#metahumans

1 messages · Page 10 of 1

jagged fulcrum
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if you are tying to get location based on rotation and initial location, need to play around with forward vector i guess

soft marsh
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got that part solved and new problem crops up 😅

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still not sure how to solve this issue now .. but for some reason when its switches the camera to the FPS camera it starts to rotate with input even though every single inherit pawn rotation.. use control rotation and inherit yaw/pitch/roll is set to false

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i know a hell allot of the line trace stuff is just concerned with actors being able to look at some other actor or something... same concept but isnt really what you want when you want to move the head and adjust things to move in that new direction also

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but yeah happy didnt really want to use a arrow for the trace

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as each metahuman would need a custom arrow grah

jagged fulcrum
plucky kelp
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Hello folks. I am trying to apply the concepts in this animated frog tutorial( https://dev.epicgames.com/community/learning/courses/OPX/unreal-engine-virtual-puppeteering-and-input-based-animation/kaWP/unreal-engine-virtual-puppeteering-and-input-based-animation-overview ) to a metahuman. i want to move the arms with gamepad l & r, and move head up down left right with controller Dpad. i have the blinking eyes working play in engine on my metahuman. I am using Live Link Input plugin as well from this guide ( https://dev.epicgames.com/community/learning/tutorials/xpV1/live-link-input-device-a-new-way-to-use-game-controllers-for-performance-capture-in-unreal-engine-5-4 ). my Issue is i cannot create a full body IK control rig , so i tried using the default MetaHuman Control Rig, in Unreal 5.4. i cannot seem to get my left right float variable of -1 to +1 to apply to the transforms using the Head control. Is there a better way to control metahuman head movement with my gamepad? ahould i be using the face control rig? i dont see a head bone in there. Additionally, when i open the metahuman control rig, i can rotate the head in local space with the gizmo...cant seem to get it to work PIE????

Epic Games Developer

In this course from the Epic Online Learning team, you’ll learn how to build a digital puppet that can perform using just a controller. Create the puppe...

Epic Games Developer

This tutorial explains the new Live Link Input Device plugin and how to use it with a game controller.

plucky kelp
tiny hedge
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Hi there! I'm experiencing a performance drop when I open the sequencer with only the metahuman blueprint added. It gets even worse when I play the animation. Does anyone know why this might be happening?

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frame rate drops from an average of 70fps to 50fps, down to 20fps when I play the animation

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using unreal engine 5.4 and low quality MH setting

tiny hedge
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okay after i closed the Metahuman Animation Tool plugin interface the performance went back to normal

hollow arch
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Finally I find a video showing how to do this in extremely simple steps.

Anyone have any blinking tutorials? Going to search for that today.

soft marsh
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I've actully got a little bit lost with all again

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but yeah i got damn close before so might have another attempt later

soft marsh
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that would be kind of neato

hollow aurora
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Any Metahuman experts? Metahuman Creator allows you to choose between 3 body types, underweight, normal and over weight.
But what if you want something in between? Is there any way to accomplish this?

plucky kelp
plucky kelp
# hollow aurora Any Metahuman experts? Metahuman Creator allows you to choose between 3 body typ...

Blender for Unreal Metahuman Mod

Using Blender to modify a MetaHuman body mesh for Unreal Engine can be done, but it's important to consider potential conflicts with future updates from Epic Games that might change the underlying mesh topology Minor adjustments like tweaking proportions or adding small details are usually fine, but significant changes might cause issues.

To start, you can export the MetaHuman mesh from Unreal Engine to Blender for detailed modifications. After making your changes in Blender, you'll need to re-import the modified mesh back into Unreal Engine. However, it's crucial to maintain all necessary data, such as animation curves, when exporting and re-importing the mesh

For detailed character alterations like bumpy veins, scars, or deformities for a zombie, you can use Blender's sculpting tools to add these features to the MetaHuman mesh Once you've completed your modifications, you can re-import the mesh into Unreal Engine and continue working on it there.

Here's a general workflow:

  1. Export the MetaHuman mesh from Unreal Engine to Blender.
  2. Use Blender to make detailed modifications to the mesh.
  3. Re-import the modified mesh back into Unreal Engine.
  4. Ensure all necessary data, such as animation curves, are retained during the import process.

For more detailed tutorials and specific steps, you can refer to resources like the one provided by Bad Decisions Studio, which offers an hour-long guide on customizing MetaHumans using Unreal Engine 5, Blender, and Substance 3D Painter

quiet wing
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Hello,

I have a scene with 2 metahumans placed in it, hair works well, animations work well, everything works well in the viewport. But as soon as I press play they become static, no animation, no hair. When I don't have those problems when I am playing with them as a main character. They work fine in the viewport, it's when I press play that the animation and hair disappears.

jagged fulcrum
jagged fulcrum
soft marsh
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i finally found a bullet proof solution for the whole pawn rotation thing

soft marsh
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Lol man unreal just crash in some spectacular style

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blew up then took a age to restart .. when i came back it was behaving strangely and my metahumans hair turned gray

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so i was like let me check the hairs material

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had to juggle them around to get the engine to accept them again

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but now its got the reflection issues hehe

soft marsh
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well that is annoying because that has completely buggered up my mh hair now 😠

plucky kelp
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next i have to try to use the sams AIM node that i used for the head rotation, on the right joystick to move the arm. my idea is to use the fk control, to follow the hand_aim_target_control...but i dont think it will work. the head is a bone rotation that follows a target controller in x,y space.we shall see

jagged fulcrum
vestal barn
soft marsh
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yeah as i mentioned about unreal editor starting up funny that all it is... it doesnt restart correctly and stops rendering the mats correctly which then leads you down a path of actually breaking them by messing up the settings

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@plucky kelp you might want too google root bone lock fix

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this will fix situations where you cannot stop the character from rotating on yaw input but you need to get yaw input to manage bones

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btw of which is categorized as a bug... i would call it more of a oversight in side locomotion base state

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this is the basic fix.. which i thought was fairly elegant.. and i love the free interps you can do with that stuff

quiet wing
soft marsh
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metahuman got stress again hair fell out 😂

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went bald

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did you try setting the force lod to 1 in lodsync settings?

quiet wing
soft marsh
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oh in the animation seq did you set it to looping?

quiet wing
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It's a BP animation that I am using, but it doesn't play any animation at all, in the viewport you can see that the animation BP works, when I presse play, and it just get's stuck at frame one to me.

soft marsh
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would need to have a look at the state machine in the animgraph i would imagine

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heh i wish i had of saved the screenshot of when my metahumans hair fell on the floor like a wig

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ah and also is your character bp set to use the animation blueprint with the correct blueprint referenced ?

soft marsh
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oh then its defo probably in the state machine/seq i would of thought

quiet wing
soft marsh
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oh gotcha so thats actually you

quiet wing
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on, the right you mean ? Nah 😛

soft marsh
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ok 😄

quiet wing
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I'm handsome too, but he is figment of my imagination fortunately or unfortunately 😆

soft marsh
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haha i was figuring to use a lady figment of my imagination .. to make my ai metahuman ... need bit of birds and bees in a game cant be looking at men all day if your straight 😂

quiet wing
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trying out a few things with the animation, I got nothing. I mean it works fine outside of play that is what I cannnot understand, they are correctly animation outside of play, but when I press this play button, anim and hair disapear.

soft marsh
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have you got the hairlodsetup function in the character?

quiet wing
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yes

soft marsh
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well ... lets compare some stuff in my character bp to yours

quiet wing
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It's weird, I just trying to change the default pawn class again to a metahuman, and that one doesn't move either...

soft marsh
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ok so just for the structure i have

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still got some hair issues my there btw

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now i am going to show you how my methuman retargeting looks ... unless your sure all that stuff is correct aswell

quiet wing
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I think it could be a retargeting issue, even iff everything works fine outside of 'play'.

soft marsh
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^ at the very bottom always tick bones

quiet wing
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oh yes I understand will do

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Is that a character bp you're using ?

soft marsh
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yep

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its the metahuman it self that i imported and paired to my MGT character interface

quiet wing
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Well, eitherway, Character or Actor, they both behave the same, none of them work 😅

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I'm using an actor in the precise case.

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MGT ?

soft marsh
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yeah that just where my original character comes from its a game template . . multi player gravity template

quiet wing
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oh yes

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ok

soft marsh
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but yeah it shouldnt really mater

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its just about getting the retargeting to work

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because youre retargeting manny

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so what ever manny does your metahuman should do

quiet wing
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Well retargeting made things worse... but it did change stuff on my character

soft marsh
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I will see if i recover the 10ish step guide i made for the initial metahuman to manny retargeting process

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ok that wernt to bad lucky that server isnt to busy

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with that approach you just need:

1) Add MetaHuman
1.1) Assign Class to Character
2) Organize the structure so that its attached to Mesh under capsual + add cameraboom/follow camera
2.2) Zero out and position the Body cordinates and then set: location-z: -70 rotation-z: -90
2.3) set lod sync level to 1 (incase hairs not showing)
3) Enable Live Retargeting for the meta human (one tick box)
3.3) Compile .. Connect "Mesh" to broken node in SetupAnimationInEditor function.
4) Assign Skeletal Mesh as UE5 Manny 
5) Assign the Animation BP class to AB_Manny_C
5.1) Set Visibility Based Anim Tick to .. always tick pose and bones (important) or next step will breake the meta human
5.2) Set Visibility of mesh to false.
6) Add AC_MGT_PLAYER_COMP to the character
7) Add a character movement component to the character
8) Configure AC_MGT_PLAYER_COMP as above (in right screen shot)
9) One final side note to remember... if you find that when you restart or recover from a crash that the metahuman stops retargeting the manny mesh animation .. goto the Body and make sure that the retargeted animation is set.. for some reason this seems to get lost now and again
quiet wing
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I'm using a different animation system though... I think it's level related in the fact, that not even I spawned character can run around the mesh which I use as a background.

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when it normally can

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yet

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If I just drag and dropped a metahuman in any level they are not animating on play.

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ok, it's not level related, I understand why.

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Do you have anydesk by any chance to take control of my computer ? It might help you to figure it out.

soft marsh
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i do have anydesk but would you mind if we used rustdesk

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as i have a deciated server with the rust stuff on so it will run like the wind

quiet wing
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I would prefere anydesk please.

soft marsh
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i just need to give you my public key

quiet wing
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let's pm

soft marsh
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but yeah for any one else literally from leo ai

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quiet wing
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Can somebody explain to me what is going on in that video and how it works in the editor but not on play.

jagged fulcrum
# quiet wing

I experienced same problem, disabling LOD Sync in blueprint and remove the groom from blueprint then add it again resolved it in my case

quiet wing
soft marsh
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man i am about to blow a gasket with this weapon left hand ik stuff

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nfi why i get this issue all the time .. the weapons never aligned every where

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the previews contradict one another and then even when there all happy then the in game outcome contradicts them

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I can see why the devs of the gravity template went with something simple a emissive character lol

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abp_manny .. 500IdleSightAnimSeq .. Methuman Skeleton ... in game 💀

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ah yeah know what i think i know why now ... the gun initially hand to be straight to the hand then only ever rotate the hand after that

quiet wing
# quiet wing

So I have established that no animations what so ever are actually working in the level, I also added a rotating cube which doesn't rotate at play time so I'm lost

quiet wing
restive idol
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Any tutorial to understand the city sample project crowd and vehicle system and their interactions?

formal wind
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is there a way to disable metahuman cloth physics in the sequencer? I have a standard hoodie mesh and because my metahuman is moving the laces are moving too and it's quite distracting. I tried unchecking simulate physics but that didn't help

lament pumice
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Anybody know what is the secret sauce to re-import a metahuman face from blender again? Something about the vertices aint right as can be seen in the screenshots, first is original, second is reimported.
Control rig and everything works fine, i'm using the newest metahumans with "high" quality, so no morph targets. I haven't made any modifications in blender, just import and export again

formal wind
sacred rose
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I'm facing some issues with Metahumans in Unreal Engine and could really use some help. Specifically, I've noticed that the Metahumans default to a T-pose when preview screen, even though they pose not correctly in the viewport. Additionally, the fingers on the hands are twisting or not looking good, making the animations appear off.

I'm also looking for a reliable T-pose reference file or asset to help resolve the finger issues.

