#metahumans

1 messages · Page 7 of 1

fading quail
#

Does anyone happen to know if its possible to export metahuman motion capture data to blender? I customized a metahuman in blender and I'd like to know if its possible to export the animation data to blender or if I have to reimport the custom character back into Unreal

dark swan
#

yeah totally! I'll post a quick render

crisp inlet
#

Hello! I am extremely new to using UE5 and metahumans. I am making an experiment for class and I am trying to get my metahuman to make eye contact with either player start or a camera? I have watched tutorials and I cant find one that actually helps me. Any tips? I would only like the metahuman to make eye contact on specific levels.

sturdy temple
crisp inlet
sturdy temple
#

Metahumans sometimes feature a "Post-Process" blueprint. If you add the look-at code on the regular animBP it can get overridden by the post-process BP is what I've found.

#

Look on the upper right hand corner to see the BPs associated with this mesh

#

This is my actual look-at BP:

#

The "LookAtWeight" is a Float variable that can be set in the editor and animated in the sequencer. Setting it to 0 turns off the look at; setting it to 1.0 turns it on full strength.

#

"LookAtTarget" is another variable that contains a reference to an Actor on the Stage - can be anything really; I used a Target actor, but it could be the camera for instance.

#

Both of those variables are set on the Character BP not on the AnimBP

#

For more realism, you can do a similar thing on the Body BP so that you can get the head turning a bit too

empty thistle
#

Hi guys! Trying to do a simple .obj export from a pose. Figured out the "bake to animation" then "create static mesh", but am running into an issue where I can only get the Torso and Head to bake. I have keyframes for Legs and Feet, under the "Body" skeleton in sequencer, but not sure how else to export them. Any help would be greatly appreciated!

sturdy temple
empty thistle
#

Ahhh, that would make sense, ty

severe reef
#

hey yall, working with metahumans rn

#

i'm struggling attaching the head to the body?

native spire
#

Hey folks, I'm trying to use the "7.5/8 heads to height" rule as shown below, but this requires me to scale the MHC heads down to -1 which just seems really small to me, but I have a feeling it's the neck length that's causing the issue. Has anyone else come across this issue and found a good value (perhaps for each of the body heights) that they use? I don't just want to eyeball it as that could cause us some technical issues later on.

#

Right now I think -.75 gets a decent result, but I'm not super confident 😄

crisp inlet
#

@sturdy temple the graph you sent was the event graph correct? how should the animgraph look

crisp inlet
#

okay i got that working. with the event graph, how can i set it to look at player start? @sturdy temple

#

thats my current event graph, i got to the part where yours says get world location but is that the same for looking at player start?

#

or should i set up an object for it to look at?

tiny linden
#

doees ANYONE know how to put a metahuman head onto a rigged character? i cant seem to figure out how to rig this clothing i have tried everything! including accurig actorcore, i have tried to rig it without a head, i tried to export and inport the metahuman skeleton body and head i have tried and tried please someone im using 5.3.2 give me a hand here point me in the direction how to a rif this clothing?

#

lol, i have exhausted my brain on this matter, i have the clothing ready for the unreal engine, the body just needs to be rigged so i went to autocore/ accurig and it gives me a hard time, eventually i get it to work, if i use the head and hands it makes my head look up like im bird hunting, and then if i just rig the body it comes out weird and if not that then attaching the head almost seems impossible, even on the same anim class Manny it still fails to allign and trying to manually do it is driving me nutts its not working, i have seen just about every tutorial on youtube regarding this matter, its still failing, the clothing needs to be rigged and i assume that i just attach a metahuman head to it, i tried with sockets too, and its just not working, the worst part is i want to add in multiple outfits LOL

pearl zodiac
# fading quail Does anyone happen to know if its possible to export metahuman motion capture da...

Yes, I actually export MHA animation from UE and retarget to a Rigify face rig on completely custom characters in Blender.

To export MHA animation from UE, create a level sequence with a MetaHuman + MHA animation, right-click on the Face track and choose Bake Animation Sequence. Save the baked animation sequence and right-click on it, choose Asset Actions > Export, and save it as a FBX. Run it through Autodesk FBX Converter 2013, and then import the converted FBX into Blender. Voila, you have an animated face mesh + armature in Blender that you can retarget or do whatever you like.

There's also MetaReForge plug-in for making custom MetaHumans if that's what you're after, but I find it easier to create and animate fully in Blender using MHA strictly as a facial mocap tool instead of trying to hack together a custom MetaHuman. MetaHumans are great if you're going for realism, but I learned from months of banging my head against the wall that making a stylized MetaHuman is not an easy process regardless of tooling, whereas MHA animation retargets pretty nicely to stylized characters, and it's way easier to rig a character with Auto-Rig Pro / FaceIt and use ARP Remap to retarget MHA facial animation to it than it is to make a custom MH in my experience. The EULA is not clear, but I don't think Epic cares what DCC or additional tooling you use to create and animate characters as long as you render your final result in UE.

fading quail
sturdy temple
# crisp inlet

Nice work! I used an object to look at because that gave me more flexibility in terms of animating the eye movement (you'll discover it gets REALLY creepy if the character looks at you constantly. Talk to someone and look at them the entire time, they'll start to squirm).

I haven't played with Player Start, but anything that has coordinates should do. That look-at target object can be anything I think.

tiny linden
#

can i export the metahuman BP as a character?

#

like merge it and bring it into Autocore

#

hair and textures included?

crisp inlet
#

I’m doing an extremely basic experiment for class to get users brainwave reactions when speaking to meta humans. Some levels will have eye contact while others don’t

lost orbit
#

Hello everyone!
I have a question about MH ABP. I need to follow his eyes by moving camera but. I'm following tutorials, but several lessons mention the need to disable "Blueprint Post Processing" for the "Look At" function to work correctly. However, disabling this feature makes my ABP appear incorrect. How I can use my normal skeletal mesh and use "Look At" node for EYES ?

native spire
#

Anyone tried going from UE > Blender > UE in 5.4 Preview? You used to have to have the head rotated forward 90 degrees on export from Blender for it to come back into Unreal okay but now it seems to cause problems 😅

#

About to try it without the forward rotation in Blender to see if it's just fine to export it as-is

#

Yeah, seems that forward rotation isn't required anymore 🙂

#

Getting some bone merge issues though

mild barn
#

Can anyone help in converting my model to cc4 models

tiny linden
#

can i export a metahuman and turn it into a regular Mesh like character where its just simple and basic like if i modeled it on blender?

worn pilot
sturdy temple
#

The other thing you can do is, using Sequencer, just animate the target and with the alpha at 1.0 the eyse will follow that.

sturdy temple
crisp inlet
worn pilot
sturdy temple
sturdy temple
#

(even if that actor is you! haha)

worn pilot
sturdy temple
worn pilot
#

That's the late great Basil Rathbone. He died in 1967.

crisp inlet
#

here is my metahuman, I just want her eyes to be downward a bit ( on this level only) does anyone know how to achieve this the easiest?

#

This is my first ever UE5 project, so I apologize if this is super simple stuff.

quartz burrow
#

i can not get my metahuman to show up in my metahumans ive checked for updates and made sure the it was the same account on both ends but still no character any help would be greatly appreciated ive been at this for hours now

sturdy temple
# crisp inlet here is my metahuman, I just want her eyes to be downward a bit ( on this level ...

I think I was misunderstanding how you're animating the metahuman (I'm assuming it's animated). I guess you're just playing an animation sequence on it then, not using the Level Sequencer? The Level Sequencer would allow you to customize the animation on a per-level basis.

With the look-at script, if you have used an external target object, then just place that object in a different spot in your level scene, and the character will look at that. does that help?

crisp inlet
#

Yes that’s a great idea idk why I didn’t think of that. Thank you.

crisp inlet
#

if I placed an actor for her to look at how would it change this

sturdy temple
# crisp inlet on your event graph here, what is the blue target?

Target is a variable that's on the character's blueprint and exposed to editor. The type of that variable is Actor. So once you've placed your metahuman character on the stage, you can choose any other Actor that's on the stage and apply it to that variable. Then the character looks at that object. I hope that helps.

#

I'm thinking of creating a short YouTube tutorial for this. If you're still struggling, that might motivate me to do it sooner rather than later.

crisp inlet
#

so this is supposed to be done in the characters bp? not the face anim event graph?

#

i would die for a video tutorial there is no clear tutorial online

#

or even just share my screen and have it explained idk. I feel like im not learning anything I am going in circles

#

@sturdy temple

knotty sedge
#

anyone know what happened to their mouths? lol

#

only happens with path tracing on

native spire
#

Still a bunch of body/face shapes to go (especially on the femme side), but slowly building up a body/face customisation system using one metahuman base mesh 😅

#

Morph targets are my favourite thing ever

pure quiver
#

I would suggest exporting clothing from meta humans and transferring the weights in maya or blender as a starting point. The clothing is weighted in spots the body mesh is not. If you prefer there is also a paid (possible free trial) software that will specifically rig clothing to metahumans

wintry sorrel
#

does anyone know if the motion matching animation set that they mentioned at gdc is available yet?

#

this one

#

3:36

winter sphinx
junior birch
winter sphinx
junior birch
native spire
native spire
winter sphinx
#

I cant even find the TOS for Metahumans

hard anvil
#

hi, so I've exported a metahuman from bridge modified it, and gotten everything back into unreal as a split model (its for a game), and after going through everything, I see that the bones have a prefix "DHIBody:" All of them have this. It works fine in unreal, I use the mannequin skeleton, and it manages to map over to those bones automatically. However, I just don't like the naming. Is there something I can do to get rid of the DHIBody prefix? I use both maya (barely) and blender.

#

I just found it somewhat weird that the Bridge export to maya has this bone naming, while the bridge export to unreal, is using the cleaner bone names.

junior birch
winter sphinx
junior birch
# winter sphinx Dont see anything regarding pron 😄

oh trust me its very grey area but this part is the most important part people dont read the paragraph is long but it starts here "While this Agreement is not intended to prevent you from exercising the rights in Downloaded Characters granted to you by Epic under the Epic Content License Agreement, there are certain things you may not do with the MetaHuman Technology"

long isle
#

Hey all, not sure if this or the animation channel is the right place to ask this so I will move if not. I'm animating control rigs on my Metahuman directly in UE5.3. Is there a way to select ALL the controls easily and set keys on everything? Marquee select in viewport doesn't select the controls, just the blueprint actor as a whole. When I shift select the controls on the body and face in the graph editor, it won't let me set keys. Are there ways to make selection sets like in Maya?

broken pasture
long isle
long isle
#

Follow up question, is there a way to make the face board (the board itself, not the control sliders) unselectable? I keep accidentally selecting it instead of the tiny controllers!

hollow robin
alpine current
#

I have a question for those familiar with Metahuman- I have a client who needs some Rokoko animations retargeted to his character, but hes having problems. after digging around, it looks like he had someone rig the character up for Metahuman, despite it being a low poly, low fidelity character model, NOT made with Metahuman Creator.

