a little hold on I'll find the video

random shoal
#

will do haha

#

one sec I gotta find it xD

cold phoenix
#

i don't know if fixing these errors would fix the materials too but still

random shoal
#

https://www.youtube.com/watch?v=vuhquaUE5HI this is it. He goes through those warnings. As for the errors I'm not totally sure but i'm gonna try something

How to use your Metahuman as a ThirdPerson character in UnrealEngine 5.1

#unrealengine #Metahuman #GameCharacter

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▶ Play video
#

you said the materials are just showing up as the default checkerbox?

cold phoenix
#

they show up as the grey checkerbox

random shoal
#

ok. I'm gonna try and recreate it

#

did you download it as highest quality?

cold phoenix
random shoal
#

ok interesting

#

you might wanna try deleting and reinstalling ue5

cold phoenix
#

@random shoalthe video goes through how to fix the skeletal mesh warnings, not the broken cast node

cold phoenix
random shoal
#

yeah its a pain and its a last resort but if need be it might fix whatever is going on. I've had alot of issues where doing that somehow fixed things. I'm not getting it on my end. Could you go on metahuman creator and download that metahuman and link it here and I'll plug it into a project on my end and send it back if it works\

random shoal
#

ok cool

cold phoenix
#

to clarify

#

are you getting the anim errors too?

random shoal
#

Im just getting the skeletal mesh errors right now

cold phoenix
#

so it's like 3 things broken on my end

#

there it is

random shoal
#

ok great. I'll plug it into a project and get it working hopefully and just send you the zipped project file and you should be able to migrate it to your project

cold phoenix
random shoal
#

if you right click in the file browser hierarchy theres a button that says migrate. you can also go into the project file and file browser tab and copy and paste the metahuman folder into your project

cold phoenix
#

oh nice!

random shoal
#

yep! I'm launching it in the metahuman real quick so I can plug it into my bridge

cold phoenix
#

@random shoalstatus?

drowsy anvil
#

hello

#

i created IK rig but its not asking for skeleton to select

#

and it looks empty

random shoal
cold phoenix
#

why me : (

#

so how can you send over the project

random shoal
#

I'm gonna zip and send it over haha. Everyone gets to have their turn with the errors at some point lol

#

I may have to send it as a mega.nz file

cold phoenix
#

go ahead

random shoal
#

ok I'm about to send it once it uploads

#

ok try that

errant mauve
random shoal
errant mauve
#

Or google fu thru it

cold phoenix
#

@random shoal downloading now

random shoal
cold phoenix
#

i'll open it and migrate

random shoal
#

Open it first to make sure it works then migrate jt

drowsy anvil
#

help me ?

random shoal
#

Then when you migrate it only select the metahuman folder and overwrite it

random shoal
random shoal
#

Yep. I dont know much about unreals ik system but ill see what i can do

cold phoenix
#

@random shoal IT WORKS!

#

in my project it works!

#

in yours i don't know wtf happened

#

this is cursed

random shoal
#

WTF

#

😂 😂 😂

#

we're just gonna act like that didnt happen as long as it works in your project lmfao thats horrifying

cold phoenix
random shoal
#

in the metahuman blueprint there is a lod sync

cold phoenix
random shoal
#

ok hold on

cold phoenix
#

maybe it worked? i'm not sure

errant mauve
#

Showflag.LOD 0

cold phoenix
#

it does not look at all like the LOD's in the creator

errant mauve
#

Change number for desired LOD

random shoal
#

set num LOD to 1 set forced lod to which ever you want it at and set the min lod to how ever many lod's you want try that

random shoal
#

at all times?

cold phoenix
#

yes

errant mauve
#

showflag.lod 5 in console

cold phoenix
#

it was MUCH less detailed in the editor so what's going on?

errant mauve
#

during gameplay idk, maybe kevlar knows

random shoal
#

go in the LOD sync and set min 5 and forced to 5

#

and the num LOD to 1

cold phoenix
random shoal
#

ok

#

nothing changed?

errant mauve
#

did you compile? your engine scalability settings might change result also

cold phoenix
#

in the editor

#

see how less detialed it is?

random shoal
#

ok then try going down to 4. it may also be your engine scalability

cold phoenix
#

if i back away the camera it turns into the monster i showed you earlier @random shoal

random shoal
#

yeah that happens when you set it to low

#

yeah make sure you have the engine scalability to at least medium. I've had that happen before where it deforms when I have it on low

errant mauve
random shoal
#

top right under settings

errant mauve
cold phoenix
#

dude my scalability was on epic

errant mauve
#

@drowsy anvil

cold phoenix
#

and now when i set it to medium it's recompiling the shaders and the metahuman's freaking out

