#metahumans

1 messages Β· Page 4 of 1

toxic depot
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ohh really?

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nice2, thanks man!

drowsy anvil
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which is better recording the live actor or livelink data

errant mauve
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uhhh just click the record button in sequencer, not sure what the menu is

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In this UE5 Tutorial we are going to use the Live Link Face App to do some Facial Motion Capture on a Metahuman Character! Motion Capture Using Your iPhone with Unreal Engine 5 and Live Link Face App!

Blink Studio's RPG Assets β–Ί https://www.humblebundle.com/software/unity-unreal-rpg-essentials-blink-software

Patreon β–Ί https://www.patreon.com/p...

β–Ά Play video
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thats the whole process

drowsy anvil
errant mauve
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i'm just doing pre-vis now with mixamo stuff and its still finicky and annoying

errant mauve
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you can also bake your animation to control rig and try to edit out there

errant mauve
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right click the body track in sequencer, go to bake to control rig, you might have to click off filter asset by skeleton

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and then delete your original animation track and get animating the old fashioned way

drowsy anvil
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Unreal practically has everything to solve any issue

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Match previous bone option

errant mauve
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Good find

unique saddle
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i want use meta human plugin in ue5 for rig a custom face

errant mauve
teal trellis
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and to reiterate ryan's mocap comment, i checked out some of the starter stuff and its $2500 πŸ™‚

unique saddle
teal trellis
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imagine the bribe i must give my wife for her to let me get it

teal trellis
errant mauve
ornate python
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It's only the legs, not sure why

errant mauve
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and have you tried lod 0 just to be sure? πŸ˜‚

ornate python
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lol I'll check

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LOD 0 makes the hair disappear

errant mauve
ornate python
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oh yeah, LOD 0 doesn't make the hair disappear. but the problem is still there

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also I don't see any LOD settings on the animation itself unless im missing something

errant mauve
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skeletal mesh LODs are a thing, maybe its removing bones

ornate python
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hm, I'm using the metahuman base skeleton, havent touched it aside from adding some virtual bones. unless by default it does that, I dont see how I could've caused that to happen

errant mauve
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it is very possible by default it is doing that πŸ™‚

ornate python
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hmm, where would I look for that?

errant mauve
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hah! wow

ornate python
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any way I can make the hair appear without it?

errant mauve
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look at the hair component it has its own lod

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and in your skeletal mesh on the left side if you open asset and type in LOD there's a bunch of stuff there that might be related

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in case you don't want to delete the lodsync component haha

ornate python
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haha yeah I would like to keep the component

errant mauve
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that's the skeleton not hte skeletal mesh

ornate python
errant mauve
ornate python
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yep found it

errant mauve
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maybe turn off that skeletal mesh reduction plugin?

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this may have consequences for your game down the road, but a problem for another day πŸ˜„

ornate python
teal trellis
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man i have really been trying to look for non cumbersome methods to capture live feed via android vs iphone. looks like faceware is really the only real thing and they now have an indie license that's not free but cheaper than the commercial one. anybody else had any other successes with android/desktop webcam other than faceware?

errant mauve
errant mauve
# toxic depot ohh really?

i was very wrong about grooms, they are expensive. im not sure how much but if you visualize expensive stuff its top of list

teal trellis
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if it work well i can justify 179 bucks

errant mauve
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coming this summer apparently - just grab an iphone 10 or something

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only avail with iphone at least according to presentation, or pro setup

teal trellis
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if i have already downloaded a MH with highest quality and realized i want to tweak it again in MHC, does the entire thing have to redownload or will it only download the few changes and merge with prior download or something?

royal yoke
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hii, im new to unreal engine and I get this message, what should I do?

teal trellis
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sounds like you're using an out of date / older node and just need to replace

toxic depot
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hello, im not sure if im the only one having this trouble, but whenever i turned on the ik switch for the neck, the rig seems to go haywire

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not like go crazy, but it revert everything back to its original position without allowing me to change it

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am i doing something wrong? or is it a bug?

swift socket
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I have 6 MH that I am using for a video. Each one is a different size, shape, and gender. Do I need to work through the entire Mocap setup for each MH? I created a new T-Pose, retarget animation, and Xsens Mocap BP the other day for a single MH. My thought was; all I need to do is ensure each MH is configured with these details. am I correct?

errant mauve
errant mauve
errant mauve
teal trellis
errant mauve
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updates

teal trellis
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also, i've brought this up before, notice that metahumans does NOT like kids lol. always ages them. i don't think i've actually seen any realistic kid. mine are all 'aged up'

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but it is cool and creepy at the same time to see your 8 year old look 12

midnight karma
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does anyone know what this error is, I can't find where to open the logs so i can't check. I"m trying to export from quixel to Maya

teal trellis
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are you outta disk space? πŸ˜„

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or some sort of fw blocking the traffic?

midnight karma
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google has indicated it has something to do with the plugin not properly working

teal trellis
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possible it has an update or you just need to reinstall

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i'm not sure how much diff it is with maya but always been pretty seamless for me into ue

midnight karma
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I had just installed it an hour ago it should be up to date

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and it doesn't allow for export from within UE

midnight karma
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figured it out, the export port wasn't the same as the port needed to export

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this was in Bridge settings

fluid oriole
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Hi, when I export the Metahuman body mesh and reimport it an ugly seam/gap appears between connecting area of the body and the head, it happens regardless of whether or not I've made changes to the exported file. Does anyone know how to solve this? (Only when animation is applied)

fluid oriole
simple forge
fluid oriole
fluid oriole
simple forge
fluid oriole
# simple forge when you said you "reimported" it, where did you reimport it from?

I have 2 files, 1 is a new custom made body from Maya2022 it shows the gap. Because I wanted to know if the problem is my mesh or skinning I decided to export the original metahuman body mesh from Unreal Engine, then I immediately reimported it without making any changes at all but it also shows a small gap along the seam, it looks a little less serious than my new body, but I think that's just because the skin texture is more blended.

unique saddle
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i can't download metahuman in quixel in ue5.1 , after generating , show me waiting . i can download in quixel bridnge without unreal for ue4 . but in ue5 i can't. have you ever seen this issue?

fluid oriole
desert ocean
fluid oriole
simple forge
fluid oriole
simple forge
fluid oriole
desert ocean
simple forge
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I had that issue when mesh to meta first came out. Only when things updated to 5.0.3 did I see this go away.

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This becomes worse when you start exporting and reimporting back from maya to Unreal

simple forge
fluid oriole
desert ocean
fluid oriole
desert ocean
teal trellis
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whoa feeding wolves

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i recognize you from youtube channel πŸ˜„

simple forge
oblique ermine
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Hello everyone, i looking for a tuto for skin metahuman with 3dsmax .

swift socket
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Has anyone experienced the inability to clip or slice a MH face animation length? I have a body and face animation for the MH that were recorded using Take Recorder. The animations are synced in movement and length. Everything works just fine, it is just too long. It includes the time at the end of my acting where I bend over and return to m computer, so this needs to be clipped from the overall animation

Let's say the animations are both 1200 frames.

When in the body animation, I can move to say frame 600, right click and choose the option "remove frames 601-1200" and it works fine. When I try this with the face animation, nothing happens?

Does anyone know about clipping the face animation length?

buoyant stump
swift socket
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@buoyant stump Thanks for the advice! My situation is a bit different I think.

I have 6 MH in a row (like a conga line). I plan on having each MH stand in their starting position as the camera moves forward (and past); as each MH gets into the frame, they dip their head and take up the center frame while doing a silly 'hello' gesture, then return to their starting position.

I did not plan for the time before or after the camera has reached or passed the MH, which next time I will do as I will not need to solve this problem if I just time out the motion capture acting.

Anyways, it is all one camera shot and I am trying to duplicate both the starting pose (before they gesture) and the ending pose (after they gesture) until the camera passes them out of frame. My goal was to just duplicate the full animation (2 duplications, one for pre-gesture, and one for post-gesture) and clip out the parts I need respectively. The in the sequence, I can have the animation playing on repeat until it is that MH's time to gesture.

unique saddle
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metahuman don't have epic ik bones, i want use metahuman for lyra, can i use virtual bones to add ik bones (ik_gun, ik_hand etc) ?

late onyx
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what is your best example of realistic meathumans in ue5.1 ? with only livelink

wise turtle
fathom cipher
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Hey everyone, so I've been experimenting with metahumans a lot, one thing I cannot fully understand is the DNA kit and if it's only related to the rigging or if I can actually regenerate a character from it? I mainly would like to correct a few scans -> metahuman where the eyelids are penetrating the eyes (see video) but I'm not sure of the best approach to correct it, it happens with quite a few...

pastel raven
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I'm trying to export a metahuman animation into Blender. Basically I want to do a simulation render in blender with a metahuman animation that I've exported as a solid body

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I'm struggling to export it correctly so that it's compatible with Blender. Is this possible?

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I feel like I'm really close, exporting a FXB of the body (baked animation sequence) seems to work

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when I try to do the face the same way it gives me this

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I can get the triangles to move if I export the FBX without the preview mesh

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is there an easier way to do this, I'm treading water at this point and I'm about to give up

obtuse urchin
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How come I get these errors: IK Retargeter bone chain, FootRootIK, could not find start bone, ik_foot_root in mesh m_med_nrw_body when trying to retarget Third Person sample SKM_Manny with RTG_Mannequin retargeter to an untouched Metahuman body asset in 5.1? I can't find anyone else having this problem.

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Maybe I'm using an old ThirdPerson sample project and the RTG_Mannequin has been updated...

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oh it's because I wasn't using the IK_metahuman IKRig asset

wild hazel
fathom cipher
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(I'm pretty technical so don't mind diving into it, but I just want to make sure I understand the goal correctly)

teal trellis
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speakin of rigs, how hard would it be to put your custom MH head on one of the paragon assets from marketplace? just a head swap? i know some of them have special stuff like visors, hair, etc

ebon sun
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Hello lovely people, I've been trying to setup leapmotion for my metahuman and have follwing issue with the example desktop actor. Anybody here who can help out? No structure in SubCategoryObject in pin Out Options
In use pin <Unnamed> no longer exists on node Get Leap Options . Please refresh node or break links to remove pin.
In use pin <Unnamed> no longer exists on node Get Leap Options . Please refresh node or break links to remove pin.
In use pin Out Options Mode no longer exists on node Get Leap Options . Please refresh node or break links to remove pin.
Could not find a function named "GetLeapOptions" in 'LeapDesktopActor'.
Make sure 'LeapDesktopActor' has been compiled for Get Leap Options
In use pin <Unnamed> no longer exists on node Set Leap Mode . Please refresh node or break links to remove pin.
In use pin Mode no longer exists on node Set Leap Mode . Please refresh node or break links to remove pin.
Could not find a function named "SetLeapMode" in 'LeapDesktopActor'.
Make sure 'LeapDesktopActor' has been compiled for Set Leap Mode
In use pin <Unnamed> no longer exists on node Set Leap Mode . Please refresh node or break links to remove pin.
In use pin Mode no longer exists on node Set Leap Mode . Please refresh node or break links to remove pin.
Could not find a function named "SetLeapMode" in 'LeapDesktopActor'.
Make sure 'LeapDesktopActor' has been compiled for Set Leap Mode
Could not find a function named "None" in 'LeapDesktopActor'.
Make sure 'LeapDesktopActor' has been compiled for Get Leap Options
Node Get Leap Options . The node won't be pruned as isolated one. The node is not pure, but it has no exec pin(s). Verify IsNodePure implementation in K2Node Call Function.
Can't parse default value 'LEAP_MODE_DESKTOP' for Default Mode . Property: DefaultMode.

fathom galleon
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what's going on with my metahuman material?

simple forge
fathom galleon
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yeah it went through blender because I only need the hand so I'm cleaning it up.. I might have overwritten the sharp edges or seams values or something like that

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I redid it from scratch and it's clean

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I can't believe how many things can go wrong with dealing with assets in UE.. it's not hard but it takes AGES to do things properly

simple forge
simple forge
# fathom galleon I can't believe how many things can go wrong with dealing with assets in UE.. it...

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...

β–Ά Play video
fathom galleon
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thank you so much.. I've been putting together a list of such references

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amazing channel you got there!

obtuse urchin
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Can someone make sense of this for me... For the groom binding asset to retarget to another mesh you need to source the original metahuman mesh, is it loading the entire metahuman head mesh asset with materials and textures too? That's like 600MB of data, you can't see, to load in order to bind the groom asset properly, is this accurate or is there some optimization happening behind the scenes?

sly matrix
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For methauman grooms, if I wanted the hair style to change for different metahumans, they still are unique to each metahuman right? So each metahuman needs every groom specific for them?

teal trellis
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obviously seeing a common theme here with difficulties with MH. do you think 5.2 or future releases will really take this into consideration and try to minimize or avoid altogether the need to do anything outside ue? πŸ™‚

cyan comet
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Hey! Was wondering if someone could help me, I'm following along with a tutorial to replace my BP Third Person Character with a Metahuman and i'm stuck here:

I can't find Set Master Pose Component on the Mesh...? Anyone had any luck with this?