Has anyone encountered similar problems or have any suggestions on how to fix these issues? Any guidance or recommendations would be greatly appreciated.

hollow arch
formal dirge
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Anyone know how to fix the disappearing hair in UE5.3? I tweaked the LODs and no change. For context, I copy paster just the head and hair and Lodsync to a new blueprint.

hollow arch
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If editor only, set Parent Socket to Head in Hair BP component details panel.

formal dirge
hollow arch
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Of course, double check. All your lod settings. Unfortunately, they're scattered.

formal dirge
jagged fulcrum
# formal wind how?

it is not cloth sim, it is rigid body physic, you need to go to its post process anim blueprint then disable it

hollow arch
formal dirge
hollow arch
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Well you can just remove body references. Or just set the body skel mesh component selection to none. Otherwise id say keep tinkering and learning more about ue

formal wind
jagged fulcrum
spring arrow
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Hi! Im having an issue in ue5.5 where the only options available to me when downloading metahumans is "cinematic (complete)" does anyone know why I can't seem to get any of the optimized variants?

slate lichen
hollow arch
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Fyi theyre not "optimized". Just have lower texture resolution and exclude lower LODs.

timber glade
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hi
can someone please help me out with this metahuman Skelton
So when i'm using this in unreal engine the fingers got squeeze in Default A pose
and i'm converting this to tpose for rokoko live link but i'm getting same problem , so how can we fix this mesh

soft marsh
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if you havnt tried convai i recommend to check it out .. has to be one of the funniest things i've seen in years

hollow arch
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Looks like you have a custom made metahuman. I'd guess its a problem with that workflow.

lethal jetty
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Any tips to solve this wacky metahuman identity issue with the top lip, double lipping and also not tracking teeth properly?

simple forge
lethal jetty
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@simple forge Thanks for answering. It seems that it might just be a visual glitch as my skel mesh and exported test anims come out fine. What do you make of it?

simple forge
lethal jetty
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@simple forge While you're hear, I ran into a new problem where my head rot isn't working. I export it from the performance to animation sequence and my head is still. Any tips?

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I tried exporting the same performance to a level sequence and it has the head movement.

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But I want it as an animation sequence

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Update, baking the anim from the sequence worked. Just adds another step and another file (level sequence) to bloat

simple forge
lethal jetty
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5.5.3 @simple forge

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I got the head to animate, now I'm just stuck trying to get the dang head to follow the body properly

simple forge
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sometimes when using sequencer it will cause the head and body to detach whenver you close sequencer. So re-setting it this way always works for me.

lethal jetty
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In this instance I'm trying to use a animation sequence instead of the anim bp

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I know it has something to do with matching the bones

simple forge
lethal jetty
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@simple forge In the metahuman bp, for the face, I changed it from animbp to animation sequence to test. The sequence does not follow the body. It should, as in the construction script, I try to get it to follow the torso leader pose but still

lethal jetty
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Well I gave up on it, I'm just going to use a level sequence instead.
New issue, facial hair isn't fully tracking

simple forge
lethal jetty
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Yuppers, I spent a good 2hrs looking up how to fix that. I know it has something to do with the skeletal system matching and something is causing it to override.

I'm okay with using level sequences that I can spawn and destroy as I'm making a story rich game.

Now I need to find out why my dang hair isn't fully attached. It's like it's ahead in time a bit

simple forge
lethal jetty
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Lol, It's metahumans in general. They are amazing...but also a headache.
A lot of problems come from following tutorials meticulously and when they finish, it works like a dream, when I finish, my heads not moving or the groom assets are in the future haha

lone hill
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hey, anyone knows why my metahuman's facial hair gets super lit?

hollow arch
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If that doesn't work, keep searching. I've seem others report this often. There must be a solution somewhere.

jagged fulcrum
lethal jetty
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In the infinite wisdom of all who used metahuman, how the heck do I fix this? It's just the beard doing it. I tried duplicating the groom asset, replacing it. Removing and only attaching on begin play. I have no clue how to fix this.

jagged fulcrum
lethal jetty
jagged fulcrum
lethal jetty
pine stirrup
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I'm trying to use SetMorphTarget on my MetaHuman but nothing happens. When I adjust the curves in the Morph Target Preview for the head's skeletal mesh... nothing happens. What am I doing wrong? I've tried every combination of

CTRL_expressions_jawOpen
jawOpen
head_lod0_mesh__jaw_open
hollow arch
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Scroll down in asset details, is there a control rig anywhere

lethal jetty
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@jagged fulcrum @simple forge I fixed the beard issue by going to the groom asset, under LOD tab I disabled every RBH. Seemed to have worked and now I can move on. Thank you guys for taking the time to help

jagged fulcrum
lethal jetty
jagged fulcrum
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I got weird issue also on some of my hair related to LOD, will try play around with this, never touch this before kekw

hollow arch
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Wow thanks for finding that. One of the many random settings to have in your backpocket when a metahuman breaks.

simple forge
hollow robin
pine stirrup
hollow robin
# pine stirrup Oddly I see none

Yeah, Epic have been slowly breaking the visibility of float curves since 5.3 for some reason... but they are there... and you can see and adjust them with a Modify Curve node.

pine stirrup
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Ahh, so I see that and it does work here in the ABP. How would I control this via BP as in I want a timeline to drive it

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I suppose have the ABP read an alpha var on the Char... does require me to modify the Meta human Face_AnimBP though

hollow arch
pine stirrup
hollow arch
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Ooh thats nice. I'm driving blendspaces with audio amplitude right now. Are you talking basic mouth opening? What are your data sources.

pine stirrup
stark urchin
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So i have seen people use the face control rig to control eye target "look at" transforms, but it cancels all the previous face anims from the sequence player, so now the meta human just stares at the target location without any expressions

swift remnant
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Is there any way to automate audio to lipsync via blueprints? I've used the Metahuman performance capture lipsync whole setup and that works fine, but since I'm generating my audio from ChatGPT, I don't have any audio pre-recorded.

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If there was a node that allowed me to run the 'Process And Export To Anim Sequences' (as seen in the screenshot below) to the newly generated audio, then find and apply it to the metahuman, then I'd be golden, but there are no such nodes to my knowledge. Are there other ways to do this in blueprints? I would really appreciate some advice. 🙂

floral sandal
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hey does anyone have NVIDIA ACE documentation? it's been recently removed right when i needed it to integrate it into my game project for the characters

formal wind
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is there a way to save posed metahuman into a static mesh? it works for skeletons but not for MH. when I do it through actor - convert to static mesh, the engine crashes

hollow arch
hollow arch
hollow arch
swift remnant
loud sedge
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Im having some issues with the metahuman the clothes just dont seem to match the animation when playing the game looks correct in the viewport of the Player blueprint

loud sedge
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randomly seems to have fixed itself

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strange

hollow arch
pine stirrup
pine stirrup
swift remnant
swift remnant
# pine stirrup How do you generate audio from ChatGPT? I thought that was text only (or is that...

Well, I was maybe being a bit too brief. I'm generating a response with ChatGPT, then sending a transcript to ElevenLabs which then is downloaded and played. This tutorial is very similar to what I have going on except for the initial voice recognition (which I did differently based on some documentation) and of course the lipsync which I'm still working on implementing: https://www.youtube.com/watch?v=xBs-nXzXwoM&t=2702s

pine stirrup
pine stirrup
swift remnant
# pine stirrup I did, it's very rudimentary so it's just the mouth moving up and down. Down it'...

Well, this is great to hear, because I wasn't 100% sure if this was gonna work. I don't mind if it's a bit simple, I've found if you apply an animation to the body to give the character a bit of motion to their body, it helps cover a lot of that up. I was also planing on having it randomly switch to a different morph target like a "o" or "a' consonant just to get a bit of variation. While the native metahuman audio to lipsync is much better, it's still not perfect, and I don't think people expect perfection for a video game style lipsync, it just needs to not be noticeably bad. 🤣 The one thing it does well is the automatic blinking and general movement of the face. I'm thinking about processing a metahuman audio to lipsync, but not actually talking so I get a bit of face movement and blinking, then having that loop.

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Do you mind if I pick your brain a bit as I build this lipsync for my system?

pine stirrup
swift remnant
green dagger
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Hi, I’m trying to use meta human for a school project. We’re trying to build a ML emotion classifier based on facial movements and want to use the meta human animations as training data since it’s labeled (happy, sad, angry, etc)

I was messing around with the meta human builder where you can see the different poses/ animations. Though I couldn’t seem to find a way to move to a project or whatever to get an fbx file out of the animations itself. I was only able to move the rig.

Anyone know how to get those specific sequences?

jagged fulcrum
green dagger
jagged fulcrum
soft marsh
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man well i dont know if will help one but yeah forgod sake make sure you tick pose+bones always

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and also dont get tricked into using to using the wrong retargeted skeleton

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or anims will never work no mater what you do even when they seem to be working in the viewport

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you can litereally watch it do the live debug thing and nothing will happnen on the anim bp

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that is because live retarget is retarging the slightly incorrect skeleton

soft marsh
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easy thing to screw up when switching 2 different retargeted metahumans

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key factor the only reason theres a second retargeted or no second retarget is because you didnt or did adjust him to manny

hollow arch
vernal orchid
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Hey does anyone know of a way to use a custom mesh in metahumans? I'm not talking about mesh to metahuman where it conforms the metahuman base model to the shape of your custom mesh. I'm talking about using a custom mesh and topology and get it inside UE with the metahumans controls and blendshapes on it.

I have a statue bust sculpt where the hair is sculpted and part of the head, but it's otherwise a human face. I can't just make a bald metahuman or create a separate mesh for the hair, it has to look like a single peace of marble. All I need to do with it is use UE5's audio to face animation plugin to create a lipsync face animation while having metahuman's detailed facial expression blendshapes.

I've tried using AdvancedSkeleton in Maya to create a custom face rig and then I imported a generic metahuman head with the audio to face animation and transfered the animation into the custom rig using AS's metahuman animation transfer tool, but then I'm limited by AS's very basic blendshapes.

hollow arch
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Sounds like fiddling with DNA in Maya might do it? Lots of tools online for it.

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Maybe Metapipe 3?

hollow arch
stuck badger
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hey folks! i'm having the same issue in blender. trying to apply the shapekey/blenshape animation of a metahuman onto a custom mesh. also using the audio to mocap tool. when i export the animation i get hundreds of bones and can't make any sense of it. any hints or tutorials would be appreciated!

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i got the iclone trial to do kind of the same and got to the point where i could convert the facial animation shapekeys to a rigify facerig, but i had trouble with retargeting that too. also iclone is pretty expensive.

stuck badger
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whenever i try to parent the mesh onto the rig (with automatic weights) it rips the geometry apart.

gilded raptor
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Hello guys, Q: Does the Metahuman still has some bug & large filesize for the scene? (just thinking of using it) -TIA ✨

foggy panther
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Hey ho, aight, quick sanity check:
made a metahuman, prototyped some stuff on it, working quite well, want to use that as a base class to base all the other metahumans I want to create off...

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class settings: parent class is actor? it doesn't inherit from character or anything like that?

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have I misunderstood something basic?

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Aight, I'm sorted, just surprised that the metahumans aren't based on the character class...

restive fjord
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Hii Folks, is there a way in how I can optimize my MetaHumans for games.
Specially while using NPCs it will become really sloppy. So I'm actually looking for a solution ahead of time.

stuck badger
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got it somewhat working with CC and iclone and shapekeys but really rushed those 😅

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timing is off

hollow arch
lunar elm
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is there an issue with Meta human's hair physics in Unreal 5.5?

I can't seem to get it to work, even started a new project and the hair is not simulating. On 5.3 I just add a meta human and hair works right away, nothing to tweak. I skiped 5.4.

I also did check on thta 5.5 on Groom asset it does has simulate on and i do have groom plugins.

ocean sinew
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anyone have experience with marvelous designer?

hollow arch
lethal jetty
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Question: I need my metahumans eyes to track the player camera at times during a level sequence. How do you guys do it? I tried a few methods and it seems that I can get the eyes to track, but then the facial anim doesn't work. Or I get the facial anim to work but then the eyes can't track. Any tips or tried and tested tutorials you can suggest? Any key words?

lethal jetty
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For anyone one wondering how to track head and eyes within a metahuman, this worked for me
https://www.youtube.com/watch?v=NtVdLHmSc4k

This Unreal Engine 5.3 tutorial focuses on creating automatic eye and head look-ats for Metahumans to be used in Sequencer for cinematic animations where the character looks at another object or Actor in the scene.

If you are animating metahumans by hand using the built-in control rigs, you have an easier way to do it with the control rig's loo...

▶ Play video
vestal barn
umbral idol
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When I try to package my UE5.5 project, it keeps getting stuck on Groom assets that I imported from Metahumans. No matter how long I let the packaging run, it never continues. I have already re-imported and rebuilt the groom assets but that didn't help. And every time I start a new packaging attempt, it's different groom assets each time, so it's not due to a specific groom asset. I would be very grateful if someone could help me.

Output Log:
UATHelper: Packaging (Windows): LogHairStrands: Display: Waiting for groom bindings to be ready 0/9 (Hair_S_BuzzCut_Female_F_Binding) ...
UATHelper: Packaging (Windows): LogHairStrands: Display: Waiting for groom bindings to be ready 1/9 (Hair_S_BuzzCut_AfricanFemale_C_Binding) ...
UATHelper: Packaging (Windows): LogHairStrands: Display: Waiting for groom bindings to be ready 2/9 (Hair_S_BuzzCut_Female_A_Binding) ...
UATHelper: Packaging (Windows): LogHairStrands: Display: Waiting for groom bindings to be ready 5/9 (Hair_S_BuzzCut_AsianFemale_E_Binding) ...

umbral idol
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This is how I store the groom assets, if it is relevant:

hollow arch
lethal jetty
hollow arch
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Might be the rig logic node. I moved everything from post process into the main bp. Keeping only the rig logic node 😅.

sly patio
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anyone?

lethal jetty
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Question: I exported a texture file from a metahuman torso shirt. I'm trying to edit it in GIMP (photoshop alt) and it imports a blank transparent image. Any tips?

jagged fulcrum
lethal jetty
# jagged fulcrum you are exporting roughness texture map?