#

like it goes to the monster thing in a single frame

random shoal
#

yeah yeah just give it a second

cold phoenix
#

he also doesn't look any diff

random shoal
#

lol yeah just let it do its thing and it'll fix

cold phoenix
#

still like this

cold phoenix
#

i need this metahuman for the main menu and for just some cutscenes so i'm not exactly asking for much here lmao

random shoal
#

lol yeah once its done you just need to play around with the lod settings

errant mauve
#

you should change the LOD setting in the blueprint, not the instance in your level, and then recompile. try deleting existing and dragging the BP out again into world

cold phoenix
#

i wanna force the LOD cuz the game i'm using it for is meant to have a whole nostalgia trope and all and tbh it looks good at htat LOD

cold phoenix
errant mauve
#

and you def recompiled?

cold phoenix
#

yes

errant mauve
#

try deleting and dragging out

cold phoenix
random shoal
#

also try building the scene

errant mauve
#

no

cold phoenix
#

ok i did and nothing changed

cold phoenix
random shoal
#

top left there is a menu and one of the options is build. click that and build all. I would wait till its done compiling the shaders because you can crash the engine due to having too many processes going on

errant mauve
#

if shaders are compiling you stop everything and wait to finish

random shoal
#

yeah. honestly when compiling thats a good time to get up and take a break for a bit that way your not tempted to try something and cause crashes and more issues

cold phoenix
#

does the player have to wait for it to prepare shaders in the final product when the metahuman is present?

#

or do i just have to do this cuz it's the first time i'm doing it in the engine?

errant mauve
#

do you play call of duty? then yes

#

if not, then no

drowsy anvil
cold phoenix
drowsy anvil
errant mauve
cold phoenix
random shoal
#

lol pretty much. when you package the game it'll cook, build and compile everything and then its good to go

cold phoenix
#

i was worried this long ass wait would happen to the player

#

you're prob wondering by now why i chose to use a metahuman if i just force a low detail LOD anyways

errant mauve
cold phoenix
#

well:
the protagonist is meant to be based on me, and the metahuman is based off a scan of me and was done with mesh to metahuman
it's an easy way to get a free model that looks exactly like me with built in downscaling options, so why not?

#

i also am not a modeller, got no idea how to make models so it's much easier all around

errant mauve
cold phoenix
#

it's making it work that's hard lmao

drowsy anvil
cold phoenix
#

this thing breaks for no reason

errant mauve
random shoal
#

@cold phoenix you should look into blender. its amazing for modeling

errant mauve
#

of ue

cold phoenix
#

hope it doesn't break on me when i gotta animate it for cutscenes

drowsy anvil
#

use to work before

cold phoenix
#

i'm using blender for my project already for bones and stuff if needed

#

but none of the models used, i'll make

errant mauve
# drowsy anvil 5.2

yeah i mean thats still in preview, stuff could break all the time. cliche but thats what it is. you should try to open a 5.1 project and see if it still screws with you

cold phoenix
#

project is being made completely free and all assets are either made by me (if i can) or are taken from people that freely share their work and allow it to be credited

cold phoenix
#

i think it's a cool way to make my game ngl

errant mauve
#

struggle withn it every day

cold phoenix
#

finding ways to do everything without spending a penny

random shoal
#

fair enough. Just be careful using prefab models. Make sure theyre licensed for free (BC-00 I believe)

cold phoenix
#

so dw

#

i got that covered

random shoal
#

cool cool

cold phoenix
#

the only real issue is finding GOOD free stuff

#

the textures are the absolute easiest part to do

#

i literally can draw them myself if i need to

#

otherwise i can just get them from that AI materials website or textures.com

#

mixamo covers a lot of the animation and models

random shoal
#

I use substance designer and painter for all that. textures.com is amazing lol

cold phoenix
#

but you see they give you a bunch of preview images for free

#

all i gotta do is download those and downscale them to 128x128

#

bam, Retro style textures completely free

#

EASY

drowsy anvil
cold phoenix
#

i mean look at this wall and floor

random shoal
#

If you wanna get a lil risky you can use the substance plug in xD download some substance files from substance share and you can modify the settings

errant mauve
#

but yes you can if needed

random shoal
#

@drowsy anvil if you started a project in 5.1 I wouldnt jump around between engines. Im not sure how stable 5.2 is. I had to go in and download abunch of stuff in visual studios to get it to package my game. I'd be careful with jumping into the latest build

errant mauve
#

he started in 5.2

#

but he shouldnt do the reverse anyway

random shoal
#

yeah no

errant mauve
#

thats why i told him to make new project in 5.1 to see if problem persists

random shoal
#

yeah I've had issues with 5.2 acting weird lol

errant mauve
#

yeah its not stable

random shoal
#

exactly. I just updated to windows 11 and had issues packaging and had to go into visual studios and download windows 10 suppports and some other stuff