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this is what his graph looks like

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Here's the bit I'm copying

plucky kelp
cyan comet
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Yeah figured that out Thank you Miliana! ❀️ πŸ™‚

safe tartan
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Why does the metahumans project put some config into: ProjectFolder/Platforms/{Windows,Mac}/Config

Is that a valid place? I thought it needed to be:

ProjectFolder/Config/{Windows,Mac}/

(which they also use for other files)

teal trellis
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i assume that is a configurable path change...

sly matrix
swift socket
fathom cipher
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Hi are the ROMs animations from Metahuman Creator available anywhere?

hollow aurora
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Anyone experienced using Character Creator 4?
How does it compare with Metahuman Creator?
If you want to use the dynamic wrinkle system on your Metahumans what is the suggested workflow?

smoky mortar
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so i wanna learn how to animate the faces of metahumans and am wondering if i can use a webcam?

teal trellis
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seems like you have to use an iphone, otherwise you can pay for faceware studio and maybe an ivcam android /desktop cam go between

unkempt tundra
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Anyone have any solutions for Metahumans grooms to NOT be blurry in Raytracing? (UE 5.1)

Especially for single frames.

wise condor
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Anyone run into an issue with sockets on the new metahuman skeleton. Attaching a preview mesh just Zero's it out and wont follow the socket, however converting it to a mesh socket it works correctly.

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Sockets work as intended on ue4 skeleton no issues. I can't even find any hidden setting to make the preview mesh follow the parent normal socket either

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seems these metahumans are just riddled with issues lol. they have been nothing but trouble so far.

wise condor
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And now its worked after a crash lol.

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nah nvm you add another socket lol it'll zero out then require a re-start hahahahaha wow

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so simple things now must take hours. because progress

wise condor
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Interesting. It was had a reference issue with another metahuman skeleton that was in the project and caused some silent issues. lol

buoyant stump
late onyx
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hi what's your favorite to lypsync from text to metahuman ? thanks a lot

buoyant stump
late onyx
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I have access to live link as well but don't have the person here though
I was thinking about using metahumans sdk

buoyant stump
# late onyx Amazing answer thanks I just have a wave with the voice of someone real..

Did you try nvidia Audio2Face? It is free and the lipsync capabiliites are awesome. You will have to animate rest of the face though. You can do that with an iPhone for instance using ARKit.

Or you can try the buil-in feature Text To Speach inside unreal. You need to enable the plugin first ofc. Once enabled you can either convert your text to audio or you can import your own audio file and make it do the basic lipsync for you. For the budge way I would suggest the nvidia A2F approach though.

Check it here: https://www.youtube.com/watch?v=AjpuBW2RXHI

In this tutorial we'll look at how to get better results from Audio2Face with some small audio edits as well as covering cleanup in Maya.

Copy-Paste from the following:

Change this path in your script file on line 70:
open(r'X:\yourfilepath\yourfilename.json', "r")

Run this script in Maya:
execfile(r'X:\yourfilepath\load_bs_weights_mh_rig_may...

β–Ά Play video
unique saddle
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when my metahuman want to speak in idle animation asset, her head detaching , but when i use metahuman default ABP in A pose, don't detaching, anyone know how can i fix that ?

late onyx
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because i've tried metahuman sdk it's not really convincing

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and i don' have maya too..

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and in audio 2 face i'm stuck at "set up blendshape solve" it doesnt give me this list..

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and also the voice is from a women.. ahha lots of stuff

late onyx
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any idea when ue5.2 for metahuman will come ? thanks

unique saddle
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when metahuman start to speech with ChatGPT her head detach from body, my metahuman body have idle animation sequence , how can i fix this issue in meta human ? head and body don't sync together when metahuman start to speech
i use Metahuamnsdk for this

sly matrix
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If I want the metahuman textures to scale down from 8k, to like 2k or lower for "low" preset video options, do I need to download all the low, medium, high quality assets of the metahuman? Or can the textures be down-resed automatically?

violet surge
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Hi everyone. I'm currently learning Mesh to Metahuman. I would love to know how to further modify the mesh and textures that the plugin created based on the sculpt I uploaded. Thanks for viewing.
https://www.youtube.com/watch?v=yuVEFFvPgL8&ab_channel=DennisBatol

Hi everyone! I'm learning Metahuman and this is my raw and first attempt at converting my Zbrush sculpture into Metahuman. I see some issues with how the plugin captured the silhouette of my sculpt that needs some manual fixing which I still need to figure out how to do. I also need to redo the texture maps. If you have any tips, please leave a ...

β–Ά Play video
sly matrix
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What are some good tips for getting reasonable performance to quality balance from metahumans in games? Export at medium or low setting?

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I'm finding it not possible to get good framerates with 32 metahumans in the ragdoll_AI metahumans example

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GPU is barely being hit, but the vram is pretty well consumed. Would that be the issue? 8 GB is not suitable for metahumans?

fluid wasp
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been working with metahuman and been getting this message. Anyone know what the problem might be?

sly matrix
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That is present with stock metahumans imported from creator so just ignore it for now

sly matrix
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btw if anyone is stumbling around in the dark like me, min LOD is the key for real time performance. 3 or 4

sly matrix
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The key is to use the lodsync component to manually force the hair to be higher index LOD while the other stuff remains the same. Having trouble with the shaved head styles popping in and out due to the helmet/lod differences but works best compared to forcing all lod to index 2 or other methods

desert ocean
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anyone else that got bad Groom shading with Lumen on 5.2 ?. 5.1 was better i mean new Short AO is nice but u have like absolute flatness now around Neck. and no Depth at forehead aswell , are there New Cvars to use? i looked into it but dont found anything for example on 5.1 it was a nice shadowing there https://puu.sh/JG7rK/0ef91fd3e6.png

https://puu.sh/JG7q1/f26e8f4017.jpg

sly matrix
junior jacinth
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https://youtu.be/FYgxLuhVzhw

Will this muscle deformation be available for UE 5.2?

Unreal Engine 5.2 ML Deformer can be utilized to achieve lifelike deformation on your own real-time characters. It shows an approximation to a full muscle sim that takes 1 minute per frame normally. Also does cloth approximation. The footage included in this video is running live on PS5.

00:00 Metahuman Deformation on real time characters
01:4...

β–Ά Play video
wise condor
junior jacinth
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The animation is it being driven with a livelink setup from houdini?

wise condor
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I was referring to some other issues with backwards compatibility haha

junior jacinth
wise condor
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Back in 5.0 it was all working wonderfully even skinned weights you could move the skel meshes around.

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Dudes still pumping videos out about retargeting yet their hands are all clearly messed up. I hope these things get ironed out with 5.2s release. Alot of other dudes leaving the simple skeleton have funky issues I've encountered quite a few, there is work arounds though, but I notice other things after the fact then go back and find a fix for that stuff instead of ignoring it.

wise condor
junior jacinth
wise condor
drifting crow
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What the hell is with this thing?

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Does anyone know what is the reason and how to solve it?

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Do I have to fix ALL the blueprints in metahuman or what? I just exported this thing and all I get was this...

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ah, just broke pins and saw the character

lethal jetty
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Is there any way to fix this stretching? I'm using the Advanced Locomotion System mixed with Metahumans and I'm sooooo close to getting my character to work, I just have this wonky stretching
+I set my skeleton's translation retargeting to all skeleton except for root (animation) and pelvis is animation scaled
+I set all the metahuman parts SetLeaderPoseComponent to the Mesh
+The head is where it's supposed to be, as well as the hands but the feet and torso are stretched

lethal jetty
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I've been stuck on this for hours, if anyone could lend their experienced opinion, please let me know

lethal jetty
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Another hour went by and I'm still stuck here

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I'm so close, it's just stretched, how do I fix this streching?

real linden
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This has happened to me before, because I used the ALS physics component instead of the metahuman one on the character.

lethal jetty
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@real linden Okay, great! So I need to fix this, man, I'm so glad you answered!

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Okay, so what do I do?

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Bro, you're leaving me hanging! @real linden I could really use the help!

teal trellis
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hi all. im looking to start running some sequences for my film but not sure if i will be able to invest the time into making all the animations and faces/lip sync perfect. is it worth it to run through a dirty version just to complete the process then go back over and fix, vs just doing it all right to start. i'm getting pretty good with audio2face to do the lip sync stuff but getting the photo realistic textures on the skin seems like it'll take alot of time. the metahuman skinning isnt bad, but i really want to improve it

sly matrix
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so my vote is that it's worth it to get the shots you can and just do ur best

teal trellis
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my concern is less dialogue making it work 'ok' and more all the realism after the fact lol

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i'm itching to get going with proceeding with my film but treading all the character stuff cause there is alot of dialogue

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so i guess dreading lotsa stuff hah. i have been doing bits and pieces, proof of concept, etc for awhile and ready to start tying it all together and a bit overwhelmed thinking of the scale

hidden scarab
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Hey guys how do u share animation between different Metahuman faces for gameplay?

ebon sun
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Hello lovely people, I've been trying to set up a system for toggling between multiple Metahumans at runtime but all tutorials I could find were based on simple meshes. Since Metahuman BP's have multiple assets, I've been struggling to find a solution. Anybody here who has tips on what approach I could take for a simple button toggle to switch out Metahumans?

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would love to use my streamdeck to toggle between these characters when streaming live

bright belfry
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Any good short tutorials on making and importing methumans.

buoyant stump
# late onyx Thanks a lot yeah i tried with Audio 2 face but couldn't make it work yet ill tr...

Well I am afraid you will have to utilize some other DCC software (blender, maya...) for this. I am not entirely sure how to blend animation together while masking out certain parts. I do this part in iClone, which has the ability to mask out some regions (the lips for instance) and then combine it together. I would like to tell you there is an easy way, but I dont think we are there yet. The manual way would be to bake the animation to control rig and control it that way. If you have the bake to control rig, you can control every single curve individualy, which is what you want I presume. Some hand work is neccesary my friend πŸ™‚

late onyx
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Thanks a lot for your answer.. i also had issues exporting the project, i got the stuff right in ue5 but when i got it in unreal it just wouldn't sync

fiery steeple
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This isn't strictly a Metahuman question, but rather animating a Metahuman using Maya and Advanced Skeleton.
The face rig is extremely heavy. Is there any way to temporarily disable it in Maya, or otherwise increase performance?

sly matrix
buoyant stump
lofty spoke
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Hey people πŸ™‚ , I have a question regarding adding clothes to your metahuman, I created some garments in Marvelous Designer and now I have to add them to my avatars in unreal engine. I passed trough blender and added the weightpaint on the clothes and then exported them in fbx with the skeleton from blender. Than I have imported it to Unreal but I got some bugs regarding the clothes , with the movement the cloth strech and you can see the skin underneath. Some tips for this problem? Moreover the material of the cloth change and is not the same in Unreal , how do I manage to change it to a material supported? Thank you so much

drifting crow
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Guys, can anyone tell me how to fix that?

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its in Live Link Setup

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Did they deprecate some nodes? If it is so, what I should replace them with?

drifting crow
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Why this live link got screwed?

agile swift
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Is there any proper structured tutorial on how to create metahuman and stream audio to it using metahuman sdk

drifting crow
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All tutorials on metahuman that I found so far are utter shit

agile swift
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I want to use a metahuman provided by Unreal, and I want to set up a pipeline where I can send audio files and the metahuman should speak it with expression. So, any links with good information or steps other than the official unreal youtube videos would be apprceciated

wild hazel
# agile swift I want to use a metahuman provided by Unreal, and I want to set up a pipeline wh...

This video will dive into the Audio2Face to Metahuman pipeline using the Unreal Engine 4 Omniverse Connector.

NVIDIA Omniverseβ„’ is an open platform built for virtual collaboration and real-time photorealistic simulation. Complex creator, designer, and engineering visual workflows are transformed as users and teams connect design tools, assets, ...

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agile swift
#

We can do this only using metahuman sdk right ?

https://www.youtube.com/watch?v=xo474w8-4ac&t=416s

I want to use python to automate the audio files which come in.

MetaHuman SDK is an automated AI solution to generate realistic animation for characters. This Unreal Engine plugin allows you to create and use lip sync animation generated by our cloud server.

We have prepared a detailed tutorial describing how to use our plugin:
-integrate TTS
-add audio to lip sync
-add audio to lip sync streaming
-integrat...