It does have 52 simple face blendshapes, but that seems like something that can just be handled as its own animation sequence.

Is there ANY reason for him to be using this Metahuman rig, if its just a simple character that will never take advantage of that photorealism? I'd like to just simiplify the rig entirely, re-import and re-targert the mocap, but if theres some major benefit to using Metahuman for like the IK rig, im open to figuring it out

noble raft
#

I'm currently on 5.3 and was wondering if anybody has tested what exactly they changed to drop to cost of Metahumans down so much in 5.4?

grim oracle
#

What do you mean by cost?

#

I was wondering, metaa humans as well. I’m looking at a 5.4 YouTube thing showing a new meta import, but is that only UEFn at the moment?

sturdy temple
sturdy temple
#

OMFG downloading a MH from Quixel Bridge is soooo sloooooooowwwww.

that is all. Thank you for your attention.

🤪

grim oracle
#

5.4?

fast temple
#

Hello, the unreal marketplace guidelines say marketplace content creators cannot use metahumans but we can use the metahuman skeletal rig to create metahuman assets for the unreal marketplace, does that include the skeleton for the head or can we only use the body? What do you guys think?

fast temple
#

It doesn't mention whether its just the body skeleton or the head, i guess they mean the entire rig 😅?

dim belfry
#

Anyone who's used metahumans for virtual production? I'm toying with the idea of making a shortfilm on an ledwall, with metahumans as a supporting cast, but i'm not sure how well it would be able to be handled - any like bottlenecks, etc?

steady light
dark swan
#

anyone has any ideas what I'm doing wrong in adjusting eye brow markers of my Metahuman Identity? Left is the marker adjustment in the identity asset. Right is the markers in the performance using that identity.

#

its like the performance is ignoring any customization in the markers

dim belfry
long isle
#

Hi all, as I was animating my Metahuman Control Rig in sequencer, the rig suddenly 'disconnected' from the mesh and now the mesh is not moving at all (including other shots that I previously animated). It looks like my animation curves are preserved, but how do I 'reattach' the mesh??

junior jacinth
#

I accidentally closed the login dialogue prompt now it's stuck here. I've restarted the pc. Nothing still.
Please how do I open the embedded login window again so I can complete my mesh to metahuman.
Thanks

frosty remnant
frosty remnant
#

livelink

frosty remnant
frosty remnant
junior jacinth
frosty remnant
#

indeed

hollow arch
#

Do you still need to use blender to remove bones from a metal human? Or can you use the 5.3 tools to achieve the same thing

cedar herald
#

using Animation Assets, does anybody know a simple way to ensure my head animations stick to the body?

#

setting these additive settings has not helped unfortunately

hollow arch
#

this worked for me to "connect" the head to the body. Execution is coming from character BP construction script.

cedar herald
#

interesting. are mesh and face the respective skinned meshes of the body and head? @hollow arch

hollow arch
#

I dragged those elements into my blueprint from the side panel

#

So i click & drag Mesh and Face into the blueprint from this left panel here

#

this is in my character blueprint, not the animation blueprint

#

hope it works

cedar herald
#

progress! thanks, friend

hollow arch
#

💯

cedar herald
#

^ accessing the MH from an external BP

#

i do seem to have lost/overridden the facial animations, but this is a step in the right direction, i think

hollow arch
#

im checking my Animation BP for any possible missing pieces

#

check the asset details for the face & what not for the correct settings

#

i havent ever animated facial - but this may be a possible door to open and check

cedar herald
#

I'm using Animation Assets (not Anim BPs) by design. My BP hot swaps between animations

sturdy temple
hollow arch
#

ive never touched those so thats not anything i can talk on

cedar herald
hollow arch
#

idk - last shot from my experience would be to try "blending" the facial animation over the body animation? cuz every metahuman skeletal mesh references the whole skeleton

sturdy temple
#

It's strange. I just did a fresh import of a new MH into 5.3, and it just "worked" with one small BP change for the body. Imported FBX mocap for face and body.

#

Mind you my animations were all done via Sequencer, so maybe that's a difference with your setup

hollow arch
#

good luck !

#

😘

#

idea

#

just an animation asset? like just a singular animation file?

#

go to animation asset

#

go to skeleton

#

check this right side column to see if face is included

#

might need to add the face anim BP that comes with the metahuman by default - if simply to drive the data - without modifying it?

hollow arch
#

uhhh

#

did I manage to remove the bones in 5.3 unreal? there is no way - there must be a setting that im missing that hides them

#

the curves still exist

cedar herald
ruby root
#

Has anyone ever had random parts of the metahuman's mesh just "pop out" at seemingly random times? I created a vest and weighted it to the metahuman. It deforms just fine when animating. However, during playback in sequencer or even in-game, I'm noticing parts of the vest just seem to shoot off into space at random times, making for some strange shapes. Once I move about the viewport, the vertex snaps back into place. This makes me think it's a LOD issue and not a weight issue. I exported the 4 LOD skeletons that came with the metahuman and just weighted the vest to those skeletons and they worked just fine, except for this random issue when animating. Apologies for the low-res image. The dark blue "triangle" is part of the back of the vest with the light blue being a long-sleeved shirt covering the metahuman's right arm.

merry pine
#

Hi everyone. I heard news about MetaHumans being brought to UEFN. Does anyone know if these models are more performance, and therefore fit to be used in games? The existing MetaHuman models I find are way too performance heavy, even on the lowest LODs

upper imp
#

Hey, I just wonder why there is a difference on the bone names when exporting from bridge to maya, and importing directly into unreal. when using bridge to maya I get a prefix DHIbody: on all the bones. I use the sk_mannequin skeleton on import to unreal, and that still works fine, it manages to remap, but it still bothers me a bit. Any thoughts on this?

merry pine
#

I know what you mean, I just wasn't sure whether to say lower or higher given LOD stands for level of detail, and you would think "higher level of detail" would mean less performant model.

They really do look terrible, and the performance is still terrible! Lol

hollow arch
#

So you can "delete" bones in ue5 now. Not sure about if they are truly deleted-performance wise. Now I need to figure out how to get the bone weights from the high LOD skeleton to the now slimmed down LOD0 skeleton.

#

Going to try using Python commands to speed up the trial and error process of deleteting the same bones on 5 different meshes.

#

Or... epic can just give us game ready metahumans from uefn lol

hollow arch
rare ibex
#

Hey guys, trying to get hair groom to interact with the body of a metahuman. I read that I need to add the body as a collision component for the hair.. But cannot seem to get it to react.. Anyone have a clue? The adjustments to the physics body of the head works fine.

rare ibex
#

Also as a side question, why is it that the physics asset is not following logically? I have to make the capsules way larger to affect the hair. Ive reset the groom to accomidate for the scale difference. But I'm assuming I'm doing something wrong here. As it seems like a very odd way to fix the hair

gleaming atlas
#

Anyone have any idea how to fix glowing hair in unreal engine 4?

#

Characters arnt metahuman but I cant find another channel related to characters

tiny linden
#

is it possible to use metahumans as playable characters? and if so is there a way to optimize it so its not insanely demanding on both the texture streaming pool and others? i already lowered the Texture levels

soft estuary
# tiny linden is it possible to use metahumans as playable characters? and if so is there a wa...

How to use your Metahuman as a ThirdPerson character in UnrealEngine 5.1 and 5.2

#unrealengine #Metahuman #GameCharacter

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

Follow Me:
Buy Me A Coffee: https://buy...

▶ Play video
hollow arch
#

whoa

#

these new MetaHumans have a new component type of their own!

#

this is from UEFN, the new 3.0 metahumans

#

i wonder how these help! Im gonna keep testing stuff all night tonight

hollow arch
#

too bad UEFN has every single profiling tool & the console hard locked...

#

kid proof

hollow arch
#

and the new 3.0 metahumans come with 25 simple locomotion animations

hollow arch
#

need someone smarter than me to look in the source code and see wtf this button is doing exactly

#

i doubt its the answer to our prayers but it may help

rare ibex
#

Managed to corrupt my UE5 on a seperate pc, does anybody know how its best to get rid of any corrupted files? Tried uninstalling engines/plugins and doing a fresh start. Nothing helped. I read that projects that have corruption can break the engine. So next test is to delete all engines/projects.. and start fresh https://forums.unrealengine.com/t/metahuman-plugin-suddenly-broken/1776053

rare ibex
#

While trying to troubleshoot, is this the correct version of metahuman for 5.3.2?

hollow arch
simple forge
rare ibex
#

Sadly I'm worried its a RAM or CPU fault at this point. Found few posts mentioning the same issues

simple forge
tiny linden
hollow arch
tiny linden
hollow arch
#

You can crank up the LOD and turn hair to cards

#

But beyond that its the game of modifying it outside unreal and hoping it reimports correctly.

#

I haven't explored messing with it in blender yet. But that's what i'm gonna start next week

hollow arch
tiny linden
#

ive just removed everything and there alot of extra thigns materials especially

hollow arch
#

If you search online, youll find that the issue is the sheer # of bones

#

Apparently the more bones = the more cpu load during animations, regardless of LOD or vertex weights.

tiny linden
tiny linden
hollow arch
#

Is the head floating while body animates?

#

You need to add the head mesh to your master pose component in the character blueprint

#

Ill get u a screenshot soon

#

Drag mesh and face from left side menu

#

Start at construction script

raven trout
tiny linden
#

it would sit like this on the blueprint, but when i attached the head it the rigged clothing then the heady even on the same animation would never allign correctly, so i just tried to move it around manualy almost impossible, and it was laggy and didnt move well, i cant remember all what specifically it was doing its up there somewhere in the chat but it was pretty busy so i think it got lost lol

tiny linden
#

so i started constructing the head

hollow arch
#

Be sure to search through the class settings and all that then compare it to the original. There's a lot of different ways. They are connected hidden in random menus.

tiny linden
tiny linden
#

im also a super noob, at Unreal engine yet

#

but overall rebuilding has been ok so far

hollow arch
#

I haven't attempted to replace anything that is stock meta human. Check the different files. Look at the top bar. There should be something that says class defaults. Or class settings. Search through all the little tabs for mesh/skeleton settings.

#

Or google

tiny linden
#

sounds good, thanks for those reflections its always nice to bounce ideas

tiny linden
#

appreciate you guys ❤️

rare ibex
# simple forge ah sorry, yes Verify. How do you know your engine version is corrupted?

Honestly i have no clue atm, it almost seems like my metahuman import or plugin is broken. When making a fresh project and importing a metahuman, even a new one. It does this very fast, like 2second import. But the icons of the assets dont show anything and the moment i try to open anything more then just textures of the MH, unreal crashes. Its worked for months and now suddenly its broken beyond relief

simple forge
rare ibex
# simple forge what does your crash report say?

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00007ffe0000011f

I'm so confused, started the project just now and when loading in the face it actually managed to load it in. The project asked for more settings so I accepted them, restarted.. and boom crashed again.