cold phoenix
#

@random shoal@errant mauveso

#

they compiled

#

engine scalability is on medium

#

and it still does not look like the editor's LOD

#

it definetely is changing LOD

#

cuz i set it to 8 and it looks less detailed

#

but still nowhere near as less detailed as it should be

#

this is LOD 8

random shoal
#

the higher the lod the less detailed. 0 is highest detail

#

so you should try like 3 or 4

cold phoenix
#

yes dude i know that

#

but i want it to look like LOD 5 from the editor

#

that was the one i liked most

#

even at LOD 8 it looks nothing like LOD 8 in the editor

#

it looks in general higher detail than in the editor

#

well, idk what to do

errant mauve
#

It looks like the right polycount

#

You might want to try changing the lighting in the mh creator

#

Bc the normal map is providing the detail you seem to loathe and changing the lighting in the creator will give you a better idea of what it actually looks like in diff lighting scenarios

#

Instead of the one where it’s full blown out like you showed us

cold phoenix
#

alr cool i'll keep it at LOD 5 then

#

any higher and the fingers become smushed together

#

and i don't want it like that

#

so i guess i'm good to go

#

expect me to come back complaining about something else breaking ofc

random shoal
#

you should try 4 just see how it looks

drowsy anvil
#

anyone facing retargeting issue ?

#

IK_RIG is not asking for target

drowsy anvil
#

Better go back to 5.0

buoyant stump
errant mauve
fresh dragon
#

Hi, in the City Sample project the documentation says they used metahumans straight from the metahuman builder, but in the project there one is using a skeletal mesh which has the whole body merged into one mesh and then a face mesh which already has eyelashes attached to it instead of a groom asset that comes with the metahuman when you import it, the actual skeleton is also different which isnt the metahuman_base_skel that comes default when you import the metahuman.. did they merge the skeletal meshes outside unreal then re-import them or is there a way to do this now with metahumans that im missing?

errant mauve
#

they probably had a pipeline for that kind of thing. you can change the skel for metahumans tho in unreal if you need

fresh dragon
#

Can you merge them together like that in unreal?

errant mauve
#

im not familar with how they are merged, haven't opened the city sample project, sorry!

#

you can bake an animation down to a diff skeleton tho if that's what you are asking?

buoyant stump
errant mauve
#

have you been overriding skeleton/AR rig files?

errant mauve
buoyant stump
small grotto
#

Hi here, wondering if anyone has ever succeed on removing Metahuman’s underwear texture? Needed it to express a swimsuit garment

astral bloom
#

Is there any beginner way to animate a metahuman for shooting a weapon, for example? I'm trying to make a fight scene/car chase and I really want a metahuman in there but I can't find anywhere to begin animating them?

errant mauve
# astral bloom Is there any beginner way to animate a metahuman for shooting a weapon, for exam...

Mixamo to MetaHumans - UE5 Tutorial.

A BRAND NEW way to retarget your Mixamo animations.
In this video, using UnrealEngine 5 (Preview 2) -
I Retarget Mixamo animations onto MetaHumans.

I also show a workaround for crashes that are happening with
UE5 preview 2, while using the IKRetargeter.

Get Animations here:-
https://www.mixamo.com

New Mi...

▶ Play video
errant mauve
toxic depot
#

hi, may i ask, does the control rig for metahuman doesn't have an IK setup for arms?

#

it has an IK setup for the leg, but not the arms

errant mauve
toxic depot
#

ohh, can you kindly guide me through it please?

#

im still new to unreal

errant mauve
#

did you put your metahuman inside a level sequence?

toxic depot
#

yes

errant mauve
#

go to the control rig for the body

#

and expand it

#

its like the first track, then make sure the ik_arms_ctrl or something is checked

#

and hten boxes will show up on the hands which act asthe ik controls

#

well, wrists haha

toxic depot
#

ohhhh

drowsy anvil
#

importinig two metahuman give this msg what should i do ?

toxic depot
#

u have the option to switch betweeen ik and fk

#

thats cool

#

cant do that in blender

#

well

#

hard to do it in blender

errant mauve
drowsy anvil
errant mauve
drowsy anvil
#

next import another metahuman from quixel bridge

#

what should i click

errant mauve
errant mauve
#

the answer would be whoooo knowwwwwwssss

drowsy anvil
errant mauve
toxic depot
#

hey, while im here, do you happen to know if theres a keyboard shortcut for moving things freely without binding it to an axis?