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junior jacinth
#

Hey guys... I have a metahuman face capture. Is there a way to export to facial mocap to any program for cleanup?

cyan orbit
#

Hey everybody! Is it at all possible to use some of the metahuman creator features in the editor? As in, tweak paramenters at runtime to smoothly morph between the different shape extremes?

#

Alternatively, is it possible to smoothly interpolate between skinned meshes (such as metahuman A and B) without bringing them both to a DCC and manually creating morphtargets?

cyan orbit
#

@wise turtle Damn 😦 For the second part, is there a way to have multiple meshes feed in to create a blend space or something? Rather than having to manually author that in an external DCC?

wise turtle
#

Not sure about that, but I guess the different MetaHuman shapes don't have the same topo, so even manually, I'm not sure you will be able to do it

cinder arch
#

Hi everyone, i just downloaded the 5.2 release but I can’t find anything to metahuman animator and not even as an app on the AppStore 😦 am I missing something here? Thx in advance for your answer.

drifting crow
#

Guys, I have a problem. Just retargeted my metahuman and it worked fine, however after relaunching the editor, Anim_Face_BP failed to compile. Why ?

#

What to do?

#

I just removed those nodes and it is now working again

#

weird

plucky kelp
wise turtle
plucky kelp
errant mauve
#

my metahumans are now sweaty and their eyes are black. #5.2problems lmao

sly matrix
#

I literally stayed up last night getting MH working pretty much flawlessly in my lyra project... only for 5.2 to drop the next morning and now I'm dreading what is to come llmao

charred violet
#

i managed to get a pair of hald cabs from skater xl goin on my meta human character using a tutorial. Is there a way i could export the face mesh and make an ear piercing? i gave it a go but when i placed the finished result in the meta human sample project the mouth wasnt moving and piercing wasnt attached to the character

#

i neeed the unreal to blender then blender to unreal workflow

atomic dock
#

does someone know the problem that meta humans from a distance of like 5m get very glossy skin?

simple forge
worldly meteor
# cinder arch Hi everyone, i just downloaded the 5.2 release but I can’t find anything to meta...

I dont think Metahuman animator is available yet, https://www.youtube.com/watch?v=FYgxLuhVzhw

Unreal Engine 5.2 ML Deformer can be utilized to achieve lifelike deformation on your own real-time characters. It shows an approximation to a full muscle sim that takes 1 minute per frame normally. Also does cloth approximation. The footage included in this video is running live on PS5.

00:00 Metahuman Deformation on real time characters
01:4...

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keen umbra
#

Hey guys,

Anyone who could give me an idea why the Meta Groom Cards has no material assigned?
Also, I tried to assign the MI_Hair_Cards material, but then it's just not visible at all.

charred violet
#

Anyone know the meta human work flow to export from unreal to blender. then back to unreal? tryna make some piercings and stuff for my character

sly matrix
#

Does anybody know why in 5.1.1 in lyra with metahumans, when playing in packaged versionsm, the long hair grooms sometimes clip through the characters skull? using live retargeting

sharp crescent
sly matrix
# sly matrix Does anybody know why in 5.1.1 in lyra with metahumans, when playing in packaged...

In case anyone else encounters their groom physics not simulating after packaging the game, the solution is to add /HairStrands to additional cooked content as described in this forum post https://forums.unrealengine.com/t/groom-not-simulating-physics-but-only-in-packaged-game/484451/5?u=n8bot

The result was that the hair would clip through the skull of the metahuman, making it look like they had bald patches at times.

drifting crow
#

Hey guys. Does anyone know how to fix this isssue? It appeared after I redownloaded low quality version instead of high quiality

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Face and Body do not stick

olive pumice
#

and Body is parented under Mesh, assuming you're using the tpcharacter blueprint

teal trellis
#

regarding the earlier comment about MH animator not being out yet...what exactly is different than what is currently possible?

#

you can still do livelink with iphone or faceware with android/desktop (expensive)

junior birch
errant mauve
#

but yes, agreed, generally speaking

novel cape
#

So I have a metahuman character being driven by the UE5 skeleton via live retarget, and for the most part it works but the fingers are warped oddly. They are fine in the animation, but warped on the metahuman after live retarget. Does anyone here have experience with this? Sorry if this is basic, I'm somewhat new to metahuman and animation in general, and everything I've googled talks about adjusting the bone chains for retargeting but not live retarget

errant mauve
#

the fingers need to match their reference more exactly

novel cape
#

Thanks!

novel cape
river gull
#

does anyone else have problems with livelink face?

#

not finding my phone

ebon sun
#

Hello lovely people πŸ‘‹ does anybody here have experience with dissolve/disintegrate effects on metahumans? I would highly appreciate any input on how to approach this problem. All assets on epic market come with explanations for single meshes but metahumans are always a combination of many meshes (especially the groom is confusing me) https://www.unrealengine.com/marketplace/en-US/product/niagara-dissolve-absorption-effect the goal is to set up a transformation cycle with multiple metahumans - with the press of a button, I am trying to transform one character into the other where each character needs an own dissolve effect but also the reverse version that spawns into the level

Unreal Engine

Dissolve and Absorption Effect of Skeletal and Static meshes with Niagara.

#

Dissolve VFX Pack includes 26+ Dissolve VFX examples with dynamic material interactions, 34+ dissolve materials and material instance (circle masking, reverse circle masking, glitch, scattering, universal, vertical, warp).

MARKETPLACE:
Dissolve VFX Pack 2: https://www.unrealengine.com/marketplace/en-US/product/7ea0240ebcac4a2fa4ef9daf6e1a1846?l...

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jovial rapids
jovial rapids
late onyx
#

hi is this available already ? https://www.youtube.com/watch?v=uAYl2rOtgM4

Watch the recording of our MetaHuman Animator segment from the State of Unreal at GDC 2023!
In this video, we reveal a brand new feature set coming to the MetaHuman framework later in 2023. MetaHuman Animator is a new capability for the digital human creation workflow that will bring fast and easy high-fidelity performance capture to MetaHumans....

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#

thanks

junior jacinth
mossy pecan
#

Are Metahumans compatible with Linux?

mossy pecan
#

Looks like we can open MH in a shipping build (minus the strand grooms), but not in the editor.

river gull
#

still not working

vital shell
#

Hi guys.

I'm animating a metahuman and things went well up to a point.
when I play the head animation it has an offset and sits slightly above the character.

if I turn off the anim bp on the body I dont see this issue, but an anim bp on the face and body at the same time seems to yield this weird glitch

#

I've checked a couple youtube videos and google searches but nothing came up that fixed it

mellow mist
# vital shell Hi guys. I'm animating a metahuman and things went well up to a point. when I p...

Probably it's just a matter of retargeting the animations for the correct skeleton, there are tons of videos that explain how to do that.
here's one : https://www.youtube.com/watch?v=KG_PCBN9orM&list=PLBILo1bX3jtnIW0pDEwH_WpeqnV8GELUN&index=5&t=407s

A beginners guide to retargeting UE4 animation packs, inside UnrealEngine 5.1, using the compatible skeletons method.

#unrealengine #animation #beginners

SUBSCRIBE FOR MORE:
Please support my channel and help me bring more content.
Like and subscribe and hit the bell icon for notifications.
Subscribe:- https://www.youtube.com/c/Jobutsu

Follo...

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ebon gale
#

generally always looking for 2D colorist and 3D character modelers so if anyone is interested please send me a dm could def use someone well adapt at meta humans

novel cape
# novel cape So looking in to this, it looks like the reference pose and bone positions are t...

Hey everyone, so I actually think I figured out what the issue is here. The hands seem to be rotated very slightly at the wrists on the metahuman skeleton, which is messing up the live retarget.

What’s the easiest way to change the reference pose for the metahuman skeleton? Using the β€œchange retarget pose” button in the IK retargeter doesn’t seem to affect live retarget, and simply rotating the bone in the skeleton and saving doesn’t seem to do anything. I tried exporting the skeletal mesh to blender and editing the pose there, but I get a ton of issues re-importing it. Is there an easier way to change the reference pose?

#

Again this is probably something obvious but I’m relatively new to this so any help is appreciated

swift socket
#

Does anyone know about clothing design using Marvelous Designer? I am having some trouble with my clothes after they have imported back into UE5.

sly matrix
#

sorry, invis skeletal mesh not skeleton

novel cape
#

Is there an easy way to edit the reference pose? I'm having trouble re-importing to blender after changing it there

#

I'm trying to post a picture of the metahuman hand and how it's rotated vs the UE5 mannequin, but my messages keep getting flagged by the bots as "inappropriate" lol. Sorry mods

sly matrix
#

The only experience I have is using the Lyra example of retargeting. There is an invisible skeletal mesh that can be exported, scaled down, re-imported, and then the lyra animations and everything are scaled for the metahumans. But without that specific setup I won't know how to help, I'm sorry.

versed topaz
#

hey guys, how do you fix this issue while rendering from sequencer? hair gets scattered everywhere but its not visible on the viewport

#

only visible while rendering

river gull
#

Is anyone else having problems with live link?

sly matrix
#

MHC now shows version 5.2 for the meathumans

#

(not sure what/if there are differences, just saw it now)

lime coyote
#

Has anyone figured out how to get the plugin for Metahuman in 5.2 projects?

#

marketplace isn't showing 5.2 as compatible

whole harness
#

Hi, how do I add a collision in MetaHuman for the camera? Right now my camera doesn't fly through walls, but it flies through my MetaHuman hero

upbeat wind
#

Hello, when viewing and opening an animation I can see it listed and it plays on the UE4 Mannq , when I open a retargeted (UE4>MH) to go from UE4M to a MH it's not listed in the available animations?

upbeat wind
#

the animation opens fine, playback fine all looks good, just dosnt show up for the retarget

vestal forum
#

is there any downside to using meta humans in a game? I’d like to use meta humans for all my characters but is there something i may be missing

#

i don’t really have the expertise to model characters to the level i want them at so meta humans would be greay

fluid oriole
sly matrix
#

So 5.1 meathumans are not compatible with 5.2 it seems? Tried to run the project right after upgrading, before updating the MH assets, and get some groom binding errors... this common knowledge?

lilac bridge
#

I can’t seem to get the hands and legs to show. Using it as a playable character. Can I get some help. Been stuck on this for a while and can’t find any help online

sly matrix
#
LogHairStrands: Error: [Groom] Binding asset could not be built. The target skeletal mesh could be missing UVs.
LogHairStrands: Error: [Groom] Binding asset could not be built. Some guide roots are not close enough to the target mesh to be projected onto it.
LogHairStrands: Error: [Groom] The binding asset (Mustache_S_Stubble_m_head_Archetype_Binding) couldn't be built. This binding asset won't be used.
LogHairStrands: Warning: [Groom] The GroomBinding asset (Mustache_S_Stubble_m_head_Archetype_Binding) does not contains the same number of groups (1 vs. 0) than the groom (Mustache_S_Stubble). The binding asset will not be used.
solemn schooner
#

Hi guys, can someone help me. I got metahuman in maya, but i need to export it from maya to another project and i cant export texture. How can i do that?\

solar silo
#

Hi everyone!
Do you have any tips for not making the Metahuman character headstrong? Or after importing him from Unreal to Metahuman, can I make the character's head smaller to be more proportional to the body?

formal flume
#

Do you guys know how i could possibly optimize metahuman? One single character is tanking me from 150 to 100 FPS, i need to have quite a few more than one in the scene

#

i tried working out the LODS quite a bit, but taking the LODs too far down on the Body and Face creates an ugly seam between the two

sly matrix
sly matrix
solar silo
sly matrix
drifting crow
#

Is it possible to use Cascadeur to make animations for Metahumans?

sudden berry
#

Long time no personal project, this time is one of the most influluncial person in the music. Modled by hand but using MetaHuman rigging, rendered in UE5.2 . Very challenging for the likeness with defult Blendshapes, but it have huge value for person like me dont do rigging, thanks for watching .

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teal trellis
#

wow crazy

hollow aurora
#

Another Seqencer animation question. When I right click an animation in Sequencer and view Properties I see an option for Play Rate.
Does anyone know of a way to Keyframe this property?

dark compass
#

Does this randomly on Spawn. Even when using cards. πŸ’‡β€β™€οΈ

harsh idol
#

What are the best settings for meta-human hair and beard eyebrows (grooms)? I want to get the highest performance with the least loss.

dark compass
dark compass
# harsh idol What are the best settings for meta-human hair and beard eyebrows (grooms)? I wa...

Here's an example I imported this in the lowest quality and even further reduced the quality a bit and it still looks good. However it's still limited on how many I can use at the same time. If you want many like 100+ characters with skeletal meshes your FPS will be too low. The character in the blue tshirt is in the highest quality but I reduced this a bit so it's not as heavy and this works okay apart from the file size.

harsh idol
dark compass
# harsh idol I'm going to make an open world game and there will probably be a lot of npc so ...