Nope, the diffuse/color. I worked around it by enlarging the image preview in file explorer, screen snipped and pasted into gimp. Then I scaled it and did what I needed to do for the texture. I saved it, exported it back to the engine, then put inside the appropriate mat instance and boom, job done

fresh cliff
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Does anyone how to simulate this shirt of this character. I've skinned this shirt with metahuman bones in maya, know I want to simulate this in unreal engine.

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I need someone to help me for just 10 minutes. Can you join a video chat so I can share my screen?

fresh cliff
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Anyone knows Chaos Cloth? Need help

vestal barn
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I would post in chaos physics

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You essentially need to bring in your shirt as a seperate fbx and then apply some other things for realism - look up some tutorials by goblination

fresh cliff
late sequoia
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what step of the process are you on? is your shirt imported to a chaos cloth asset?

fresh cliff
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The thing I've made cloth in Maya and know want to apply chaos on cloth. But unable to do that.

pine stirrup
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Anyone have tips, techniques, tools or input on how I can get the meta human variant to look as close to the existing mesh I already have? I get it won't be perfect but as a programmer I'm having a hard time just moving around the nodes in the MH online tool for the facial points... and blending between premade MH don't give me the result I'm looking for.

hollow arch
woven wigeon
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Is there a way so it doesn't always have to reskin the skeletal mesh and redo the groom processing on loading the first PIE launch in the editor? the asset hasn't changed since i closed and reloaded editor. but first time i launch PIE is always bogged down, quick loads after that though.

hollow arch
woven wigeon
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@hollow arch ty for your reply, i did not say everytime I said on first PIE on new editor load. It then caches the shaders and each subsequent PIE in same editor session is extremely fast.

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Right clicking the MetaHuman content folder and Resave All recompiled the shaders and fixed it. Weird that it got reset somehow 🤷

formal wind
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does anyone know why when downloading highest resolution of metahuman the base color textures are only 2k?

hollow arch
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@woven wigeon probably a redirector issue or something.

@formal wind Whats your bridge download settings?

formal wind
hollow arch
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Whats your UE version? I thought there was a cinematic option above highest quality.

formal wind
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5.4

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don't see any other settings inside bridge

vestal barn
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Yeah think cinematic is 5.5

muted sinew
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Hi Guys, i want to learn about Metahuman so i can use it in my Short File project. So please share Tutorial links to learn about Metahuman please.

fickle kayak
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Hi guys, I could really use some help with this weird stretching issue that suddenly popped up now that I've started using 5.5 metahumans. This issue essentially happened as soon as I swapped in the torso's mesh for my own custom clothes, even when I hadn't touched the construction script at all. I tried using the leader/master pose component node like I've been using before just fine, and it still doesn't work 😭 The older metahumans in the project that I updated to 5.5 don't have this issue at all.

I made a forum post about it for help which should have more info, but this is the gist of it

https://forums.unrealengine.com/t/skinning-issue-when-applying-clothes-to-5-5-metahuman/2375797

hollow arch
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You need to double check your mesh bone weight painting

fickle kayak
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Thing is, when I tried this on other metahumans (ones that used to be older versions before I upgraded them), they display fine

hollow arch
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well re weight them and it will be fine

fickle kayak
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I'll try again just in case, but I'm p sure I remember reweighting them. I think I even just directly copied the metahuman base mesh's skin weights onto the shirt to make sure nothing got missed

fickle kayak
hollow arch
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No easy shortcuts for skinning

fickle kayak
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Ahh I see. It's worked no problem for so long but I guess if it's not foolproof, I'll try out the default skinning then and see if that fixes the issue. Thank you

proper badger
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hi

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is the MetaHuman API already available?

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or what is the best/easiest way to randomly generate characters and use them in a game?

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at least their faces

waxen adder
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Hope someone can help me solve this 🙏

median violet
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Hello!

I'm not sure if anyone encountered this issue before when using Path Tracing in Unreal Engine, but whenever I switch to Path Tracing, it completely freezes. I traced back my steps, and everything seemed fine, but as soon as I imported the custom hair (xgen) into Unreal—just importing it into the scene—that's when it starts freezing.

I know it has something to do with the groom/hair system, but I just don't know what's causing it. Whenever I import a Metahuman into my scene, it works fine when path tracing is turned on. It would very MUCH appreciated if anyone could help me with this, thank you!

soft marsh
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hey I am trying to collapse a bunch of nodes that are collapsed them self and are attach to a sequence but when i do so.. the result is a jumbled up and weird.. as if its treating one of the sequences as a specific exec node and putting them in random order

soft marsh
soft marsh
soft marsh
# proper badger hi

You should look at the mutables sample on epic for the generating metahumans with custom attributes ... putting them in as a working character/ai.. is really down to getting the animation blueprint to run them

hollow arch
proper badger
spare wedge
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Hello. I was wondering if anyone can help me out with my Metahuman? Not sure why but it seems to loose color when I'm using any lights except directional. Can't figure out why. Using UE 5.5.3

Figured it out. Turning off "Allow MegaLights" fixed it

gleaming crest
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Anyone know what to do to unlock the Metahuman face materials? I am trying to create a Metahuman hologram. I created the material for it following a tutorial. It works with Manny (including the head) and also on torso/legs/arms of my Metahuman. The face doesn't accept a material change. I can't exchange the Skeletal Mesh Asset of the head with a renamed duplicate, or any of the 14 materials. 🤔

gleaming crest
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Found a solution for sequencer, by using the Material Overlay Switcher function. Then deactivated visibility for all the hair. Good enough for now. But if anyone has a good tutorial on this I am still interested in the proper approach. 😁

median violet
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What causing this issue?

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MetaHuman Dark Body/Shading Issue?

hollow arch
proper badger
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I have seen it can export models for ue 5.5

waxen adder
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Hope someone can help with this 🙏

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It’s suppose to look like this

waxen adder
waxen adder
simple forge
waxen adder
simple forge
celest vessel
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hey guys, my hair strands are **flickering **like hell in the shadow of trees. even nothing is moving, neither the trees nor the character, groom simulation turned off.

the only solution I found so far would be r.HairStrands.SkyLighting.IntegrationType 1 but it drains a lot of FPS.

would be very thankful for other ideas!

waxen adder
hollow aurora
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Any Metahuman experts able to tell me why the whites of my eyes have black patches? I need RayTraced translucency enabled.

waxen adder
hollow aurora
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My Eyebrow groom is being clipped as the Metahuman rotates. Visible in editor as well. All Lumen. Why?

formal wind
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does anyone know why metahuman looks wonky when I save it posed to a static mesh? if I switch to lod0 it looks fine but head is missing

dry sierra
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Hey guys sorry I need pc advice

ram- 16gb
storage - 512ssd
processor- core i7 10th gen
display size- 15"inches
graphics card - nvidia rtx 2060
graphics size- 6g

What do you think about this specs for doing unreal
Engine 5 , metahumans , ray tracing /blender path tracing

simple forge
vestal barn
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need more vram

dry sierra
dry sierra
lethal jetty
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Question: After trying the LODSync 1 trick and a few other things, **what is the sure fire way to get your metahuman hair to visible close up and far away? **

I seem to either have my hair if on LOD 1 forced but my character looks like a Xbox 360 character. That or the hair is there upclose on some characters but disappears or goes wonky when to far.

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Well I found a "fix", this seemed to do the trick

vestal barn
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Your setup could likely run metahumans at the lower quality

dry sierra
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Oh okay that’s all I needed to know actually lol

rancid marsh
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Any idea why this is happening? I added custom clothing to a MetaHuman, and it works fine; on the Body with just hands and feet.. But when I switch Body to the full mesh version, most of the clothing stays in place instead of following along...

gleaming crest
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When I am updating my Metahuman Model from 5.0 to 5.5 in a 5.5 project (using Quixel Bridge) I get prompted to chose a data table type, with a long list to chose from. Which one do I chose? 🤔 Can't find any info on that popup window anywhere. Has to do something with a .json file. I thought Quixel Bridge would handle that stuff automatically.

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I think it's the Migrationinfo.json. I chose a random one to be able to continue. Got an error message.

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Not sure if the update went through now, or not.

hollow arch
waxen adder
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Guys my custom meta human is not showing in unreal engine 5
It shows in meta human website but the finished result is not there in quick bridge it only shows the non custom factory default meta humans

waxen adder
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Can anyone do high quality custom hair for my metahuman

clear isle
noble coral
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Hello, metahuman hairstrands interpolation takes like 20ms in my scene, is there a way to optimize it?

gleaming crest
hollow aurora
proper badger
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Is there a way to export or to get the MetaHuman Creator's default animations? Like Fear B, Idle, etc.

hollow arch
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Use cards

undone dove
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Is there a breakdown for each version of metahuman that shows the body proportion changes? I have custom meshes modeled to ue4 metahuman but the proportions are wrong when upgrading to a newer metahuman model

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An additional question: does anyone know of a plugin for blender that will create the control rig for a metahuman? Or has anyone had success using rigify on the metahuman skeleton?

fallen perch
thorny ravine
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How do I add emotions to my face in an easy way without using an iPhone?

echo egret
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Hi everyone, i made a custom Metahuman with custom groom but my groom is doing weird thing with the scale of the groom

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Is there any way to resolve that

soft marsh
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i did read some where thers a issue with emmisive lights being in the scene that wreak havok on the metahumans hair

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oops was scroll up

thorny ravine
waxen adder
nocturne snow
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quick tutorial on how to create custom clothes for metahumans in marvelous designer and apply to metahumans with cloth physics, just one possible workflow out of 1000s but maybe it might be useful to you! https://youtu.be/VJ2H3E_tOc0

Basically, how to create clothes for Metahumans in Marvelous Designer and rig in Unreal Engine with cloth physics! Let's gooo

Timestamps
00:00 Introduction
01:05 Preparing Metahuman for Marvelous Designer
03:44 Creating clothes in marvelous Designer
12:49 Creating cloth physics for clothes in Unreal Engine
24:05 Outroduction

▶ Play video
soft marsh
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any one knows what makes the methumans breath?

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i only ask because i would like to tame the effect it has on the camera

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on gravity enabled sphers and such it can be problematic with them constant moving there head when they shouldnt etc

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like metahumans should a raw game flag

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head under mouse control == true

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when it false they can go back to there regular animation bp

hollow arch
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For the other request, research look at via control rig.

soft marsh
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still got this stupid thing where the camera lag fights with the head mounted camera slightly

hollow arch
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Or just reduce camera lag, or use different control variables for lookAt input

soft marsh
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i just want the camera to centralize and the head to move back to the center nicely

hollow arch
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You should look into Aim Offset solutions. As this can solve your problem without using IK.

soft marsh
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thanks .. i will take a look i was figuring i need one for the weapon system

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and yeah its stuttering because obs and it hates to print those debug statements also watching a movie in 1080p while developing

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should really sort my pc out a bit in that regard so it got 2 gpus again

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but yeah its not comming from log spam

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unless the graph is just broken some where.. but is a massive graph .. if i post on blueprintue it will just be spaggetii giagantic mess... any way but i'll endevour to try

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that camera lag is annoying tho as it should know better then to not stop short of forward vector

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lag overshoot/undershoot protection

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seeing as it some how knows it but then chooses to not know it

soft marsh
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man this the function

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its such a monster

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but maybe you guys can understand what i am trying to do

soft marsh
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@untold tapir

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i think it was the fact that when log spam fills up 12GB of ram in unreal we hit issues ;D

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cpus brisling along at 30%

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and gpu not even to bothered

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gpu bouncing between 0% and 18%

thorny ravine
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How do I share animations with other metahuman characters?

soft marsh
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something like this

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?

keen lily
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Hello! The My Metahumans tab is no longer showing up for me under Quixel BRIDGE. I've tried 5.4.4 and 5.5.4. Does anyone know what the fix is for this? Thanks!

vestal barn
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Just double checking you’ve signed in (I’ve made this mistake so many times)

thorny ravine
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How do I fix the gap between the head and body in MetaHuman? Any smart ideas?

solemn harness
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does anyone have any idea, how to add a chain which is simulated using physics bones and constraint on the metahuman character?
something similar to how ghost rider has a chain along his shoulder,
I need it to be simulated so it looks realistic instead of it stretching if done via weight paint.

soft marsh
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is there a metahuman space suite ?

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nm first link in google

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lol

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but seems a bit involved

hollow arch
gritty thunder
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Did anyone try to export metahumans in blender, maybe modify them (or not) and then import them back into engine? I did this with the body of the metahuman to add some morph targets (although, this issue happens even if, just as a test, I export and reimport a metahuman body mesh into engine), and the body of the metahuman has this roughness/normal issue between the body and the metahuman head, it seems weird, I don't know why this happens..