#

i found about the ctrl + left click/right click/left+right click

#

but i cant seem to find the shortcut to move it freely

errant mauve
#

i would need to spend a lot of time on it tho and i cant right now

toxic depot
#

aww, so not for now i guess

#

well thats okay

#

ill try to make do with whats provided

#

thanks a lot man

#

you really helped me out a lot 😄

errant mauve
toxic depot
#

ive been trying to find the ik solution for hours in youtube, all it kept pointing me to a bunch of retargetting videos

#

thanks again 😄

errant mauve
#

figuring this stuff out you need google fu skills at MAX

toxic depot
#

yes you do, but thats the thing, ive been browsing sites after sites for it, none of it mention about the ik option

#

i was thinking about asking it in the unreal forum, but its not quite alive by what i had seen

#

i mean when i had trouble with blender back then i always browse the stackexchange, but i cant seem to find one for unreal -,-

errant mauve
#

well this discord is usually good, sometimes you're shouting into the void - in that case go to forum

errant mauve
#

hhahaha

errant mauve
toxic depot
#

yeah ive used blender for for than a year now, i was starting unreal last few weeks, really helps speed up the learning process

unique saddle
#

is metahuman plugin work in 5.2 ?

toxic depot
#

i mean im still getting used to the blueprint, but its not bad, it looks fun once you've know more about it

errant mauve
errant mauve
toxic depot
toxic depot
#

ive heard people telling me that visual script will be easier if you know how to actually code

#

but the thing is, idk anything about coding xD

#

so yeah, thats gonna take some times

#

but for now i have to learn everything first

#

i rmb when i used to struggles with blender

#

but after a few months, after ive gotten used to it

#

man it shittons of fun

errant mauve
errant mauve
toxic depot
#

well, among the other youtube channel

#

look at my tab bruh

#

xD

#

ill keep him on standby, besides dozen other youtube channels

#

oohhhh

#

he explains what every single blueprint does

#

shiet man, thats so damn useful

#

thanks man, i really fking appreciated it

#

ive been trying to find a channel that does that

#

and now i do

errant mauve
#

Yes and provides a use case as example. Your only struggle now is figuring out what node you need in any given situation 😂

toxic depot
#

thats so damn useful!!

#

tytytytytytyty

errant mauve
#

np np

drowsy anvil
#

how to fix the hand not matching

errant mauve
#

the T pose

#

the hand rotation is likely not the same as the mixamo one

simple forge
drowsy anvil
#

thanks fixed

errant mauve
#

np the closer you get to the ref pose the better the retargeted anim will be but sometimes its not 1:1 haha

drowsy anvil
#

cant delete the old mess up retargeter

#

reference links

#

is there force delete or something

errant mauve
#

if you're not using it you can delete

#

just make sure you're all saved on anything you are ACTUALLY using

#

but be 100% you're not using anywhere

drowsy anvil
#

its not going away

errant mauve
#

go to file and click save all then try again

drowsy anvil
errant mauve
#

if it aint breaking anything but it wants to break the project if you delete keep it haha

toxic depot
#

ohh, one more question, does metahuman use hair particle for the hair?
i wanted to make a new variation of hairstyle since the options for metahuman is very limited.
if i make hair in blender using the hair particle system, will that impact the performances?

#

i mean i am running this on rtx 3060, so i dont really mind going heavy

#

but if theres a 100 people on the scene with the custom hair particle, than i gotta say, that worries me lol

drowsy anvil
#

from audio

toxic depot
#

is it okay if i use blender hair particle? im not sure if metahuman use hair cards on texture, or they actually use an actual hair particle for their hair

errant mauve
drowsy anvil
#

best workflow

#

recording the face seems to create a clone mesh

errant mauve
# toxic depot is it okay if i use blender hair particle? im not sure if metahuman use hair car...

Hello guys, in this quick and simple tutorial we are going to learn how to create hair using the Groom plugin in Unreal Engine 5.

Follow me on Twitter: https://twitter.com/GorkaGames
Subscribe to the channel: https://www.youtube.com/channel/UCv_n9oioNF6OpzR2dt6E4xg?sub_confirmation=1

unreal engine 5,ue5,create hair,tutorial,quixel,megascans,un...

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toxic depot
#

yeah i watched a few tutorial on it a few days ago, but i was wondering if it will impact performances that heavily?

#

in blender, it sure did

errant mauve
toxic depot
#

but im not sure if its the same in unreal

errant mauve
# toxic depot in blender, it sure did

watch that one he seems to have a good workflow. i can't speak for blender's performance (always an issue) but grooms are usually not a huge performance hit in ue

toxic depot
#

also, do you happen to know if metahuman used hair particle?

#

i tried entering the wireframe mode, but the hair would dissappear lol

errant mauve
#

its strand based

#

that guy goes over the whole thing