Starting to worry this might be a much deeper problem then expected.. Maybe RAM or CPU.. could overclocking cause any of these issues? I ask because I also have issues with Discord randomly restarting and Chrome tabs sometimes giving Acces Violation issues.

#

I tried reseating my ram yesterday, even loading one stick at a time. (Got 2x32GB). Crashes still happend similairly

hollow arch
#

I was getting similar errors until I tried a few different graphics drivers

simple forge
rare ibex
rare ibex
simple forge
hollow arch
#

What were the old MetaHuman device requirements pre March 20, 2024?

#

These are the new ones.

hollow arch
#

They just listed the best hardware on the market lmao.

hollow arch
#

Damn! Does it calculate it simply off 1 pic?

hollow arch
#

Ahhhhh

hollow arch
#

Thats what I dislike about the metahuman. They always show some perfectly mocapped/curated point blank shot. What about a moving character making simple facial gestures during gameplay?

#

Wasnt that live mo cap too? Its too uncanny maybe? Or perhaps its just bad still

#

She may have been coached by the production manager of the show

#

To do more than what she normally would. Just to flex the tech

#

And these tech demos always have cringey, out of context, acting

weary bone
#

anyone know how the metahuman hair material works?

#

especially for hair cards

#

seems like all the data like UV's comes from this node , but theres no documentation on it

grand prawn
#

Question - Is there not a Live Link App solution for Androids? I can't figure out how to get my Android phone to connect to Live Link, and I do not have an iPhone. Any solutions?

rare ibex
verbal tulip
#

I mute be crazy but I've seen people saying optimizations for metahumans got shipped to only UEFN?

#

They must surely have been shipped to 5.4, also?

hollow arch
verbal tulip
#

The new tools allow UEFN creators to create and animate photorealistic digital humans as NPCs for Fortnite islands. And Epic says it's fine-tuned the free online software for quality and efficiency, reducing the average size of a MetaHuman from almost 1GB in Unreal Engine 5 to just 60MB in UEFN

#

I'm not saying your wrong

#

just checking we're on the same page?

hollow arch
#

Quality & efficiency are they keywords they use

#

The file size is lower because epic consolidated the assets into much fewer uasset files

#

And quality is nearly the same so idk what that means.

#
#

Check my post for details

#

Theyre being specific with their wording. But never did epic mention better performance.

#

But im very happy that shipping a game with a few metahumans will be significantly less data! 🥰

verbal tulip
#

I mean, 1GB to 60MB is a kinda crazy improvement

#

10x reduction

#

ish

grand prawn
hollow arch
#

its super minor - but the metahuman skeleton comes with the suffixed "dyn" bones, but they are never used by any of the metahuman skeletal meshes. cute little find

#
severe reef
#

is it possible to use valve index controllers for finger tracking with metahumans?

rare ibex
#

Can anyone help me check something. Recently I had issues with Metahumans in 5.3.2, after a bunch of digging I managed to start new projects and import the MH models. Everything seems to be working. But.. does metahumans not need the plugin activated? Only installed in the engine? Is this normal behaviour?

weary bone
hollow arch
#

If you read it, only UEFN

#

Due to currently unavailable new blueprint component "MetaHuman" which has a box for disabling corrective bones.

#

The metahumans themselves are exactly the same. Just condensed file system/size

weary bone
#

I just spent ages doing that myself right before this update 😅 hopefully what I did is still worth using

hollow aurora
#

Just wanted to confirm. The new 3.0 Metahumans are for UEFN only, not for UE 5.4?

dusky shard
#

Anyone know how to fix this hair issue with a MetaHuman? I've tried forcing to different LOD settings with no luck. Setting the hair to not be visible is the only fix I found but doesn't really solve the problem.

hollow arch
#

Or maybe never will? We dont know until 5.4 releases fully

keen berry
#

So I skinned my custom body to a MH skeleton in Maya and copied the skinweights.
I exported to UE 5.2 and combined my custom body with the MH.
It looks fine when I render it but I get skinning issues in the viewport.
Anyone got an idea for a fix?

fresh parcel
fresh parcel
hushed arch
#

Hello, is the metahuman 5.4 IK/FK switching, snap to pose, broken?

#

Hello, when “animating” the metahuman IK/FK switch in 5.4 Sequencer, my metahuman arms pop when switching between the IK and FK. Is there a snap to Pose feature so I do not get any popping?

When testing the IK/FK on a single key frame the IK/Fk ‘will not’ show any issues.

However, when animating the IK/FK switch in Sequencer, the switch from IK to FK will reveal a pop. The pose for the FK is different from the pose of the IK.

May I ask, is there a feature similar to the HIK rig in Maya? In Maya’s HIK rig, when I switch between the IK and FK, the poses of the rig match, there is no popping of the poses seen when switch IK/FK, when animating.

In UE 5.4, is there a workflow that I need to use in Sequencer so the IK to FK switch does not pop when animating between poses? For example, how would I do a hand stand flip using IK/FK switch?

hollow arch
#

some metahuman corrective bones have vertexes weighted to them at a strength of 1, so when these bones are deleted and the vertexes normalize, the vertex has no bones weighted to them, so they automatically get weighted to the root

#

finally found the python api class which will let me script edit the bones' weights before deleteing them :)

#

im gonna make it so that people can strip the metahuman down to a more game-ready performance state with 1 button click :)

sly matrix
#

my plan was to just wait until PC hardware caught up to use 32 metahumans at once in multiplayer lmfao... but I will take a one-click fix

sturdy temple
#

While my MH body montages blend nicely into cinematic sequences, the facial montage hard-cuts even though I'm using the very same technique.

Should there be a different approach between these two blends, because the body uses bones and the face uses morphs?

hollow arch
sly matrix
#

good enough for me I bet... I can run the game fine but it's playtesters who complain lmfao

hollow arch
#

im tryna make cities full of them

#

but if 5 or less get close to the camera u can crank up the fidelity

weary bone
# hollow arch Howd you do it

Just remade the materials myself. Stripped out a lot of procedural stuff that wasnt needed, packed some textures together. doing the math on how much I managed to take out right now.

dusky shard
dull parcel
#

Hi , how can I transfer my animations from the UE5 Manny to the metahuman? Do all metahumans share the same skeleton ? Because I want these animations to be able to play on all metahumans.

hollow arch
#

And try to find a video talking about unreal engine 5.4 preview

#

.

#
Epic Developer Community Forums

Update: After some more research, I learned that the MetaHuman performance cost is not due to the raw # of bones, but the # of vertices influenced by a large # of bones. The engine has to “think” of how to move each vertex during one frame of an animation. And if each vertex has a large number of moving bones to pay attention to, it cant think ...

dull parcel
hollow arch
#

Yes, all metahumans are backwards compatible

#

With animation

#

Because the skeleton is the same

#

Thank god they are lol

dull parcel
#

Are metahumans too performance hungry? Because I may use one for my main character all the time and some 5 - 10 people rarely (maybe in cutscenes). I am on GTX 1650 . Can my pc handle them? @hollow arch

hollow arch
# dull parcel Are metahumans too performance hungry? Because I may use one for my main charact...

Yes, they are performance heavy.
I want to use one for my main char all the time too, hence my bloodlust for a performance solution.
I had a gtx 1080 for the longest time. I think you can handle a few, as I believe its mainly a CPU issue (per frame>animation>bone>vertex>deform compute)
Unreal 5.4 full release is coming with a new blueprint component called "metahuman" which allows you to get more performance by "disabling corrective bones". When that comes out it might help people get a few more in their scenes.

#

Keep in mind: when you cook your game into an .exe file, it will run better than in the Unreal Editor preview.

#

For now, be sure to follow the basic MetaHuman performance guidelines: crank up the LODs up and force the hair to cards.

dull parcel
hollow arch
#

Paragon characters are compatible with UE4/UE5 skeleton

#

idk about asset locations, only thing I did was steal the bow model from sparrow lol.

#

@dull parcel and UE5.4pre has a new retargeter that comes with better out of the box results I think

dull parcel
dull parcel
hollow arch
#

look into it. many have retargeted paragon before & some have made youtube vids about retageting improvements. not overhaul just more presets i think

noble dew
#

For example, if they have guns, the bones are for those guns. Same for accesories and clothing that has animation.

#

There may be concrete skins with their own skeleton.

rose sedge
#

how do you guys transfer weights in blender from head? i want to put a hoodie into head.

past linden
#

Hello, I'm new to customizing MetaHumans and I'm wondering if there's a method to replace body parts. Specifically, I'm interested in adding a sleeve to my character, but I'm unsure of the process. Could someone provide guidance on how to achieve this?

still oar
#

Hello @past linden you have to model it, then export your metahuman in fbx and weight paint your model to the metahuman skeleton, you can find some great tutorials on how to do it online 🙂

still oar
# rose sedge how do you guys transfer weights in blender from head? i want to put a hoodie in...

follow the same process as if it was the body and it will work https://www.youtube.com/watch?v=gBEUvLq3Rak&ab_channel=OrtyowAcademy

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

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

▶ Play video
#

I've been modifying metahumans for the last month, that's a tedious process but after all it's get's easier with time, and fails 😄

#

Maybe no one answers because I have the impression that this discord brings together more people looking for answers than people who have them,
however I'm trying my luck:

I want to remove the ctrl of the eyes from the blueprint to be able to retarget them from a mocap file, is there a way to do this ?

Thanks 🙂

#

@past linden if your shirt is already weight paint you can combine your sleeve with the shirt and that will do the work I think

#

But you have to weight paint it!

past linden
#

Thanks I used Metatailor for the pants, socks and shoes that I use for metahuman model. Then went into the BP of the metahuman to add the pads, but couldn't add the sleeves cause the arms overlap the sleeves

still oar
#

You can paint a presence map to mask the arm

#

on the body material

past linden
#

ok thanks

still oar
#

If your are wondering how to remove eyes ctrl from the blueprint, you have to go to the skeletal meshes and change this parameter to NONE

chilly yarrow
#

Does anyone know what's going on with my hair here?

dusky shard
hushed arch
#

Sorry for the re-post of this question. Hello, when “animating” the metahuman IK/FK switch in Sequencer, my metahuman arms pop when switching between the IK and FK. Is there a snap to Pose feature so I do not get any popping?

When testing the IK/FK on a single key frame the IK/Fk ‘will not’ show any issues.

However, when animating the IK/FK switch in Sequencer, the switch from IK to FK will reveal a pop. The pose for the FK is different from the pose of the IK.

May I ask, is there a feature similar to the HIK rig in Maya? In Maya’s HIK rig, when I switch between the IK and FK, the poses of the rig match, there is no popping of the poses seen when switch IK/FK, when animating.