The second photo is how the normal metahuman body mesh that I originally had looks.

Both body meshes use the same textures and materials

native spire
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Hey folks! Does anyone have a good rig in Blender for metahuman bodies? I've yet to find a decent set of rig tools for MH. Not expecting something official of course, and I know there are a few head/face rigs in the works, but seemingly nothing for the body?

hollow robin
# gritty thunder Did anyone try to export metahumans in blender, maybe modify them (or not) and t...

My guess is that the vertex colour data is being lost in the round trip to Blender.
See here for an explanation. It's for Maya but the same principles would apply to Blender.

https://forums.unrealengine.com/t/metahuman-seam-after-exporting-from-maya/1346076

gritty thunder
hollow robin
hollow arch
gritty thunder
# hollow arch Ive heard of this before too. Check this channel, way back.

Hi! I checked this channel, and only found a link to maya (https://forums.unrealengine.com/t/vertex-normal-rotation-alignment-tool-v1-0-maya-script/1995007)
Is this the one that you were talking about?
I made all of my changes for the metahuman in blender, not in maya.. Can't I do something similar in blender? Or I should make all of the changes that I made to my metahuman (shape keys) again in maya?

gritty thunder
hollow arch
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Unfortunately, Maya is required for some high level MetaHuman tweaking.

gritty thunder
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That's really unfortunate.. I just wanted to solve this neck seam issue inside blender, but I can't seem to get it to work

hollow robin
gritty thunder
gritty thunder
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So I tried a lot of thing, changing vertex normals and vertex colors, but in the end I just unchecked recompute normals on import

In case if anyone has this issue (and they used blender to make metahuman changes), it seems that it is an easy fix
Basically if you import metahuman from from blender to unreal engine, make sure that when you import it you uncheck "Recompute Normals" (there will be two screenshots in my message, one from when you import metahuman normally, and one screenshot from the asset details if you choose to reimport the mesh using an already existing metahuman mesh from the project, without creating a new mesh on import)

However this method isn't working for my female metahuman mesh (maybe because I edited the base female mesh too much), so I used this other method, which thankfully worked: https://forums.unrealengine.com/t/metahuman-seam-issue-in-ue5/1161628/3

Epic Developer Community Forums

I found this post, it solved this issue!

hollow aurora
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Is there a compilation somewhere of everything Metahuman animation related? I'm interested in any tutorials and workflows that focus on productivity and new features (Control Rig, etc).

hollow arch
# hollow aurora Is there a compilation somewhere of everything Metahuman animation related? I'm ...

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

Link to original Metahuman Control Rig v...

▶ Play video

In this presentation, Cubic Motion’s Senior Technical Animator Riham Toulan takes you through animating a MetaHuman with Control Rig in Unreal Engine’s Sequencer. The techniques demonstrated can also be applied to animating any asset rigged with Control Rig.

Find out more and request Early Access at: https://www.unrealengine.com/metahuman-c...

▶ Play video
vestal barn
hollow aurora
vestal barn
hollow aurora
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Both.

soft marsh
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any idea why the landing animation is doing this.. Its not simulate physics

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very odd

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any way i think its just the animation MM_Land etc

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that must be smashed up if they where retargeted from UE4 manny possibly

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replaced fall to land and land to locomotion to a mixamo animation and it went away 😄

hollow arch
# soft marsh very odd

Is the body expanding and morphing randomly? This happens when I mix up additive anims.

soft marsh
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for me the metahuman just wraped it self up into a ball like that

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other thing I was wondering if its the result of the animation not have any key frame at all

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when i imported those animations it was ue4 to ue5 retargeted

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and there was some complaints

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but yeah this should be good

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now we can soft jump/fall/land and falling in gravity to hard land and jetpack/hover and every thing should be some what happy 😅

soft marsh
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finally

soft marsh
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this is the issue i face also with out simulate physics making the movement component work

soft marsh
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probably need to make the mgt commander stuff into a movement mode enum

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for gravity

pine stirrup
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I used the Skeletal Mesh editor to do Poly Cuts on my MH body so the chest/thighs wouldn't clip through clothing. However this only seems to take effect at LOD0. I tried to regenerate LODs but it doesn't seem to take into account the verts that I removed from LOD0 and all lower LODs have the parts I removed. So when a character switches to a lower LOD you can see clothes poke through. How do I get the lower LODs to accept the geometry of LOD0?

hollow arch
# pine stirrup I used the Skeletal Mesh editor to do Poly Cuts on my MH body so the chest/thigh...

I would suggest approaching your issue from different angle.
Cute solution I have used is, you can import the same metahuman from metahuman creator, but with different clothes on. Then swap the different skin skel meshes that dont interfere as much. Limited options, but very possible solution.

Online search suggests experimenting with material translucency. Or using 5.5 Mutable plugin, which solves this apparently (I haven't tested it yet, but I'm assuming its decent).

Even if you could get your approach to work functionally, regenerating metahuman LODs result very poorly. The LODs that come with default metahumans are not auto generated in UE, but created before import (probably DNA related). https://forums.unrealengine.com/t/skeletal-mesh-regenerate-lods-bad-results-please-help/1857565?u=some

Also, you may have needed to re paint the skin weights on your metahuman after this process, as the UE Skel Mesh Editor is very - fun to use.

pine stirrup
# hollow arch I would suggest approaching your issue from different angle. Cute solution I hav...

Ah, so I see there are some issues with LOD generation from your write up. I ended up setting LODs to 0, then back to 4 and regenerating. I guess it had to delete them before it would generate new ones.

For my purposes, I didn't see any artifacts or holes like you saw (since it's really just hands anyway). I suppose I got lucky.

I thought about the transparent material approach and while I've done similar before I'm trying to keep performance in mind as you'd still have all those verts on the skel mesh and now an extra transparent layer in the material which takes more shader instructions. Yeah that Skel Mesh editor has A LOT to be desired, coming from a programming background and not artist one... and sucking at Blender I'll take keeping everything in UE though!

tidal jewel
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can someone explain what i gotta further do to have this dudes cloths with the same exact rig moves along with it, at first i thought it was broken, but ive done things like reimport meshes into the face making sure the face rig was right and i even remember doing something that shows that the face stuff works and isnt just broken, but when i do a cinimatic level sequence it doesnt seem to work, idk what my problem here is or how to fix it

hollow arch
timber sorrel
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Why metahuman not working for crouch. Here is my anim BP setup. I have tried with/out blends nodes too.

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Also enabled crouch in char movement component

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Thanks in advance

pine stirrup
timber sorrel
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Tried without blending too. Still animation is not working

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Tried but no luck

#

Yeah yeah tried that without no layered blends too

#

I have assigned metahuman skeletal mesh to mannequin. Is that a issue

hollow arch
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Hardware issue.

hollow arch
gloomy fractal
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After some advice, I'm not sure whether to use metahumans or character creator. I hace CC4 and iClone already, but I'm just not sure which to go with. In terms of creating and using your own clothing assets, and for animation, as it's mostly cinematics I want to use unreal for, which would be the best way to go?

Does anybody have experience using and animating/clothing with both systems?

vestal barn
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depending on what you want and the amount of time you want to invest for custom metahuman clothing, there are paid solutions like metatailor (but only what's available) - or could go get a paid license for marvellous designer which i recommend if this is something you will do for the long term

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alternatively if you already have maya or such look into the more normal skinning clothing methods

gloomy fractal
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I’ve got marvellous designer already for making the clothes, and I use 3ds max. Is the animation options for metahuman better than with iclone?

pine stirrup
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I'm trying to get my metahuman to just blink randomly, I've tried every combination of SetControl and SetMorphTarget with a bunch of combinations of names and none of them get the eyes to move. What am I doing wrong?

CTRL_L_eye_blink
CTRL_R_eye_blink
CTRL_expressions_eyeBlinkL
CTRL_expressions_eyeBlinkR
eye_blink_L
eye_blink_R
hollow arch
fathom loom
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Hey guys!

So, I need a very deformed humanoid character for my game. I don't have enough character modelling experience to make a character in the fidelity level I need, so MetaHuman's seem like a pretty intuitive way to make them. However, I tried deforming the mesh in blender, (make it much taller, with a weirdly shaped face) and reimporting it, only to get a bunch of errors that are probably related to how altered the mesh is.

So are there any ways to deform the metahumans, in a way that they are still animatable, (face animation doesn't need to be perfect). And if not, are there any alternate ways to achieve a good result without making a model from start to finish?

vestal barn
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could you post some references for what you want it to look like? metahumans may or may not be very compatiable with your idea

pine stirrup
hollow arch
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Default face board ctrl rig too (selected in Skel Mesh asset)

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Anim BP logic can get tricky if you use this method in combination with other ctrl rig/blendshape related nodes. I used a few others, and had to selectively remove blink related controls from their functionality.

pine stirrup
hollow arch
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Lower speed of anim sequence might be a decent back alley workaround. Not sure about the eye clipping, I used my method on 6 custom metahumans and they all worked. 😌

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With speed of a normal blink, no one will ever notice the clipping.

tidal jewel
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can i possibly get someone to do a task i cannot do on my current computer, its a task that literally cant run on my computer, this sucks to ask, but if i need to ill try to set up some sort of way to pay - I'm trying to change the head of my metahuman to a mesh i made and my device no matter what kind of attempt at fixing doesn't work and i have been suggested many times just to get a new computer because my computer however simple it seems hates me and this is my last attempt at getting help

sharp torrent
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Anyone know if I can use cloth physics in a mesh that have 2 material IDs? What I can see that cloth data is added to specific material slot and if I have a cloth with two or more material IDs it won't work.

hollow robin
sharp torrent
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You mean the experimental plugin?

dry sierra
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Hey guys how do you get a closer result to how you actually look with meta human animator , kindly lemme know on your workflow and if you can I would
Like to see how yours turned out thanks ( either using poly scan or live link app or , just photos/ face builder blender ) 🙏

dry wadi
#

hello, does anyone know why metahuman face animations wont play back on other skeletal meshes even when they share the same skeleton? ive tried adding the face post process blueprint but that just brings through the head movement track, not the actual facial animation. so far the only way ive been to get it to work is by exporting the animation using the preview mesh option, then reimporting that targeted to my specific custom metahuman - would be great to figure out how to skip that step

azure jetty
#

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Explore HelixEdit pricing plans and find the perfect fit for your character creation needs. Compare features and get started today.

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In this video, we’re excited to showcase HelixEdit, the groundbreaking tool designed to revolutionize AAA character creation in Maya. Whether you’re working on human characters, creatur...

▶ Play video

HelixEdit: The Ultimate Tool for AAA Character Creation in Maya

https://www.youtube.com/watch?v=aXRog5Iwdlg&list=PLvSq9AIoh5xr7TbToLX1nsNgschj-6AGS&index=2

In this video, we’re excited to showcase HelixEdit, the groundbreaking tool designed to revolutionize AAA character creation in Maya. Whether you’re working on human characters, creatur...

▶ Play video

Welcome to the HelixEdit User Guide! Here, you'll find everything you need to master HelixEdit—from core features and workflows to best practices and troubleshooting. Whether you're a beginner or an advanced user, this guide will help you streamline character creation with ease.

spiral thorn
#

Hi Everyone! I am trying to import alembic format hair, but when I try to import it to ue5, it imports it as static mesh, not a particle system or hair that I adjusted in blender, how to fix it? anyone please?

tacit trench
#

anyone had this issue with metahumans?

#

when i click on distorted part it selects the hair groom component. it goes from being normal to this distorted version, flickering between normal and distorted version infinitely

tardy delta
plucky kelp
#

I'm doing a 1000-frame engine warmup to prevent hair jittering, but the hair still jitters if the character is moving. Is this normal? Why does this happen? How can I prevent it?

tardy delta
#

There is a way to setup the warming frames from the camera cut so you can add a bit of animation before the start of the frames and get your hair going

stark urchin
#

Hi guys I’ve been trying to find an efficient way of merging the metahuman meshes ( torso, legs, feet, and body ) I used the skeletal mesh merger plugin provided by epic, but it completely deletes the material IDs after merging. Is it possible to merge the parts into one body mesh using the mutable sample? Or will I have to use some other way ?

elder pagoda
#

Hello there , I have a custom metahuman and would just like to know how can I check that it maintains the full range of facial expressions metahuman are supposed to have ?

thorn marsh
#

Hi, for some reason metahumans I make in creator wont show up in bridge anymore. They were working fine, UE 5.5 and mh creator 5.5. Any idea how to force bridge to update?

stark urchin
#

I suppose not many have tried merging metahuman meshes

hollow aurora
#

Any users of Character Creator from Reallusion? How does it compare with Metahumans? Character Creator 5 looks pretty amazing!

hollow arch
# stark urchin Hi guys I’ve been trying to find an efficient way of merging the metahuman meshe...

