#metahumans

1 messages · Page 11 of 1

untold elk
fiery jungle
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It wouldn't be epic if they wouldn't f**k up in some way, would they? 😂

fiery jungle
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I can't believe it! My MetaHuman now looks like he should just by setting the editor language to English.

grand prawn
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Negative. Native language is English and I haven't touched UE's language settings.

grand prawn
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I don't speak other languages. Hope I could find my way back.

untold elk
pale zealot
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How would I go about creating a wrist control in the MH control rig so I have manual control of its deformation? I've created the shape on its place and parented it to the HAnd IK ctrl, but I have no idea what to do next as the Rig graph is so complex I don't even know where is the IK solver for the hands, anyone knows?

fluid oriole
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Hi, the body shape skeletal mesh should be the problem, especially if you imported it from fbx, what you need to do is download the bodyshape mhpkg from fab and open it with the metahuman creator then export it to your content folder using the combined skel mesh option, use the exported skeletal mesh as the target body in your outfit asset and you should be good to go. BTW could you link me to the documantation, I havent been able to find it myself.

twin edge
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What is the best way to create non human metahumans?

For example make an orc using metahuman

grand prawn
pale zealot
# grand prawn Look under GlobalCtrl. This might be what you're looking for. To disable IK ct...

no no, I know that, what I want is, to ADD a new control in the control rig to tweak the "wrist_outer" bone on each hand manually, so that I can have control of the deformation it has when I pose the character (which is horrible), and the post process is doing a terrible job at it, but I dont understand how to properly create and link that new control, all my efforts result in stuff like this:

obtuse jolt
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Trying to take in all this 5.6 stuff. When it comes to clothing, I noticed the techwear example is using StaticMesh assets at the core? Does anyone have a good breakdown of what's going on here, and how the Metahuman Creator process is assembling that into a rigged mesh?

Trying to figure out if the wardrobe clothing process here is something worth learning for me when I'm making a small pool of bespoke characters and outfits. Wondering what specific benefits I can get vs simply grabbing the assembled body geometry and making my own all-in-one body+clothing mesh from it. The parameterization and body geometry culling based on texture masking seem nice, at least, I just wish there was a good end-to-end overview for making clothing

past ice
sick trellis
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Hello, new metahumans seems to have tangeant compared to the old ones, the recompute tangeat using green mask trick doesn't work as well either now

grand prawn
grand prawn
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Any tricks to updating animations that were associated with non-Metahuman Creator and associated with regular Metahumans? Do I need to retarget the animations all over again?

eternal scaffold
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Does anybody know why the female metahuman presets have mini facial hair if you zoom into the chins?
Or Did I miss something?
https://youtu.be/4HHbe4O-Wvw

What's up with Epic?
If you zoom in to any female default metahuman preset's chins, you'll see mini facial hair.
Really? Epic?

Is this some kind of weird beauty standards?
Or did I not tweak something important?
Asians women normally have zero or less facial hair in general, seriously, why her preset has facial hair if you zoomed in?
Oh Come o...

▶ Play video
regal hare
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Women grow hair to?

eternal scaffold
late sequoia
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Peach fuzz

eternal scaffold
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So I messed up my settings?
That probably explains it

late sequoia
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I think a person without those tiny hairs is very rare

regal hare
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Yeah the amount of people without are definitely fewer than those with.

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It's normally just harder to see due to being a lighter colour

nocturne snow
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New tutorial on clothes for Metahumans in 5.6 https://youtu.be/dAaIvyG2tE8

Livesync from CLO SET - https://connect.clo-set.com/livesync

Comment what you want to know in a video next!

TIMESTAMPS
00:00 - Intro
00:20 - Creating Metahuman Character
01:52 - Setting up LiveSync
03:12 - Using Livesync
04:54 - Creating shirt in MD
06:19 - Sending shirt to UE
07:09 - Creating skeletal mesh for shirt
08:04 - Adding shirt to...

▶ Play video
autumn jungle
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Does anyone have a LiveLinkRemapAsset already made to convert ARKit blend shape names to MetaHuman blend shape names?

I finally got an ARKit compatible model to work with a MetaHuman (video) Live Link source in 5.6. That video source uses MetaHuman blend shape names not ARKit, so they all start with CTRL(underscore)expressions(underscore) and have some other name changes like changing Left to L.

regal hare
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Anyone successfully package a metahuman yet? Even tried CLI method and no dice. I have all metahuman plugins, the metahuman core data. Is there something else missing I imagine we just wait on epic still. I have seen some "metahumans" on the marketplace though so someone has packaged them. https://pastebin.com/3Rx8Q743

stark urchin
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I mean why couldnt they include these clothing presets from quixel metahumans? really strange. and what's the correct way to integrate them in the metahuman creator?

trail geyser
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hello people

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new to unreal and looking into metahuman

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currently i am getting this issue
how do i fix it?

stark urchin
# trail geyser

go to your epic launcher, in the 5.6 engine options, install metahuman core data

trail geyser
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i cant find any option tbh

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i have been lookin around but there are so many options

autumn jungle
trail geyser
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yeah found it

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thnx mate

trail geyser
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also how do i make the **metahuman **light on resource? if u could give some tips please

jagged fulcrum
frosty crow
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did live retargeting move someplace else? I dont see it where it once was...

brisk stone
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Anyone know if the metahuman skeleton is just a ue5 Manny rig?

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If I have a character rigged to a ue5 rig, can I use its body with that rig and just replace the head?

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Or maybe a ue4 rig?

long cipher
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hey guys pls have anyone create a character with metahuman in 5.6 and migrate it to 5.5
cause am having such issues have created my metahum in unreal 5.6 but my game project is in 5.5 and am not ready to port to 5.6

pale zealot
long cipher
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Yeah that might work but my main issues is the materials

pale zealot
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you may try recreating them, maybe there is no much difference, if you bring the textures you should get a really close result already

trail geyser
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can we disable this update thing which happens after every little changing of parametrics

fluid oriole
stark urchin
regal hare
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Not quixel but can add any "other" clothing

brisk stone
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guys what is the joints only rig?

brisk stone
brisk stone
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anyone use metahumans?
with als
in 5.6 it seems the metahumans have a combined body
as opposed to having torso, feet, etc
Image
so would the fastest option for integrating metahumans and als be to just have a live retargetter run?
and if so would that drop fps??

robust crane
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Hey, this isn’t my first time reaching out. I’m testing Metahuman in UE 5.6 on an MSI Katana A17 (Ryzen 7 8845HS, RTX 4060 10GB, 64GB RAM – previously 16GB). I ran "Create Full Rig" and the animation plays fine, but I can’t add the Metahuman to the scene. The "Assemble" button never appeared. In 5.5, I could at least see the hands and feet. Now it shows nothing, and the face rig mesh is red. Is this a bug or did I miss something?

spice robin
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MetaHuman 5.6 crashes every time I select LiveLink Footage for my MetaHuman Identity. Anyone else having issues with this or know of a fix?

fiery jungle
grand prawn
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Why are the MetaHumans created with MetaHuman Creator, their eyes are so out of wack? See how the aim for the eyes are not even close to the head alignment and looking in the wrong place?

astral atlas
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I have a custom non-Metahuman characters with facial rig (instead of morph targets). How can I setup Metahuman lipsync to animate character's face using pre-recorded audio ?

fossil oak
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Please bring Metahuman Creator to MacOS!

grand prawn
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Can someone please explain why my character's face control rig does not follow my character's head and remains at the root transform of my character? The eyes and control rig should follow the head's animation.

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This makes it impossible for me to animate the eyes to track a target.

limpid acorn
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Can anyone explain what's causing my metahumans feet to clip through the floor?

nocturne snow
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how to use parametric clothes for Metahumans in 5.6 https://youtu.be/InknBH1e_i0

Learn how to use the new Parametric Clothing System in Unreal Engine 5.6! In this tutorial, I’ll walk you through importing a Marvelous Designer cloth asset into UE5, simplifying the mesh, and retargeting it to a MetaHuman.

You’ll also learn how to make your garment parametric, so it can be applied to any MetaHuman — no rework needed. Thi...

▶ Play video
brisk stone
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ok

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do 5.3 metahumans use webcames too?

grim mango
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Is there a way to update blueprints generated from metahumans if you update the metahuman in 5.6?

grim mango
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I figured that out but two things, one I'm getting a two piece on my guy though he was made from a custom face mesh and two, why doesn't the preview remove the underwear anyway? I'm trying to build a robe with Joey's awesome MD tutorial and it's still got the base undies on?

late sequoia
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not sure about 5.6 but in the past the only way to get rid of the underwear was to manually paint it out on the textures... MetaHuman Creator will probably always have the underwear

grim mango
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That sounds horrendous, I can't even imagine the normal map painting either. The texture maps aren't very clear. I guess it would be easier if you could bring the whole model and UV's into something you could model paint over? I gave up and just created a new default guy . Thanks for the advice though.

chrome acorn
# grim mango That sounds horrendous, I can't even imagine the normal map painting either. The...

there is a tutorial about how to remove metahuman underwears, you just need 4 material and adobe substance painter https://www.youtube.com/watch?v=cd_f0qZyOaA

This is how you remove the underwear on a Metahuman character.


⇒ WANT TO LEARN MORE ABOUT CHARACTER CREATION? If you are ready to dive into the secrets of creating a fully functional and highly customized metahuman character, check out the full in-depth course on creating AAA characters for Unreal Engine:

Gumroad: https://realtime...

▶ Play video
grand prawn
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Am I really the only personal experiencing this bug? Here's a better example:
Take a look at this 5.5 character. Eyes correctly follow the LookAt eye component and the Head Controller correct follow the head.

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But you can see in 5.6 the LookAt and Head Controller does NOT follow the head. Why is that? Is there a fix? Is this known?

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Why is this a problem? Well the "LookAt" option entirely breaks. His eyes are looking straight instead of at the LookAt.

pale zealot
plucky kelp
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still an issue many years later

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what causes it?

rose sedge
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how can i get the previous metahuman i created in previous version's dna file?

hoary patio
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5.6 feels extremely buggy

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I am trying a audio capture + mixamo workflow into sequencer. head gets detatched from body all the time.

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any fix for that?

gritty wing
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Does anyone know if there's a way to use the MetaHuman Animator Depth Processing Plugin in a custom engine build? On fab Epic only distributes it as a binary only with no source, making it impossible to use with a custom engine build

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If I try to build the plugin I get this on editor startup:

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Oh I wonder if it has to be built with the engine and not in a project

gritty wing
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Nope, still produces the error

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And I've looked in the logs, nothing other then that error

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Why did epic have to release it like this? This is really annoying

jaunty roost
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I'm trying to figure out how to change the skin color / texture of metahumans. Anyone have any pointers?

rich crescent
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Take a look at this, this is how I do it. https://youtu.be/uaYNgMcEYEE?si=Hl6yYwZE4cdaL64Z

If you ever wondered how to assign your own make-up to a metahuman character in Unreal Engine, or completely retexture the head of your beautiful character, this is for you. ;-)


⇒ WANT TO LEARN MORE ABOUT CHARACTER CREATION? If you are ready to dive into the secrets of creating a fully functional and highly customized metahuman char...