In UE, is there a workflow that I need to use in Sequencer so the IK to FK switch does not pop when animating between poses? For example, how would I do a hand stand flip using IK/FK switch?

simple forge
hushed arch
simple forge
hushed arch
simple forge
hushed arch
#

I see, Epic has done such a great job creating these metahuman rigs. I hope there is a hidden switch somewhere

hushed arch
#

That's why I think there is a hidden match to pose button somewhere

#

IK/FK switch has been a pain for decades

#

Maya has tools to match the FK and Ik bones when switching

simple forge
hushed arch
#

The only FK/IK switch controls I have found are on the Root Hexagon; at the base of the feet.

simple forge
hushed arch
#

Will do

simple forge
hushed arch
#

Screen shot of the Curve editor when the left arm is selected.

hushed arch
simple forge
hushed arch
#

Found the hidden switch. "Keep Aligned"

#

Thank you so much for the converstation "Feeding_Wolves!" You are AWESOME!!!

simple forge
hushed arch
#

Yep!

#

Weird the Keep Aligned switch is not situated under the actual Swith IK/FK switch.

#
simple forge
hushed arch
#

👍 just did. 😃

hushed arch
#

Spoke too soon

#

The arm switches nicly, however the hand still pops

#

I'm sure Epic got some inspiration from Maya to set up the IK/FK switch. I'm sure there is a "Match to pose" button somewhere...it is probably just named something different.

hushed arch
#

If anyone is keyframing in Sequencer and finds a way to do the IK/FK switching without popping, please post a solution.

hushed arch
#

Question, is there a tutorial that teaches how to bake Mixamo animation onto a Metahuman Control Rig then edit the poses in Sequencer?

dark swan
#

ok so I have weird and very specific question regarding MHA: I observed that the facial markers move when the background moves, while wearing a head mounted rig using an iPhone. This issue is not showing when the same phone is mounted on a tripod. Is there a way to tell MHA to ignore background movement in the capture footage or similar setting?

hollow arch
#

alright boys and girls I have a script that does a few different things to the metahuman skeletal mesh (not including head, yet).

We have a few ways of going about optimizing the skin weights with a near identical visual return (omitting 4k point blank cinematic shots), but I need some help when it comes to the "max influences of bones per vertex". I want to make sure I am profiling correctly.

Lots of people online are saying that if you get your skeletal mesh weights no more than 4 bones per vertex, the entire performance overhead of the skeletal mesh will be reduced significantly, due to 1-4 bone weights per vertex uses a different processing "path" compared to 5-8 bones weighted per vertex.

Side note regarding the head/face: getting the head mesh to a max vertex weight influences of <=4 is going to be a near impossible task, just a gut feeling from my noob perspective with facial anim. Even if the result is weird, the script will have multiple arguments for quality & performance trade off. So for face & body, you can make each metahuman meet your needs without overshooting performance cost. For example, the main characters can have a more performant body but a decently detailed face. and NPCs could have near potato bodies with good enough faces.

Is there any profiling tool or flag I can use to check if my skeletal mesh is using this 1-4 path or 5-8 path?

hollow arch
dark swan
#

why are you adjusting the skinned weights?

hollow arch
#

optimization

#

from epic: Skeletal Meshes with bone influences between 9 and 12 are rendered with the Unlimited Bone Influences path, and bone influences between 0 to 8 are rendered with the fixed 4 / 8 bone influences path.

#

"The number of bone influences is fixed such that if a skeletal mesh is rendered with four bones per vertex and there is a vertex that only uses one bone, the remaining three slots are filled with zero weights and still used for skinning computation."

#

so there are caps of 4 and 8 per skeletal mesh. and if unlimited influences is checked it will soft cap at 12.

dark swan
#

Ok I see

#

Thanks for explaining

hollow arch
#

tick tocccc metahuman lotta tick ms

hollow arch
#

Deeper in the tree. The roots

#

RefreshBoneTransforms

#

UpdateAnimation

#

UpdateComponentMaterialParameters

#

Mostly combination of animation data & materials. But mostly animation stuff.

#

UpdateCurvesPostAnimation

#

"Face" is about double the performance draw of "body"

#

Update anim, anim curves in the face, materials, blueprints "copy pose from mesh".

#

And hair omg lol

#

Extremely bloated anim bps

hard anvil
#

hey, so we are using metahumans for games, and with heavy lod that works quite okay'ish. We run it through the sk mannequin skeleton. We can't use the hair as it's too costly for anything other than inspect, however I'm unable to get the hair cards to show up. I see they are there, but there's some closed off function within the hair m aterial that controls visibility. I could remake a material using the supplied maps, but if anyone knows of a preferred way of using only the cards-only version of the hair, then I'd be glad to hear how.

hollow arch
#

@hard anvil

gritty slate
#

Hello, I have a strange bug in my bridged unreal 5 engine. I don't know why my launcher isn't able to detect my metahumans. I only see the ancestors. If anyone has the same problem and knows how to solve it I would be grateful.

Solution attempts have already failed:

  • Update the plugin
  • Reinstall plugin
  • Use the bridge launcher
  • Check UE5 functionality
simple forge
gritty slate
#

Yes. I can see other metahumans. The problem is with the updated versions. Ancestral metahumans appear normally

#

When I transformed the mesh for the metahuman, I was notified that the model was found in an old version. So a duplicate was generated, which I edited. However, it does not appear in the built-in launcher.

My guess is that maybe metahumans upgraded to the 5.4 preview. And as a result I can't see it in 5.3. But I need to download it first to test

gritty slate
#

that was it. Unfortunately, unreal made an update directly to the preview.🙃 I expected was only for the released version.

hollow arch
#

Yes. 5.4 pre now wants 3.0 metahumans. 5 3 and esrlier no. Unfortunately the 3.0 metahumans dont come fully equipped with the new Metahuman Blueprint Component yet. 😭.but the hair is now glitch free 🤩

#

Noticed MetaHumans take a hybrid approach to attatching their modular components: the Torso Legs and Feet are all parented to the Body using Set Leader Pose Component. And the Face is using the Copy Pose From Mesh in Anim BP.

#

Going to try thr Skeletal Mesh Merging method tomorrow to see what happens. I dont think the face is going to like being void of morph targets...

gritty slate
hollow arch
#

You have good taste

white gulch
#

Is there any docs or presentations on orchestration and backend for metahuman creator?
Like how they handle clients connection spinning a session, etc

frosty remnant
#

Hi, when generating a MH either from mesh or footage, I add 3 key poses (front, 3/4 right and 3/4 left). I get quite good results but feel it could be better. Is it possible to add more ref poses than the 3 already mentioned (would they be used for MH id génération ?)

#

Also, the list of muscles / features points to use for the poses are quite limited (the list on the right, lips and so on). Since the MH right contains more features and the MH online allows more controls, is there a way to add more facial features control in MH identity in UE ?

past linden
#

Hi i want to make a crowd simulation, using metahuman but cant because its asking for a skeletal mesh asset anyone know how I turn my metahuman into that. Sorry I'm new. https://www.youtube.com/watch?v=CVBJN4fTzUo&t=390s

PCG is a massive addition to the already impressive UE5 suite. Let me know how I can help!

Website: youtube.ngallist.com
Patreon: https://www.patreon.com/NGallist
LinkedIn: https://www.linkedin.com/in/nilsgallist/

Timestamps:

00:00 Intro
00:50 Overview
01:55 Unreal Setup
02:28 Create Spline

03:40 Create PCG Logic
07:40 Add Second Acto...

▶ Play video
ancient snow
#

I was able to get a leather mesh outfit onto my metahuman. But when he walks it's stretchy at the bottom. What's the best way to fix this? Have looked at a ton of videos on cloth simulation, weight painting, migrating physics assets from the content example pack. making my own physics assets etc. Can anyone point me in the right direction?

narrow spear
#

Simplest way to customize metahumans?

Is there a plugin or do I have to export manually to substance?

hollow arch
# ancient snow

Skin weights for the legs are too strong. Blend them more broadly

narrow spear
narrow spear
#

So the gun I attached to my MH from the sequencer moves away when I save or try to animate the metahuman?
What can I do to make it stay?

tender zodiac
#

So I've exported a metahuman from quixel bridge to maya via the plugin and I want to reimport the metahuman model back to unreal how would i do that?

#

I've tried exporting the face portion back onto my metahuman in unreal but it breaks the livelink blueprint and now the metahuman doesn't work

hollow arch
rose saddle
wary nebula
#

Hey people, I just created a metahuman I will be using in my project v5.3. but I see metahuman creator is asking me to upgrade, will it work in 5.3?

narrow spear
#

Hello, can't see my metahuman in bridge after exporting it from mhc, just an mhb file downloaded to my PC. How do I get it into unreal please?

mild inlet
#

Hi there 🙂

How to move Face Control Rig Board elsewhere? Where to edit it's position?

hollow robin
tender zodiac
narrow spear
#

Pressed export from the site, doesn't that download it to the quixel bridge?

tender zodiac
# narrow spear Yep

You don't want to download from site. You want to download from the bridge inside unreal

narrow spear
tender zodiac
#

Open up your unreal project then navigate to windows then under get content you should see quixel bridge

#

Also I'd appreciate if anyone can help me with my issue that I mentioned earlier here. It seems difficult to try to modify metahumans and then reimport them back into unreal

narrow spear
narrow spear
#

Found a solution to importing metahumans from quixel bridge here, still testing tho

hollow arch
#

But it will be 5.3 and higher only. No 5.2 or lower unlesa u create a copy

#

Hello

#

Are there any free face animations for the metahuman? Like a sample project or something.

#

Anything.

wary nebula
#

thanks for the reply

#

for ur question

#

I recomend u download the livelink app

#

u can do it yourself

narrow spear
#

Metahuman download stuck at 96 percent. Yay

narrow spear
#

Turns out UE was downloading v5.4 MH into my 5.3 projects. Assumed it'd be smart enough to know what would work and what wouldn't
Taking a break from breaking my back over the issue... Jesus

weak patio
#

Is there a way to "bake" the metahuman hair and/or to make it into a static mesh?

hard anvil
#

I'm working with hair on a custom metahuman, and it looks like I get a problem on my custom metahuman when using a higher LOD. Then the hair disappear. Anyone know what could be the cause for this? I'm using only cards and mesh, no strands. But I might want to use strands later, so that's why I go that route + the card material seems to require the groom setup.

hollow aurora
#

Anyone know whether the new Marvelous Designer to Unreal feature is working just yet in 5.4? The new Cloth Panel graph. I assume this feature is coming in the actual release, april 20?

hollow arch
hollow arch
#

32 x default metahuman LOD 0 vs 32 x skeletal mesh merged metahuman LOD 0(without hair lol)

plucky kelp
#

Anyone know how I move up the groom stuff ?