We used Blender. Basically like making a skeletal mesh from scratch. Redo all the texture mapping and stuff like that. Worth it imo, one of the biggest performance gains you can do for a modular character is reduce number of skel mesh components ticking. I have successfully skel mesh merged in UE, but I have never been able to solve the materials breaking. And then there is the question of if you need physics or blendshapes. Its a rabit hole no one has really solved yet.

hollow arch
hollow aurora
hollow arch
#

Its probably accessible enough. Just wanted to bring awareness to the decision of production framework.

plucky kelp
#

how do you get your metahuman from the creator to UE5?

dry sierra
plucky kelp
#

download it from where.

weak hatch
#

quixel bridge. So long as you used the same credentials for metahuman creator as you do for bridge.

dry sierra
dry sierra
# plucky kelp how do you get your metahuman from the creator to UE5?

Check Out My Multiplayer Survival Game Course:
https://smartpoly.teachable.com

Hello guys welcome back to another video. In this video I will be showing you guys how you can download Metahumans in Unreal Engine 5.5. With the release of FAB and Unreal Engine 5.5, it is extremely confusing and there is no information on how to download Metahumans...

▶ Play video
minor tartan
#

Hello guys, I have a big problem with my metahumans. I am on UE 5.5 and updated the bridge plugin etc.

The problem is, that all my changes I make in metahuman creator won’t update on my metahumans in editor.
When I open bridge inside of unreal, some metahuman won’t appear at all and some will show the correct changes but won’t update when importer into unreal.

I hope somebody can help me.
Many thanks in advance!

minor tartan
soft marsh
#

anyone know how i could line trace the metahumans mesh.. so i can get the hit bone with out messing with the capsule it self?

#

np figured it out

#

Capsual -> RagDoll (wont break gravity)
Mesh -> Block All
Mesh -> Generate Hit Events
Skeletel Mesh Physics Asset -> Select All -> Generates hit event
if any one else runs into that...

soft marsh
#

i think i've injured this mans neck

#

not sure why he didnt unragdoll there 😂

soft marsh
#

ok that is weird when i hit the character for some reason the head is never triggering the hit.. and when i hit the pelvis it launches them very violently

#

ah i get it :D.. so like fall out .. each limb can have a health till its no longer functional

#

kind of cool

#

but yeah why no head hit?

#

and perhaps i could remove pelvis from generating hit but seems odd that bone sends him flying so

hollow arch
# soft marsh but yeah why no head hit?

Might want to look into how MetaHumans are modularly assembled. Set leader pose component (body parts) or copy pose from mesh (head attachment) may not support physics out of the box.

soft marsh
hollow arch
#

You read my mind 😅 thats what I'm solving right now. I don't think this is a good solution for performance, but it helps me add new characters quickly. I have data assets that contain each MetaHuman's skel meshes, grooms, unique static default data, etc. And on BeginPlay() I load the data asset, assign everything and then unload the data asset. I'm probably going to do something else, because it feels redundant. Now I'm going to be testing if significant memory is shared between all of my MetaHumans thanks to them all running on identical code. Also need to look into Mutables sometime, but I'm waiting a few version updates on that before diving down the rabbit hole.

soft marsh
#

yeah i was thinking of a doing data asset for my weapon system as it seems more like realistic database but the way that stands it just needs the Master BP's to do every thng pritty much its .. its own db in respect but with the metahumans that doesnt seem possible with out something like even a struct

#

i guess the data asset is dynamic and easily modifiable

#

vs being somewhat static and each bp has to be modified

#

also i was figuring we need to character to nothing in world settings if we did something like this ... and spawn all the characters from gamestate

#

but yeah if you need to test something let me know if i can i will happily devote a little bit of time to that

hollow arch
#

I have a blank Data Asset variable on the template metahuman class which gets assigned when characters are spawned.

soft marsh
#

ah i see well.. even if each metahuman just needs a data asset to be recognized i think that would be a good thing

#

still annoys me that we cant cast class to class with the object recasted in one hit

#

we only want a object reference not a object

#

its kind of infuriating

lone ridge
#

Best way to attach clothes to Mets human? I got this hoodie from a different video game asset

#

Metahumans*

hollow arch
hollow arch
lone ridge
#

and new to unreal engine

hollow arch
#

It's not a beginner task. If your focus is on 3d models and blender-type tasks, then it's important to know.

soft marsh
#

but yeah with visual studio i cant get no luv

#

the concept is there

#

but just no real way to do it from what i can tell that really makes that much sense

#

i deleted mycrappycast but yeah all it did was take a UObject and UClass as inputs

#

all wants to do is spit out a unvalided cast of that object really

#

maybe it should be mycrappycharactercast

#

still doesnt get you universal inputs and outputs

mint wasp
#

I need some signposts, guidance, or rumors about solving some specific issues with what I want to do with Meta humans. I've been googling around and haven't dug up any gems yet.

One is how to control the hair a bit more. For example I was able to get this out of Metahuman creator:

#

But the blend that includes the sideburns and temple hair is ... annoying at best.

Photoshop can give me this:

#

Mo' betta. But where do I customize this?

hollow arch
#

Make your own textures in external dcc

mint wasp
#

Second is the body...

There are only three body styles on no obvious way to control the content... do I need to make a completly custom mesh?

mint wasp
#

I just didn't want to reinvent the wheel.

hollow arch
#

Doesnt need to be custom. You can still use the metahuman framework, but you'll need go explore custom options.

#

Dna, Maya, something along those lines. Paid solutions if you wanted to.

mint wasp
#

I guess that's what I'm exploring... are the custom options in metahuman creator (if so, I've missed them) or are they exporting the mesh and then working it.

#

K. Was just checking. I'd hate to find out that there was a built-in system that I'd missed.

#

So - to sum up: Metahuman creator is primarily for customizing the head and face, and base skeleton size.

mint wasp
# soft marsh great work there

Thanks! The face editor is fairly straightforward. But (I'm also reaching out on other threads) it seems that for body style, it's diving into custom clothing... and I'm learning about the built-in groom systems.

soft marsh
#

I wish my car engine was in such a test rig

#

but yeah if you know E46 😂

woven viper
#

issue is some import setting cus the exported fbx is fine

rigid wind
woven viper
#

yea i figured it out in the weirdest way, i said screw it and downloaded blender, imported and the skinning was perfectly fine and identical to engine

#

so that told me the fbx export was fine, maya importing is just FUBAR

#

so i exported it from blender and imported that into maya, and weights are normal identical to engine

rigid wind
#

well its nice to know there's another way to do it

woven viper
#

wasted a day but alls well in the end lol

#

yea im using medium preset, not possible to export from bridge

#

atleast i tried, only got older high end stuff

rigid wind
#

Hey all, have something I’m trying to understand. My idea is to take a single metahuman mesh, import it into maya > zbrush, then add a bunch of other meshes, wrap them with the base mesh, and turn them into morph targets. This is all for a customizable character. Is this the best way to do this? Solo developer trying to understand the best way to do it.

fresh turret
#

Aye, guys. Having an engine error.
Installed a MetaHuman and my engine crashed right after it was completed, and now when I try to load it back up. I get this error.
"plugin 'animationdata' failed to load because 'animationdata' could not be loaded"

#

On 5.5.4, fyi.

dry sierra
stark urchin
stark urchin
#

I suppose that’s the only way of optimising them if you want to use them as city pedestrians

vestal barn
#

or purchase them

hollow arch
hollow arch
hollow arch
stark urchin
stark urchin
#

Btw what’s worse is if you’re using GASP characters with metahumans for pedestrians , now with that live generic retargeg anim bp there’s additional cost on the anim tick

hollow arch
whole glade
#

ive made a new actor with a skeletal mesh of my metahumans head bust, and a bunch of groom assets. however only the second LOD shows for them, meaning up close and far away the groom assets are invisible. why?

rain badger
#

so i am using unreal 5.4 version and i am stuck at this part where in tutorial its clearly showing import morph option but in my meta human option i cant see the option and if i cant check the option i cant morph my charector how to get rid of it ? https://www.youtube.com/watch?v=b_ZjsUg2XCc&t=681s

Ultimate MetaHuman Customisation guide using Unreal Engine 5, Blender and Adobe Substance Painter. This is the fastest and most effective workflow to customise a MetaHuman outside Unreal Engine without additional paid plugins.

What will you learn at the end of this video:

  1. Customise MetaHuman Mesh
  2. Customise MetaHuman Skin Texture
  3. Cust...
▶ Play video
gilded badger
#

Hey, I'm currently working on my character creator and have reimported new metahumans for it. Rish now it seems that the female skeletal mesh always gets stretched to the mail proportins (on the right you can see the actual desired hight from the same skeletal mesh placed in the level (f_Tal_nrw)). I'm not sure where this could come from, I tried without the ABP, reimported a female metahuman skeleton (as male and female both used the same base skeleton, which had male appearance in the common female folder) but both actions had no impact. Would appreciate your feedback 🙂

drifting merlin
#

Any groom or hair experts here? were are having an issue where the hairs seem to have a moire pattern when you get farther away from the object with hairs?

amber bluff
#

Hey, I'm trying to download my metahuman with just the underwear but no matter what I do there are clothes, I've googled for the past couple hours with no helps whatsoever. I did find find a shared body but the issue is the meshes don't align, does anyone have any suggestions or help?

hollow arch
pine stirrup
#

Once I added a 2nd MetaHuman to my game, the AssetManager started complaining that there are now duplicate named assets. Each MetaHuman has their own material (in my case MI_HeadSynthesized_Baked) but they share the same name. Is there a better way to manage this? Should I be renaming each material after importing or is there a way to set the material names in MH creator before importing into UE?

[2025.04.24-12.30.42:647][  0]LogAssetManager: Warning: Found duplicate PrimaryAssetID EpicMetaHumans:MI_HeadSynthesized_Baked, path /Game/MetaHumans/Common/Face/Materials/Baked/MI_HeadSynthesized_Baked.MI_HeadSynthesized_Baked conflicts with existing path /Game/MetaHumans/HansNoir/Face/Materials/Baked/MI_HeadSynthesized_Baked.MI_HeadSynthesized_Baked. Two different primary assets can not have the same type and name.
carmine scarab
#

how come when adding "trey" to my project the metahuman_base_skel looks like this when it's supposed to look like this..

hollow arch
#

Skeletal Mesh will is the literal polygons. Skeleton is just a hierarchical list of bones, pretty much.

carmine scarab
#

i dont see it..

hollow arch
#

One of the panels where you select stuff. Try buttons around top of Skeleton window.

#

Preview something should be selectable.

vagrant dawn
#

I created this hair in XGen, and its style looks good initially, like in the video. But when I turn on animation or simulation , the hairstyle gets messed up. Can anyone help me with a solution?

carmine scarab
#

this is the closest one i can find

#

i dont see any of "trey"

#

like in this pic

trim sinew
#

Is there a known fix for eyes glowing like this?

#

seems to happen only with lumen reflections

#

https://forums.unrealengine.com/t/lumen-gi-skylight-glowing-lacrimal-fluid/239224 suggests decreasing the lacrimal fluid opacity (.01 by default)

whole glade
#

is there a way i can just download hairs and add them to my character?

dry sierra
meager sable
carmine scarab
robust crane
#

Hi everyone, I’m totally new at this.....
I’m running into a problem where only the hands and feet of my MetaHuman show up in the scene – the body, head, and hair are missing.

I’m still learning, so maybe I missed something, but here’s what I’ve tried so far:

I manually created a "Meshes" folder, but nothing showed up.

I tried migrating files from another MetaHuman, didn’t fix it.

Construction Script linking didn’t help either.

There’s no full body mesh in the Content Browser, just hands and feet. Any advice on how to fully load the MetaHuman and get everything working properly?

Thanks a lot in advance, really appreciate any tips!

hollow aurora
#

Does anyone have experience using morph targets? Need to animate a Metahuman getting heavier.

dry sierra
atomic steppe
#

I have a detached metahuman head when I play animation through the Blueprint but it works absolutely fine if I set those animations in sequencer.
What is the correct way of playing body and face animations during gameplay?
I took a look at a few youtube tutorials and all of them are sequencer related and the solutions don't seem to work for me.

hollow arch
atomic steppe
wise raven
#

Anyone know if metahumans are strictly for inside UE5 rendering? I know the licensing hints at that, but I'm looking to just create a game trailer with metahumans in blender for the actual game that is made in UE5.

hollow arch
#

You might have to make an abp for the body, first check if any is assigned in the default Blueprint.

As for copy pose from mesh, i dont know exactly, it just works. The face basically copies the body animation and floats(animates) at the exact place where the seam is. Good luck!

atomic steppe
wise raven
kind viper
#

Has anyone ever had a problem with sockets moving around using Live Retarget? I set a left hand socket and attached a bow to the socket on the sk_manniquin, (everything is snapped to target) and when i play a draw animation the bow shifts forward through the fingers.

kind viper
#

Maybe the retargeter needs to be adjusted

jagged fulcrum
lavish wren
#

Good evening, I am having issues moving my custom metahuman in the sequncer any tips? Thank you for your help.