▶ Play video
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The tutorial uses Substance Painter but the process works for Photoshop or GIMP they are just a bit more of a hassle for details.

neat jasper
neat jasper
grand prawn
vagrant cargo
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Hello guys, I have an issue with groom. I can't use pre-generated MetaHuman blueprints as our characters have C++ base, meaning that also LodSync is in C++. Well when I copy groom from blueprint to our character, it works. But when I compile it, it misses lods when zooming in/out. The same happens in play mode. Tried everything. (UE 5.5/5.6.)

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Only increasing bounds fixes it, but I can't have bouds 100, that's crazy.

silk flame
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Im new to Unreal (5.6). Im trying to understand the logic behind baking a Live link recording / take to the Metahuman face board. ie; i've recorded a few takes which appear in the content drawer, how do i get them onto the metahuman so i can edit and finesse the motion capture (live link) Thanks.

chrome acorn
chrome acorn
left sinew
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I've encountered this bug. If i set the mesh to not visible (during an inspection mode where i hide all the skeletal meshes) when i reset the state i get this funky orange hairs. Any suggestion?

vagrant cargo
nocturne snow
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Tutorial on how to process Mo Cap for Metahumans in 5.6 https://youtu.be/8nIUmGNRXqE

Looking to bring your Metahuman to life with full-body AND facial motion capture? This beginner guide walks you through the workflow.

Learn how to record facial and full-body motion capture for Metahumans in Unreal Engine 5.6. This video is a step-by-step tutorial that shows the entire motion capture pipeline — from setup, recording, and impo...

▶ Play video
chrome acorn
vagrant cargo
chrome acorn
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sorry i don't get it, i'm talking about groom binding stuff, it asks you to 0-100 weight i'm talking about that

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i'm using them on %80-100

vagrant cargo
chrome acorn
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ye this one but it doesnt have face mesh in my project first time seeing it

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but it's the same thing

vagrant cargo
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This is all options I have @chrome acorn

chrome acorn
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can you show it as full screen ?

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there is a lot of things in 5.6 its not like this in 5.5.4

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send full ss of that

vagrant cargo
chrome acorn
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click to groom that u are using, right click create binding, there is 0-100 rate option that u can give i'm talking about that, it's looking different when u already create one and i guess this one is already using %100

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if you have no problem rn it's okay is it still bugged?

chrome acorn
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ye its already 100 int point

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little advise, take lod function from your metahuman bp and put it in to your character and make it 3-0-0 lod, it will be 0 lod, if you put 0-0-0 it doesnt stuck in lod 0 idk if this bug still exist in 5.6 but

vagrant cargo
chrome acorn
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ye

vagrant cargo
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I've copied it from original bp.

chrome acorn
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make it 3 - 0 - 0 but it probably would'nt fix that hair problem i guess

chrome acorn
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problem is i don't get it why you can't use pre-generated metahumans i'm working with metahuman for 1.5 year but i'm not sure about that problem

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you can try to adjust hair settings if it's missing out when u zoom back, open the groom and make lod 0 1 2 3 strands, visible, simulation is auto

chrome acorn
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i don't have much knowledge about c++ based version sorry can't help it, i tried to help but it looks like main problem is in codes idk

scenic forge
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Hey, all the 5.6 Metahuman stuff on YouTube is just showing facial capture stuff. But can it be used to caprture full body motion as well? I can't seem to find an answer on that and haven't had a chance to play around things myself yet.

shadow stump
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5.6 Metahuman Creator, anyone know why Body Parameters (Shoulder Height and (Hip) Rise) are greyed out and read only?

civic quarry
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how can we stop this? to not update after every little changes we make

latent horizon
# vagrant cargo LODSync?

LODsync is a component on a metahuman that synchronizes your characters meshes when they have different LOD numbers. Like if your head has 7 LODs but your body has 4 LODs. etc

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can somesone tell me how they can apply opacity asks to the new metahuman mes materials/textures. The old material editors were simple, but now they use a live input structure that doesn't show open slots for material texture maps. PIC = old (on all the tutorials)

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vs. New metahuman masterial - on NO tutorials

vagrant cargo
brazen laurel
brazen laurel
vagrant cargo
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Okay I found solution to my problem. LODSync can't be added in C++, has to be in BP. facepalm

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@latent horizon @chrome acorn Thanks for help!

violet lava
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Does anyone have a higher subdivision metahuman head with working groom and blend shapes,

I saw a workflow using mesh morpher but I don't want to pay £40/month for something I'll use once as a test

violet lava
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#UE5 #metahumans #meshmorpher

A tutorial that demonstrates how to subdivide Meta Humans in Unreal Engine. We also fix the expressions blendshapes with Mesh Morpher to work with our subdivided meta human.

Get Mesh Morpher:
https://www.meshmorpher.com

If you have any question let us know!
Like and subscribe to see all our upcoming tutorials.

...

▶ Play video
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like this one

pale zealot
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Anyone working with Chaos cloth succesfully managed to get the cloth sim to collide with the environment? I got it working as a kinematic collider against the body and it works perfectly, but it passes through the environment even after checking "collide with environment" in the skeletal mesh, any ideas? thanks

brazen laurel
vestal barn
brazen laurel
vestal barn
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Have you got any shots of the braids in motion? I imagine that could be tricky but interesting

vestal barn
brazen laurel
vestal barn
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Ah ok yep I’ve looked as similar stuff, thought there might be something more educational

sage kiln
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Can someone help me fix this lowerarm_r twist bone that doesn't line up when using the metahuman control rig? It's making a weird deformation around the wrist. All of the bones line up in the skeletal mesh.

pale zealot
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anyone working with chaos cloth have experienced issues with shadows? apparently using raytracing the chaos cloth assets do not project shadows on other objects, and they are totally invisible in path tracing, anyone knows why?

gilded badger
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Hey, currently looking also for a solution of this. Did you manage to get it fixed by chance?

prisma oxide
steady sigil
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Im using control rig and level sequencer to animate the Bp_MetaHuman character Body and face, when i bake the animation the should gets distorted, stretched a bit upwords, disable post process also doesn’t help much but just a little better but still its too bad, can someone help on this?

violet lava
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the webcam to facial capture is pretty cool:

prisma oxide
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Hey! Does somebody know how to reduce/remove bones from the Face Skeleton without fking everything up? My goal is to export it so Godot

gilded badger
obtuse sphinx
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Anyone having issues with metahuman and trying to solve it and who's trying to get a new metahuman?

fast reef
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hi everyone does anybody have experience with metahuman dna calibration and the behavior layer?

gusty pilot
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Where can I make clothes for metahumans?

vestal barn
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Marvelous designer, or i mean just using maya if you are proficient at that

earnest radish
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Is there any info somewhere that explains what would be the best approach to handle metahumans for your game? I've seen people just use the mesh and rerig to a simpler mannequin one but that seems wasteful.

Is going the high quality optimized version the way and force it down to LOD 1 or 2 while in game and then force it to 0 in cutscenes the better way to go about it?

Should I simplify both the rig, geometry and materials for the in-game model and then just use the cinematic one as a separate mesh for cutscenes?
I'm confused on how to best handle this.

gusty pilot
rapid tartan
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Excuse me gentlemen, has anyone faced grooms not working with Hidden Shadows enabled?

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I've tried but my character head's shadow continues BALD

chrome acorn
rapid tartan
vestal barn
steady sigil
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Im using control rig and level sequencer to animate the Bp_MetaHuman character Body and face, when i bake the animation the shoulder gets distorted, stretched a bit upwards, disable post process also doesn’t help much but just a little better but still its too bad, can someone help on this?

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Help please! Someone!

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in sequencer its fine

hollow arch
celest dune
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Has this happened to anybody else? this is a Function inside AAU_Bake_utilities.

I've even reinstalled the Engine and all my current projects and new ones that I make all have this same issue with the node

deft anchor
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Anyone got an answer for me.. Tried a fresh install.. Played with so much over the past 2 days trying to resolve this.

I can try fix the normals in Blender, but guessing its not supposed to be like this. So would rather fix the root cause if i can.

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(Happens on a fresh project, All default settings aside from the metahumans plugin)

gusty pilot
vestal barn
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How to make clothing in blender

gusty pilot
brazen laurel
brazen laurel
jagged fulcrum
deft anchor
deft anchor
brazen laurel
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Very possible, also try turning up the sample per pixel on the light and turning the material quality preset in viewport to epic

deft anchor
deft anchor
brazen laurel
deft anchor
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Aye, very frustrating... day 3 of just trying to resolve this.. close to what. 10-15 hours now i reckon... time for a break...

neon vale
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hey guys new to metahumans, so i have one metahuman file from one of the course and its in mhb format and idk why but i cant open metahuman creator website anymore
i mean when i try it, it says to download unreal engine
note: rn i have 5.6 with all metahuman plugins and core package

deft anchor
neon vale
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coz thats my whole metahuman with animation data as well

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and in 5.6 its only letting me import .dna files

deft anchor
# neon vale and in 5.6 its only letting me import .dna files

Not sure there sorry. I've only dealt with ones generated in editor. You can export them and re-import the skelmesh/bones. as FBX, not much idea about the animations. Some sort of retargeting to a new default setup?... im new to this area sorry.

neon vale
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its ok no worries, thanks for helping tho 🙌

deft anchor
neon vale
deft anchor
neon vale
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i see, i got your point. i will work on it tomm now already wasted whole day trying out things and checking forums

deft anchor
fluid oriole
regal hare
nocturne snow
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Need some motion captured for Metahumans? Reach out! https://www.youtube.com/watch?v=hqGx_FwR8oc

Can't find that perfect wild animation? Tired of searching through endless mo cap packs?

WE GOT THAT MO CAP! Nightlife Edition brings you the animations your party scene requires

Nightlife Edition Animation Pack Download Link - https://joeylombardifx.gumroad.com/l/miouvs

Trying to get it figured out? Come chat!
https://discord.gg/grYar3aQf...

▶ Play video
trail geyser
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how to export metahuman basemesh as obj/fbx?

violet lava
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Has anyone used mesh morpher with 5.6 to correctly subdivide the MH head and keep the blend shapes/Groom bindings?