The main character doesn't matter I've even used 8K but many NPC's reduce FPS too much even on the lowest possible quality. You'll have to look at large crowd generation techniques. I think the city sample does this so that's a good starting point. I do not know if that can actually do a huge number of NPC's or just makes a bunch of them walk around without optimisation, which would be useless.

hollow aurora
teal trellis
#

i watched a tutorial using that same mh and he had to do alot of adjustments to mouth . let me try to find it

hollow aurora
teal trellis
#

Learn how to create lip sync animation for Unreal Engine Metahuman characters using NVIDIA's Omniverse Audio2Face Application. You can import your audio as WAV files and export the animation as a USD file.

|| All the credits are owned by the respective artists. ||

Links:

NVIDIA Audio2Face: https://www.nvidia.com/en-gb/omniverse/apps/audio2fac...

β–Ά Play video
#

so this is technically an audio2face tutorial but he has to clean it up after which is what i think you're looking for. he wasn't happy with how a certain mouth movement was so he had to stitch it together. diff specific reason but same concept as you need

young heart
#

Does anyone know how to bind custom facial hair on metahumans? I was working on a project a while ago and put it on hold since I wasn't able to find any solutions.

dry wadi
#

is anyone out there having trouble baking animation sequences from imported livelink animations? ive tried almost every solution i could find suggested on this thread: https://forums.unrealengine.com/t/unreal-engine-freezes-when-i-go-to-export-bake-animation/782628/16 for both 5.1 and 5.2 and nothing works - the only thing left is building from source but adding a new line to the source code as suggested by one user but this seems very advanced and liable to just be a huge waste of time

Epic Developer Community Forums

Same issue. I have c++ project, after selecting bake animation sequece option engine freezes, and after force stoping and reopening project my saved level sequence seems to be broken

cyan orbit
#

Is there a way to blend multiple metahuman faces together? As in, I would like to two or more head meshes and and then blend between them?

agile stream
#

hey, im trying to migrate a metahuman from one project to another, but it keeps throwing this error. basically no info about it online that ive seen

#

anyone know what it means/how to fix it? seems like a strange error

solemn rampart
#

any idea to why hair physics not working in a packaged game ?

gentle crystal
sly matrix
cyan orbit
thin yoke
#

These weremy rendering settings

dry wadi
#

could anyone please advice on combining two facial animation sequences in sequencer please. i have one from liveLink Face and another from nvidia audio2face and i want to blend just the lips from audio2face over the live link one. both have been baked out to animation sequences.

solemn rampart
# sly matrix yup. You must add the line ``` +DirectoriesToAlwaysCook=(Path="/HairStrands") `...

i already did that in my project settings should i check your command in defaultgame.ini ? also i make sure hair strands was β€œtrue” in my xxx.project file and these didnt worked.

some guy said the hair should be on the level to work physics so i tried to spawn begin play on the level bp but that didnt work to.

When i close the editor and restart, hair physics not working either and i am looking hairs settings to check β€œenable simulation” ticked.

Yes it is already ticked but i have to re check that box to simulate physics if i dont its not simulating.
I also tried to overwrite enable simulation from my character bp didnt worked that to.

idk what can i do more. Thx for your answer to @sly matrix

gentle crystal
cyan orbit
sly matrix
fluid oriole
#

Early work in progress, Fantasy armor.

#

This 1 has a custom body 😺

solemn rampart
sly matrix
teal trellis
solemn rampart
#

its 5.1 and i am not using github or launcher pre-compiled, yes it is on the picture

#

the ONLY thing i am thinking wheni create my metahuman i created for 5.2 not 5.1

#

idk why its not working its not a dowgrade its upgrade...

#

@sly matrix

sly matrix
#

From what I could tell there is no difference between 5.1.1 and 5.2 meta human assets.

solemn rampart
#

yep thats what i thought but idk i tried every single thing...

plucky kelp
#

Does any one know why when I export Metahumun The unreal crash me?

thin yoke
#

While rendering this is issue, i have my console commands too. Without the commands and Anti Aliasing, It renders fine. Someone please tell me what im missing on. It crashes too, Is there some specific commands for Metahuman that i need to add?

median goblet
#

Hello everyone. Is there any way to transfer metahumans between unreal and for example blender where I could do a little sculpt and then get it back to unreal? I have a character wearing helmet, but his ears are going through the helmet so I just need to push the ears closer to his head. I am unreal noob, just learning slowly and all my attempts to do this failed.

plucky kelp
#

Does any one know why when I export Metahumun I get crashed ?

solemn rampart
# plucky kelp

just delete your methuman and reimport that worked for me

dark compass
viral geyser
#

hey! does 5.2 add only animating meta humans by video from iphone, or it can also create a metahuman from video? (same look as person on vid)

native oasis
#

i created some character in new metahuman version. But now i want to import those into unreal4 project....

#

is there anyway that i can just make a copy instead of re-creat everything by using old version metahuman?

plucky kelp
past ice
#

I still wished they made an offline Meta Human downloadable version like ue5.

normal echo
#

You guys does Clo3d work with MetaHumans?

plucky kelp
normal echo
plucky kelp
normal echo
plucky kelp
#

Im not sure why but I think I miss some plugins maybe be how I can enable them if when I export the Metahumun crash me

plucky kelp
solemn rampart
plucky kelp
plush cape
#

hey all

#

What do these errors mean

#

For the On Anim initialized (Body) I tried to make a new corresponding function but can't find it?

plush cape
#

I figured out the other ones except that

olive pumice
#

You'll have to combine the meshes to use a single skeleton in blender or maya if you want it to be posable as an .fbx, or you can just combine and export as an .obj

olive pumice
plush cape
#

Thank you i fixed everything already do you know why an anim bp would not work

#

I retargeted everything

#

I browse to the asset and notice it has it's own skeleton

#

Can I just assign the metahuman one or will that cause issues?

#

Never knew getting animations to work for Metahuman would be so difficult

#

No matter what I do this shirt won't animate

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So I got it but everything is floaty as eff

solemn rampart
solemn rampart
restive tundra
sly matrix
#

Did you use mesh to metahuman with a sculpt or did you just go at it with the metahuman creator tools?

sly matrix
#

editing exported metahuman in blender?

fluid oriole
hollow aurora
#

Migrating a simple level with a single Metahuman is taking over 3 hours!
Has anyone else experienced this? Is there some workaround to make the migration process more efficient?

fluid oriole
#

Are there any major differences between 5.1 and 5.2 Metahumans?

fluid oriole
#

Barbarian and Knight, all of them are still work in progress.

normal echo
gentle crystal
#

Hey everyone, I'm trying to import a custom shirt that was made in a hybrid A/T pose. Is there a way to have the t-shirt mesh adjust to the MH a-pose so that it aligns with the skeleton? It has a rig built in the that matches the MH skeleton.

olive pumice
olive pumice
#

yep in blender

gentle crystal
stable prawn
#

Hey everyone! I’m attempting to import an FBX using the CC4 auto setup from Reallusion. It keeps crashing at the same point every attempt

Any advice?

sly matrix
#

Anybody else seeing these errors on common metahuman assets? Seem to soft reference assets that don't exist but no clue where or why...

[AssetLog] C:\UnrealEngine\Echelons\Content\MetaHumans\Common\Female\Medium\OverWeight\Poses\f_med_ovw_calf_l_anim.uasset: Soft references /CharacterParts/Female/Medium/OverWeight/Body/f_med_ovw_body which does not exist. (AssetValidator_AssetReferenceRestrictions)
/Game/MetaHumans/Common/Female/Medium/OverWeight/Poses/f_med_ovw_calf_l_anim contains invalid data.
#

They happen to be for metahuman bodies that I don't think I use... so the references never get fixed up to a real asset?

woeful blaze
#

What exactly IS metahuman, in 50 words or less?

solemn rampart
#

any source that i can download all hairs eyebrows etc. to my project from metahuman creator? or i have to do it by hand

sly matrix
sly matrix
woeful blaze
sly matrix
#

Yes it is somewhat unfortunate that the body types and clothing are kind of limited. But I look at the bright side… they gave us so so so much to work with. There is enough variation to get at least something done! Might have to make a few compromises.

There is software like marvelous designer that can make clothes for the meta humans. People would love you for it.

woeful blaze
#

marvelous designer? is that the name of a program?

sly matrix
#

yes

hollow aurora
#

Anyone know how to fix the issue when a Metahuman's beard doesn't track properly with mouth movements?

teal trellis
#

has anybody tried using face scans as NERFs vs classic photogrammatry uploads?i know it's mostly used for capturing environments but it can really capture the reflections and realism that i think could cut over to metahumans

teal trellis
solemn rampart
sly matrix
#

nice work. share your results! How did you manage the switching of assets?

solemn rampart
hollow aurora
junior jacinth
#

Hello guys, I'm new to UE can anyone help me understand the inners workings and capabilities of the ARKit Face functionality. I have this idea to expand facial animation to not just metahuman but custom models like creatures and stuff.

sly matrix
# sly matrix ``` LogHairStrands: Error: [Groom] Binding asset could not be built. The target ...

Someone asked me about this in DM. I seemed to get it resolved. I responded to them like this:

I am assuming you recently upgraded your engine version to 5.2. That's when it popped up for me.

The way I resolved it was to re-download all the metahuman assets. However, I don't think anything actually changed in the assets from the download.

So, first, try re-saving all metahuman assets. In the content browser, right click the whole metahumans directory and select "re-save all assets" or whatever it says. It will take a while. You might want to split the metahuman subdirectories up if you have a lot of metahumans.

If re-saving the assets doesn't work, then try re-downloading them all.

stable prawn
#

Hey everyone, having an issue in 5.1 with iclone live link not sending facial animation to my metahuman

I’ve followed tutorials, but nobody covers the β€œtransfer” part of live link from iclone. Could this be what I’m missing?

I’vs updated my blueprint, all plugins are installed, using Debra character

still latch
#

Hey there, has anyone ever experienced problems with using Media Player textures when using on Metahumans? I've created a material that blends different skin tones, what drives it is an animated media player texture (I'm doing a cinematic btw). The texture works on every single object except my metahuman model. Does anyone have any ideas why would that be the case? Also just to clarify, the texture blend works when I use a still texture as a blend. It just doesn't show when I'm using a media texture driven by the media player. THanks!

junior jacinth
stable prawn
junior jacinth
#

Did you download the livelink metahuman kit?

stable prawn
# junior jacinth Did you download the livelink metahuman kit?

I did, I installed it correct and everything according to the tuturials. I followed a few and just wasn’t getting the same results. All the plugins are active

The body animations I’m able to get over to UE with the body type dummy. It’s just the face from iclone

teal trellis
#

dikd you follow a guide or something with the sdk lip sync? im looking to do that, but i went ahead and coughed up the $ for cc4 and iclone8

#

did you have to have an iphone?

olive pumice
#

you have to use the character creator characters to transfer facial animation

olive pumice
teal trellis
#

can i use that just for the lip sync but go into building a custom one looks wise and stitch it together right?

#

im kinda overwhelmed cause i got the whole 9 yards package and not sure where to start lol

#

skingen plugin, all the new morphs, digital soul, etc

olive pumice
#

yep, its just for transferring the lip sync and facial animations to your metahuman

teal trellis
#

im gonna try to do a nerf scan instead of the standard photogrammetry

#

i'm pretty comfortable with that setup, using reality capture (polycam just never worked well for me), some tweaks in blender if needed, and then pull it into MH, but since i don't have the best lighting i think it does a better job at bounces and lighting in non ideal conditions, but i am not trying to scan a room, but i can see how this tech is going to take off crazy

#

er

#

so my cinematic is eventually gonna be feature length, i have a LOT of dialogue. so i'm doing the outside scenes and things that are not consistent first, but then i have to shift to dialogue, which means the few MH i do have to look better than normal. even when the eye isn't trained on what to look for, it simply knows when things are off especially when it comes to up close faces and speech

broken pasture
#

anyone know if i buy vface assets from texturing.xyz will I be able to get them onto a metahuman?

junior jacinth
olive pumice
#

it's pretty much the same thing. it'll stream the animations over while the link's active

junior jacinth
olive pumice
#

yep, as long as it supports it

junior jacinth
junior jacinth
olive pumice
#

yep, let me load one up

#

i've never actually tried. I mostly use metahumans

junior jacinth
olive pumice
#

and try picking apart the metahuman BP

#

face_animBP is where the magic happens

junior jacinth
junior jacinth
stable prawn
#

Might be a stupid question, but fairly new here

How would I render out a video of my metahuman with the Metahuman SDK attached for lip sync?