#

The bones are in the skeletal mesh and they are paired to a control rig. The control rig is not moving the bones in the sequencer.

winged mortar
#

hey folks. When I export metahuman textures from unreal they show up as black even though they have RGB info in unreal. Any tips on how to solve this issue? Anyone ran into this before? thanks.

robust crane
atomic dock
#

I somehow have the problem that there is one random strain of hair flying weirdly around. even if I turn down hair length it is not affected. Does anyone here know the issue?

late sequoia
#

Not sure how to fix it but I've been getting the same issue with that hairstyle. Even with all groom physics turned off... that strand just shoots out sometimes. Happens in sequencer when I animate.

nocturne snow
#

Recently started using the Livesync Marvelous Designer plug in to get Metahuman animations and assets back and forth really quickly between Unreal Engine and MD, it's saving a lot of space without having to export a bunch of fbx's and obj's to my drive! Made a walk through here - https://youtu.be/tEShT0YyUJY

thorn marsh
noble maple
dry sierra
thorn marsh
nocturne snow
sly patio
#

in game does the same thing from the back

toxic depot
#

I'm using control rig to animate the face. But when I bake it to animation sequences and attempt to play the animation, It doesn't seems to work. I'm using CC4 as a character + autosetup + livelink, so basically its a metahuman. The animation sequences itself however works perfectly. Its just when i put into the sequencer it became a problem. I've disabled body animation + control rig, I've disable face control rig and even delete it after, I've tried changing a few additive setting, none works. I've been stuck at this for days, can anyone help me out TT

stiff meadow
#

I swear i've had this issue before but i can't remember what it was :((

nocturne grove
#

how do you remove the shoes in the MH creator?

vestal barn
nocturne grove
#

You mean that you need to remove them manually in a 3D editor?

hollow arch
vestal barn
#

Basically all of the shoe models except thongs, if you remove them, there’s no underlying foot model

#

If you remove thongs you just get the foot underneath

ocean needle
#

Hi everyone! I already posted this in general but I am having this problem when try to launch the editor. Does anyone know how to fix it? I need quixel bridge for my metahumans project.

nocturne snow
gilded badger
#

Hi, I'm currently working on my Character Creator and have a problem with the Female Body, it seems to get stretched to the mail proportions always. When I place the SKM in the world everything looks fine, as soon as I add it in the Character BP it's getting stretched (to male proportions it seems). I tried deactivating the ABP as I thought it might come from there and also retargeted all MH SKMs to my used Skeleton but nothing changes the outcome. Any hint on what could cause it would be highly appreciated!

past ice
earnest patrol
last gazelle
#

https://www.instagram.com/reel/DJepjqDswTs/?igsh=MXhrN3pzbm01aGpuMw==

Guys, clarify me one thing. Isn't it illegal to use metahumans outside of unreal and rendering it somewhere else like blender? I think they are normalizing it way too much.

Watch my process breakdown on Patreon or ask me about it in Discord https://linktr.ee/goodgood3d

I’ve never been this excited by a blender plugin before, but Poly Hammer’s new Metahuman dna addon is just so freakin good. Of all the tools I’ve tried to create a decent facial mocap, the Metahuman Animator is by far the best. It has a super ...

Likes

3327

split edge
# last gazelle https://www.instagram.com/reel/DJepjqDswTs/?igsh=MXhrN3pzbm01aGpuMw== Guys, cl...

Let's not use the term illegal. It has nothing to do with any law.
It's outside of terms of use of Metahuman creator yes, so if they annoy epic, Epic would have a legitimate reason to terminate their license and forbid them to use any of epic's product.
It's also in the FAQ of the MHC homepage: https://www.unrealengine.com/en-US/metahuman
But that's between them and epic's lawyer, nothing we have-to/should care about.

Unreal Engine

Create photorealistic digital humans, fully rigged and complete with hair and clothing, in minutes with Unreal Engine's free online MetaHuman app.

last gazelle
ivory tusk
#

anyone tried turning on cloth simulation from Blueprint.
because looks like cloth simulation is completely broken when we try to control parameter from blueprint.

i'm simply trying to enable simulation from blueprint.

also tried adding/spawning fresh skeletal mesh that also don't simulate cloth

last gazelle
ivory tusk
autumn osprey
#

I've a specific question for anyone with the Unreal 5.6 Beta of the Metahuman Creator. I saw online that it's now right inside of Unreal. I also saw there were ( and this is important ) "facial motion captures" that you can use to see how it works on your new Metahuman. ARE those animation files now local somewhere for us to use?

last gazelle
# ivory tusk

Ok so this is the old cloth simulation method. And the issue you might be having is cloth simulation acting weird, this is because the collision mesh of your skeletal mesh is intersecting with your cloth.

hoary gazelle
#

anyone tryna help me turn this picture from ai, (im sure its not anyone real or even close to it as the prompts i used were so specific and the picture is exactly the same as the prompts) and turn it into a meta human, i used face builder and got the head mesh, but for some damn reason, i have the metahuman plugin installed and enabled, but i cannot right click and create an identity to be able to turn this into an actual meta human, could someone maybe take the mesh from me, or maybe the picture and turn it into one or model one for me? i know this is alot to ask as im trying to make a realistic metahuman and not some low poly character but im at a dead end and cannot figure this out no matter how hard i keep trying. i essentially am just asking for someone to either make the character for me, or provide some extremely in depth step by step hand holding if possible because ive been at this a really long time now and its getting nowhere.

#

im aware i didint upload the picture of what i want the character to look like but i didint want to have 2 huge messages due to pictures, if anyone is able to help or at least reply to me, please do so and let me know via DM that you did, so i can make sure i get it, im trying to make an open world rpg if anyone is curious what the character im hoping ot get is for

ivory tusk
crimson reef
#

Have you solved this problem?

vestal barn
vestal barn
#

it depends on ur use case - if you are doing something simple like a plane of cloth - what you are doing is fine. If you want something more complicated like clothing, new system way better

#

just search chaos cloth tutorials etc. should come up

ivory tusk
vestal barn
#

is there maybe a way were just a generic looping cloth animation could work? Work that into a sequencer and play that on blueprint

vestal barn
hushed rapids
#

hi, when I import the character from metahuman and use live retargeting it works but when I restart the engine it just doest work and I have to reimport the metahuman from quixel bridge to make it work.

tulip heart
#

I thought IK would work out of the box in metahumans, but it doesn't?

atomic dock
#

anyone else having the error "server error" when trying to download the high resolution metahuman body and face textures in new 5.6 editor?

tulip heart
#

m_med_nrw_body_preview <- Is this crap safe to delete? It's driving me crazy with some missing bones error

#
The Skeleton  metahuman_base_skel is missing bones that SkeletalMesh  m_med_nrw_body_preview needs. They will be added now. Please save the Skeleton!
viral pewter
#

Hey guys, anyone had same result like I do on the image when trying retarget mocap trough HumanIK in Maya ?

viral pewter
#

and his HIK setup too

rough zealot
#

Using animations made in sequencer for my first metahuman, I retargeted them to another methuman (Specifically the face and head animations). The scale for my 2nd metahumans head is off and I cannot figure out how to fix this. Anyone have a solution?

vale panther
#

Has anyone figured out how to use the realtime facial animation from live audio source in 5.6? Haven’t been able to find anything on it.

vale panther
#

Got pretty far but every microphone I try to use only has 2 or more channel options. Capture manager wants single channel. Can’t seem to force one channel on windows

vestal barn
#

save and then go back to your other one

#

only happened to me once and this seemed to fix it

scenic forge
#

Is there somewhere to get replacement hair and clothing for Metahumans?

#

Other than Fab.

vestal barn
scenic forge
#

I may try to create my own eventually if I can't find hat I need. But if there's something I can buy for a price I like, then I'm open to that as well. I'm just not finding anything I like on Fab so I'm wondering if there's other places to shop.

hollow aurora
ornate cradle
#

Sorry if this is a dumb question or it has been asked before but I can't find any specific information on it.

In 5.6, I can see you can upload a mesh with metahuman topology into the editor and use it as a basis for you metahuman. It requires a left eye, a right eye, teeth and the head itself.
The issue is I can't find any documentation on what constitutes each part. So if anyone has the time, can I get some help with these questions?

  1. What constitutes the eye? Is it the ball, the transparent dome and the fleshy part too or just the ball?

  2. What constitutes the teeth? Is it everything within the mouth bag including the gums?

  3. Exported heads seem to be non-manifold with unusual tears in the topology. If I were to merge these non-manifold edges, would this break the topology? (This isn't too big a deal as I can just transfer the shape back to a proper head using UVs)

  4. Are the eyelashes considered critical to the topology of the metahuman or can these be deleted?

Thanks

clear isle
fluid oriole
gentle musk
#

Hey everyone, I was wondering if anyone has attempted to replace the metahuman hair cards with their own custom ones or their own material? I can't seem to get it to work, and Google isn't helpful. 😅  Thanks in advance!! 🙏

worn cargo
hollow aurora
sharp idol
#

Absolutely losing my mind with Metahumans. I animated this character which is using a MH rig, and their head keeps popping off. Loading the file it's attatched, then pops off when the project is saved.

plucky kelp
#

conform is broken

#

is there any mention of a fix, maybe a beta build we can try where it is fixed?

spare wedge
#

Hello. I was wondering if anyone has/had a problem where your metahuman is not rendering in Path Tracer?
For me all the custom clothes disappear and render is stuck on 0%. If I move the scene to I don't see the metahuman is renders fine. Using Unreal 5.5.4.

spiral glen
#

Why cant I retarget with tall meta humans?

vestal barn
fluid oriole
lone hollow
#

Anyone else unable to login to Bridge for UE5.5 and access your metahumans?

formal spire
lone hollow
#

If that's the case it would have been nice to have a heads up considering how many studios rely on this service for their pipelines. Hope it won't be down long.

lone hollow
#

Looks like its been resolved!

ebon garnet
fluid oriole
# ebon garnet You spelled wardrobe wrong.

Yes noticed that today while working with some metahuman wardrobe assets for the new metahuman creator, english isnt my first, language sounds like wadrobe to me. I already requested changes in the title on fab.

fluid oriole
valid knoll
#

As soon as I enabled control rig for my metahuman it no uses the Control Rig Layer Instance and not my set Animation Blueprint?

kind valley
#

Hey guys I´m following this Youtube tutorial https://www.youtube.com/watch?v=NrNO0fq72js to retarget my character with a metahuman and at minute 3:20 when he changes the Source IK Rig Asset it only shows the one already selected in my dropdown menu and not the one he selects (I´m using the Horror engine so the player blueprint is different I think)

In this Unreal Engine 5 blueprints tutorial, MizzoFrizzo will show you how to easily replace the Mannequin with a metahuman using live retarget in Unreal Engine 5.5.

Pitchfork is releasing their first game, Skyblocker, on April 16th, 2025. You can support what we do here at Pitchfork Academy by wishlisting it on Steam today!

https://store.stea...

▶ Play video
vale panther
#

Anyone using the LiveLinkHub to drive MetaHuman facial animations in realtime?

zenith patio
#

Quick question. In UE 5.7 (I did a local build here) there is a library of Metahuman presets. In 5.6 beta there's a space for this, but it's empty. How can I populate it? I'll include a screen shot of 5.7's Presets folder:

nocturne snow
#

Does anyone know if its possible to have the hair asset react to the metahuman hand, to like brush it aside to reveal the ear?

jagged fulcrum
lucid ibex
#

I am trying to use Livelink with my metahuman. I got the IP from my Mac and put it on my iPhone, but I can't see my phone in UE5. I also tried by turning off my Mac's firewall, but still no fix. Could anyone help?

fluid oriole
valid forge
#

Hello everybody,
I'm wondering about metahuman in a game.
Is it really good for a game or just a cinematic?
Is it better to use a hair mesh or leave the groom on?
I've done a test and it doesn't look as good as I'd hoped!
So yes my graphics card is at the end of its life!!!!

hollow aurora
#

Wrestling with 3 Metahuman render issues using Lumen. That is these are visible in the Viewport and also in a Deferred render.

Part of the eyes are black. This depend on the viewing angle of the camera.

Facial hair is full of noise artifacts

Hair is rendering in front of translucent visor instead of behind. CVARs issue? Material issue or?

plucky kelp
#

considering how chaos flesh came out almost a decade ago and still doesnt function properly why not just use bone physics for that sort of thing?
Sure lag bones arent physics but you could use spring bones and if you want a soft body you can tie in a alembic simulation over control rig setting up the min max values for each direction

plucky kelp
hollow aurora
jagged fulcrum
valid forge
#

Hello, When I place my character in the scene, he burns with the lights and I can't reduce the intensity otherwise my set becomes too dark. The old character reacts quite well to meta.

#

Do I have to play with the material parameters?
Thank you for your answers.

vestal barn
#

There a lot of parameters to play with lighting, maybe adjust some of soft source, attenuation radius, have multiple lights, a not very intense moonlight etc.

#

It makes sense that smth closer to the light is more blown out

ashen scarab
#

5.7 is out?