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I'm trying to Zwrap characters but the MH head is low topology

jagged fulcrum
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or with the whole body

violet lava
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I don't really want to buy a month of mesh morpher($50) just to subdivide one model

jagged fulcrum
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you can subdivide it in blender or others 3D modeling tools, it keeps the morph target data and skin weight as is

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most problem is the export import part, a little bit tricky

jagged fulcrum
violet lava
violet lava
jagged fulcrum
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I see, you also want to wrap a very detail head i guess, like an old man with a lot of wrinkles

violet lava
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Anything above ps1-2 topology, it struggles

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I tried asking Epic if they can release high resolution exports

jagged fulcrum
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usually in game, I just bake the detail as normal maps and AO in 3d modeling tools, so we still could be able to have the micro detail, but have lower topo resolution

violet lava
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The exported head mesh isn't high topology at all.
I'm guessing they'll release this soon.

If anyone has used mesh morpher with a metahuman head in 5.6 to subdivide and copied the morph targets/groom bindings currently to conform to the MHC template, HMU

jagged fulcrum
violet lava
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#UE5 #metahumans #meshmorpher

A tutorial that demonstrates how to subdivide Meta Humans in Unreal Engine. We also fix the expressions blendshapes with Mesh Morpher to work with our subdivided meta human.

Get Mesh Morpher:
https://www.meshmorpher.com

If you have any question let us know!
Like and subscribe to see all our upcoming tutorials.

...

▶ Play video
jagged fulcrum
# violet lava You don't get the cinematic mesh when you export, if I subdivide the mesh in any...

this one is cinematic mesh right?
Maybe I miss understand your intention. So, you are trying to :

  1. export mh mesh to 3d modeling tools and subdivide it there
  2. Wrap the exported mesh to your custom mesh
  3. Import back the wrapped mesh and repositioned bones to unreal

if the mesh transformation, UV is too different with the original, groom binding will fail. bones transformation will not works too since when you import it back to unreal, mh DNA will reevaluate the bones and break your changes. mh is very strict system for this case.

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export import blend shapes sometime can be fail too because of file format issues. need something like autodesk fbx converter to make it works properlly in unreal. sometimes not, depending on your modifications

violet lava
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The only mesh I have found that will work is the face from a MHC in 5.6, the other versions don't have the correct virts or tris and won't conform to the template.

You use mesh morpher which is a plugin for unreal to subdivide the mesh in unreal and copy the morph targets and groom bindings from the original in unreal, you then export that mesh into Zbrush and Zwrap it onto any other mesh

lime hornet
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used a metahuman hair on a daz character. works nicely but then when I looked closer...
I have eyes on the back of my head staring back at me, literaly
I know it's because the hair mesh is somehow see-through or transparent.. how to fix?

vestal barn
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It is now a game mechanic

hoary patio
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Hi! I am trying to create parametric wardrobe item for my metahuman. When I add the Wardrobne item to it this is what I get:

honest kernel
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Hi everyone! I'm looking for a solid solution to posing metahumans in an A-pose or T-pose that Marvelous Designer will interpret, either in the Unreal Editor or Maya. Is there a standard or recommended workflow? Having some trouble accessing the pose library in the Metahumans sample project, in addition.

violet lava
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https://www.youtube.com/watch?v=dAaIvyG2tE8 This video from Joey is great!

In this video, I’ll walk you through how to connect Marvelous Designer to Unreal Engine 5.6 using LiveSync.
I’ll show you how to set up the connection, sync your cloth asset in real time, and get everything running smoothly inside UE5.6. We’ll go over some tips for importing your garments cleanly, adjusting simulation settings, and avoidin...

▶ Play video
agile hemlock
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LogMetaHumanCharacterEditor: Error: Auto-Rigging of Face failed with code 'Eula Not Accepted'

anyone know this error? I need to accept the EULA but I cant find it

tawny pendant
#

Where is a good place to find Metahuman artists? I'd like to turn my webcomic https://satwcomic.com/ characters into metahumans.

honest kernel
# violet lava Open the skelMesh you want to export in unreal, Create Asset>Create animation>Re...

Working with his tutorial right now, Joey's vids are best out there for Metahuman custom clothes! I'm wanting to make my clothes in MD from scratch and would find the reference points useful. Problem is, Metahumans are in a "neutral pose" upon export, not the mathematically precise a-pose or t-pose that Marvelous Designer recognizes for generating reference points or fitting suits for avatars on import. Was wondering if anyone who encountered this issue found a solution?

late sequoia
jagged fulcrum
violet lava
vestal barn
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There are some videos I’ve seen posted yonks ago that use this workflow

fresh cliff
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Does anybody know how to use the ZENDYN plugin with Metahuman? I’ve been trying, but it’s not working on my Metahuman.

trail echo
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I had this same problem, the fix was to open the bodies in the MH creator, then export as combined meshes from there

nocturne snow
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quick tutorial on custom skins for metahumans https://youtu.be/ZuqsMk4OVIY

Hey, this video showcases the quick workflow of taking skin textures from #unrealengine5 and adding custom texture to them in #substance_painter.

If you want to see more, please like and subscribe!

If you want to chat or have any questions about what you watched, jump into the discord! https://discord.gg/grYar3aQfU

TIMESTAMPS
00:00 - Introduc...

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agile hemlock
trail echo
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Anyone had issues with the Metahuman Manager not showing anything for editable metahumans? I definitely have editable metahumans (and assemblies for that matter), but it never shows anything.

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It works just fine for packaging outfits, I just cant get actual metahumans to show up

regal hare
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Same issue here I even tried CLI packaging

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No matter the directory I can't get a .mhpkg file.

trail echo
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Damn, I guess I'll put in a ticket with support

trail echo
regal hare
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I even tried asking AI after feeding it documentation to see if I misunderstood it lol

trail echo
regal hare
#

Yeah I had tried setting custom pathing I'll try again later but it kept messing up.

thorn meteor
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anyone knows how to fix cloth clipping problem in ue5 when the cloth goes into the body when rotating the bones, i think it has to deal with collision but i could find i solution for it

fluid oriole
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And this is the latest update. It's in review now.

jagged fulcrum
left furnace
signal geyser
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Hi everyone, where can I get hair for metahuman? I don't know how to do it manually in Maya or houdini, can I make hair with a simpler method?

native spire
#

Is the new wardrobe system for body shape fitting only a baked solution? I really don't understand why Epic are pushing for us to need to export unique metahumans for each character. Why not give us some sort of deforming mesh support for body shapes so that clothing and body shapes can be morphed between at runtime? Surely the overhead cost of having potentially hundreds of different metahuman head and body skeletal meshes in the project is far less efficient than a couple with morph targets?

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Would have been so nice if the wardrobe/outfit system worked at runtime, dynamically choosing the correct body shape based on the metahuman it's displayed on. Instead, it seems it just spits out a baked skeletal mesh from the Creator each time you create a new Metahuman body shape...

jagged fulcrum
fluid oriole
fluid oriole
# left furnace hii, is there a tutorial for creating the metahuman wardrobe sydtem

Are you referring to the Metawardrobe or Wardrobe items for the Metahuman Plugin for ue5.6? For wardrobe items for the metahuman plugin I have a tutorial on the process on my youtube channel https://www.youtube.com/watch?v=9NxEzdr7T7E&t , if you are refering to the Metawardrobe its not a system its a collection of metahuman clothing, both skeletal meshes and wardrobe items for the metahuman plugin.

New outfits and video updates will be regularly added every weekday to expand the content of the pack (Currently standing at 59 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.

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signal geyser
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Hi everyone, where can I get hair for metahuman? I don't know how to do it manually in Maya or houdini, can I make hair with a simpler method?****

earnest radish
#
Fab.com
Fab

Fab is a digital marketplace that offers creators a single destination to discover, share, buy and sell high quality, real-time-ready game assets, environments, VFX, audio, animations, characters, plug-ins, and more.

signal geyser
earnest radish
#

there are a few free ones scattered there but you won't find people throwing them at you for free very often as they're hard to make look good...

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some of those there are dirt cheap anyway

agile hemlock
runic canopy
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Hi, can anyone direct me to a place where I can see the workflow for the latest version of Metahuman how to get a custom sefmade mesh to a full metahuman. I found only a description in the official documention how to do that with the head, but I want a full mesh (head+body) to metahuman.

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(I have Maya + Blender)

steady sigil
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Im using control rig and level sequencer to animate the Bp_MetaHuman character Body and face, when i bake the animation the shoulder gets distorted, stretched a bit upwards, disable post process also doesn’t help much but just a little better but still its too bad, can someone help on this?

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In sequencer it works fine

jagged fulcrum
steady sigil
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Thank you so much Musashi, i’ll try that out.

fluid oriole
wraith moss
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can somebody help me . this is my metahuman but when i try to export combined skel mesh it turns out looking like this ? can somebody help

fluid oriole
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I used red because that is the colour the original top underwear mask uses, not sure why though. My best guess is that red works as an on and off switch. So to keep that functionality apply red to the green would probably be the way to do it.

fluid oriole
jagged fulcrum
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The keyword is using UDIMs texture for that case, metahuman UVs basically support udims by design.

lavish wren
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Good afternoon I am having some trouble with metahumans. I am using unreal engine 5.5 . What is the best method for blending face animations and body animations?

distant tapir
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Character customization finished! ✨ Just like the Witcher III or Fable, our protagonist can visit the Barber. 💇‍♂️✂️

All jokes aside, I’m getting to grips with Metahuman Creator in @unrealengine 5.6
Managed to get my knights basepose in there, his textures, and even his custom groom.

Next up is tweaking all the expressions, so...

wispy harbor
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Hi, I'm tryiing a metahuman based on celebrity, I want to use metahuman on the iphone to animate in realtime, He has unique smile, and the artist who did the blendshapes says 52 blendshape in ARKit is not enough, and would need a custom rig for it. So wouldn't it be enough if the artist could adjust the expressions to match to ARKit standard?

nocturne snow
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hey guys, made a quick tutorial showing how to fit any clothes to Metahumans in Marvelous Designer - https://youtu.be/2fWJyXXA8kk

This tutorial showcases how to take ANY clothing outfit that is open in #marvelousdesigner and #retargeting them to your #metahuman mesh for #unrealengine5!

If you want to see more, please like and subscribe!

If you want to chat or have any questions about what you watched, jump into the discord! https://discord.gg/grYar3aQfU

🎥 Tools & So...

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prisma oxide
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Does anybody know how to reduce the bone amount of the metahuman skeleton without losing the skinning? 800 bones is just too much 🙂

hollow arch
prisma oxide
jagged fulcrum
# prisma oxide Thanks for the input! I've should mention that I plan to export these for Godot ...

LODs might use fewer skin influencing bones, you can check the bone influence settings for each LOD to see which bones are actually used. For example, if a specific LOD only uses 100 out of 800 bones, you can safely remove the unused ones without affecting the skin weights and export that specific LOD mesh to godot.