I can’t seem to get it to play in the sequencer with it. Head motions work, but not the lip sync

fluid oriole
#

Today's work, some modern clothing.

tropic totem
#

Hi guys, I'm reading through eula and FAQs on metahuman. I know that final metahuman has to come from UE. But my question is, can we use metahuman model (topology, not mesh generated by MHC) for non UE projects? Anyone from Epic would be able to answer? πŸ˜„

tacit garden
#

Hey does anyone know how useable Metahumans models are for mobile endpoints? How do they perform in terms of LODs?

elfin edge
#

Could someone please help solve this hair issue?

I've tried several options with the hair groom:

  1. Physics Enable - hair blows all over the place
  2. RBF Interpolation disabled - hair stays still, but there's a weird shadow on the neck
  3. Physics disabled - hair falls through the facemesh

I can't seem to figure out how to render female hair in this shot properly, and would really appreciate any help. THANKS!

clear isle
elfin edge
#

Yes, I did change those settings. I’ll try that, thank you so much!

dark pasture
#

Hello, are metahuman good for games ? I have a constant 90 FPS while developing and when I'm using meta human, they're dropping isnanely, even with LOD 4.

normal echo
#

Is it against Unreal to sell custom MetaHumans?

normal echo
# olive pumice yes

What's a way to circumvent the legality of that? Unreals customer service is closed atm so I'm trying to figure out how I can do this here

olive pumice
#

you can't. the eula is pretty explicit about it

#

you can sell assets created of your own design for use with metahumans like clothes, jewelry, etc., but you can't sell modified versions of metahuman technology created and licensed to you by epic

normal echo
olive pumice
#

the EULA itself explicitly allows for use of metahumans in Unreal Engine games

1.1 License. Epic grants you a personal, non-exclusive, non-transferable, non-sublicensable limited right and license to (a) use MetaHuman Creator and MetaHuman Assets to create Generated Characters, (b) modify the Downloaded Characters, and (c) use the Downloaded Characters (with or without your modifications) in your Products as UE-Only Content as permitted under the terms applicable to UE-Only Content in the UE Agreement (the foregoing, collectively, the β€œLicense”).

#

and trying to sell custom metahumans in another marketplace won't circumvent this either

#

they are out there, of course, but if Epic finds them, they do have the grounds to get it taken down

#

not worth the potential legal trouble

normal echo
teal trellis
#

maximus, i have some crack and hookers to sell you too since you wanna talk illegal stuff

#

give me a break lol

teal trellis
olive pumice
#

the only packs on the marketplace containing metahumans are the ones released by Epic Games

#

many packs have realistic human models that are similar to metahumans (and state this in the description), or mention that the metahumans seen in the pictures are not included. for example, many of the products released by "Nice Pictures", or the clothes made by "Relentless Games" who i believe posts in the channel sometimes

fluid oriole
#

Some more work in progress clips for my next clothing pack.

serene fulcrum
#

ok so quick question if i download the highest metahuman quality can i downgrade to the lowest as possible. also does metahuman work on mobile devices ?

viscid fox
#

Hi, trying to use Metahuman as a character, everything works fine except for the fingers, does anyone have any idea how to fix this :[?

#

Fixed it, due to wrong retarget of meta joints that are missing in the other skeleton

normal sorrel
#

Does anyone know why the beard and eyelashes are glowing? thank you!

cyan orbit
#

Hey, I randomly got this error when trying to add a new custom metahuman to my project. I did as the prompt asked, copied over all the files from location A to location B, relaunched the project, but the error persists. Anybody know what's going on?

#

All off these were done in UE5. Some if 5.1, then the project was upgraded to 5.2

cyan orbit
#

Update: even kicking out all the metahuman stuff in /content/metahuman/ and reimporting it from bridge keeps producing the error...

opal agate
#

Is there anyone that has experiences scale issues with the metahumans? to the right is a generic character rigged to the UE4 skeleton and the left is the metahuman. both holding a glock model but the metahuman looks tiny in comparison.

unborn current
#

not sure if anyone would know about this but whenever I attempt to reimport a mesh (before I even get to select one) it comes up with an error of 'Failed to Reimport'.

I think it's just happening with metahuman related meshes? Was hoping to fix a messy mesh to metahuman in blender

past ice
#

Is there a way to export Meta Human from the Creator app with no footwear? In case you want to model your own shoes in Blender for example.

olive pumice
#

right click the body skeletal mesh in the unreal engine explorer, click asset actions, export

steady maple
viscid fox
viscid fox
#

Does anyone know by a chance, how to play a face animation even though my character blueprint uses the "SetLeaderPoseComponent" node? as it overwrites the animation bp for the face, and by excluding the Face from SetLeaderPoseComponent the face isn't positioned right with the rest of the body parts.
I've tried to play and animation \ montage from the Tick \ Beginplay nothing happens I guess as the SetLeaderPose component totally overwrites this function 😦

I just would like to add blinking to my character to make it a bit more alive >_<'

teal trellis
#

finally getting a mocap helmet and ready to start doing some MH lip animation

#

the 5.2 animation looks insane

fresh dragon
#

Hey, anyone know what causes this red/pinkness of skin? seems to be something to do with the hair groom asset itself cuz if i remove it, the red/pinkness goes away?

exotic turret
#

i have issue with unreal facial mocap with iphone,

im using unreal 5.2 and my charater is metahuman
mouth doesnt fully close
how do i fix it

fallen tulip
#

hi guys any of you are using blender geometry node for metahuman?

quartz jay
#

Can anyone help me, the hair on my metahuman keeps changing to black πŸ€”

steady maple
#

what apps/programms do u guys use to create metahumans?

wise turtle
quartz jay
#

Thankyou so much. I changed the LOD to 0 instead of default and the hair works perfectly now 😊😊

quartz jay
steady maple
quartz jay
#

the Metahuman plugin is now working. I'm not sure when it comes to the likes of monsters, maybe using a model from Daz and sending it to meta human could work for you?

dusky heron
#

yo guys I want to create something big with Unreal Engine 5.2 and MetaHuman and I want to VC with someone that has experience with it before I start the whole thing and waste my time

quartz jay
sly matrix
#

use default lit and 0.15 for scraggle

outer wing
#

hi, mates, I don't why but in Quixel Bridge /Metahuman I can't download any character yes I can download anything I want in Quixel Bridge But I can't download any of the Metahuman characters, whether they are default or customized. I use vr2ray for VPN but nothing changed 'please help me if anyone knows what is wrong

junior jacinth
#

It's black in the blueprint but silver in the level

coral fossil
#

Hello , I need some help
I created a head mesh in blender and used mesh to metahuman to create a basic metahuman ( no texture just have body and face skeleton) I wanna export it to blender so I could sculpt the body and create texture in sp how should I do that? How to export it all to blender

sly matrix
junior jacinth
sly matrix
#

I’m not sure what would cause that. Did you change any materials?

coral fossil
junior jacinth
sly matrix
#

lol good call. start from scratch, use source control, and be absolutely sure of what is and is not part of the project

restive tundra
#

this is not the final, this is just a sketch that i made yesterday

misty badge
coral fossil
misty badge
coral fossil
#

OK
I still need help I've managed to export my metahuan to blender ( with his skeleton) but how do I import it back to ue and make it compatible with metahuman animations and skeleton

gentle crystal
#

Does anyone know where or how the body mask for the skin material is happing? For example with a t shirt the torso and shoulders are masked out, but on a bare MH the skin is there. I've swapped the skin on masked and unmasked and the full body information is there.

south bridge
#

is not a masked material

gentle crystal
fathom galleon
#

I only need a hand from MH..
in blender I was able to clean it up. I'm using the skeleton asset and the physics asset too.
Now that I've reimported all of this stuff.. I realize I should have deleted the unused bones.
Is it too late to delete the bones, reimport.. but only use the edited skeleton with the older, already edited, mesh and physics asset?

wintry sorrel
#

I am trying to find the beast approach to customize the albedo texture for a metahuman

#

what is the common way to do it?

#

nothing too fancy, I need just a basic customization of the MH generated albedo mixed with the photographic material or the texture generated via Reality Capture

oblique ermine
#

Hello every one , i have a question. When i change the lod of my Metahuman ,my skin break on the lod 4 .I already know that, from lod 4 onwards, the skeleton has fewer bones, and this may be what breaks the skin.
Is there a solution in unreal or am i obliged to reskin in 3ds max ? thank you

#

lod 4

#

lod 3

wintry sorrel
#

I have a brutal cooking error regarding Neck_ctrlRig -> UATHelper: Packaging (Windows): LogInit: Display: LogScript: Error: Script Msg: /Game/MetaHumans/Common/Face/Neck_CtrlRig : Node RigVMModel::|RigLogic could not be resolved.

#

anyone know how to fix? delete and reimport a MH?

sly matrix
steady maple
whole copper
#

I am new to animating metahumans so please forgive me. Last night i did about 3-4 hours of work making a simple metahume animation. This morning i open the project and my metahume is there, the camera for the face animation is there (that was one of the last things i did last night). But none of my animation is there. My charcature is just in the A pose. it the corect spot and scale, but all the rig animation is not showing up in the sequencer.

like i said i am new to Unreal so i am hoping this is just a case that i need to LOAD the animation i made last night

#

does Unreal have some sort of AUTOSAVE that i can reaload a file from last night?

#

where does MetaHuman rig animation get saved? is it in the project? or is it in a Separate file?

steady maple
#

i am trying to access the MHC site but it says i have another project opened ... but i havent touched the site in 20+mins

fluid oriole
# oblique ermine

Sometimes recompliling works, if it persists I usually just disable lod's to fix this problem, but maybe there's a way you can disable just lod 4 and above πŸ€·β€β™‚οΈ , I'm not in front of my pc so I'll just guess that In the metahuman bp if you look at the lod sync settings you will find something that will allow you to disable lod 4 and above.

buoyant stump
#

Hi, silly question. How exactly does the additive track for control rig works? It doesnt feel additive at all. It just takes over the base track. I was under the impression, is supposed to ADD to current control rig.

Lets say I have an animation and I bake it into control rig. Now I want to modify this animation (visemes for instance) and I add the additive track. But the moment I add anything into the additive track, it completely takes over the base track and all my animation is gone or very heavily toned down.

What am I missing?

coral umbra
#

hi ,if there is anyway to export ue5 metahuman character to maya ? please anyone help me out

buoyant stump
coral umbra
ruby sonnet
#

Hey everyone I attached a ControlRig Component to a MetaHuman and it moves the head down into the body, any idea why?

junior jacinth
ruby sonnet
junior jacinth
buoyant stump
# junior jacinth Do you export metahumans to blender?

No, I have no need. These days I am doing mainly facial animation and the rig works only in Maya. So I mostly stay inside UE and make everything there.

But you can export your metahuman with skeleton for further use in blender. You just need to merge together the head with body. Or you can take advantage of the free UE Kit for iClone which contains metahuman dummies for all body types. But keep in mind they are just dummies with skeleton, they ale basicaly the preview mesh for any metahuman.

junior jacinth
buoyant stump
# junior jacinth How do you accomplish facial animations?

It is a combination of things. I did use iClone, which is great but cost money. But today I am experimenting with MetahumanSDK for the lipsync. It is great base to work with, there are some visemes it doesnt catch, but overall is awesome. For the rest I will be using AR Kit and capture my face with an iPhone. Then I will blend those together and voila, you have a talking head πŸ™‚

cunning cloud
#

hey guys, has anyone seen this problem with a the metahumans eyes and eyelashes before?

lime lotus
#

getting this issue on a freshly imported metahuman. Any ideas?

#

strange. I replaced the node as a kind of refresh, and it failed to compile with the same message again, so I did the old "Not sure what I'm doing so I'll spam compile" and it worked. Strange.

steady maple
#

is it possible to change the age of the metahuman? (i am using MHC)

gusty siren
#

Hello everybody!
Does anyone have an idea why I can't hide in first person the head and everything about it (beard, tongue, mouth, teeth, etc.)

versed mantle
#

working on a project where you equip clothing any idea on how to hide the bleed though?

junior jacinth
gusty siren
gusty siren
steady maple
#

How can i replace my character with a metahuman (in first person)

buoyant stump
steady maple
lime lotus
olive pumice
#

or try opening the eyelash groom, go to the strand tab, and enable raytracing geometry

lime lotus
#

Is there a solid tutorial for converting metahumans to third person character with 5.2 ? I've seen a few of the older ones where they simply swap the class parent and root the body to the previous mesh whilst using live retargeting but that seems like it's not performant and apparently the ikrig causes errors in 5.2 standalone.

gusty siren
# lime lotus Is there a solid tutorial for converting metahumans to third person character wi...