#

it seems to be sitting too low

hollow arch
#

What is your setup

hollow arch
plucky kelp
#

It's the metahuman pulled out of ue and put back in

#

Only stuff I changed was removed all face bones and simplified the other bones

hollow arch
#

No clue. Im guessing deleting all the face bones breaks face related stuff

hollow arch
plucky kelp
#

So I parented grooms to the body as I joined it all together as I don't need separate pieces for my purpose

errant mauve
#

is "restore pre-animated state" not working for anyone else in 5.4?

dim belfry
#

Struggling with importing an Alembic file (Hair from blender.) right now, everything i try keeps giving me 'Failed to import (...)'. Failed to create asset (...)
Please see Output Log for details.' -

In my output log, this is my error:

LogFactory: FactoryCreateFile: StaticMesh with AlembicImportFactory (......)
LogSlate: Window 'Alembic Cache Import Options' being destroyed
AssetTools: New page: Importing (....)
LogSlate: Window 'Message' being destroyed

noble dew
#

Hey there, I'd like to hear from someone with more experience on the matter what are the fine details with Metahuman's licensing...
Ideally:

  • Who owns the model?
  • Does the Unreal Only for free apply to taking the model into a 3D modelling software, or a texturing software for animation, modifications, extra texturing, etc. work within the confines of the license, so long it's meant for a game made with Unreal Engine?
  • If only rendering the model in Unreal is allowed for the free license, then may I use a render of the model as an image in software such as photoshop for post processing?
hollow arch
hollow arch
#

You may not do any of the following with respect to the MetaHuman Technology or any of its parts:

(a) copy, reproduce, display, perform, or otherwise use it in a way that is not expressly authorized in this Agreement;

(b) sell, rent, lease, license, distribute, or otherwise transfer it;

(c) allow a third party to use it);

(d) make it available to third parties on a software-as-a-service, hosted service, time-sharing, service bureau or similar basis,

(e) reverse engineer, derive source code from, adapt, translate, decompile, or disassemble it, or otherwise attempt to learn the inner workings, structure, algorithms, or ideas underlying it;

(f) modify or otherwise prepare derivative works of it;

(g) access or use it with a bot or other automated tool;

(h) use it to develop any technology or product that is competitive with the MetaHuman Technology or Unreal Engine;

(i) download more of the Presets or create or download more Generated Characters than reasonably necessary for your projects;

(j) for the purpose of building or enhancing any database or training or testing any artificial intelligence, machine learning, deep learning, neural network or similar technology;

(k) incorporate MetaHuman Creator into any product or service;

(l) remove, disable, circumvent, or modify any proprietary notice or label or security technology included in it;

(m) use it to infringe or violate the rights of any third party, including but not limited to any intellectual property, publicity, or privacy rights; or

(n) use, access, download, release, export, or re-export it in violation of any applicable law or regulation or for any unlawful purpose.

hollow aurora
#

Is anyone aware of an active Discord channel focusing on MH clothing? Primarilly interested in Marvelous Designer simulation.

noble dew
# hollow arch You may not do any of the following with respect to the MetaHuman Technology or ...

So to sum it up:
A metahuman character model created with metahuman is owned by me, but still bound to the license requirements such as having to have the final product be rendered in Unreal Engine.
The model can be taken to whatever software for modifications or animation so long as a model made from Metahuman as a base is, again, rendered in Unreal.
The likeness / characters / ip are separate from anything related from Metahuman

hollow arch
#

you never own it

#

you have a license to use it

#

so long as u dont try and sell it or any of its parts original or modified. can only transfer from epic property to your sellable content once rendered in ue

#

but there are many plugins explicity stated for the purpose of modifying metahuman, so idk

#

but theyre not selling the metahuman, just the tool to use on it?

hollow arch
#

1 click script to remove 60% of bones from hands

#

finally got it to stop crashing and causing out of bounds errors

#

so far it only targets 4 fingers on each hand

#

excluding the thumbs, went from 176 finger bones down to 64

#

at LOD 0, still maintains some corrective bones to make the hands looks near exact to the original hand when animating

#

this already puts the skeleton at 230 bones, below the threshold for "16 bit bone index"

#

potential for more improvements

noble dew
#

@hollow arch Hmm... My concern is mostly when trying to expand the utility of metahumans one way or another.
Particularly sculpting onto the mesh to bake new detail, or modify the geometry for specific art styles or designs.

noble dew
#

I assume many games don't show hands that close to warrant super complex rigs...

hollow arch
#

Need is subjective right

#

At most they have lotsss

#

Check my forum update for details

#
#

Lod 1 is bare bones mostly already, but i kept a few finger correctives intact to both maintain cutscene fidelity whilst giving improvements to performance. Lod1+ is for gameplay lol

#

Goodnight

noble dew
#

Oh metahumans have skeleton LODs...?

simple forge
hollow arch
hollow arch
noble dew
hollow arch
#

I will, just need to finish testing it. prolly make a short youtube video showing how to use it. just got the thumb to work so that all 10 fingers completed...phew FINALLY....

#

ill make 1 big video showing how to implement all the animation performance improving stuff and how to apply them to metahuman. people can then pick and choose what tools to use. then i can finally move on to something else

noble dew
#

Doing some good work for many people out there. Can't stress how great it is to see someone help out like that.

hollow arch
#

im making a cool thing but ive yet to prove it is helping. just to be fully transparent

#

should though according to people smarter than me

#

I got the bone deletion script working for the entire body, except for the feet. Each toe is weighted by 1 bone each segment, so there are no nearby bones to automatically soak up the skin weights. I was wanting to avoid skin weight modification, but I'm going to add a few short loops of code which can put a nice finishing bow on the script.

So im

jagged light
#

Anyone know how to mask groom hair? both opacity inputs in a hair material are greyed out

#

found this in a thread but not sure if it's useful:

#

r.HairStrands.ComposeAfterTranslucency 0

upper imp
#

hey, did anyone here experience crashes (and have a solution) when skin cache usage is set to Enabled. (Which it has to be because of grooms).

cloud solstice
#

isn't there supposed to be some kind of marvelous designer metahuman integration released with 5.4? anybody know about it?

hollow arch
#

not specific with metahuman

#

somehow certain people get 1 year free i think. it might be everyone ue related

hollow arch
#

has anyone found this in their 5.4 metahuman blueprint?

#

so far. its UEFN locked. cant get it in 5.4 UE

cloud solstice
#

Ok figured it out. Marvelous Designer now has 18 metahuman base bodies and a USD export option and there are 2 new tutorials on learn.unrealengine.com that cover the process.

https://dev.epicgames.com/community/learning/tutorials/Mpze/unreal-engine-panel-cloth-editor-walkthrough-updates-5-4

https://dev.epicgames.com/community/learning/tutorials/0Ja6/unreal-engine-panel-cloth-dataflow-and-collision-updates-5-4

Epic Developer Community

In the following document, we'll give an overview of the Beta Panel-Based Cloth Editor in Unreal Engine for 5.4. We'll list the updated features of 5.4...

Epic Developer Community

The Beta Chaos Cloth Panel Editor in 5.4 has added new Dataflow nodes for your Chaos cloth setups as well as updated XPBD simulation parameters and new ...

tender zodiac
#

How are metahuman hair grooms attached to the head?

#

It does not appear to have a parent socket yet it moves with the head

#

When I move a metahuman head and its grooms into the default thirdperson controller the grooms seem to have disaapeared

golden gyro
#

hello, could anyone please tell me how to put logo on the shirt of metahuman, I am kinda lost and new with ue5?

heady isle
#

I am trying to bring a metahuman into an unreal 5.3 project. I went to upgrade my metahuman in the editor to a compatible 5.3 version, but when i do, the editor says it's making it compatable for 5.2, and it doesn't show up in Bridge. Has anyone else had this issue?

hollow arch
hollow arch
heady isle
heady isle
#

Nvm it sorted itself out when I was fixing some other stuff. But thank you!

hollow arch
#

We have hope!

hollow aurora
#

Help!
I am exporting alembics from Marvelous to Unreal.
A constant issue I have is that sometimes there appears to be 'collision' issues and the character's body shows thru the clothing after importing to Unreal and synchronizing the Metahuman character using the same animation. (attached)
Is it possible to add some 'padding' to the fitting garment in Marvelous so that when simulation occurs this is avoided?
Or would increasing the collision iterations help?
I am using default quality 5 when simulating.

hollow aurora
#

Need some help from any retargeting experts. I've been troubleshooting this issue for days without success.
Retargeting ActorCore animation to my Metahuman.
In the attached pay attention to the Metahuman's left knee. There is a 'glitch' 2 or 3 times.
I've doublechecked the Bone Chain mappings (attached).
Any suggestions appreciated!

covert frost
#

Any tips to avoid getting pure white hair on render? I only have a DirectionalLight, ExponentialHeightFog, SkyAtmosphere, SkyLight, and VolumetricCloud. No emissive materials.

hollow arch
hollow arch
raw venture
covert frost
hollow arch
#

lumen off?

#

try different shadow/light settings in project settings

#

directional light > deep shadows [X]

covert frost
#

no progress yet

#

I'm open to losing the skylight if I can make it look like his hair isn't moving through a noise pattern

covert frost
#

for anyone else following, I killed every light and added one rectlight to get this. Now to see if I can light my environment properly and get the same result

outer cobalt
#

Help! anyone know why my metahuman is going crazy like this? Its actually flickering, and only for the fingers. (SOLVED: LOD sat to 1 instead of 8)

covert frost
hollow aurora
covert frost
outer cobalt
covert frost
hollow aurora
covert frost
#

When you create the metahuman, put pants on him. The pants are attached as a different mesh that you can remove them from the BP so that he won't have any legs except the ankles

#

Same with the arms. Mine has the sweater, which makes the hands and wrists the only arm parts

hollow aurora
covert frost
#

exactly

#

then remove them from the BP in editor

hollow aurora
#

Any Wind-Groom experts here?
Trying to simply add wind force to my Metahuman hair.
The only help I could find is this old 4.26 tutorial
https://youtu.be/fakJzWIZKx4

Since the Unreal Engine Groom system is not effected by wind actors I build a workaround to make wind work...(kinda)
In this video I show you how to do this.

Basic UE4 Groom tutorial:
https://www.youtube.com/watch?v=o5mrMIXhxSQ

ProjectFile:
https://drive.google.com/file/d/1POYYfoFF4sSb4w7tmGZGiq6q8O-4SsAu/view?usp=sharing

My Discord:
https:...