However, this wont help if you’re planning to use LOD 0, since it usually includes all bones. In that case, your best bet might be to use a DCC tool and manually choose and transfer the weights, which can be pretty labor intensive

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But you also need to check for unused bones, some of them might still have skin weights assigned, especially the leaf bones. If thats the case, using the LOD as a reference wont work

prisma oxide
prisma oxide
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that worked pretty easy! @jagged fulcrum thanks again!

cyan orbit
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Hey, I have an issue with joints being placed off the center of mass - or the rotation axis - of my custom body geo by the autorigger. It's both an issue when I conform using Mesh Only, or Mesh+Skeleton (input mesh in both instances is an unrigged .obj mesh). Anybody experienced that before?

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(and secondary question, is it possible to view the joints in the in-engine metahuman editor somehow?)

cyan orbit
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just adding this to confirm that it's an autorigger problem, and is the same in UE, and not caused by the DCC export

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green are expected(ish) bone positions, red are actuals. Weird because it seems to place the helper joints correctly....

thorn meteor
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does anyone have a workflow for custom metahuman cloths. i mainly found blender worksflows but is it possible to do it inside ue5 and if not do u have a quick workflow for blender which works. i never finished even one cloth because the cloth always starts clipping even with voxel heat skinning?

safe holly
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Anyone else experiencing no skin tone/color ? 😅 Using 5.6

prisma oxide
jagged fulcrum
safe holly
jagged fulcrum
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he will turn into zombie soon

thorn meteor
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so i know how to do data transfer but if the mesh has no weight from ue5 u cant do it right

jagged fulcrum
thorn meteor
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oh okay ill work on that ill let u know if it was the problem 🙂 ty so far

thorn meteor
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broo it works with the skin weight transfer in ue5 thank u so much

prisma oxide
keen osprey
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can anyone please help me with stretchy joints issue, when i use 'copy pose from mesh' (attached parent) from a metahuman face to a custom mesh which has EXACTLY the same joints as the metahuman face since it is using the same skeleton.

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both the parent and the muscle mesh have same skeleton (default metahuman skeleton)

prisma oxide
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Restart UE

keen osprey
#

this is a persistent issue, have been trying to fix it for days, I saw @obtuse urchin facing this issue too long way back.

obtuse urchin
simple forge
simple forge
trail geyser
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how to export metahuman as obj/fbx? in quads not triangulated

cyan orbit
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Heyo, still having this issue with autorigger placing the bones wrong (red is actual position, green is expected-ish) when conforming to a custom mesh - anybody experienced this before?

wispy skiff
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Hi, I'm having some troubles when connecting some face animation to a body animation.
The head keeps snapping to the ground.

I saw that I needed the Face_Anim_BP that didn't get generated in my project, so I stole it from a 5.5.4 project and compiled it. Though, it doesn't solve my issue

Do you have any suggestions?

UE 5.6
MH created in UE, not through Bridge

shut zodiac
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Does the latest version of metahumans still not come with hand and foot IK bones like the UE5 skeleton has? I know I can use VBs for the feet, but many anim-packs use the hand_ik bones to animate weapons and attachments. What are my options to get that working on a metahuman?

celest vessel
#

why does this happen when importing an old metahuman from MHC? 🤔

celest vessel
#

might be related to this warning

jagged fulcrum
#

yeah, exactly what happened to my female character boobs too

gleaming nest
#

Hey Guys!
I have a custom character already modeled and rigged. Can I import it to metahuman and use together with livelink in iOS?

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I want to motion capture the face expression + body movements. Nothing crazy like jumps, rolls. Just the character talking and walking, moving arms, hands, fingers etc

jagged fulcrum
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yes, just convert it to mh

mint coral
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i cannot access Metahuman Creator on the browser, it redirects me to download Unreal Engine. Any solutions? im trying to create one at unreal engine too but when i press create rig then at 75% it gives source code error and sometimes a loadingof Dna something comes up but then my unreal crashes. i have enabled metahuman in the plugins downlaoded from epic games with metahuman pack of 5gb

rain onyx
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does anyone has any clue to why i do not see my character face textures? - its still in the editor of metahuman.
i tried downloading textures, refreshing and restarting everything
nothing worked

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i imported the face from blender, used metahuman identity to make it work and then transfered it to the metahuman creator

gleaming nest
jagged fulcrum
rain onyx
grave rock
#

Found a new plugin today called Metahuman Extra Tools that exports DNA file from Maya FBX/OBJ files

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Gonna try that.

safe holly
#

Custom metahuman made in Blender using the Poly Hammer addon. I still need to test it in UE5 later.

mint coral
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i cannot access Metahuman Creator on the browser, it redirects me to download Unreal Engine. Any solutions? im trying to create one at unreal engine too but when i press create rig then at 75% it gives source code error and sometimes a loadingof Dna something comes up but then my unreal crashes. i have enabled metahuman in the plugins downlaoded from epic games with metahuman pack of 5gb?

trail echo
mint coral
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this is happening every time idk why i used more than 4 browsers too

jagged fulcrum
finite ravine
#

I'm trying to migrate metahuman made with 5.6 plugin to my stable project in 5.4, it migrated succesfully but I can't find the blueprint in my 5.4 project. Any tips ?

violet lava
grave rock
# cyan orbit Heyo, still having this issue with autorigger placing the bones wrong (red is a...

If you have access to Maya, this tool helps fix the situation by creating a DNA file https://www.artstation.com/marketplace/p/pR97n/metahuman-extra-tools

#

It is still not pitch perfect and it will require a bit more minute adjustments for a perfect placement, but it gets you a good enough spot.

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It is funny how the "Template" conform doesn't do a fantastic job like the DNA import sadly

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Which is funny because the DNA file is generated from topology as well.

pale zealot
pale zealot
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anyone having strange behavior on the hands in the metahuman creator in 5.6? they behave like the bones are not properly aligned, fingers stretching extremely and weirdly

brisk stone
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Hey all, what is the easiest work around to use ue5.6 metahumans in ue5.3?

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Preferably without rerigging the face in blender

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I know I can rig the metahuman with the CC rig using accurig for the body, but idk if it will import the face correctly or not

safe holly
slow wadi
#

Hey guys! How do I change the thickness and volume of metahuman hair?

hollow arch
slow wadi
hollow arch
#

Oh dang wow! I should learn grooms more. I thought they were static, basically.

pale zealot
pale zealot
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anyone knows how to fix the normals issue in the new metahuman shader? it didnt happen with the previous version but now in 5.6 I cant seem to find a way to fix it, even using the same textures I did in 5.4 where it didnt happen, now it seems unavoidable, I already tried to merge the vertex and recalculate the normals of the body in blender, but it looks like its something coming from the shader itself, any ideas?

dapper plume
#

Hi guys,
I really need someone to help me for just one week — around 3 days during that week.
I want to learn how to set up a Control Rig for a MetaHuman character, so I can create realistic and smooth animations.
I also want to connect the facial animation from Live Link to it, and then export a full sequence.
My goal is to create just one short animated scene — even if it's only 10 seconds — but fully animated by me, and looking as realistic as possible.

That’s all I’m looking for right now.

brisk stone
brisk stone
safe holly
cursive bridge
hexed pecan
#

How would you approach hiding below the hair? using helmet like mesh?

mild igloo
#

Guys is there a BUILT-IN LIVE BODY CAPTURE inside unreal engine, if not whats the BEST TOOL OR PLUGIN AVAILBLE. Pls Help🙂

jagged fulcrum
pale zealot
# winged night did you ever fix?

nothing so far, I've found a post in the epic forum about it but no response either:
https://forums.unrealengine.com/t/metahuman-5-6-ao-body-texture-issue/2608100

quaint meadow
#

Hi everyone!
Can anybody recommend a good tutorial for a skeletal clothing in new Metahuman 2.0 in Unreal Engine 5.6?
I mean something like:
Custom Metahuman created in UE5.6 -> Export to Maya -> Skin new clothes geometry to body skeleton -> Export to Metahuman as a standard Metahuman Skeletal Mesh with same bone structure as any other metahuman
I've seen a lot of tutorials for clothes on previous Metahumans (Bridge To Maya Workflow), several tutorials for Parametric clothing in new metahuman, changing expressions via Maya Metahuman Character Assembler Plugin. But can't find anything on custom skeletal mesh clothes.

Sorry if this is something that everybody knows how to do, but for some reason I can't find anything on this subject
Any directions or advices regarding this subject are appreciated 🙌
Thank you!

pale zealot
pale zealot
quaint meadow
#

I just now found out that this option exists. Do you use this Skeleton Mesh for transferring weights to Chaos Cloth Asset?

pale zealot
quaint meadow
quaint meadow
#

While we are on it - any thoughts on how to bind the shoes?
I definitely will need to edit the legs mesh a little bit so that all the fingers go into shoes crying
This is one of the reasons why I wanted to bind clothes as a skeletal mesh. How would you approach this? Any thoughts?

Editing the shoes to be wider looks very strange (like wide clown shoes). Usually when we wear shoes our fingers get pressed together and I need to simulate it on my model too

My original idea was to remove some of the faces on the body mesh so that there are no z-fighting, no toes coming out of the shoes and overall less problems when character is in extreme poses. But I couldn't do it properly

quaint meadow
#

To everyone interested -I think I found the solution
https://www.youtube.com/watch?v=VLSDa5RT6v4

Hello everyone and thanks for watching!!

In this Tutorial I show you how to create your own resizable shoes for your metahumans in Unreal Engine 5.6

Original Model Leather Boots

3D Models Used (CC BY 4.0 License):

▶ Play video
pale zealot
pale zealot
cursive bridge
cerulean ice
little pike
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Can Ai apps like Runway Act 2 animate Metahumans for better quality face and body mocap than traditional mocap?

late sequoia
#

no, completely different systems

pale zealot
# winged night hope it's fixed soon

You got the seams issue as well in the metahuman shader, right? I ended up fixing it by resetting the DefaultEngine.ini with a new one created from a scratch project. There was clearly something in the .ini messing with the new skin system

winged night
trail echo
#

you should double check that your middle verts are welded

cerulean ice
#

where did you get that mesh?

trail echo
#

yeah, it would definitely affect the vert order, and would be lowering the vert count, so anything that relies on the same topology would be affected

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ah, I see, that makes sense

cerulean ice
#

I suggest you use the plugin I linked above, I made it to handle the whole process of exporting as combined mesh, editing, refitting joints and reimporting into Unreal

scenic forge
#

Any body around who's done a bunch of teh real time face animation stuff? I'm going through a tutorial and I'm stuck at the point in the Live link Hub where I select the MetaHuman Video source. My web cam is selected but there's no Video Format available to choose and so my Connect button is greyed out. I've done some poking around but haven't found any way to fix this yet. Anyone have any leads? Thanks.

gleaming nest
#

hey guys Im searching for tutorials on how to track body movements for unreal, does anybody has any suggestion on this topic?

scenic forge
merry quest
scenic forge
merry quest
gleaming nest
gleaming nest
#

this one looks promising. Anyone tried it already?

round kraken
#

Has anyone run into this issue before? Updated a project file from 5.5 to 5.6.