In this quick and easy Unreal Engine 5 tutorial, learn how to create a playable metahuman character in just 5 minutes! Follow along as I guide you through the steps needed to set up your metahuman in Unreal Engine 5, including importing and customizing the character, adding animations, and setting up the controls. Whether you're new to Unreal En...

β–Ά Play video
lime lotus
gusty siren
#

It would be an option to make your own character with your own skeleton

lime lotus
#

sure but adding a layer of live retargeting seems like a performance cost that can be avoided.

gusty siren
eager vault
#

Hello

I want to do the same as below.
https://www.youtube.com/watch?v=xZhqnNEdnLA

move.ai does not have a metahuman rig.
It was recently removed.

I am a beginner.I can't create a metahuman rig file.
Can anyone share the metahuman rig file?

In this tutorial we are going to use move.ai to record some Motion Capture on Metahuman Characters in Unreal Engine 5 (UE5). I am going to show you the move.ai to Metahuman Animation workflow.

Move Ai β–Ί https://bit.ly/moveaihome

Move Ai Docs β–Ί https://docs.move.ai

Patreon β–Ί https://www.patreon.com/pinkpockettv

Instagram β–Ί https://www.instagr...

β–Ά Play video
solemn kayak
spice marsh
#

Does anyone know of a tutorial on bringing MetaHuman customization into the game world itself? I'm looking to have a player essentially create the MetaHuman during character creation process in the game.

sharp crescent
# cunning cloud hey guys, has anyone seen this problem with a the metahumans eyes and eyelashes ...

Those are artifacts from the hair cards in the lashes. You can fix that by opening the head mesh (I think that’s where its found) and unchecking strand based rendering for the hair. And the same can be done for the black artifacts in the eyes. Except you’ll uncheck render with raytracing for the eye gloss material. Apologies for the vagueness. Once I’m back at my computer, I can get you the specifics.

sharp crescent
sharp crescent
lime lotus
keen kraken
#

might be a stupid question i'm new to all of this, but is metahumans only useful if i have models to scan or can i make the characters i want without scanning using the presets already in the character and extremely changing them?

gusty siren
#

Hello everybody!
Does anyone have an idea why I can't hide in first person the head and everything about it (beard, tongue, mouth, teeth, etc.)

cunning cloud
#

@olive pumice @sharp crescent thank you so much for the help ❀️ really appriciate that

rigid vapor
dapper briar
#

Been using it this afternoon - anyone know how to get the livelink component of it to work correctly?

#

I used it at Epic last week and it was great, but this doesn't seem to work for me - I'm having to manually import my footage instead of it grabbing it, which is how I used it last week

#

even if I do it as a livelink archive - so video source - it won't find the takes either:

#

Particularly the footage ingest - currently it wont allow me to ingest any footage shot with livelink, or even exported as a mov from the ipad itself

dapper briar
#

Ah, it seems like an iOS mismatch - ignore me for now! haha

rotund wagon
#

Is there a way to convert a 3D asset to a metahuman and NOT lose the stylization of the asset.

We noticed that during the conversion a lot of the topology changes and we lose the stylization of our character. Anyway to change that?

#

What I really want to do is maintain the metahuman rig with our unique looking stylized character faces

sly matrix
#

You should be able to manually add your head onto the metahuman skeleton, by assigning weights etc. or whatever it is that riggers do. No?

fluid oriole
# versed mantle working on a project where you equip clothing any idea on how to hide the bleed ...

1: Easiest way to fix this is to redownload your metahuman with a long sleeve shirt because it will have the body deleted, but you this will be permenant until you redownload it with the full body. 2: export your metahuman body to an external app like blend and create a material for the body parts you don't want to clipping through the clothing then add an invisible material to it, this way you can keep the full body and make those specific parts invisible when you have clothing on.

feral valve
#

Looks like this came out 4h ago, if you guys want to pin it: https://youtu.be/WWLF-a68-CE

Watch this video and learn how to use MetaHuman Animator to produce facial animation for your digital human in minutes.

MetaHuman Animator enables you to capture a facial performance using just an iPhone and a PC and turn it into facial animation for your MetaHuman. You can use a stereo head-mounted camera instead of an iPhone to achieve even h...

β–Ά Play video
fluid oriole
#

Preview of the next pack, a male version will also be included.

frosty remnant
#

Hi, trying to load MetaHuman Animator iphone datas captured with lived link on an iphone 12 mini. The archive contains all files but no footage load in the capture manager after I setup the live link capture source path.

#

Any idea?

frosty remnant
olive pumice
#

did you unzip the archive

frosty remnant
#

yes I @olive pumice

slow copper
olive pumice
#

did you click the capture source

frosty remnant
#

yes

olive pumice
frosty remnant
#

it does not load anything but it's present with the green point on

olive pumice
#

alrighty lets start with the basics

#

so you've got the archive and you unzipped it into a folder

#

the storage path should be the folder that was in the .zip file

#

not the directory where you unzipped the archive

#

doublecheck that

#

in my case 2023blahblah was the folder that was in the .zip file, so that's what i'm using as the storage path

frosty remnant
#

Its what I did and just redid :/

#

path to 20230615_MySlate_1

olive pumice
#

let me see if i can reproduce the bug

frosty remnant
#

ok thanks. using 5.2 btw

olive pumice
#

all this is in the archive?

frosty remnant
olive pumice
#

depth_data, depth_metadeta appear to be missing

frosty remnant
#

mmm... I do not have the depth data.

olive pumice
#

yep

#

i was able to reproduce it by deleting the depth data

frosty remnant
#

Would that mean that iphone 12 mini is not compliant with this new system ?

#

Or is it an option thta should be manually activated (it's my daughter's phone...)

olive pumice
#

in the app enable preview depth

#

it shoud look like this

frosty remnant
#

well I do not have the option to preview depth

#

just checked. I had to fight to take the iphone from my bossy daughter's hands

olive pumice
#

try re-recording with a short take

frosty remnant
#

ok, I'll try tomorrow then, since is in sleeping right now

#

I'll double check the settings / I'll also make a try with a colleague iphone 12 to see if I face the same problems and will let you if you do not mind

olive pumice
#

yep sure thing

frosty remnant
#

thanks πŸ˜‰

olive pumice
#

officially only iphone 12 and up are supported it seems, but theoretically any iphone from the iPhone X and onwards should work. I'm using an 11

frosty remnant
#

Well 12 mini's supposed to have the same hw as iphone 12 basic

#

And it's supposed to have the depth thing in front cam since it has the face recog feature

#

I think m'y daughter has not enabled the face recog feature... It could at least be a path to the answer

#

The truedepth camera 's also on 12 mini just checked . Will check phone config tomorrow. Thanks again.

carmine shoal
#

I'm trying to fix the "no custom metahumans" bug in UE 5.2 (the metahuman was made this morning, so the engine version is correct), but every Google result says to try downloading with the standalone Quixel bridge...which I don't have. Is there another, more up to date solution?

#

Alternatively, a download link to the standalone bridge would also probably work. I'm assuming I'd need to log in with my UnrealEd account to get it, which is fine.

west flame
#

Hey everyone ! I'll try the new animator soon, and I was wondering: is it helping a lot to put dots on the actor's face with it ? Or is it not really necessary with the iphone and true depth ?

solemn kayak
carmine shoal
#

The plugin works, but I don't have the standalone bridge that Google says to use to download my metahuman.

#

I'm missing (I guess) QuixelBridge.exe

#

The bridge plugin inside UE5 only has access to the vanilla presets that come from Epic. My accounts are the same.

#

I managed to get a .mhb file out of the metahuman creator, but UE5 doesn't recognize it

solemn kayak
carmine shoal
#

I think UE5 only ships with the plugin.

#

...but now I have a new problem. The standalone Quixel won't support 5.2

#

I guess I'll just try again when Metahumans come out of early access. This is probably the result of like twelve other bugs colliding, which is understandable given the early-version status.

sly sparrow
#

I think I'll have to do the same

#

I hope they come out of early acess soon, I thought it was supposed to happen when metahuman animator released, guess not

frosty remnant
#

I was able to reproduce the lack of depth data and get them by switching from one mode to the other in the apo

#

Thanks again @V for leading me to the right diagnostic πŸ™‚

dapper briar
rose orchid
#

anyone know why i'm getting this error when trying to "Prepare Performance" in the new metahuman animator?

#

found out it was because unreal was using my integrated CPU to use vulkan, disabled that so it used my RTX 3070 and it worked