▶ Play video
signal sand
#

Hey Yall! Anyone knows if theres a way to capture the sample poses from the Metahuman Creator to use in a project?

hollow arch
#

This was epic's response when I asked why ueFN has a Metahuman optimization tool that unreal Engine doesn't have.

hollow robin
#

Why isn't there much simulation happening with this hair? The simulation strands (in red) seem to be simulating properly however the actual rendered strands aren't really moving much at all. Does anyone know how to get the rendered strands to match the movement of the simulated strands better? Thanks.

rare whale
#

Hi, I'm having this flickering issue with Metahumans in 5.4 and I don't know what is causing it. it shows up when having the face LOD on 2 and above. Anyone has an idea on what might be causing this problem?

pure quiver
#

Hey hey, I am trying to have my meta human head attach to any of the weight classes for it's height, anyone know if that's possible?

rose dock
hollow aurora
hollow arch
rare whale
rare whale
hollow aurora
rose sedge
#

can anyone tell me why i cant see the joints?

hollow aurora
narrow spear
#

Hey guys, do I have to transfer weights to clothes from my metahuman mesh in blender before exporting to Unreal to make it deform? So far the set leader script isn't working for me

fluid oriole
hoary wadi
rose sedge
hoary wadi
#

they are not hidden -

#

so technically if you go to show and try all

#

might work

#

also change th joint scale -

past linden
#

How do i put these clothes on my metahuman. When i put the skeletal mesh in UE it gives an error.

neat jasper
#

In UE5.4, when MetaHuman control rig is active, mouse left button doesn't work to navigate viewport. The button usually works to pan and zoom but when control rig is active, it draws a rectangle and MetaHuman's root gizmo moves.

Is there any way to avoid this and continue to use mouse left button to navigate viewport?

narrow spear
#

Cloth mesh breaks up when I attach it in the construction script window using set leader pose. Can anyone help with possible suggestions?

sturdy temple
#

Why is it impossible to blend MH facial animations using Layered Blend per Bone? It just hard cuts even with fractional alpha values

hollow arch
sturdy temple
#

(I should point out that my MH facial animations are all morph targets and not per-bone animation if that matters)

hollow arch
#

Search metahuman folder with the filter Animation Sequence. You are looking at the short range of motion corrective animations. In the post process anim bp you can see the very large chain of subtle animations beying layered on top of your animation data

sturdy temple
#

Interesting. I see a crapton of body mesh animation sequences there, but nothing for the head...

hollow arch
#

Morph Targets i think

#

Idk

#

Gl

keen osprey
#

is there any way to control individual controls in metahuman face using blueprint? for example I want to turn off certain controls during runtime in a talk animation.

hollow arch
#

You could set variables in blueprint, use blueprint interface to send signal to animation BP.

brisk stone
#

anyone here know how to implement metahumans with als refactored and still be able to use metahuman animator?

dim belfry
fast temple
#

Does anyone know which Iphone is this used in the metahuman animator e3 demo? I would like to purchase 1 specifically for use with metahumans. My best guess is 12 or 12 mini judging from the camera placement? but im no iphone expert.

hollow robin
cunning cloud
#

Hey guys, I was wondering if there is a way to decouple the eyes in Live link on a metahuman, so using Nvidia Audio2Face I can stream facial animations in real time but for the eyes animate them with a BP as the eye movement in A2F is very sub par.

Currently I have a BP setup for just the eyes however only one works at a time, only streaming data from Audio2Face or the eyes blueprint, not at the same time. Please help!

narrow spear
#

Thank you so much, just followed this and it helped solve my issues

narrow spear
#

Hello, Is there a way to use morph targets to animate metahumans for dialog in ue5?

north atlas
#

Has anyone had issues with the hair after upgrading their metahumans to 5.4. My hair seems to be stuck on a very low lod. looks terrible and renders that way too.

livid lagoon
#

Hi guys I want to create a multiplayer clothing shop to change clothes to my metahuman like in gta how can I do that?

quasi basin
#

Hi everyone,

Does anyone have a method or tutorial for using hair cards with the Metahuman hair shader? Most of the tutorials I come across have been for grooms. Is there a workflow to set up hair cards with this shader, I'm looking through the parameters and kind of stumped on how I can import my maps. Super new to unreal engine 5 btw and this discord so apologies if this is wrong section

iron bobcat
#

i have different skeleton meshes i don't know how to join them together or how can i do that in unreal engine or i have to do it in blender

narrow spear
#

Where can I slot in a custom diffuse map for MH clothes? All I see are AO and NM slots, no diffuse

hasty citrus
#

Anyone here updated to 5.4 already and get crashes with Metahumans?
I had constant crashes and finally figured out it was because "compute skin cache" was enabled.
If I disable it, the crashes stop.
But of course that means groom binds don´t work correctly and it also means I can´t use hardware raytracing.
I´d like to know if its maybe some other setting in my ini or anywhere else in my project interfering or if its just that setting, because I´m wondering why there isn´t more people complaining about this.

If you wanna contribute: Here is a thread about it (originally posted in blueprints, as it was occuring first when working on a blueprint actor):

https://discord.com/channels/187217643009212416/1234406400957091840

keen berry
#

Has anyone got a workflow for scaling a metahuman in the blueprint?

rustic plover
#

could someone help me please? i keep getting this error on faceanim_bP: Error LogBlueprint [AssetLog] C:\Users\eskoj\Documents\Unreal Projects\OriginsOfTime\Content\MetaHumans\Common\Face\Face_AnimBP.uasset: [Compiler] In use pin Value no longer exists on node GetPropertyValue . Please refresh node or break links to remove pin.
Error LogBlueprint [AssetLog] C:\Users\eskoj\Documents\Unreal Projects\OriginsOfTime\Content\MetaHumans\Common\Face\Face_AnimBP.uasset: [Compiler] Could not find a function named "GetPropertyValue" in 'Face_AnimBP'.
Error LogBlueprint Make sure 'Face_AnimBP' has been compiled for GetPropertyValue

#

even i reconnect and do it again, for some reason it does not save

blissful sedge
dense forge
#

Hello, fairly new to UE metahumans, just wondering if there is a guide or decent youtube tutorial helping to export meta humans with quad geometry so that i can then import it to Zbrush and sculpt on top of it. Thank you in advance

iron bobcat
dense forge
#

nevermind, i solved it by using an older version of maya

atomic dock
#

hey there! I just tried to animate a meta human in sequencer. I downloaded a walking animation. The problem is that adding to this walking animation I want the meta human to turn his head to the left. I can do this with the control rig but once I add the control rig back in additionally to the animation clip the animation clip is ignored and meta human junmps back into t-pose

simple forge
atomic dock
#

Just adding control rig track so that I have control afterwards

gloomy idol
#

anybody know how to fix the leg ik for metahumans? I try adding a virtual bone but when I go into Control Rig they don't show up

gloomy idol
#

i got the virtual bone but it didn't fix the leg ik on my metahuman

magic matrix
#

has anyone encountered this weird eye bug with meta humans and volumetric fog?

loud juniper
#

Hello there !
We're trying to use baked Face animation, without RigLogic since it is not supported on Android.

It works, but there are glitches with LODs, completely deforming the face as the animation is played.
Forcing LOD-0 is not an option, as we need to optimize performances.

Does anyone have a trick to fix baked animation and LODs ?

main gorge
#

Hi i got the weirdest error i have ever saw.. i am using a metahuman head, and the live link face mocap to record a few face animation.. after i finish the process and open the anim sequence the face animation plays automaticly.. and if i move the timeline i can only controll the neck movement.. but the face anim plays once tan it stops.. even if i put it on a sequencer the same thing happening..

oak basin
#

my metahumans eyes have turned black? im not sure wtf happenned lol, any ideas fam?

old fractal
#

Hello everyone! I’m currently working on a project where I’ve created a custom metahuman and every time I do this window pops up:

#

I’m not sure if I should be inputting something for the skeletal mesh?

#

Has anyone come across this?

north atlas
#

Has anyone had issues with the hair after upgrading their metahumans to 5.4. My hair seems to be stuck on a very low lod. looks terrible and renders that way too.

mental sluice
#

Anyone else having issues with detached head in 5.4 after using the new retargeter ?

long isle
tender zodiac
#

How do you make a different lod become lod 0?

#

After doing some research, looks like this is not possible without a plugin

gloomy idol
#

alright, anyone know how to get foot ik working for metahuman?

pale ruin
#

I'm selling an Xsens Awinda suit (the one with 17 + 1 tracker) DM me if interested

timid scarab
#

Hi, I have a hairy problem. I have a sliding mechanic in my game. When you slide, the metahuman follows the floor and not only does the Yaw change, but the Roll and Pitch of the capsule as well. When roll or pitch is not zero, my character looks bald like in the image. This happens even with Hair Simulation disabled on the groom. Does anyone know how to solve this? Should I open a bug?

prisma oxide
#

Does anybody know why the editor crashes when I use Aoi in a scene and open up light complexity and prints out the following:

Failed to find shader type FDeferredLightPS in Platform PCD3D_SM6```
magic matrix
#

Is there a way to use an animation clip for the body but mix the animation with additional manual adjustments over the rig?

long isle
prisma oxide
long isle
#

That’s true, but I usually like to adjust keys on my end that come from mocap. Otherwise I’m counteranimating and sometimes I don’t want to do that

junior jacinth
prisma oxide
long isle
#

I come from television animation so I am relatively new to adjusting mocap. Sometimes I just find it a little easier to directly manipulate the keys! (Or key the sequence myself 😅)

hollow arch
gloomy idol
hollow arch
#

Took me a lot of trial and error

gloomy idol
#

Same

hollow arch
#

Full body ik node worked for me. But in real application i would shoot for a less expensive node

gloomy idol
#

Assigning the metahuman to Manny skeleton the ik bones go to the pinky

#

I've tried making virtual bones and doesn't work either

hollow arch
#

Idk

gloomy idol
#

I don't understand why metahumans don't come with ik bones

void lava
#

Hi i need some help! i am using metahuman for my game but isnt it smart to rig the meshes of the metahuman for example with Accurig and then use that as skeleton mesh to improve performance?

vital coral
#

How change default model to Metahuman? I confused because metahuman don't have skeleton like his character does.

https://youtu.be/IaoaPkAD1P8?si=xwowPPGgTEDwTDcA

New tutorial for how to create the project or port it to an old one. I know the previous ones where quite bad so let me know any ways I can improve for the future.

This product can be found here for $35
https://www.unrealengine.com/marketplace/en-US/product/true-fps

Further documentation can be found here:
https://docs.google.com/document/d/1N...

▶ Play video
rustic plover
#

anyone merging metahuman with skeletelmeshmergeparams? it breaks on build or restart.. but somehow i got it to work for a moment

#

but then i added stuff to blueprint and now it breaks again

#

or suggest me some way to play anim montages on metahuman hmmh

rustic plover
#

okay my backup works, i merge all parts together with skeletalmeshmergeparams and merge meshes so i can use it properly as static mesh and in animation montages, otherwise it works well... but when i add stuff metachar_BP it breaks... any ideas for some kinda workaround?

pale ruin
#

Hi

#

I do have an issue with MH animator

#

I do get this error

#

But i can't reprocess anything as i imported the takes in Unreal and took them off from the iphone

#

any fix idea?

jovial rapids
# old fractal

You need to select the base skeletal base of the meta wich has the original DNA file and also the physics asset

rustic plover
#

can you later change base rotation of skeleton and physics assets of character?