round kraken
#

Ahh figured it out. There’s a hierarchy section in animation mode.

pale zealot
#

anyone run into this problem with the new 5.6 metahumans? previously you coudl just add rigged clothes as a skeletal mesh parented to the body and it worked, but now Im getting this weird deformation of the cloth, but it just happens when its parented to the body, nothing else, anyone?

pale zealot
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also tested it with a cube, the cube gets the same kind of deformation, even if the cube itself only has one vertex group for the hand_r:

untold elk
#

Hey, does anyone know a tutorial for the material ovveriide in Metahuman Creator for fabric, how it works

earnest radish
#

Are metahuman heads supposed to be unwelded at the UV seams or is this some blender glitch upon import? 🤔 Should I merge them? Would that ruin something with the materials upon reimport?

cerulean ice
#

if you merge them you will likely affect vertex order. I'm not a Blender user but perhaps there is an option in the import process causing this?

earnest radish
#

I could check

#

Doesn't seem to be anything relevant in the settings upon import 🤔

cerulean ice
#

maybe if you try importing into Zbrush or something and later into Blender

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if you are able to use Maya, I made a plugin to handle the whole process of exporting, editing as combined mesh and reimporting into Unreal:
https://youtu.be/IjJLoT-2RLk

Join us on Discord to ask anything and stay up to date:
https://discord.gg/XdQN8WWV

You can download MetaHuman Extra Tools from ArtStation or Fab (installation from ArtStation is a bit simpler):
https://www.artstation.com/marketplace/p/pR97n/metahuman-extra-tools
https://www.fab.com/listings/22f90398-c29e-4b74-a80a-9c5b5ae19d47

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earnest radish
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this would be covered by hair so I could ignore it I guess

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Nice one. I've never used maya. That wouldn't work for me anyway though since I'm rigging the model to the simpler manny5 rig for the gameplay model. I'm guessing material wise the vertex order changing wouldn't ruin anything 🤔

cerulean ice
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yeah if you only care about materials and you do the skinning yourself then you should be ok

steel shale
#

How well metahumans integrate with mutable, can you still use features like lip sync?

glad mauve
#

hey guys, does anyone know how to export a metahuman facial animation from the UE 5.6 and then paste it to a metahuman character in Maya? I know that there are some scripts for that, but from what I've learned, they doesn't work with metahumans created in the 5.6... Or maybe there are alternative means that works after the update?

distant tapir
#

does anyone know why part of my eyebrow groom is not appearing ( maybe sunken underneath the face geo ? )

distant tapir
#

made in x-gen in maya, imported as .abc file
use binding asset to bind the groom to the face mesh
same workflow for the hairstyle, that one works fine

cerulean ice
#

well, I can't really tell, I'm exploring houdini grooms instead of xgen. The only thing I will mention is that it doesn't seem to be sinking into the skin, rather just not showing at all. Did you use the Metahuman for Maya XGen exporter or just straight abc export?

distant tapir
hollow robin
distant tapir
#

these are the current settings, I don't see anything out of the ordinary

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okay, LOD bias does help, but still can't seem to get that middle section

#

here comparison of the brows

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if I set the bind type to rigid instead of skinning the full groom appears, but offcourse does not move with the head. leading me to believe it's going wrong somewhere in the bindingasset

cerulean ice
#

have you tried using the head geometry you used to author the groom as a source in the binding asset?

distant tapir
#

@cerulean ice that mightbe it, the scalp geo in maya was made before I had access to the metahuman topology. I wrapped the metahuman topo to that shape, but it might still not match 100%

grand prawn
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Question - In 5.5 my characters were correctly walking from a series of overlapping animations and they were NOT walking in place. This was correct. After upgrading to 5.6, they are now walking in place, but their animation files were not changed.

Is this a bug? If not, how can I force sequencer to return to the NON walking in place while the animations are overlapping? When I stop them from overlapping or remove the "Use Pervious Bones" option, the animation returns to the NON walking in place.

grand prawn
#

Basically setting "Match Bone with Previous Clip" breaks the root motion.

opaque ore
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how do I adjust the eyes in my metahuman to fit a stylized character? I used conform from identity. I'm planning on using from template instead so I can also import an eye mesh but I'm getting a "not consistent with metahuman topology" error. I tried searching all over to retopologize it for metahuman but it's proving quite difficult. The eyes is my only problem, is there a better way to do this?

cerulean ice
pale zealot
opaque ore
cerulean ice
# opaque ore tried the data driven eyes and it looks worse i feel

you can try the plugin I made, it will let you export a MetaHuman as a combined mesh, then you edit however you want, and then the plugin will figure out the correct joint transform and pose correction, generating new head and body dna files. You can use those to use the conform from DNA option that will give you better results than conform from template

opaque ore
#

ah perhaps I can edit the eyeball in the skeletal mesh that the identity produces?

opaque ore
cerulean ice
opaque ore
cerulean ice
opaque ore
#

how does creating a stylized character for metahuman look like? I can't find a youtube video that shows this, it's always an already finished character with metahuman compatible topology.

cerulean ice
opaque ore
cerulean ice
#

but really the main Wrap app is the best option, you should be able to preserve the mouth and eyes areas and do many other things. It's the standard for wrapping stuff

earnest radish
safe holly
# opaque ore do you know any other alternative workflow other than the Faceform app? Where th...

Hey, everyone. In this video, I'll show you a step by step process on how you can project a mesh with clean quad topology on your non-uniform mesh geometry such as a decimated geometry or a scanned mesh geometry using SideFX Houdini. This is similar to what R3DS Wrap or Faceform Wrap or ZWrap can also do.

You can download Houdini with free Appr...

▶ Play video
#

No Zwrap for Blender sadly 🥹. Shrinkwrap won't cut it.

earnest radish
safe holly
#

This is the closet thing, but currently doesn't support custom face mesh template. https://www.youtube.com/watch?v=i2rrYhiQ77E

🔗 Download OkTopo Add-on: https://yegorkumachov.gumroad.com/l/oktopo

🎉 OkTopo — The Ultimate One-Click Retopology Add-on for Blender

OkTopo lets you retopologize human heads with just one click. It automatically adapts to different proportions — from 3D scans to stylized characters. Perfect for both beginners and professionals.

🔹...

▶ Play video
safe holly
pale zealot
opaque ore
pale zealot
fresh wyvern
#

(UE5.6 bug) eye target bone doesnt work when rotating head on custom metahuman

1st vid shows buggy behaviour on custom metahuman. 2nd vid shows correct behaviour on standard metahuman. (Look at the black outlines in the videos)

3rd vid shows that the eye target bone does work if the custom metahuman's head hasn't been rotated.

What I have already tried to fix it:

I have tried with 2 different headscans, in 2 different unreal projects, but I get the same issue. (+the other project was a fresh one)

frosty panther
#

Has anyone been able to successfully get MetaHuman collisions working with Niagara Fluids?
https://forums.unrealengine.com/t/how-can-i-make-metahuman-collide-with-niagara-fluids/1816528

I've been testing the collider tag that has been floating around in similar water fluid sim setup tutorials, which works with the regular thirdPerson character blueprint but no success with the MetaHuman character blueprint.

devout ingot
#

Hi there. do you know if there is a way to color just some locks of metahuman hairs ? We use a already made haircut from metahuman creator. Thanks

hoary eagle
#

hey guys i was just about to try out the metahuman creator, as soon as the MH editor opened, it asked to enable some missing plugins, i enabled them and now i can no longer open the project. it crashes everytime with this error:

Assertion failed: IsInGameThread() [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectArray.cpp] [Line: 370]

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tried it again in a blank third person project and it opened no problem

hoary eagle
#

ill list some bugs or inconveniences or suggestions here while im messing with it

#

when you're editing the Body, if you have the outfit set to hidden, everytime you change a parameter, it loads the outfit back on the character while the selector is still under hidden. you have to set it back to visible, before setting it back to Hidden.. everytime you change a parameter.

i think its re-conforming the clothes to the body each time. which is good if you're working on clothes. but not when working on the body itself.

maybe could put a transparent material on the clothes and/or show it for a second or two before disappearing again, if it was set to hidden. If it was set to visible, it would set it back to the regular clothing color material. a (very) brief Preview state more or less, that doesnt interrupt what you're working on, but lets you see how your clothes snap as well (if thats what you're working on at that point in the pipeline)

hoary eagle
#

it should have a popup confirmation box before you commit to the rig, saying something like 'Do you want to make any more changes to the head, body, etc before proceeding with Rig?' it also should say that 'you can change these later by removing the rig and re creating the rig'

and it should have a warning if you haven't created materials yet, specifying that you need to do that prior to rigging, and it should ask if you would still like to proceed without materials or go to materials tab (maybe you're exporting and dont need materials yet?)

#

which it says this all over the place in there after you rig it, and on the assembly screen before. but i think a popup confirmation would be appropriate here considering its something you're committing to

#

also this 'Download Texture Source' warning in the bottom left, is not super clear either. i only happened to glance up at the top to see that there is a button for this on the top bar. i think this button should be here in the assembly tab

#

actually something a lil smoother than all this would be in the Assembly tab if you had some checkboxes for all the different things that you would want to 'assemble' the Mesh, the Rig, the Materials, the Textures, the Grooms,

#

sometimes you might only want a part of the pipeline so that you can do something with it.

or maybe you already have a bunch of metahumans in your project, and just want to add a new skin material instance.

or if you want to only export the base mesh and rig so that you can take it into the skeletal mesh editor and add custom bones, weights etc before bringing it back in

(idk if re-importing a metahuman skeleton with extra bones is even possible yet? can we still use the morph targets after the fact?) still exploring and learning

would be really nice if you could export those lighting presets as an instanced level

#

it would also be really nice if we could select parts of the body that we want to export, for example, you may only want the arms for a first person project, or you might only want the head, or hair assets, or hands for VR, etc

#

i guess you can just go in the BP and delete what you dont need, but you dont really have any control over what it spits out. we might need only the hands or feet etc or maybe we want to remove that collarbone area to fit the head on a different body mesh

hoary eagle
#

i think it would be good to separate the hair and clothes tabs in the Metahuman Editor as well, it would make scaling the editor a lot easer down the road when there is more meta tailor and clothing options. and also just easier to navigate to the clothes section

native cargo
#

Would anyone know why the textures are black once I create the metahuman? I tried twice now and this keeps happening. There seems to be no solutions online so far.

fresh wyvern
#

is this intended behaviour or a bug with metahumans eye target?

if you rotate the head >= 90 degrees to the side while keeping the eye target bone in the center, the eyes will roll upwards?

pale zealot
fluid oriole
native cargo
pale zealot
native cargo
pale zealot
native cargo
#

Yes I have, i've tried high, medium, and UE Complete

pale zealot
pale zealot
#

do you have all the plugins correctly setted up for the metahuman pipeline?

native cargo
pale zealot
#

what about the plugins?

native cargo
pale zealot
soft marsh
#

must say i am very impressed with the 5.6 metahuman character 😄

#

works very nicely indeed when you inherit it from a 3rd person character

#

and no retargeting needed 🤘

grand prawn
pure jetty
#

Has any one found the metahuman CR picker in 5.6?

hollow aurora
#

Any Marvelous Designer users?
Stumbling with getting imported Metahumans to create a fitting suit with arrangement points.
Error message says my avatar is not in A pose but it is.
Outside of emailing support is there any active forum for Marvelous users?

pale zealot
hollow aurora
frosty crow
#

is there any way to generate lipsyncs in C++ rather than to use the menu?

pale zealot
hollow aurora
#

Thanks, yeah wasn't obvious that all you need to do is close the Avatar Editor window!