#

i took a break for TWO DAYS

jagged fulcrum
tulip solstice
narrow hatch
#

Hello everyone. I am new - and I have some MH questions. Even though I am very new, is it okay to jsut barge in and start asking questions? I definitely do not want to be a jerk.

vestal barn
#

Yeah sure what’s up

fluid oriole
scenic forge
#

Okay, where can I go to learn how to do this realtime facial capture they just showed?

narrow hatch
#

@vestal barn Thank you in advance Max.

I have a client that sent over a few Maya files of a character that originates as a MH. While I got only the Maya files, I also got a .dna file. I am able to use the faceboard and aniamte the face, use their rig to pose/aniamte the character; however, I would like to be able to ingest this back into Unreal. From what I have seen online, most tutorials have the custom MH created in MH Creator, and then sent to Maya where it is modified and then sent back. I do not have the option of having the original MH asset in UE. This is a character that is very nice - well developed - with a costume, etc.

Do you know of any resource online that may be able to at least point me in the correct direction?

regal hare
#

Is there a way to edit just 1 side of the face at a time? Say I wanted to just edit one ear to make its shape different.

regal hare
minor tartan
#

Hey guys, I am having trouble migrating my body animations to UE 5.6 metahumans.
In 5.5 the retargeting from SK_Manny to metahuman worked fine, but in 5.6 it looks very distorted on the neck.
I tried the same retargeting procedure and even constructed the metahuman with the old metahumanbody mesh, it did not fix the issue. I hope somebody could help me out?
Many thanks in advance!

robust crane
#

Hmm ...so i successfully downloaded the textures, but when I click "Create Full Rig", nothing happens or a red warning appears. I also tried switching to LOD1, restarting the project, and re-downloading assets — no success.

vestal barn
#

For the costume and clothing I would look at chaos cloth as the solution, or just have it as skinned, depending on what it is

regal hare
#

Anyone got this to work yet? When imported into unreal the materials appear black and checkered. https://www.fab.com/listings/9e04c752-1979-4723-b78f-6d24afc532bc

Fab.com

MetaHuman Techwear Outfit is a parametric outfit asset created for MetaHuman characters.  It is capable of resizing with your character in MetaHuman Creator in Unreal Engine.  It consists of a Jacket, Pants, and Shoes, but they are all one outfit as opposed to separate pieces.   It includes a full set of LODs.  It is compatib...

plucky kelp
#

anyone know how to work around conform not working or if they fixed it in a different build?

plucky kelp
#

when you use conform the vertex order is loss on import causing these monstrostities ;.;

regal hare
#

Ah not sure on that

#

Only messed with in editor so far

plucky kelp
#

is okie im sure its just broken in the preview. metahuman would be an incredible tool if they focused more on tools for the artists ;.;

regal hare
#

Did you update from preview?

#

5.6 released today

plucky kelp
#

really if epic wanted to pull a pro gamer move they would just add reverse deformations
imagine rigging your character once then being able to sculpt on them and throw in their new shapes where your rig automatically adjusts to each new shape like in daz or cc4

#

this is something eletronic arts did for their own game engine for the sims back in 2011

plucky kelp
#

sadly i can confirm its not fixed in this release

#

;.;

ebon garnet
regal hare
#

Will try again later.

ebon garnet
#

Works fine for me, just put the content in the right directory

#

I tried it differently before and it didn't work, so maybe there's a hardcoded path in there or something

mystic folio
# plucky kelp sadly i can confirm its not fixed in this release

At least I am not alone. I have not tried any preview build of 5.6. So when I dove into it yesterday, that was the first thing I tried because I have a long background in DAZ and got so excited that new body modelling features were added as well as the option to 1-click import and conform to a custom sculpt.

Unfortunately no matter what I tried, I never got the body conform feature to work. Used the option to Export the Body straight out of the new Meta Human Assembly Window, used a pre-exesting body and only tried minor sculpts. Tried it in Blender and Zbrush. You either get abominations like this or for whatever reason it's hitting you with inconsistent topology error eventhough you haven't changed anything on a pre-existing body export.

It's such a bummer, because it does work for some people. Or at least it used to work in the preview build. https://www.youtube.com/watch?v=HLMPBgz5T4s

It's driving me nuts.

dire flame
#

Hello everyone! I'm wondering if there's an efficient way to combine a 5.6 Metahuman head and body into a single mesh in Maya. I'm asking for clothes skinning purposes.

minor tartan
narrow hatch
past ice
#

Do u need internet connection to auto rig ur metahuman. Also is there a way to make custom clothes for MetaHuman characters?

past ice
narrow hatch
#

Hi All - This is for UE 5.6 - The asset(s) operate (and save) correctly in 5.5.4; however, not in 5.6

When I ingest a skinned body, and a skinned headinto UE All parts of the asset save - except the Skeletal Mesh asset. For the life of me I cannot figure out what is causing Unreal to suffer from this. Everything works properly in UE 5.5.4 - - bu the new 5.6 will not save the Skeletal Meshes -

cedar stag
#

Will we ever be able to use the previous created metahumans from 5.5 in the metahuman creator in 5.6?

dire flame
#

Hello everyone! 😀
I’ve been trying to find a definitive answer to this without success:
Which specific bones from the Metahuman skeleton must be assigned and skinned to custom clothing in Maya to ensure Unreal Engine imports the clothing without throwing skeleton mismatch errors?
Any guidance on the required bone hierarchy or best practices for proper skinning would be greatly appreciated.

fluid oriole
#

Hi guys, I've had a lot of people ask me to create a tutorial that shows the process of adding custom clothing to the Metahuman Creator Plugin and I've just posted a video on the subject here without use of any external apps http://youtube.com/watch?v=Su-UPxamCvI&t

New outfits with video updates will be regularly added every weekday to expand the content of the pack (Currently standing at 54 wearable asset). This makes it a dynamic resource for anyone looking to dress their MetaHuman characters in Unreal Engine with a variety of clothing options

▶ Play video
ashen scarab
#

try just keeping all the settings default while importing

regal hare
#

I fixed it after

coral fossil
#

Does anyone know where the 5.6 metahuman plugin for blender is ?
There are for houdini and Maya and the reveal they also showed the blender logo but I can't find the plugin?

robust crane
ebon garnet
#

I don't suppose anyone knows where the LOD settings on the hair is? I've got weird pop-in on certain lods for the metahuman and I want to figure out which setting controls it..

#

Also get same on frame one of this sequence weirdly, I guess the groom hasn't warmed up properly or something equally dumb

#

Tried setting the lod on the hair component, but it seems to be being ignored

#

and gets reset by something

hollow arch
ebon garnet
#

Ah, good point, I'll take a look there

#

Thanks

past ice
silver ibex
#

Does anyone know how to disable motion blur only on Metahuman?

#

This is .png from Movie render queue

valid knoll
#

For games that need a variety of avatars is metahuman lightweight enough and shares enough common assets that having 30 metahumans would bloat things too bad?

Or should I look at another character creation method that's more dynamic and uses more shared assets?

rugged anvil
#

am I the only one who is finding the MHs like wayy too complex AND simple at the same time? Personally I've got the idea of just sculpting it all in the editor, great improvement. However, I'm still not quite sure on how I'm to make clothes/hair, as I will not be using any sub based software like Maya, MD, etc.

#

also, any places to start for changing outfits/character design at runtime? Like if I want to have the player able to select various clothing pieces, how would one do that?

valid knoll
rugged anvil
vestal barn
azure cargo
#

hey, does anyone know how I can find the migrate option in the quixel bridge for my metahuman?. I was trying to migrate my previous metahuman that was created from web application for 5.5, to migrated to 5.6 on my copy project that's in 5.6. For whenever if I want to change up anything my previous metahuman characters in the New Metahuman Creator in 5.6

azure cargo
#

never mind. I think I finally figure it out

robust crane
proud jacinth
#

Hey There! kinda new on metahumans, was wondering what are the steps to set up your livelink and character animation, any good tut or documentation on this?

proud jacinth
#

so far i got to link via ARKit but just facial expresion not head translation or rotation also cant use live link face just arkkt mode

nocturne snow
autumn osprey
#

Still can't drag and drop my marketplace grooms and clothing assets into the new Metahuman Creator. And there's just that one default clothing asset in there. Hopefully this get's addressed.

Did anyone else find those nice facial idle animations deep in the Creator program now? They're there and they're awesome. Finally.

calm patrol
#

What is the default MetaHuman basemesh to export/use for custom morphing.
I exported the mesh of a MH i had created but reimport has not recognised it for Conform feature.

valid knoll
#

Is there a plugin that lets you make an in game character creation using Metahuman assets?

plucky kelp
#

i tried exporting from blender to the 3dsmax fbx converter then back into unreal and the conform feature is working, apparently u need to convert it because it isnt the "right" version of fbx i guess lol

#

now i have a new problem, im trying to port a model from a ps2 game to metahuman, the head comes out fine but the body lacks enough polygons for the conform to look right

#

its a ps2 model from the game doa on the playstation 2

#

the body shape is mostly there but the metahuman body lacks enough polygons to have a belly button and lots of the muscular structure is loss

#

anyone got a way of conforming it at a higher poly, only thing i can think of is subdividing the metahuman body then wrapping it over the original model but after that the shape would be a little different so im trying to think of a way to project the real shape of the ps2 game model onto a subdivided metahuman in the same distance the regular low poly body was conformed with

past ice
ashen scarab
#

is using metahumans and then rescaling bones a viable way to create teenagers?

#

cus the creator on its own is made for adult skeletons

#

or am i better off in blender?

valid knoll
#

Is it typical for certain metahumans downloaded at low quality to have issues with their hair? Is it a groom to card issue or just a bug?

hexed pecan
#

5.6 no nipples wth?

regal hare
#

Nipples aren't real

lone hollow
#

Anyone know how to solve this tiny gap on Metahumans when you apply an animation to the body? I've seen a handful of people report this same phenomenon but no clear solution. Doesn't seem to be wide spread but it's definitely plaguing me.

#

Using 5.6 btw

hexed pecan
fluid oriole
regal hare
#

I tried changing the directories in the project settings but no dice.

fluid oriole
frosty panther
#

Does anyone have an issue with imported hairstyles and/or outfits not being stored in the character editor whenever opening a new MetaHuman Character file? I'm assuming I'd have to go to the default engine directory/find the hard coded path to store the custom assets?

lone hollow
fluid oriole
#

Has anyone else experienced this? Migrating old metahumans to the plugin doesn't seem to keep their original body structure which causes overlapping with clothing that was made for their body type, In my case this is a tall medium weight female body. What I'm mainly noticing is that the height changes.

fresh dragon
#

Hi, anyone else ran into this issue when enabling nanite on metahuman skeletal meshes? #nanite message

compact wigeon
#

I have a few Questions, Live Link and MetaHuman Live Link, the old plugins for 5.7 are no longer being used and it's being built into the metahuman , Found the answer, Yes it is.

gloomy fractal
#

Mesh to Metahuman is being weird, the mesh I import looks fine, but when I make a metahuman identity with it and use conform in the editor it looks nothing like the mesh I imported, any ideas?

tight rampart
#

Does anyone know if there is just a simple repository to download the methumand body/face meshes needed to make custome assets somewhere? Seems very silly that we have to go through Maya.. especially when it seems like a lot of people have done this.. and no one shares them?

untold pilot
#

Unreal 5.6 doesn't create shape keys for meta humans unless they are "Cine(complete)" type?

#

is this supposed to be like this?

zenith patio
#

I posted this to the dev forums, but I'd love it if someone from @Epic could comment (keep in mind, I'm not a programmer & barely can put a simple script together): While having the new groom tools available for Houdini is nice, could we please see tools equivalent to what is available for Maya? I can’t use things like DNA Calibration in Houdini because as far as I know the compiled DLLs are specific only to Maya.

It seems like Houdini is much better suited for doing extremely custom Metahumans (similar to what you can do with Metapipe) and other than Maya being the standard, I’m not sure why a bare-bones Houdini version of the DNA Calibration repo on Github?