#

oh sorry wrong channel, anyways i had to make my metahuman .fbx mesh and import it to mixamo, my skeletalmergeparams system broke when i added more code to metahuman blueprint

#

and i fighted like hell to get that merge thing working so you can play anim montages on that metahuman

#

maybe it would been easier on blueprint to play those anim moontages on metahuman, but my system used c++ to play those montages

#

no problem with normal animations, but without merge system it played anim montage with only its body, hands whatever

languid spire
#

hey necro post but any chance you solved this? im totally at a loss (and not even using mixamo...just retargeted from robot to metahuman)

tame agate
#

someone can help

#

control rig 5.4

simple forge
jovial rapids
#

try to use neck ramp

#

do you a dna file imported?

jovial rapids
final jetty
#

But thanks

jovial rapids
#

hahahaha I see mate, I´m sorry

#

I don´t know why it jumped to me if it was from a year ago

final jetty
#

Haha thanks anyways!

atomic dock
#

does anyone know how it can be that meta humans use materials that are not findable in the content browser?

tame agate
#

and this is what happens when I bring my hands too close to my body or face

torn osprey
#

Anybody had any issues where you assign a skeletal mesh to your metahumans feet and unreal engine shows it as if nothing is assigned but the shoes are clearly visible in the viewport? The only way to remove it currently is to force delete the shoes from the entire project.

torn osprey
#

I found a workaround: I have to assign the shoe skeletal mesh onto the torse in the metahuman blueprint. Then I can clear it.

jovial rapids
jovial rapids
#

Inside the bp

jovial rapids
hollow arch
#

Upload a different base model to mixamo, then export anims and retarget from that different base model > metahuman.

#

I used Passive Marker Man and then exported the anims. You need separate file of passive marker man skeletal mesh etc. Then retarget from passive marker man to metahuman base skel.

#

Helped my f_med_nrw metahuman from hunching too much. Not perfect but an improvement.

languid spire
hollow arch
#

See if u can get the anim data on another skeleton with different proportions

#

Before retargeting. Which might require retargeting. But not really, just change it in the beginning of the pipeline.

swift remnant
#

So, I'm using 5.3's Skeletal Editing Plugin, but when I edit the position of some of my bones, when I press accept it just borks the whole thing, moving bones into the wrong positions. Does anyone know why this is happening?
This person in the forums has had the same issue as me with the Skeletal Mesh Editor, but hasn't got an answer yet: https://forums.unrealengine.com/t/5-3-skeletal-editor-metahuman-bug/1330618

wraith scroll
#

Hi! Someone else having issues combining face and body animations in 5.4?

dusty wagon
#

Hey everyone! We are a group of VFX professionals working on a short film in our free time, we are looking for a character artist to create a custom metahuman for the film. The film is called Scars Of War, you can check out the trailer here: https://www.youtube.com/watch?v=SRuqntlaHRA&ab_channel=ScarsOfWar
Please sent me a DM if you are a interested in working with us as a character artist and I'll share more details with you! The person we are looking for should know how to work with ZBrush, Maya (or Blender, 3ds Max etc.), Marvelous Designer, Substance Painter and have at least a basic knowledge of Unreal. Thank you!

“The Ranger” is returning home after spending years in the frontlines. What he will find once he gets there is yet to be discovered…

Scars Of War is an upcoming short film created in Unreal Engine 5. Coming 2024.

Created and Directed by: Salva Gómez & Álvaro Sánchez | https://www.linkedin.com/in/salvagomez90/ | https://www.linkedin.com/in/3dal...

▶ Play video
hollow arch
broken island
#

hi does anybody know how to edit visiblity for metahumans in game on a widget?

jovial rapids
broken island
jovial rapids
#

create a widget blueprint

#

create a button

broken island
#

because the meshes of the metahuman are all split up

jovial rapids
#

in the button

#

cast the metahuman bp

#

and set visibility

#

when press

broken island
#

can i do when hovered

#

@jovial rapids i think i did this wrong

jovial rapids
#

its on clicked

#

and you need to create a ref of the bp

#

connect the BP Ace Good to the target

broken island
#

i wanted it so when you hover it changes but does it have to be clicked

jovial rapids
#

ok

#

so you are doing it well

#

or create a ref variable

broken island
#

ace_god wont connect to set visiblity target

#

do u know how i can make a reference? i thought it was have it clicked and then if u right click in graph it would be there

jovial rapids
#

sure

hushed arch
#

Hello, how can I bake down blended mocap clips into one clip for Metahuman?

jovial rapids
hushed arch
broken island
#

i have a metahuman actor hidden in my level, on a widget click i'd like it to appear, im not too good with blueprints does anyone know if im going int he right direction please

vital nacelle
#

Guys, I need some help w.r.t Metahumans. When I run stat UObjects I see this

#

Even when I'm standing far away from these particular metahumans, their face mesh is somehow taking 3-4ms idk why.

PS: Metahumans already are on Low quality here. I have adjusted their LODs and Draw distance as well (I'm standing way beyond this distance) still they seem to be "running" and doing something. I did disable StartWithTickEnabled on their face mesh but that didn't help. I do have dialogues' face animations so idk if removing the FaceAnimBP is a good choice or not.
How to fix this? I'm sure fixing this will boost a lot of performance.

hollow arch
#

& the LOD settings for face sometimes dont line up with LODs for body.
Body has 4 LODs, keyed 00112233.
Face has 8 LODs, keyed 01234567.
So I made a 2nd LOD sync asset for just the face

#

You did turn hair to cards i hope

#

You can set LOD thresholds inside of the post process anim BP. And disable nodes with variables for manual control.

#

For my game, I have blueprint logic that disables arm/leg/face post processing depending on context. Cutscene type dialogue or fast gameplay

vital nacelle
vital nacelle
# hollow arch You did turn hair to cards i hope

Yes I did. Decimated them first then converted from strands to cards. All LODs all Groom assets. I mean this was a one off case to, as I restarted the editor and perf was back the same so its kinda resolved

hollow arch
#

Did you simply tick the cards box or did u manually convert

lofty crest
#

hey, in Unreal 5.4 how do i get the Metahuman mesh to show up in IK retargeter?
I only see the hands and bits of the ankle

lofty crest
orchid eagle
#

Hey guys, any know why when i use custom meshes into metahuman, when i set the mesh into any part of my character body, it mesh is deformed. Example in the picture

left prism
#

can anyone help me switch a ALS skletal mesh for a metahuman i have no matter what i do i cant do it als is [advanced locoamotion system]

waxen flume
#

hoodie strings are sticking straight out 😜 anyone know how to fix that? It's retargeted to the third person bp

hollow arch
hushed arch
#

May I ask, is there a way of rendering animated metahuman characters from 5.4 sequencer? Are there AOV or something with an alpha background to output?

hollow arch
#

35 metahumans with LODs on

#

35 metahumans with LODs on & animation budgeting enabled

#

1440p no lumen or nanite, no animation sharing

#

with corrective arm bones good looking elbow/shoulder movements when close up

hollow arch
#

If i can find a way to enable skeletal mesh merging, in any way whatsoever, performance will be amazing. But im worried about the modularity of it.

#

I can merge the body, but ill lose all corrective anims i think

#

The biggest performance bottle neck is now the vast # of skeletal mesh anim ticks happening. I tested skeletal mesh merge and the performance was amazing. But im worried i cant change modular mesh components in game

waxen flume
#

seems like metahumans really hurt performance. Is this better when the game is packaged? I have them retargeted to a parent class.

hollow arch
#

Packaging helps but you still have large tick #s. They can work if you put in the time to do a lot of tweaking. And dont plan to make a zombie horde out of them.

#

For my small RPG, theyre gonna run beautifully.

hollow arch
#

A good place to start is setting up LODs properly,

#

you can visualize LODs in the preview

hollow arch
hollow arch
#

For example, I forced body & hair to min LOD 1 & head to min LOD 3.
LOD 3 for the metahuman face still looks fantastic and LOD 1 is more than enough detail for the body.
fyi the body has 4 LODs & the face has 8.

#

all corrective bones toggleable via blueprints for specific weapons/scenes/situations

#

You can manually set LOD thresholds per corrective anim area

#

in my case: I have logic which disables corrective animations when you unequip your weapon

#

And when you equip a weapon, depending on the weapon, certain corrective bones turn on. for my bow and arrow I make sure to have wrist and elbow turned on. For my sword and shield, entire right arm gets correctives activated & left arm elbow only gets turned on.

#

Found sooo many ways to help optimize the Metahuman in my search, pretty much done now - just need to make a youtube video showing people how to set this stuff up in an easy way. some scripted, some manual, its not too difficult

worthy pond
#

anyone else has this with the new version of meta-human ? only the hair seems to glitch out, I tried turning off shadows, even changing the lighting channel... glitch is still there, so its not a shadow its something else :

#

didn't have this in the previous version

#

seems camera related and not directional light related

worthy pond
#

checking "use cards" seems to fix it completely... sigh

hollow arch
#

set skylight to static

#

and set Deep Shadows ON in directional light

#

and if youre not using cards you are goofy lol

#

only in case of strands

worthy pond
#

well.. it didn't come turned on by default, and its not like I been playing with meta-humans for years 😛 first time lol

#

works perfectly with the cards... no need for changing anything in the lighting setup

#

I guess people use strands for high quality cinematics only

#

the default should be then to use cards

worthy pond
#

Dear Epic... with everyone trying to get the metahumans without the stupid looking flip flops... why is this hidden inside my metahumans folder ?

#

inside blueprint :

#

wth...

#

It was as stupid as removing the mesh in the "feet" why then is everyone talking about taking metahuman inside blender to remove the flip flops ?!

north minnow
#

Is it possible to export a metahuman with its rig, everything proper but in a T / A pose instead of the standard arms forward pose?
I’m making an outfit and it would really ease everything if it was in a normal pose

#

it standard pose has its arms slightly bended forward and its weird. like its not a good base mesh for an outfit

worthy pond
#

you would probably save time to use a pose asset from the marketplace @north minnow

north minnow
#

all i want is to change the pose slightly so its easier to model ontop of

worthy pond
#

yeah search the marketplace for "pose" some assets are made to do exactly that automatically so its standardized

#

easy pose by TLL seems to be the most popular and its in sale right now

north minnow
#

okay

#

i still have no clue what to actually do but thx lol

worthy pond
#

well if you have one model with the A pose you want

#

you just set them side by side in the asset and click, and the second one will match the first one's pose, no manual editing needed

north minnow
#

yeah but im edeting the pose in blender arent i?