Any chance you know anything about Simulation Properties?
In particular what value should I use for 'Number of CPUs in Use?
If I have an older CPU with 16 cores and 16 logical processors?

plucky grail
#

Can the meta humans variable be edited at runtime?

I would want to make a character creation screen using Metahumans, and I was wondering if the variables could be exposed to the player

Or is it a developer thing only?

pale zealot
pale zealot
plucky grail
unborn vale
#

Hi friends, I created a custom metahuman using a head scan of myself so I made a fat guy body and that’s all fine and good.

The issue I have is, the instructions that I see about making blueprint wrapper around my metahuman is like, select the body mesh in components and add a skeletal component for the face but every time the face is offset and sideways by compared to the body, any metahuman 5.6 full rig -> character tutorials that explain how to do it right/better in the 5.6 ecosystem?

unborn vale
#

I apologize if this is a dumb question, I don't know the ecosystem of youtubers/streamers who are experts and I keep finding out of date stuff since 5.6, take pity on a dumb person.

tulip heart
#

I have 2 problems with hair,
1- Lower LODs are too complex, I don't really need them
2- It disappear with the movement or when I zoom out, for example, hair is showing, I zoom out and it disappear, but I zoom out further and it reappear again

#

I can see the groom asset have the LODs here but if I delete them the editor crashes

late sequoia
# unborn vale Hi friends, I created a custom metahuman using a head scan of myself so I made a...

Pretty sure you can still use Mesh 2 MetaHuman to create a MetaHuman Identity of your face... and then use that MH Identity in the 5.6 Creator

https://dev.epicgames.com/documentation/en-us/metahuman/head-conform-controls#fromidentity
https://dev.epicgames.com/documentation/en-us/metahuman/metahuman-identity-asset

Epic Games Developer

Overview of the MetaHuman Identity Asset in Unreal Engine.

Epic Games Developer

Conform your character’s facial features to external data.

slender light
#

With 5.6, would y'all consider metahuman's production ready given the plugin is still marked as beta (although epic said it left early access)?

unborn vale
#

I found a video that answered my question by showing how to take my rigged metahuman and convert its to a Character subclassed blueprint.

To accomplish this, this video shows how you can just copy/paste the mesh tree from your custom blueprint to the BP_ThirdPersonCharacter, which seems good enough for me. (only a couple minutes of video to show the process)

https://youtu.be/NCjNjCcBVZs?si=skAqvCa-0Ervepwb&t=612

Unlock the full power of Unreal Engine 5.6 by transforming your Metahuman into a fully playable in-game character! This step-by-step tutorial walks you through the new simplified method to rig, assemble, and retarget animations for your custom Metahuman using the third-person blueprint system.

We skip the fluff and dive right into the essential...

▶ Play video
tulip heart
#

Fuck metahumans man, the idea is good but the implementation is pathetic

lucid jungle
#

Hi,
I'm trying to simulate clothing using the tool implemented in Unreal Engine 5.6. But from the start, I've been having bugs with the clothing shifting too far away from the meta human. And when I activated the view of the bones in the viewport, I realized that there were two meta human skeletons when the animation was activated in the sequencer. How can I fix this?

lucid jungle
#

just found the solution

stark talon
#

Hi people, Motion capture experts,

I need help of choosing a Stereo depth camera for "unreal engine 5.6" which has good plugin support too!

I saw cameras like vicon, prime 13x, but they way high in budget.

Give me better suggestion.

Or plugin support is ot required, any stereo depth sense cameras will go with Unreal 5.6 Livelink???

hollow aurora
#

No shortage of mocap options! Anyone use Motorica?

What’s the quality of the animation?

hollow aurora
#

Any mocap experts? Auto retargeting to Metahuman is resulting in some really bad lower back posture😬

Is there an easy fix or do I need to manually build my IKRigs and forget autoretargeting? (source is some ActoreCore mocap).

cerulean ice
hollow aurora
#

Its legacy m_med_unw_body skeletal mesh.

simple forge
hollow aurora
hollow aurora
#

@simple forge Still no luck. But greatly appreciate your feedback!
If I disable
"Auto Generate Retargeter"
it removes the issue but then of course I need to use a manually created Retargeter.
The closest I can get is a UE4 to UE5 retargeter, but even then the results a slightly glitchy. If you look closely you can see the leg movements are jittery.

#

As a last resort I am creating a new Metahuman IKRig that matches the default Dummy Male ActorCore IKRig.
I need IK goals for hands and feet.

But the IkGoals require solvers when you add them.
Beyond my pay grade!

How do you define a new solver when adding a IKGoal?
I assumed it should be Full Body IK but gives me an error 'missing start bone' and am unable to edit.
Arghh!

hollow aurora
#

@simple forge
So success (mostly)
I had to create a new custom IKRig for my MH.
The hands are still a bit close to the body and the finger animation off but the overall animation is smooth and working as expected!

hollow aurora
#

One last issue
After retargeting and applying my animations in Sequencer, I am getting 'drooping shoulders'
What would be the best way to correct this?

spice robin
#

I can't for the life of me get my iPhone 13 Pro to connect to Unreal 5.6 using Live Link Face/Live Link Hub. I have tried all these things and more (image). When I click on connect, it says "connecting" but never connects. ARKit works fine, so I don't think it's an IP/WiFi/Router issue. ANY info would be greatly appreciated.

spice robin
stark talon
#

which port number you are using?

spice robin
spice robin
stark talon
stark talon
spice robin
spice robin
stark talon
#

Good luck!
Just clear your project temp files & system temp files, restart..
weiredly UE will work well for many bugs after this

stark talon
#

& you are creating custom metahuman using the capture data?

spice robin
stark talon
night scroll
#

Hi!
Anyone know how I can fix the eyes being so far backwards? UE5.6, MH Creator

stark talon
# spice robin I appreciate your help!

Hey, u have already captured the video in iphone's livelink & you are trying to import right!?
you should use "take archive ingest" i think u haven't used this

spice robin
grand prawn
#

Question - The skinweights on my character's clothing skeletal mesh was perfect. When I created an outfit and attached it to my character via "Metahuman Character Creator Editor" the clothing weight is now reset to the character's bones from Character Creator.

After Assembling I fixed the skin weights on the "Character_Outfit" skeletal mesh that is created from the Assembly. How do I apply this skin weight fix to the clothing inside Metahuman Character creator editor?

pale zealot
stark talon
grand prawn
spice robin
spice robin
pale zealot
untold elk
#

Hi everyone, I need help with packaging custom outfits for MetaHuman Creator / Fab!

I'm trying to upload my own wardrobe item (clothing asset) to Fab.

What I’ve already done:
Created a new Unreal project (UE 5.6)
Moved all related outfit assets (ClothAsset, Mesh, Material, Textures, Dataflow, etc.) into a single folder (/Game/Outfits/LowerPart1-1/)
Checked and adjusted the folder structure and asset names multiple times according to the official Epic documentation (tried both with and without subfolders)
Ran "Fix Up Redirectors"
Set all references in the OutfitAsset to the assets in the main folder
Restarted the MetaHuman Manager several times

Still always get the same error:
“...is not in the correct folder to be included in the package”

Does anyone have an idea what I’m missing or doing wrong?

cerulean ice
untold elk
cerulean ice
#

first you create the "LowerPart1-1" folder and inside that you create again another "LowerPart1-1" folder with all the stuff you already set up

#

in the first folder there should only be the outfit asset and wearable item asset

grand prawn
# pale zealot then edit directly the skeletal mesh used in the assembly

So there's two Skeletal Meshs Im aware of for my characters and the outfit. The first one is the one I used when I converted my static mesh outfit into a skeletal mesh. This is the skeletal mesh I then converted to a Metahuman Wardrobe Item. This loses the modified weights when the Metahuman Character Creator generates my character.

The second Skeletal Mesh is the one generated by the Metahuman Character Creator. I can fix it here for 1 character. But this doesn't apply to all characters using the same outfit.

Is there a 3rd Skeletal Mesh you're referencing that I'm missing?

stark talon
pale zealot
fair cape
#

Is the 5.6 groom pipeline screwing up the lods on groom for anyone else?

#

Specifically lod 2,4,6 missing their mesh references

cerulean ice
tame agate
#

the face does not fit the body

#

some ideas

cerulean ice
tame agate
#

2 different blueprints

#

and first is ok, second not

#

i don't know why

cerulean ice
cerulean ice
# tame agate I don't know

When you use the Assemble option from MetaHuman Creator everything should be configured automatically. The blueprint you get from that should work fine

tame agate
#

fixed

fair cape
# cerulean ice Have you checked the LOD section on the groom asset?

well yes. that's what I mean by the pipeline screwing up. It declines to connect the reference to all the meshes that it exports. So even numbered lods are missing. I'm going to be exporting roughly 50 grooms from metahuman so I was hoping this was a known issue with a root cause fix

cerulean ice
fair cape
#

by pressing the assemble button

cerulean ice
#

oh the stock grooms? I though you were creating them

fair cape
#

nope

#

I don't have any custom ones to test. So I couldn't tell you if the groom pipeline breaks those too

cerulean ice
#

I haven't had any issues with the stock grooms, and the ones I create externally it imports as LOD0 and it's up to me how to configure the other LODs

fresh cliff
#

Does anybody know how to bake facial animation on face board control rig ? I'm only getting one option

fair cape
#

I think I found the culprit

grand prawn
# pale zealot hmm the skeletal mesh loses the modified weights when applied to the MH? I genui...

Hey! I figured out what my issue was. When you increase the "Thigh" number too high, the thighs actually overlap. When my clothing was applied, it was getting confused on which bones to attach in the overlapping area. So even when I transferred weights, each time it was screwing up how to assign the weights for some reason.