We’re developing a series and as the defacto show runner, I am doing my best to stay clear of all Autodesk software and instead stick to Unreal, Houdini, and so on.

oak minnow
#

Sorry guys, but a beginner question, as I am completely confused. Where the hell is Metahuman creator for <5.6 versions? I keep seeing that I should enable "Metahuman Creator Core Data", but right now, it is insanely non obvious how to use the creator today

autumn osprey
#

Has anyone been able to get their previously working marketplace grooms and clothing purchases to import into Metahuman Creator 5.6? WITHOUT ... leaving Unreal? If it's possible I'd appreciate a tutorial link, but if it's only possible by using another DCC at this time, I'm more than happy to wait. It's the whole "don't have to leave Unreal Engine" thing that I'm into. Too much for this old brain to learn as it is.

autumn osprey
oak minnow
#

I don't understand, it's like Metahuman creator incloud no longer exists now that it is in UE5.6, am I understanding that correctly?

hollow token
#

website just direct to download UE

#

In 5.6 where do I find it?

oak minnow
oak minnow
hollow token
# oak minnow

sorry been a while since I used UE, just a normal game project or do I open a metahuman project?

oak minnow
#

Normal game project, but before running it, install Core data, and enable Metahuman plugin after

hollow token
#

jep core is ofc installed, thanks

autumn ibex
#

Hey all, new to unreal, having issues opening the metahuman creator, this is what I'm seeing and what I have enabled.

regal hare
autumn ibex
#

So just wait for a software update? lol

regal hare
#

With every metahuman plugin installed and core also.

distant tapir
#

what is the best way to deal with a femalecharacter where I want the bindpose to include high heels ?

soft karma
#

Hi, question about Metahuman in UE5.6.Has anyone found a good way to get your model back into UE so that UE MH Conform function will take it and use it as a new head model for example.It always throws me a message that it's not Mezahuman topology.I've searched the whole internet and no tutorial describes this step sufficiently.Thanks a lot for any advice.F.
PS: And I apologize in advance if this has already been dealt with I don't want to be rude but I'm a bit new to MH and I don't know what to do with it and I'm pretty sad about it.

untold pilot
dire path
#

did anyone have success integrating ALS refactored with metahumans?

soft karma
fluid oriole
# regal hare I got clothing to show up, that's it so far. https://i.imgur.com/YialFwl.png

Still no luck I see, the fact that all this has been handed to us with no documantation is a very big problem but I guess its cause its all still experimental, on my end I just realized how to create parametric clothing without having to adjust it to fit multiple body types, the process only took 5-10 minutes instead of up to an hour, but it wouldn't have been possible with 5.6 preview. Anyway I'll probably be back with a quick tutorial. Now that my rant is over I must say that these tools are absolute genius!

soft karma
untold pilot
#

this was a test with an audio animation animation and the seam is bcuz the head and the body have diferent lods

#

Basically, any quality mh model work but only cine generate the mesh morphs, so keep in mind if u need them, u disable everything exept "export morph targets" and "export LOD" if (u need them). In blender u create as many morphs as u want for u can use it as ur base template and send the morph to any other mh. If u want to sculpt u need to take ur time separating the eye and mouth parts from the face and merging the loose parts.

#

for the body just select all and merge, and u good to go

#

also, ur groom stuff will break, so u need to fix or create ur own in blender or that above is the result

#

and finally in unreal u simple reimport ur face and body from the ones u saved from blender

#

but I have no clue how to make it work as dna in the editor at all

spice robin
#

I am experimenting with 5.6 and the Metahuman plugin. I imported a 5.5 MH character and modded a few things. When it is assembled and dropped into the level, it looks like this. Suggestions? Also, I can't find the clothing that I had on the original 5.5 character. Where is the clothing located? Can the clothing from the online MH creator be used with 5.6?

primal pecan
sick trellis
#

Hello, i'm trying to figure out but the new metahuman don't seem to have nipples ??

oak minnow
fluid oriole
fluid oriole
rocky pendant
#

Hi

#

I need some helo wirh my meta humans

soft karma
# fluid oriole Thanks, here it is ☝️

Yes!Thanks a lot, this is a great shift. Now it's just a matter of connecting it all, it looks like there's already an instruction on how to export the modified head and body from Blender, you can throw it all into UE MH and the clothes still fit. A lot of projects are starting to take shape. Thanks a lot for the video!

pale zealot
#

Hi! wanted to ask if anyone can help me understand how I should be rigging this shirt properly (using blender right now), the area around the armpits is driving me insane, every time I get the weight painting fixed for a particular pose, I try another one and it breaks again 😦
I made the shirt in marvelous designer and my idea is to rig it to this MH character so I can bring it to Unreal.

I was also considering trying the UE chaos cloth simulation for the shirt, as my end goal is not a realtime production but VFX animation.
Any help is appreciated. Thanks!

gilded marten
#

Hello everyone, I am making a custom MetaHuman character in Unreal Engine 5.6.

I am facing an issue in this -
You can see the image that I selected and applied the eyelashes on the character but then also I am not able to see the changes. This is only happening with mustach, eyelashes and beard.

The head hair is showing and eyebrows are also showing.

If anyone has any idea then please help me, I am frustrated fixing this. 😐

vestal barn
#

Skinning that as you are is probably the better choice

sick trellis
#

Hello, new metahuman has those seams in the back that the old one didn't have

#

has anybody noticed the same issue on metahuman from 5.6 ??

pale zealot
vestal barn
#

I’d search up kinematic collider chaos cloth tuts

#

It’s good whilst your in the flow of it, but I went back to an old project using it, and it kinda just fell apart

#

If you are authoring your own cloth I’d use marvellous designer

pale zealot
vestal barn
#

Shouldn’t be much back and forth if you just are improving a USD from MD to UE

pale zealot
vestal barn
pale zealot
vestal barn
calm patrol
#

Maya crashes for me when attempting to run the Metahuman plugin(Character Assembly)
Can someone who has it working simple send me the metahuman basemesh? simple seeking the baasemesh to morph(wrap)

pale zealot
calm patrol
pale zealot
calm patrol
pale zealot
calm patrol
#

Will try that

stark urchin
#

Why is it that all the metahuman clothing presets are not available in the 5.6 metahuman creator?

#

the ones from quixel

jagged fulcrum
spring rover
#

A lil’ MetaHuman animator reel for a character I worked on last year!

https://www.instagram.com/reel/DK14pbEMpbS/?igsh=ajZlODVnbHYwbWF6

🦋If eyes could talk🦋

Last year, I was responsible for bringing Fia to life, the heroine of Daughter of the Inner Stars.

This involved layering a magnificent performance by Misha Pinnington with manual additive animation using performance capture and keyframe cleanup.

In this dialogue-free film, @jamesvinsonpictus ‘s directorial vision...

hasty pelican
#

Hello everyone, I'm new to this metahuman stuff. Essentially, I'm trying to create a morph target for my metahuman face so I've created 2 faces using ue5.6 metahuman editor. However, the two faces have a different number of vertices so I can't create a shape key (morph target) for my metahuman face in blender. Do you guys have any work around for this?

blazing cliff
#

hii, are there any mayjor reasons why we should not use Metahumans as characters for a rpg?
I havent used them in a while, in previous versions they were so insanely expensive that they bordered on unusable for me but now our project manager thinks its a good idea to switch our rig to them since they come with the facial animation tool, the rest of our models are everythig else than hyperrealistic

Hes so obsessed with them.... is he right and they are a good choice or should we stick to storebought unreal human models ?

jagged fulcrum
hasty pelican
#

Do u usually have to redo that many times? Because that sounds pretty annoying :v

jagged fulcrum
shadow stump
#

I am following a tutorial for using a face scan to Metahuman in 5.6 using Bleander as the scan cleanup tool. I am using the app Qlone for my face scan and wondering if there are quality differences between saving the scan as FBX or GLB to bring it into Blender for the clean up? Tutorial just shows using a GLB file but I have both options and have only used FBX in the past with my limited 3d experience. Looking for the highest quality so I can get the best out of a scan I did earlier this year.

pale zealot
regal flower
#

HI - I’m working on a photorealistic fashion try-on platform im new to all of this so im looking to hire someone to help build the pipeline from CLO3D to Unreal Engine and simulate garments on avatars. (thinking using meta human to generate the avatars from a still picture) Would love to connect to anyone thats open to freelance. please dm me

soft karma
#

Could someone help with exporting the head model to metahuman 5.6? I have a scan, model in Blender. I don't know how to make the model work as a Metahuman topology, I've searched the whole internet, I have Maya, I have Belnder, I have absolutely everything I can except for paid plugins, I know I have to somehow wrap the original MH sit to the new model. But I don't know how and what exactly that means. Every time UE throws an error with a wrong topology, I've been sitting in it for a week and I'm sad. Thanks everyone for any advice or help.

shadow stump
pale zealot
regal flower
#

hi - if anyone is looking for freelance work and can help me set up backend to a website where a user uploads a picture & it ai runs it through metahuman to create a avatar for clothing try on (need to use clo3d files) please message me. i am new to this stuff & am looking to learn/hire someone

sullen grove
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hello guys, it seems that you cant live retarget mh in 5.6 anymore, if i retarget the animation blueprint from manny to metahuman is the same thing?

soft karma
# shadow stump Are you following a tutorial? Which app did you scan with?

Hi and thanks a lot for the message, I scanned via Polycam. The scan works, I have the model in Blender ok.I can get the FBX face into the UE, I just need the face, but the problem is I don't have a GPU with DX12 support so I can't turn on face recognition to do it via DNA. So I'm trying to do it through their new Conform and trying to make a MH topology head. Now I'm running ZBrush and learning ZWrap. But it seems to me that it's a bit too much for me. But I don't want to give up.

soft karma
# pale zealot look up mesh to metahuman, turns any mesh to MH topology, you can do it in 5 min...

Hey, I know, I know, I tried. The problem is, as I wrote above, I don't turn on the active frame track in UE because DX12 :/ there must be a way around this. Someone did this in UE5.1 on DX11, but it doesn't work on my pc anyway. I understand I have an old potato pc, but I'm working with what I have and I'm having a lot of fun with it and I'd really like to make a nice animation with a head that I create from a photo. I don't know how else to map the whole thing to the MH head manually via ZBrus and ZWrap. But I'm old and this learning thing is a bit of a pain.

soft marsh
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did any one ever find a solution to the metahuman hair being very high complexity?

slender bough
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Hi all 😄 has anyone managed to get cloth simulation to work in the Metahuman Character editor using resizable outfit assets. The pipeline is amazing, but the cloth simulation data always seems to get lost when turning an outfit asset into a Metahuman Wardrobe item. I would love to know whether this is just me or if it is just not implemented yet!

little pike
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So, besides the customization possibilities of the MH in 5.6, how exactly are the MH in 5.6 better than other MH versions? Skin texture appearance? Animation? I have MH done in 5.4 with skin texture upgrades from 3DScanstore, and wonder if the 5.6 MH are even better than that? I'm making a short film and already shot many scenes with the 5.4 MH. And I don't have the computer to handle both 5.4 and 5.6 UE versions....so should I jump ship over to 5.6 and start all over again with new edition MH?

vestal barn
vestal barn
# little pike So, besides the customization possibilities of the MH in 5.6, how exactly are th...

I've been considering this myself, not having bought scanstore stuff, but have seen a lot of reference using it, and thinking it looks a lot better than regular 5.4 MH. I guess really it depends on what you want your end characters to look like? I don't think it gets too much more high end skin texture wise, but maybe if you want a bit of a more custom body look, 5.6 could be the way to go (plus if you consider the skin textures equal to scanstore, then you have heaps more options)

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But again, new versions raise new problems, and if you are significantly into your project, and like the way the humans are looking, I dont think its super necessary to switch over

little pike
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is the facial rig better for higher quality mocap capture in 5.6?

vestal barn
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haven't actually had a look at that yet, haven't done any mocap yet

soft marsh
blazing cliff
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Are metahumans in any way shape or form usable as npc's in game?
I tried to profile them today and out of the box 10 medium quality models with 2k textures forced lod3 drain my fps by 60

That seems so hardcore, is there anything im missing or are they simply unusable as game characters right now?

agile hemlock
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Is there a way to make metahuman NPC's (multiple) smooth on performance?

blazing cliff
ember moat
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Hey has anyone here experimented with removing a metahumans face? like a fully blank face (no mouth, eyes, ears etc)

ember moat
blazing cliff
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Im sure you can optimize them in some way but i cant find any resources on that, ive asked in several subs and on here twice and it seems no one knows how to

ember moat
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thats uefn but still^

blazing cliff
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Its just like reduce the texture sizes

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I did a test today with just 10 metahumans on lowest quality and they tanked 60 frames

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Only the model without anything else

ember moat
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Yeah the detail is huge

blazing cliff
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now i might be able to squeeze a few frames out of them still but i cant imagine you can make a significant amount of them run with ai + pathfinding in a full scene and still hit more than 20 fps on anything older than a 3080

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But i very well might be wrong im gonna check out the other 2 vids ty

ember moat
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yeah

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I feel you

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bump:
Hey has anyone here experimented with removing a metahumans face? like a fully blank face (no mouth, eyes, ears etc)

lone hollow
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So did the Region Influence option get removed entirely in 5.6? I can't seem to find it, this was very useful for preventing eyeball clipping during blinks on certain custom meshes.

untold elk
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Hi everyone,

I'm currently testing custom clothing in Unreal Engine 5.6 and created the garments in Blender, based on both Metahuman shapes A and B.

I’ve set up the required nodes for Cloth Asset and Outfit Asset as described in the documentation (see screenshots). However, when I assign the outfit asset to the corresponding Metahuman in Metahuman Creator, the clothing appears heavily distorted (see screenshot).

Does anyone have an idea what might be causing this?

Thanks in advance!

void jasper
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why oh why do the metahumans not have nipples. I mean come on are we in the 50s

grand prawn
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In UE 5.6 Metahuman Creator, my character looks perfect. When clicking "Assemble" the character's blueprint is all black. Any solution?

untold elk
soft karma
fiery jungle
grand prawn
nocturne snow
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Is there anyway to access the clothing that the old Metahuman creater had? Not sure I can find it in the character creator in 5.6

untold elk
fiery jungle