#

or can i just do that in unreal

worthy pond
#

then you just export/save and you have your A pose

#

yeah that does it in unreal, as long as you have one skeletal mesh with the wanted pose

north minnow
#

alright

#

its so stressfull doing things ive never done before even if there are no consequences lol

north minnow
#

ive downloaded it and added it to all my projects but its not appearing in my content drawer as the video they linked in the store item

#

ive barely used unreal engine so this is prob just something ive missed

worthy pond
#

oh no just wait

#

takes a while for them to approve your purchase 🙂

north minnow
#

what

#

no

#

i have purhcased it lol

worthy pond
#

oh ok, so you added it to the project already

north minnow
#

yeah and now im getting this when i try and press it again

#

im on 5.3.2 so it should be fine

worthy pond
#

so its a plugin then 🙂

#

go here

#

and activate it

north minnow
#

ah okat its just like blender lol

#

time to restart unreal for a fourth time lol

worthy pond
#

yup for plugins they are not assets, just code snippets

#

🙂 it should be quick if all is in RAM and you're not switching projects

coral cobalt
#

I want to animate a metahuman walk. can i attach a simple unreal animation or do i have to make one? like does the skeletal rig come with preset animations?

north minnow
#

genuily why is it impossible to export a metahuman with its rig intact to blender?

#

like what is up with that

#

i export the fbx and the rig isnt even connected to the model and its all messed up

earnest cove
#

did you find a way to export metahumans to blender? I tried using Quixel bridge to export but it won't download metahumans for blender.

earnest cove
#

x.X

earnest cove
north minnow
#

Fucking shit

#

This is for a fan game project so I could just figure this all out later on ig 💀

#

Maybe make someone else do the weight panting lol /hj

earnest cove
#

I imported the rig with the clothing to unreal with no issues tho. so the workflow works

north minnow
#

Holdup I just realized we also talked in the blender server lol

north minnow
gusty siren
#

Hello everybody!
I want to make the metahuman blink but I can't, specifically because I use a modular character.
Can someone help me?

Thank you!

hollow arch
#

Are you using Skeletal Mesh Merge for the Metahuman face/head?

gusty siren
hollow arch
#

what is this master pose component doing exactly

#

how are you connecting the skeletal mesh assets

#

set leader pose component
copy pose from mesh
or skel mesh merge

#

unless youre using skel mesh merge - it should be doable since you retain corrective anims & curves etc. skel mesh merge is a very intentional thing to do and this removes all anim curves from merged parts

gusty siren
hollow arch
#

ok so at the core its using set leader pose component

gusty siren
#

But it's very strange, whatever I want to do to my metahuman character (which is a child of the asset character) doesn't work

hollow arch
#

this is how the metahuman is originally orchestrated, but not for the head

#

the head originally uses 'copy pose from mesh' node in animation blueprint

#

does the head anim blueprint still have this active? you may be confusing the head mesh between the two modular skel mesh solutions.

#

& what is this AC Master Pose Advnaced variable in the first screen shot

gusty siren
gusty siren
hollow arch
#

idk how youre going to get away using the manny anim bp for the metahuman head

#

did you rename the metahuman head SK_Head?

#

some component functions & blueprint nodes require specific names to be typed in manually

#

when you replace the component - these manual fields cannot auto replace with new reference

#

such as LOD Sync component & others

gusty siren
hollow arch
#

sorry Idk

#

try taking the face out of the set leader pose component you have

#

ensure animation BP has 'copy pose from mesh' logic

gusty siren
# hollow arch sorry Idk

Now I noticed that I made a child to child (which is the child of the bp character master). Could this be the problem?

hollow arch
#

too far astray from default MH idk

gusty siren
hollow arch
#

does this node exist in your anim BP

#

for face

gusty siren
gusty siren
hollow arch
#

checked my metahuman and its the same way. no leader pose for head, just copy pose from mesh in anim bp.

cobalt saddle
#

My quixel bridge isn't showing my metahumans today!

hollow arch
#

login again

cobalt saddle
hollow arch
#

login to metahuman char creator in browser

cobalt saddle
#

under the same UE version

hollow arch
#

idk sry, lotta weird bridge issues out there

cobalt saddle
#

This is the first time!

#

I think it's related to their server

cobalt saddle
#

@hollow arch I'll check again tomorrow, thank you for your reply!

hidden scarab
#

Hey guys, I got a new computer and when I log in into my Quixel Bridge account, "my metahuman" don't appear, anyone knows why?

#

How I see other people are having issue

hidden scarab
prime temple
simple forge
#

hey guess what

#

my bridge doesnt work either

prime temple
cobalt saddle
#

Today also!!!

#

<@&213101288538374145>

obtuse urchin
#

?

#

you want the mods to fix your quixel problems?

cobalt saddle
obtuse urchin
#

hold on I got Tim on the phone

#

oh he said the same thing

cobalt saddle
calm yacht
#

Guys any idea by any chance how much time will it take to get this issue with bridge will take to resolve?

calm yacht
#

my studio working on metahuman project since last 2 weeks and we were at the last stage of project and bridge is not loading and that's really annoying bcs it's just wasted our 2 days

simple forge
hollow arch
#

I pull from local menu - I never login to bridge lol

obtuse flicker
#

Hey, I am trying to process my performance for my metahuman, but after the audio pass about a quarter way through depth, it crashes unreal every time. I am not sure why, and I would be so grateful if anyone has any insights on this. This is the crash logs but I couldn't decipher them: LoginId:32e4b5ce48a8d48fb110579b5c3f41b8
EpicAccountId:555a9c2e43bb40f49383c7089651bc60

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x000000afa810a3d8

UnrealEditor_MetaHumanMeshTracker!Eigen::internal::dense_assignment_loop<Eigen::internal::generic_dense_assignment_kernel<Eigen::internal::evaluator<Eigen::Block<Eigen::Matrix<float,-1,-1,1,-1,-1>,-1,-1,0> >,Eigen::internal::evaluator<Eigen::CwiseNullaryOp<E()
UnrealEditor_MetaHumanMeshTracker!Eigen::DenseBase<Eigen::Block<Eigen::Matrix<float,-1,-1,1,-1,-1>,-1,-1,0> >::setZero()
UnrealEditor_MetaHumanMeshTracker!epic::nls::RigGeometry<float>::EvaluateSkinningWithJacobians'::2'::<lambda_1>::operator()()
UnrealEditor_MetaHumanMeshTracker!UE::Core::Private::Function::TFunctionRefCaller<epic::carbon::TaskThreadPoolUE::AddTaskRangeAndWait'::10'::<lambda_1>,void __cdecl(void)>::Call()
UnrealEditor_MetaHumanMeshTracker!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),0> >::ExecuteTask()
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll

cobalt saddle
hollow arch
#

100% their end

cobalt saddle
#

Both in the engine and the online MH creator

hollow arch
#

What a predicament

tame belfry
#

Hey folks, hoping someone can help, in our packaged game our metahuman player has these black / dark flickering shapes over its face. I am guessing it is to do with our main world light being dynamic but unsure how to solve? Have tried lots of different settings but cannot seem to stop the flickering. Really hope someone can help, issue is only in packaged not in Editor

EDIT: Setting Skin Cache to Off on the head SK mesh stops the flickering but then the hair is not visible so I am guessing its an issue with the grooms maybe?

hollow arch
#

or set groom assets use cards ON

balmy anchor
#

Is metahuman material optimized?
Can be used as it's for shipping games?

hollow arch
#

Tldr: no

#

But not for materials reasons

balmy anchor
#

what parts do you think is too heavy?
Hair?

#

I really love more detailed explanations if you don't mind.

#

Isn't metahuman just very detailed 3d mesh without hair groom?

tame belfry
hollow arch
#

Directional lights can be moveable

balmy anchor
#

hmm I made a PS5 package with metahuman, and I think the performance isn't horrible on PS5 devkit.
I really love some elaboration

frosty remnant
hollow arch
native spire
#

Hey folks, please add your voices to this post if you're suffering with the My Metahuman issues:
https://forums.unrealengine.com/t/my-metahuman-tab-has-disappeared-from-the-quixel-bridge-app/1869291/13

#

Why there hasn't been official word on a downtime like this yet I am not sure, but needless to say it's worrying.

frosty remnant
native spire
#

Works in 5.4, but you can't get the Maya export that way 😦

native spire
#

Are there any Metahuman-related Epic staff in Discord we could cheekily @ in hopes of some kind of update?

native spire
#

I doubt we'll get anything new on this until Monday, but still

frosty remnant
#

it might be the corresponding server that has crashed...

native spire
#

It's the only thing I can think as well, but the MHC app is still online which is the strangest part of it

#

I suppose they're just separate servers, one system of servers for MHC and another for the asset delivery

#

Either way, comes at a nightmare time for us 😬

frosty remnant
native spire
#

We're totally blocked. Animators waiting to start but can't because we can't get our custom metahumans out to Maya 😭. Made worse because we have custom proportions which none of the presets seem to use by default, so it's not even like we can download a preset and go with that either, not that that seems to work for us anyway haha

frosty remnant
#

I was also supposed to start animating it

native spire
frosty remnant
naive marsh
#

Hello,I am having problems with creating a MHI becaues when creating one wit my footage the footage is black does somebody know a easy fix?

balmy anchor
# hollow arch 60fps with 10+ metahumans ticking animation?

FPS hugely depends on other parts.
Imo, stable 60fps is hard for PS5 even without Metahuman if you choose to use Nanite and Lumen with decent resolutions.

I'm simply asking which part you think is particularly heavy for Metahuman other than hair groom.
For me, with proper LOD settings, metahuman seems to be usable, but not sure because I just started to mess around with Metahuman.

hollow arch
#

Its usable but when you layer in multiple mh the post process anim bp & the modular skel meshes all ticking compute anim

calm yacht
#

Any idea by when Metahumans will be back to normal ? Anyone Please assist me .....

hushed arch
#

Hello , has the metahuman capture identity ever "failed" for anyone else? I cannot find a solution to this on the internet. I'm using UE 5.4

hollow arch
#

Not sure if what you're doing requires internet tubes through bridge

haughty echo
#

Does anyone know how to pose the face rig in Unreal according to each blendshape? So basically having animation for the controls that correspond to each shape? This would be a huge deal for me to be able to pose and export all blendshapes from Unreal.

haughty echo
thin acorn
#

Hello !!, does anyone knows why when scaling down a metahuman the neck starts to get this type of distortion? scaling up doesn´t have a problem.
I am using a fixed LOD to be sure is not there the problem, in this case the one at the left is at scale of 0.1 and the nex gets crazy. At first I didn´t noticed it, because the rest of the metahuman works perfectly fine.

jovial rapids
thin acorn
#

Thanks @jovial rapids I wil do that...

jovial rapids
#

much easier mate

thin acorn
#

but I am not scaling bones..I scaled the whole Blueprint, the whole character (and that scaled the bones of course).. the ramp properties what is going to do?

jovial rapids
#

yes, if you enter in the material instance

#

you have a property called hide neck ramp or something like that

#

is the way to attach heads to bodies

thin acorn
#

great..I will check it as soon as I can..

jagged stirrup
#

I feel like I may be asking this in the wrong place but are all these character creation softwares like daz studio, metahuman, character creator 4 etc only capable of creating a character that follows human anatomy or there able to create something like 4 legged creatures or something completely abnormal and creative?

hollow robin
prime temple
#

what the Heck! Quixel Bridge still not Working!

frosty remnant