Lowering the Thigh value fixed this. FYI. Thanks for helping by the way.

fresh cliff
#

During Rendering I'm getting this issue, How to solve that ?

cerulean ice
fresh cliff
pale zealot
# fresh cliff Nah the hair goes weird

are you using enough warm up frames for the render? usually you need to process a few frames to let the hair simulate and settle before the actual start of the shot

celest vessel
#

does somebody have experience with metahumans + mutable?

it seems like mutable swaps some Materials out on LODs 3-7 if I connect everything like this and set the mesh node to “Only Manually Created LODs”:

versed thorn
#

What is the best method for adapting metahuman to be used as a third person playable character? My existing workflow is model in blender, add UE5 skeleton in blender, animatge and import to UE ....no idea how to approach all that when it comes to Metahuman. Any good tutorials anyone can recommend to help me get my head round it?

distant tapir
#

when using the conform function for the body, the generated skeleton is getting placed on the wrong position ( espesially on the arms/shoulders )

cerulean ice
#

Unreal's own auto rigging from mesh is not very good

cerulean ice
# versed thorn What is the best method for adapting metahuman to be used as a third person play...

you will get better results with this: https://youtu.be/IjJLoT-2RLk

Join us on Discord to ask anything and stay up to date:
https://discord.gg/XdQN8WWV

You can download MetaHuman Extra Tools from ArtStation or Fab (installation from ArtStation is a bit simpler):
https://www.artstation.com/marketplace/p/pR97n/metahuman-extra-tools
https://www.fab.com/listings/22f90398-c29e-4b74-a80a-9c5b5ae19d47

▶ Play video
exotic matrix
#

hi guys

#

i have a question regarding retargeting and rokoko

#

when import rokoko samples with the sk_mannequinn in 5.6 the shoulders seem weird, ive also tried ue4 skeleton and the ue5.5 one

#

any idea what the issue is?

orchid jetty
#

hello can someone help me with meta human hair and grooming problem

cerulean ice
orchid jetty
#

the what?

orchid jetty
#

the thing is that when i get close its fine but when i go further away its get balder and balder

soft marsh
#

try and tell the metahuman lodsync component it has 1 lod level and that level is 0

#

i think thats like a band aid approach but the root causes lies in the lod settings not matching the methumans setup

wraith arrow
#

anybody know how to get/find/export the grid texture from UE? (pic example)

cerulean ice
wraith arrow
#

+Respect

cerulean ice
#

I was just working with them

wraith arrow
#

the timing is amazing

#

again thank you

orchid jetty
shrewd aurora
#

hey folks, working now on my mocap dream project for those of us without the gear budget. Full body, hands, face, and gaze — all from a single phone video and no endless cleanup needed + walking is physically grounded
1 video in -> fbx + arkit out
planning to launch in September, so crunching as hell now

distant tapir
#

any advice regarding retargeting ?
My MH doesn't really seem to match the pose of the original mannequin.
espesially shoulders & elbow placement feel really off in an unflattering way

distant tapir
#

yeah, I fixed it with 2Dnax

#

my inutuettion says it's because my guy is taller then the default mannequin, the IK handles for the hands might be messing up the entire chain from shoulder to hand

nocturne snow
shrewd aurora
distant tapir
#

okay, I double checked: I scaled the Metahuman down to .88 to match exactly the proportions of the manequin, but the difference on shoulder posture and arms maintain

cerulean ice
distant tapir
cerulean ice
# distant tapir

The conform from from mesh option is not very good and will not take into account pose correction. If you are able to use Maya I suggest you try this plugin I made that will place the joints correctly and apply pose correction:
https://www.artstation.com/marketplace/p/pR97n/metahuman-extra-tools

If not you can try to manually match the MetaHuman pose as close as possible, but it still won't be perfect

distant tapir
#

is this difference then 2dnax ?

#

I use that to create the this .fbx

cerulean ice
#

what is 2dnax?

distant tapir
#

then import it into the MetaHuman creator, with the option to also import the core skeleton

cerulean ice
distant tapir
cerulean ice
# distant tapir

yeah, you can see there the arms are extending too much when they are supposed to be relaxed. The pose is still not great

distant tapir
#

compared to the default conform function from UE, I was already happy that I got rid of the broken skinning

#

I guess the bone placement is correct now, but the rotations are off

cerulean ice
#

If you don't feel like installing another plugin you can share the mesh and I'll try it myself

#

but I suggest you try it

cerulean ice
#

use this to check

distant tapir
#

I’ll give the other plugin a go, it’s good for me to be self sufficient 💪

distant tapir
#

@cerulean ice I ended up fixing it, in the retargeter by using this functionon both source and target:

somber rune
#

does anyone have this issue in fab for metahuman? im using unreal 5.6.1

cerulean ice
somber rune
#

it doesnt let me add into unreal

cerulean ice
#

do you have a link for it? I'm also using 5.6.1

#

assuming it's free

somber rune
#

its the techwear outfit in the fab

#

even for the metahuman hair that are free i added those to my library, but i cant import it into unreal

#

it keeps saying that error like that image above

cerulean ice
#

do you have any other versions installed?

somber rune
#

i have 5.3

#

but im opening and using 5.6.1 atm though

cerulean ice
#

try clicking 5.6 and "set current"

somber rune
#

okya i did, let me try opening again D:

#

nope didnt work

#

cant even add the hair

cerulean ice
#

this is what I get

#

and I can download the files

#

maybe delete it from your Fab library and add it again

#

can't you download from the thumbnail either?

somber rune
#

nope

#

this is opening fab with in unreal

cerulean ice
somber rune
#

its crazy that it keeps saying i cant use prior to 5.6

#

but i am in 5.6

cerulean ice
#

yeah, now I tried opening Fab from within Unreal and I get the same error as you

#

just use the web version

somber rune
#

lame lol D:

slate glacier
#

Hello,
I need to rig a wolf to use it as a metahuman - Can anybody help me? Payed work!

cerulean ice
slate glacier
#

I need the wolf have some mimics to use as a "face" to tell some things

slate glacier
cerulean ice
ruby iris
#

ive been trying to make a metahuman but why do the eyes and eyelashes do this when I assemble it?

native spire
#

Is anyone else getting a crash when trying to use the export Metahumans to DCC option in the packaging stage of the MH Creator? I'm on 5.6.1 for what it's worth

#

Also is there any way to export head/face dna without rig? I suppose it's a prerequisite of the process?

cerulean ice
nocturne snow
#

made this character for metahumans, breakdown here https://youtu.be/OX5j4lRYSD8

Download the Deer Skull character .fbx here to mess around with: https://joeylombardifx.gumroad.com/l/deerskull

Programs used:
Unreal Engine 5.6
Blender
Marvelous Designer
Substance Painter
Marionette
Meshify.ai
and more!

If you want to see more, please like and subscribe!

If you want to chat or have any questions about what you watched, jum...

▶ Play video
rose sedge
#

any idea why i dont see migrate options when i click add? or do i need the cinematic version?

blazing wren
#

Is Metahuman not available for linux? I can't find it on 5.6.0 and 5.6.1.

plain haven
cerulean ice
glossy gulch
#

Hey. I made a metahuman character and exported but i have only Body and Face. How can i make a model with hands, legs, torso etc?

cerulean ice
cerulean ice
# glossy gulch I used assembly option

if you assemble into Unreal and your character has clothing, the body geometry will not have the parts covered by clothing. If you assemble for external DCC you will get the full body but without clothing

glossy gulch
cerulean ice
# glossy gulch So, use DCC except of UE Cine?

Yes. By the way, if you are going to edit your MetaHuman outside of Unreal, you might be interested in this:
https://youtu.be/IjJLoT-2RLk

Join us on Discord to ask anything and stay up to date:
https://discord.gg/39XApVmXZb

You can download MetaHuman Extra Tools from ArtStation or Fab (installation from ArtStation is a bit simpler):
https://www.artstation.com/marketplace/p/pR97n/metahuman-extra-tools
https://www.fab.com/listings/22f90398-c29e-4b74-a80a-9c5b5ae19d47

▶ Play video
unreal vapor
#

In UE 5 I am making a runtime Metahuman character creator. I have 9 head skeletal mesh for woman and 13 head skeletal mesh for men. 22 in total and likely more to come. These skeletal mesh line up perfectly for their body's and my UI allows the player to change them at run time so every thing is working great. The thing is I want to have grooms such as hair, mustaches, eyebrows, beards, and eyelashes. Grooms however require binding assets to work properly and with 22 different skeletal mesh heads I am at a bit of a lose on how to set up switchable grooms at runtime.... I mean with just 10 grooms well 22 heads × 10 grooms = 220 bindings assets....

cerulean ice
#

I did something similar a couple years ago, creating and setting up lots of assets

unreal vapor
cerulean ice
cerulean ice
cerulean ice
# unreal vapor Ok could you give me a bit more details? I also would need to set up a data tabl...

Actually it wasn't as bad as I thought. I did a little example:

groom_paths = [
"/Game/test/Groom_1",
"/Game/test/Groom_2",
]
target_paths = [
"/Game/test/SKM_Target_1",
"/Game/test/SKM_Target_2",
]
source_path = "/Game/test/SKM_Source"

import unreal

source = unreal.load_asset(source_path)

for groom_path in groom_paths:
groom = unreal.load_asset(groom_path)

for target_path in target_paths:
    target = unreal.load_asset(target_path)                        
    unreal.GroomLibrary.create_new_groom_binding_asset(
        groom_asset=groom,
        skeletal_mesh=target,
        num_interpolation_points=100,
        source_skeletal_mesh_for_transfer=source,
        matching_section=0
    )
native spire
# unreal vapor In UE 5 I am making a runtime Metahuman character creator. I have 9 head skeleta...

Export each head's .dna file from Creator, and then choose one head as the "base". Go into the skeletal mesh for that exported head and add morph targets to the morph target list using the .dna file. This will add each other head as a morph target to the chosen base skeletal mesh and allow you to morph between head shapes using morph targets in Blueprint instead of swapping the skeletal mesh.

austere atlas
#

Hi all! i'm using metahumans with live link. i'm using an audio source to control the realtime lip sync. Now i'm looking for ways to create a blinking animation and simple head movement and combine with the lip sync from live link. anyone has an idea how to do that? i think it'll be in blueprints somewhere because it not really time based

orchid anchor
#

hey y'all, don't know if this has been asked before but i'm having a constant crash and none of the solutions i could find fixed it leading to me potentially having to restart my entire year worth of work.

I managed to pin down the crash as being caused because of the MetaHuman skeleton (both the face and body).

The crash goes as follow: whenever i try to open a blueprint/ folder containing a MH, it instantly crashes and give back

"Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 783]"
Array index out of bounds: 0 from an array of size 0

no other specifications. i'm using a basic 5.5.4

the last time it happened i had to remake the project.