deep field
#

I posted in #ue5-general but I'll post again here,

really need some help with the crash,


UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll```

That's error dispalyed in crash reporter, log shows:

```The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.```
This is happening trying to use a metahuman identity in 5.2, fairly certain that upgrading to windows 11 did this for me, already reinstalled drivers, already tried turning off instant replay and that, and the issue went away when switching to directx11 rhi instead of dx12 but I can't use dx11 as metahuman identities require dx12 :/
6600xt gpu, 23.5.2 drivers
solemn kayak
deep field
#

tried the two plugins you said, didn't work

solemn kayak
#

There could be any number of issues when it comes to dx12 gpu fails, metahumans are still early in their development, it'll become more robust in the future

deep field
#

yeah, just been trying for the last 24 hours

#

frustrating I can't just switch to dx11 if they can't get it together for dx12

solemn kayak
#

Yeah, they use dx12 for fancy rendering stuff like metal 2.0 but its still significantly more broken than dx11 despite being out for almost a decade

deep field
#

also wish there was some better way to debug my issue

#

don't know if this is amd issue, or just my rig, just super confused

solemn kayak
#

Yeah haven't used much amd in ue5 since my only amd gpu was kinda dog water

deep field
#

can't afford an nvidia that would be worth it right now as I already have 6600xt

solemn kayak
#

Yeah that's fair, Nvidias nice because tensor but if you already got a good enough card no sense splurging for awhile

deep field
#

maybe if I could snipe something at msrp, lol

solemn kayak
#

Msrp was killed off a long time ago, I remember I got my 3080 at the height of scalping and thought $1k was a good discounted price

deep field
#

shame when the cards you need are already $1k+ msrp

#

only thing really worth upgrading for me would probably be 4080/90 unless I could sell my 6600xt for enough to make upgrading to like 3080ti somewhat cheap

solemn kayak
#

Yeah thats the thing about gpus, you drop a thousand on one then it's beat by like a five hundred dollar one in two years

#

I wonder when we'll reach the point of barely any performance increases and we just have like the same model gpus for a decade

kind sparrow
#

I'm no longer able to open any of my previous projects and I'm also unable to create new projects. Any time I try to open something I'm getting the following error, does anyone know how I can fix this?

solemn kayak
#

Go to the log and see what modules you need to compile

kind sparrow
#

I'm not compiling anything though. I'm just trying to launch the application.

#

where can I find the logs?

solemn kayak
#

Theres a logs folder in your project

kind sparrow
#

what determines which plugins are loaded at runtime?

kind sparrow
#

I can get my projects to open again by editing the project file and removing this:

#

which is unfortunate because that's the very plugin I was hoping to test.

#

seems like a bug to me. where should we file bug reports?

keen schooner
#

Hello experts ! how are you ? please i need some help fixing this part, the head is the Metahuman animator mesh, the body is meta human, the body have difrent animation then the head, why is the head not conected ? and worse, its all look weird .. any tips how can i fix this ? thanks

coral fossil
#

Hello , I need some help
I exported a metahuman to blender in order to add details and I want to import it back to unreal and make it use the regular metahuman skeleton how may I do that ?

crude bear
#

Hello, has anyone tried using the metahumans animator and share their experience?

noble lion
dreamy dove
#

How can I fix that hair and beard problem. I think LOD is problem but I dont know how I can fix that.

supple prairie
#

I just "upgraded" my legacy metahumans to 5.2. Does anyone know what that actually does? For instance, does this fix any bugs, like always havign to go to MH blueprint and tweak force LOD to 0 so the hair doesnt dissapear, or fix eyebrow binding?

dreamy dove
slate onyx
#

So are we just totally unable to edit legacyt metahumans now? Did i miss this?

#

My upgraded metahumans not showing up in quixel on 5.1... is this supposed to be the case? Pretty ridiculous if so. Hoping its user error on my end

slate onyx
#

It was user error πŸ™‚

sudden berry
viscid fox
#

Any idea how to export to maya? the quixel bridge app says to use bridge 5.0 the plugin for ue, but in it there are much less option and I can't find anyway to export to maya, I'm trying to get the combined mesh for custom clothes skin weights transfer.

sudden berry
# keen schooner Hello experts ! how are you ? please i need some help fixing this part, the head...

Topics:

  1. the importance of using upgraded 5.2 MetaHumans
  2. how to export a head animations for standalone use with and without head rotation
  3. how to attach a head animation to a body with and without head rotation
  4. bonus: using neck data from MHA instead of just the head rotation

NOTE! You can use Compatible Skeletons instead of dealing ...

β–Ά Play video
dreamy dove
#

Thank you sir

frosty remnant
#

Hi, If i were to invest into a stereo head-mounted camera rig, what would you suggest ? (commercial or DiY)

native spire
#

Hey folks, I'm trying to work out some strange UE > Blender > UE issues with Metahumans.

Basically just trying to get a Metahuman from Unreal, to Blender and back without any edits, but things are failing pretty badly πŸ˜„

  • Exported from Unreal
  • Ran the fbx through the Autodesk FBX Converter (to preserve the shapekeys/morphs)
  • Imported to Blender (shapekeys visible, all materials there, though some showing pink?)
  • Rename the root object to Armature (to avoid the extra root bone on import to UE)
  • Export out to a new file (Don't Apply Modifiers or add Leaf Bones)
  • Import back to UE...

This is where things seem to break. I can import the head back into UE and select the original skeleton during that, it imports and once I assign the post process AnimBP, the neck/head animates, but none of the face morphs or bones seem to move at all? Also the material slots seem to be messed up, and it seems the morphs have a different number of vertices than the original.

Any ideas what might be happening? Here is a video of the whole process so far, sorry for the loading/waiting between steps:

#

I also noticed that in the reimported version, there are some greyed out bones with a bone icon, but in the original these same greyed out ones have a solid circle icon. I'm not sure what the significance of this is, but I feel like maybe it's related?

#

I would guess the name conflict errors on import are responsible for the material slot/mismatch issue, so I'll work on solving that, but any help on getting the actual animations running would be super appreciated!!

#

Adding to this, in the Face_PostProcess_AnimBP, when changing the preview mesh to my imported one I get... This...

#

As opposed to this with the original:

native spire
#

The material issue seems to have been resoved. There are less material slots overall (9 instead of 15) but the result seems the same. I would guess it's just combined slots that share the same material when reimporting. I have to wonder why they didn't combine them to fewer slots by default πŸ˜…

noble light
#

i'm working in blueprint class of meta human in event graph, where i want to switch to different animations by using input keys and see them live in the view port, i was able to do this in unreal engine 5.0 with the exact same process i'm doing right now, but now that i'm switching to 5.2 version of meta human, the input keys are not working anymore

fluid oriole
#

Latest progress on my metahuman action heros marketplace outfits, its a modular pack with 2 sets of outfits for the male and 3 sets for the female.

errant mauve
cosmic saffron
#

I'm getting this weird stretching after i retarget my animation to a metahuman. Any ideas on how I might be able to fix this?

fresh dragon
#

Hey, anyone know what the fuck would cause this weirdness to happen when the player is further away, but doesn't happen when they're close?

#

Happens for both players btw, doesn't matter if server/client

teal trellis
#

hi all. i'm seeing a lot of videos of people mixing 2 different mocap datasets (head/hands) and lip sync. it is making it feel a little "off" even though the facial is amazing. is there a way to grab at least head data from standard livelink without having to get any other mocap suit

buoyant stump
teal trellis
#

so i guess what is the differnce between that and MH animator?

#

and do most people use iclone into ue or right into ue?

buoyant stump
#

I am not sure I understand you. The app works both with livelink and animator. The data recorded includes head rotation. You can disable that while recording. If you have mocap or iclone data for the body, you dont want the head rotation to go from the facecap.

With iClone you can stream the same data into unreal for the face. You either want or dont the head rotation. One way or the other, for combining body, hands and facial animation I suggest you do not use the head rotation from the facecap.

There are many tutorials on this on youtube.

teal trellis
#

my point is why are there the 2 options and what is the benefit? i guess i was just seeing lots of recent videos on MH animator, but still importing previously recorded head data for some raeson that didn't match

#

why choose livelinke over animator

#

i have the livelinke plugin and cc4/iclone, so i guess just trying to see where i want to put the time into

buoyant stump
#

iClone is still great for animating the body. But for the face the Animator is the way to go.

As for the head rotation this is something you gave to decide for yourself. You either want i or you dont. I personally do not want the head rotation from the facecap since I am using either data from iclone or performance capture with the head rotation included.

The benefit is the natural movements. When you move your head moves with your body and it works together as a whole. If you record the body and head movements separatedly (is this even a word?) you will not get as natural moves.

buoyant stump
# teal trellis my point is why are there the 2 options and what is the benefit? i guess i was j...

Topics:

  1. the importance of using upgraded 5.2 MetaHumans
  2. how to export a head animations for standalone use with and without head rotation
  3. how to attach a head animation to a body with and without head rotation
  4. bonus: using neck data from MHA instead of just the head rotation

NOTE! You can use Compatible Skeletons instead of dealing ...

β–Ά Play video
graceful cipher
#

hey, I have a face animation, that has all the movement and rotation to it, and I'm trying to add it to my metahuman animation blueprint, but it seems like head rotation is locked. all the other bones work fine though. I only found solutions that work in sequencer, but not through blueprint. basically I want that face animation to play when the game start and then loop. How can I do that?

atomic dock
#

is there an android alternative for livelink to make videos for meta human animator? Because livelink appears to be apple exclusive.

ebon sun
#

Hello lovely people πŸ™‚ I was wondering if its possible to use the new metahuman animator recordings to create a 1:1 copy of my face? If not, what is the best way to tackle this

teal trellis
#

well, kinda that's the point. you're supposed to take a full front face, a left, a right, and a teeth one

#

it will do metahuman solve from that, plenty of tuts

ebon sun
manic pivot
ebon sun
#

The context was: I replace the metahuman body with a seperate body from epic store. Locking it to i think head bone froze the head rotation and locking the face to spine bone didnt or vice versa

graceful cipher
#

@manic pivot so that's probably not the best solution, but it served the purpose that I needed - You basically do the stuff as per tutorial, especially the part starting 21:35ish, and after the Animation Blueprint along with Animation Sequence have been edited, so up until 23:00ish in the tutorial

I completely disregarded things that were connected to the 'Layer Blend per bone - Blend Poses 0', and put my animation sequence there instead, and that worked. I don't remember if 'post-process blueprint' was kept on or off, and I can't check right now

it basically ended up looking like in the attached image

#

in the tutorial there is also some mention of re-exporting the animation, but I didn't need to do that, so I don't know anything in regards to that step

#

I hope that helps tho ^^

manic pivot
#

I'll look into it !!! thank you very much

#

My context is somehow a little bit different, I need to put face and body animation together : https://forums.unrealengine.com/t/how-to-combine-2-animations-montages-for-a-metahuman-npc-face-body/1205510/1

#

but maybe what you shared can help me out

junior jacinth
teal trellis
#

thats cool

#

looks like mewtoo kinda lol

#

sorry didnt see your earlier question about a tut, look up the one from jsfilmz

#

"im addicted to compiling shaders" lol

#

oh dear thats the wrlng video

#

this is the one where the head mocap was diff than lips so it feels off but its more about the lips he's showing

median spear
#

can anyone help me with this conversion of data failed error i get when importing takes

thin wing
#

Hey all, quick question. I'm currently trying to figure out how to implement the Anim BP for my metahumans, and am planning on using the runtime retargeting method described here: https://dev.epicgames.com/documentation/en-us/metahuman/retargeting-animations-to-a-metahuman-at-runtime

If I'm planning on using a large amount of metahumans at once (say, in the hundreds), is there a performance impact when using the "Retarget Pose from Mesh" node? Since that's constantly using runtime retargeting, is it a better approach to just manually retarget the Anim BP beforehand?

From my understanding, I would lose out on the dynamic IK leg placement if I don't use the runtime retargeting, which is why I would like to use that if I can.

Epic Developer Community

Retarget animations from Quinn to a MetaHuman at runtime.

dreamy dove
#

How can I reflection emmesive mesh to metahuman's eye?

gentle crystal
#

Anyone know the stereo camera requirements for the MH animator? Is it just two side by side cameras like linked gopros or does it need special stereo cameras?

golden crest
#

Does anyone know why my metahuman's hair appears in front of my VFX like this?

silver pond
#

Hello SLACKERS!! I have been battling with getting my metahuman to wear a mask. I created the mesh in Blender, Imported the skeletal mesh into UE5.1.3, I have attached it to the head but I cannot for the life of me figure out how to get that cloth to hold the shape of the metahuman face and animate with it.

#

I need the mask to move along with the mouth to provide a realistic effect

drifting crow
#

Hey guys, can someone tell me why my MH sits on the chair in that way? Its locomotion is ok

#

Any simple way of fixing it? πŸ™‚

acoustic berry
graceful cipher
sly matrix
drifting crow
#

U kiddin?

vestal flint
#

Do you guys know a method to non uniform scale the metahuman eye shader pupil? (Make it long vertically and narrow for example...)

manic pivot
teal trellis
#

woot, got a good price iphone11 so i can finally start with the lip sync animations

#

the choice was $1200 faceware plugin to use android or $220 iphone lol

sly matrix
#

nice good tip

bitter kayak
#

Hi!
Does anyone know how to render hair / grooms with higher sample counts? (Deferred rendering)
The groom simulation resets every time between the temporal samples. And this is the only way to get good cinematics from UE5..?
Do I need to cache the groom in another program and not work with the in-engine physics?
Thank you for your help!

hollow aurora
#

On the subject of hair grooms, would like to know how to get realistic per strand wind/physics interaction.
Haven't seen anything yet that demonstrates this as being possible!

teal trellis
#

does hair actually animate well in ue?

#

i know you can use physics properties in iclone/cc4 that seem pretty good but i've yet to pull it into unreal yet

#

there is also a whole video on soft body physics so you have boob/thigh/butt jiggle on heavy movements πŸ˜›

limber spear
#

i import my character from Daz Studio
but the whole skeleton is facing pivot issues, its totally off
i tried middle clik + alt to reposition pivot, but it cant

steady maple
#

using MHC how can i add wrinkles? (to make the person look older)

plain igloo
sly matrix
drifting crow
#

Any ideas about how to fix this? πŸ˜„

#

it 'sits down' like that

#

only f_tal_unw_body gets animated by anim montages, the other 'parts' of the metahuman remain stationary in the standing pose

river summit
small ridge
#

Hello :>
Quick question: Is there a way, of changing the neck thickness of a MH in the creator? When I am shrinking the head (as the mesh was custom), the neck becomes unbearably thick and I couldn't find any solution online. Any help would be appreciated, thank you! ✨

rigid hamlet
teal trellis
#

so quick q. now with mh animator, is there any compelling reason to capture lip sync data in iclone 8 and pulling into unreal? vs just doing it in unreal directly?

river summit
pearl cliff
#

how do i get the damn metahuman to stop stretching when animating

#

i went through and disabled every variable called enable stretch

teal trellis
#

thats creepy

pearl cliff
#

i spent ages learning how to add a control rig to quinn and did that and the metahuman is retargeted to that... then i tried making an animation with quinn and the elbows and stuff were not in the right position

then i realised metahuman comes with a good rig already but... stretchiness that seems impossible to stop

pearl cliff
#

solved

drifting crow
#

I have created a couple of more metahumans, but they wont appear in the editor. What to do?

drifting crow
#

They do not appear in My Metahumans window, they are just not being downloaded for some reason. Why?

#

Its only 1 metahuman there, when its supposed to be 3 of them

broken pulsar
#

I'm experiencing an issue where my metahumans won't finish downloading

#

Seem's to get stuck on 100%

sharp depot
#

Fixed the problem @broken pulsar ?

broken pulsar
sharp depot
#

Try cancelling the install, close out the Unreal and Epic Launcher, retry then resume the install.

#

See if that will bypass the problem.

broken pulsar
#

Yeah, that's what I've been trying to do repeatedly

sharp depot
#

OK, then might as well stop there and let the download resume. It may be trying to acquire something. Check if Windows is "blocking" something. If it is, unblock it and maybe it'll install. If not, just keep working with the metahuman and the install will finish. It happened to me a few times.

broken pulsar
#

Ok, I will persist. One of the two has downloaded, so it must not be being blocked πŸ€”

sharp depot
#

Then it must mean it's "verifying" the files, perhaps; like what it does with Unreal 5

broken pulsar
#

It had been stuck on 100% for over an hour. The other one was finished shortly after reaching 100%

sharp depot
#

How long did it take for the other one?

broken pulsar
#

after reaching 100%? Only a minute or two

#

Aha! This looks more promising

#

oh, it just restarted 😦

#

very frustrating

sharp depot
#

Did the number go up?

broken pulsar
#

It went from 100% back down to 0%

#

and is now back to 25%

#

this isn't the first time it has restarted either

stiff arch
#

guys ML deform not saving trained network, help

sharp depot
#

@broken pulsar Maybe try a different metahuman and see if it is affected dthe same?

stiff arch
#

is there a way to edit metahuman bodies inside metahuman editor?

sharp depot
#

Is Epic going to create an offline MetaHuman Creator app for Windows 11?

sharp depot
# stiff arch is there a way to edit metahuman bodies inside metahuman editor?

So far from where I looked at Metahuman Cerator, the bodies are not editable. They are preset and Metahuman Creator is in its development stages so we don't know exactly when Epic Games will be able to release a stable version of Metahuman Creator involving the bells and whistles of editing our very own Metahumans.

stiff arch
#

A half a year they don't add any updated to it

sharp depot
#

So half a year? What if they are really working on it but weren't able to post updates on a blog or something because something was in "development"?

stiff arch
#

Also they should add more clothing types.

stiff arch
#

They don't even develop it they work on unreal engine 5 things

sharp depot
#

Metahuman Creator is a very nice program but I don't know what's going on with Epic Games so maybe they are shifting staff around, prioritizing things.

stiff arch
#

They say what they work on in forums

sharp depot
#
#

So they are working on it. They were working on a plugin. So perhaps they may be working on more things relating to Metahuman even though it still needs a lot of ironing out.

native spire
#

Hey folks, anyone aware of how to reduce/fix this issue on eyelashes? There is a rectlight behind the characters head but for some reason the eyelashes aren't getting shadowed by the head itself?

RectLight Off/On for reference:

#

And a reference for it's position

buoyant stump
fluid oriole
#

My Metahuman Action Hero Outfits are complete and available on the UE Marketplace.

native spire
safe kettle
# gentle crystal Anyone know the stereo camera requirements for the MH animator? Is it just two s...

In terms of camera geometry, vertical stereo is preferred (see here https://dev.epicgames.com/documentation/en-us/metahuman/metahuman-facial-performance-capture-guidelines). It's difficult to be precise about how 'good' the cameras themselves need to be. Factors that tend to improve depth reconstruction from stereo include cameras with low noise sensors, global shuttering, and lenses with low optical aberration. Synchronized capture of the two cameras is also very beneficial and camera calibration is essential. However, the ingest tooling for MetaHuman Animator is quite flexible and should allow users to adapt to their hardware (see here https://dev.epicgames.com/documentation/en-us/metahuman/stereo-camera-calibration-and-tools-for-the-metahumans-plugin).

sly sparrow
#

have the methuman team ever mentioned anything about metahuman getting out of early access? I'm trying to wait for metahumans to become 'released' to start developing, but I can't find any information on any etas so I'm wondering whether I should just start now

granite bay
#

I'm getting consistent D3D device removed errors, they seem to only occur when there's a metahuman in the viewport. It's an nvidia 3080 card and I am not out of VRAM. It occurs in 5.0.3, 5.1.1 and 5.2.1, it's a nanite-enabled project so dropping to DX11 isn't an option. I've tried Studio and Game drivers. It happened extensively with no graphics tuning software, but I've since also tried using Afterburner to underclock/overclock and undervolt the graphics card all to no avail. There is a suggestion on reddit which points back to this discord with some changes to the engine (some of which but not all appear to be in 5.2 already), which I will try next but I'm desperate to find a way to stop these crashes at this point!
Any advice most welcome πŸ™

buoyant stump
buoyant stump
# granite bay I'm getting consistent D3D device removed errors, they seem to only occur when t...

You should be aware of two things. One is the windows registry and TdrDelay value. This is by default set to something like two seconds, which is way too low. You need to set this value for like 60-120 seconds.

The second issue is browser with video playing (youtube, streming like hbo or so). There are some VRAM issues with this. So in order to minimize this error, edit the registry value (just google TdrDelay value) and try to avoid using youtube together with UE. In my case, this is problem just when Im rendering, not using the editor. Hope this helps πŸ™‚

granite bay
buoyant stump
granite bay
#

that's unfortunate - there were a couple of ~5s hangs which recovered, then one that didn't and I had to wait 60s for the D3D removed error crash 😭

long vector
#

Hello all

#

did someone managed to compile the Metahuman plugin on top of UE src (5.1.1) ?

buoyant stump
granite bay
buoyant stump
#

I had this error both on my home 3090 and work 4090 cards. So I think this might be drivers issue

#

Or maybe it is just a bug in unreal πŸ™‚ also possible

granite bay
#

🀞 if this doesn't work, I have no idea what I'm going to do 😐

bitter kayak
pearl cliff
#

The rings are for rotation

granite bay
mortal osprey
#

Hi guys I have imported a metahuman to an empty project and after using metahuman creator and face link live to record and import face animation, the head then detaches from the body. Anyone know how to fix this?

ornate cipher
#

Hey everyone, question, when I use Metahuman Animator 5.2 and bring in a footage file from Live link to help create the identity, I get a bit of a glitch. When I try to pick the front, and side pose, the frame I pick jumps to a different one every time. I will select the frame I want to use, click promote frame, and it shows some other random frame out of the sequence. There isn’t a mathematical explanation to this either (like it’s picking a frame 20 steps away each time or something like that) it’s a random frame. Anyone know how to fix this? It causes a distorted model once built.

gentle crystal
stiff arch
stiff arch
final jetty
#

hi all, is there a way to parents the eyes control to the camera in sequencer?

granite bay
lapis bone
#

hey guys i am getting this error when i compile the Bp i am using custom clothes for metahuman and also using the base metahuman skeleton for the clothes also

granite bay
#

@lapis bone either update the metahuman to 2.0, or simply switch out the offending deprecated nodes in the blueprint with the GetSkeletalMeshAsset node instead (double click the error and it'll take you to the graph)

topaz hearth
#

Elloo... so, maybe I'm behind on my tech, but is metahuman game-ready? I was looking at some examples, looking at the mesh and rig (number of bones) and it seems like a lot to run for a game.

sly matrix
#

It does end up feeling like quite a lot. I have 16 of them running around with AI and it's a slog on a 3070. However, if ur game will be in development for 2-4 years, it might be just right?

fierce gull
#

Hey, idk why, but I upgraded my Metahumans to the newest version in the creator and they're not showing up in Bridge. Idk if this was a reoccurring problem so I'll scroll up to see.

inland marsh
#

[Question: MetaHuman Animator]
Cheek and lips aren't detected correctly.

Hi, covered the picture to avoid polluting your eyes with my face expressions. [Picture is Safe for work]
Anyway, I am using iPhone13ProMax with a screen protector. Could it be the reason that my cheek/ lips area aren't detected correctly? whenever I puff my cheek or funnel my lips it doesn't get detected correctly. Anyone faced something similar?

buoyant stump
#

Hi, Im having this strange behaviour while creating pose assets for my metahuman.

This is default pose:

But when I create my pose asset based on a frame from my animation, I get this weird stretched pose.

buoyant stump
inland marsh
#

Will try that! Thank you πŸ™

languid granite
#

Has anyone been working with the City Sample Crowd pack? I'm testing it out for the first time today and its incredibly slow to load up, and whatever changes I make to my humans, it will crash Unreal. Anyone have a similar experience?

coral fossil
#

Does anyone know why at runtime my hair lod change even though I set both number of lod and forced lod to 1 and turn on never distance cull
The lod won't change when I'm watching the metahuman in scene but once I start to run the game the lod does change

wraith marten
#

Take a peek at my forever evolving metahuman collection on the EDC

πŸ”— https://forums.unrealengine.com/t/a-showcase-of-my-meta-humans-set1/1213021

untold crown
#

Hello everyone! Somebody tried a DIY HMC (not iphone) for metahuman animator? I am try to use two similar action cameras and have some success. I succeeded in identity creation. But my UE crashes when i try iniciate performance process. Maybe this is due to poor video memory (8gb)?

untold crown
#

It seems to be i passed this step. So my custom HMC works good))

fathom galleon
#

yo. is it possible to edit mesh in unreal just to clean up part of the metahuman?

cunning cloud
#

hey guys, has anyone seen this problem before? the metahumans eyelashes? any idea of fixes?

obtuse urchin
#

did they break ears in the Identity Solver? This used to work in 5.1 and now it isn't in 5.2

#

here it is working in 5.1

#

also curves and control vertices seems to be broken in B view when enabled

gloomy patio
#

Would anyone be able to point to the right direction to fix this issue with the eyelids? The issue looks like ambient occlusion would be baked or something but I have tried to remove all the AO maps from the master material and it still persists. The issue is also not in the base color (image attached)

worthy flint
#

hi, someone knows how to export metahuman face animation made with live link from ue5 to blender, maya etc? iv tried with fbx and usd but when i import the model i get the keyframe with no animation

gloomy patio
plain orbit
#

Is anyone else currently experiencing issues getting MHC to load?

serene fulcrum
gloomy patio
worthy flint
plain orbit
serene fulcrum
#

I've seen these issue before

obtuse urchin
#

you could try disconnecting the normal in the material as a test

scarlet sorrel
#

any idea why this might happen guys?

scarlet sorrel
#

anyone?

#

why does hair shadow disappear?

hollow aurora
#

Any 'eye' experts able to tell me why my eyelash shaders look so bad? Doing a CU on eyes so they must be perfect!

scarlet sorrel
# hollow aurora Any 'eye' experts able to tell me why my eyelash shaders look so bad? Doing a C...

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β–Ά Play video
kindred ocean
#

im new to unreal , does anyone know how to change this background black color viewport in metahuman project that is available in marketplace ?

gleaming atlas
#

Hey ive been tasked with getting hair and a hat to work with out metahuman, ive done work and skinning in maya, but when i export it and the hair lods it doesnt import into maya correctly, hair disapears and only the hat shows up. does anyone know how to get this working? currently tried selecting everything and exporting, tried exporting individual lods with the skeleton, and even exporting just the hair with no success. any guidance is much appreciated

obtuse urchin
#

I've done 4 different mesh to metahumans and 1 head keeps coming back out of metahuman creator with 1 less vert than the rest, I redid the whole process and got the same result... anyone else getting this issue? 3 of the 4 head meshes have 35,569 vertices and this one head keeps coming out with 35,568 vertices

#

and the vert order is slightly different

obtuse urchin
#

I reexported the source mesh and resolved it and reimported the metahuman and now it's right shrug

kind kindle
#

Help? I'm new. Anyone had this happen? On a Mac Studio Ultra which I read can cause issues but haven't seen any as wild as this.

vast harness
#

Idk where to request a new link but the special Calibration Board for the Stereo Camera HMC setup needs a new link

https://dev.epicgames.com/documentation/en-us/metahuman/metahuman-facial-performance-capture-guidelines
"
Calibration board construction
Calibration requires a calibration board (checkerboard pattern) with a size of 89. mm5 x 134.2 mm (download a sample here) and each square being 7.5 mm."
The link https://drive.google.com/file/d/1WQDn8DwlPQXka8xUZNKozLr711HMj-Cp/view?usp=share_link

If you have a file please send me a link. These ones need to be 7.5mm. Unless this is the same size as the Virtual production board

Epic Developer Community
final jetty
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hey! how do i change the rest pose of a metahuman?
need to give it high heels

hollow aurora
hollow aurora
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Using a Mixamo to Metahuman workflow but noticed that my Metahumans have drooping shoulders after retargeting my animations.
Is there any way to correct this in the IK Retargeter?

final jetty
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hey all, im trying to duplicate a metahuman rig but the animation sequences doesn't work on the new one... any tips?

upbeat arrow
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I want to create some facial animations using the new MetaHuman Animator workflow :
Capture the calibration footage with the appmport everything in UE5
Set the frames to create the MH Identity
Everything was going on nicely until I click on Prepare for Performance to generate the final step.
The process "freezed" at 89%, no EU5 crash, nothing obvious
Is somebody else met this issue?

fyi : i7 9700KF OC, 64Go RAM, RTX 3090
UE 5.2.1

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Someone said to not toggle the fast prepare but I don't know how to set up this, any ideas?

kind kindle
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pressing key after altering a metahuman pose causes crash. (i moved arm and neck but not fingers) anyone had this happen?

loud python
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I enabled "Metahuman" plugin in an Unreal project file, and when I hit "Restart Editor" this is what I see

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Please help me, I have a very close deadline to meet

hollow aurora
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Would love feedback for any experts on Mixamo to MH workflows.
Following Jobutsu's walkthru exactly. Everything works but getting noticeably drooping shoulders on my MH when viewed in Sequencer.
Is this a IKRig issue, a retargeting issue, or?
https://youtu.be/W5ZYUlkaq5s

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...

β–Ά Play video
hollow aurora
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One more Sequencer animation question > Is there any way to keyframe the Playrate? I have a MH walking around a corner and I want him to slow down as he turns, then speed up again after.

lime lotus
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I'm getting this crash when using a Metahuman (retargetted to SKM_Quinn) but it only happens in Standalone Game. Anyone know why it would do this?