What i tried so far: delete the intermediate, derivedDataCache and saved folders from both the appadata of the engine and the project, ran a verification on the launcher, updated windows and my gpu drivers, fixed redirectors and import a new metahuman to try and reset the skeleton but yet nothing has worked so far...

how would one go about fixing it? (i didn't modify the control rig or rig of the MH)

#

using dx12 and sm6 btw, don't know if it's relevant

#

could it be because r.SkinCache.SkipCompilingGPUSkinVF=1?

orchid anchor
#

nevermind, i turned "use hardware raytracing back on in the project settings and it works again

#

weird af but okay

#

any idea of why that might be though? i'm curious as to why hardware raytracing has to do with the metahuman skeleton

willow cosmos
#

Hi all ! I'm trying to add a nasal cannula to a metahumans face but with all of the metahuman bones in the face I´m not able to skin weight it well enough. has anyone done anything simular and got it working well ? and if the prop can resize to all metahumans it would be even better

unreal vapor
haughty echo
#

Anyone worked with ML deformer applied to a metahuman head? I've gotten decent results based on 4D scans, I'm wondering if it's feasible to automate an extraction of the blendshapes after training, I think this could serve as an alternative to manual blendshape creation. This would probably need to be done in Maya rather than Unreal, I think the ML Deformer in Maya is close to as good as Unreal's.

cerulean ice
cerulean ice
#

well, actually I know it's used in MetaHuman for Maya Expression Editor

haughty echo
cerulean ice
cerulean ice
haughty echo
#

Nice, I will be looking more into this.

valid berry
#

Hey guys, I’m having trouble with the Metahuman Manager in Unreal.. the clothing doesn’t show up (Image 1). I did everything like in the manual, but no luck. After a bunch of retries and restarting Unreal, the clothing finally shows, but then I get a missing plugin error (Image 2).

Anyone knows how to fix this? I’m on Unreal 5.6.1. I need to package it because I want to try selling it on Fab.

hard kettle
unreal vapor
lilac gull
#

The body skin texture for metahumans in 5.6 don't have any details at all. It's just a flat color. No redness, no nipples, no belly button texture, no blemishes, no moles, no nails, just normal map details. The cloud version has the fully detailed textures (including nipples). I'm not sure if this an intentional change or not. And yes I clicked "Download Texture Source" and downloaded the textures. Am I missing something?

cerulean ice
# lilac gull

I believe it's intentional, there is a bit of variation in the normal maps but that's about it. You will probably want to use something extra

distant tapir
#

why are is the costume not being animated on my Metahuman ? I plugged in the costumes like this ( worked on my Male character ) but on this female character the components stay static

distant tapir
#

When trying to export hair using the MetaHuman Groom Exporter I'm getting the following error message:

Traceback (most recent call last):
File "C:\Program Files\Epic Games\MetaHumanForMaya\lib\mh_groom_exporter\1.0.2\mh_groom_exporter\export_proc.py", line 195, in <module>
results = mh_groom_exporter.export_proc.run_export(sys.argv[1])
File "C:\Program Files\Epic Games\MetaHumanForMaya\lib\mh_groom_exporter\1.0.2\mh_groom_exporter\export_proc.py", line 82, in run_export
spline_counts.append(export_geometry_instancer(description["descriptions"], interpolated_path))
File "C:\Program Files\Epic Games\MetaHumanForMaya\lib\mh_groom_exporter\1.0.2\mh_groom_exporter\xgen_exporter.py", line 85, in export_geometry_instancer
for description_name, description in zip(descriptions, interactive_descriptions):
TypeError: zip argument #2 must support iteration

C:\Program Files\Autodesk\Maya2022>

#

second try with different error message, can it be because I have space in my filepath ?

MetaHumanGroomExporter : INFO : -frameRange 1 1 -dataFormat otawa -attr groom_guide -attr groom_group_id -attr groom_id -attr groom_root_uv -attr groom_color -attr groom_group_name -userattr groom_version_major -userattr groom_version_minor -userattr groom_tool -userattr groom_properties -root groom -file H:/Mijn Documenten/Project_December_2022/scenes_Cleric/hair.abc
Warning: Ignoring unsupported flag: Documenten/Project_December_2022/scenes_Cleric/hair.abc
1
MetaHumanGroomExporter : INFO : export_curves ran in 0.22s
MetaHumanGroomExporter : INFO : H:/Mijn Documenten/Project_December_2022/scenes_Cleric/hair.abc

Guides (438 curves):

    EyeBrowsSingle_Cleric_xGen_DE : 357 curves
    EyeBrows_Cleric_xGen_DE : 81 curves

Interpolated (856 curves):

    EyeBrowsSingle_Cleric_xGen_DE: 856 curves

C:\Program Files\Autodesk\Maya2022>

cerulean ice
distant tapir
#

I got both issues fixed already in the meantime, but still don't quite know what the problem

#

I wrote it to the root of D:\ and that seemed to do the trick

plucky kelp
#

Does anyone know why when I go into using the metahuman creator I always end up with a gpu crash? I have an AMD RX 7600 so I don’t understand. I’m on UE 5.6.1

vague pawn
#

Hello. I moved project to UE 5.6, and when I build project the eyelash doesnt work correctly for metahuman. I also turned off visibility of eyelash component in blueprint but the black plane above eyes in build still remains visible. Do you have anyone experience and can help me? It works for editor, but this is an issue in project's build.

distant tapir
#

I have offset when importing my own custom groom into metahuman creator.
no idea why. I tried countering in Maya and doing and export, but then it turns out too low. any idea how get it correct ?

distant tapir
#

okay, I figured out it has to do with Metahuman moving the whole rig down, so the heels are on the ground

#

anyway to turn that off ?

cerulean ice
distant tapir
#

yes

#

and the transforms are zero's out. changing the vertical axis there doesn't do anything

cerulean ice
distant tapir
#

ah, I see it made new groombindings on export

#

I tried to change it for the correct one and hardcrashed UE 😬

#

okay, did a second attempt UE seems to crash straight away when trying to swap out the groom binding on a metahuman

cerulean ice
distant tapir
#

by having them different it fixes it 🎉

#

not sure if that's a good practice, but it works

cerulean ice
distant tapir
#

nice, by default it was blank, on the new exported groombindings

#

that is what went wrong

nocturne snow
#

how to quickly animate clothes for Metahumans https://youtu.be/Fc-6noOwmqs

Hi, this tutorial is showcasing ONE of MANY methods to animate clothes for metahumans in 5.6.

The full pipeline is recording the animation, creating a metahuman, creating the clothing in marvelous designer, importing it all to unreal engine

If you have any questions, please reach out!
Join the community on Discord: https://discord.gg/grY...

▶ Play video
hoary patio
#

How can I blend metahuman facial animations in sequencer? They go from idle to talking in an instant and it looks funny

cerulean ice
hoary patio
#

the layers are finicky. do you have a good resource on them? im not friends with them very much

hoary patio
#

Anyone else experienced buggy eyes after assembling the metahuman characters (cinematics)? One eye is black, and with another character one eye is weirdly shiny

willow cosmos
cerulean ice
willow cosmos
cerulean ice
#

and didn't do any modifications after assembling?

willow cosmos
cerulean ice
#

you should do your editing before assembling from Creator. I would suggest you use this plugin:
https://youtu.be/IjJLoT-2RLk

Join us on Discord to ask anything and stay up to date:
https://discord.gg/39XApVmXZb

You can download MetaHuman Extra Tools from ArtStation or Fab (installation from ArtStation is a bit simpler):
https://www.artstation.com/marketplace/p/pR97n/metahuman-extra-tools
https://www.fab.com/listings/22f90398-c29e-4b74-a80a-9c5b5ae19d47

▶ Play video
willow cosmos
#

yeah you are right, but if i want to morph between body types real time this wont wor k

blazing minnow
#

Hey guys, does anyone know where can i find the link for the Sample Project showcasing metahuman configurations in runtime using new Techs? i saw it somewhere, last week, but cant find it anymore

cerulean ice
cerulean ice
cerulean ice
blazing minnow
#

ahhh Mutable Sample yeahh, i'm dumb 😛 thanks

cerulean ice
willow cosmos
distant tapir
#

is there a ROM .fbx available somehwere to check a MetaHumans body Range of Motion ?
mainly to make sure my skinning in Maya holds up before exporting to the engine

cerulean ice
#

just be aware, around frame 180 the fingers go a bit weird. it's a problem with the animation itself

distant tapir
#

awesome, this will be super useful! thnx

#

@cerulean ice is this link inside of a UE project ??

#

never mind, found em in the UE engine location 🎉

cerulean ice
distant tapir
#

Trying to get the hair physics but they are freaking out. Any tips ?

cyan smelt
#

Hi ! I have an issue with metahuman and Live Link (NOT sequencer animation). I have this problem where my head is floating and my body remains idle. There are plenty videos showing fixes for sequencer but not live. I don’t know what’s the problem. Do you have any idea ? Thanks in advance

untold elk
#

Hey 👋
Fab told me my submitted parametric outfit for metahuman must include a Clothing Skeletal Mesh.
But I see it more as a parametric outfit asset, where a Static Mesh should be sufficient, since in MetaHuman Creator it gets converted to cloth automatically.
What’s your experience – did they accept Static Mesh, or only Skeletal Mesh?

verbal tapir
grand prawn
#

Any solution to the hard hilight on hair at certain root angles?

distant tapir
#

when I do LiveLink on this metahuman the neck rotates forward and also moves down.
it's looks really awefull, turning off Head Orientation and Head Translation fixes it, bit I kind of want to keep the head/movement from the performance.

The body is done with 2DNAX, but to debug, I made a fresh a metahuman and imported both the head and body geo to generate a fresh rig, and the result looks even worse! ( didn't take a screenshot of that )
Other characters look fine, the neck might look a bit rubbery but don't have this rotation/translation offset. Both ones created with conform & 2Dnax, so is the problem inherent to the shapes of the sculpt ?

distant tapir
#

even better screenshot showing the problem crying

cerulean ice
# distant tapir when I do LiveLink on this metahuman the neck rotates forward and also moves dow...

I suggest you try MetaHuman Extra Tools (I believe I already suggested it to you a few times lol)
https://youtu.be/IjJLoT-2RLk
that video is a bit old and doesn't show all the current options, but you can get an idea.
You will be able to configure Pose Correction for each joint. First try using the default settings and if you still have issues try adjusting Pose Correction for the head and neck joints

Join us on Discord to ask anything and stay up to date:
https://discord.gg/39XApVmXZb

You can download MetaHuman Extra Tools from ArtStation or Fab (installation from ArtStation is a bit simpler):
https://www.artstation.com/marketplace/p/pR97n/metahuman-extra-tools
https://www.fab.com/listings/22f90398-c29e-4b74-a80a-9c5b5ae19d47

▶ Play video
cerulean ice
trail echo
#

I contacted support and they just told me to resubmit and hope for a different reviewer😂

#

After 3 tries I just used skm instead

#

I'm hoping this is just a training issue that will be resolved as the new system gets more use

grand prawn
#

What's causing my character's groom hair to get messed up with rendering the shadows?

grim sinew
#

I found that when a metahuman character turns into a ragdoll and moves at high speed, their head briefly separates from their body. Is there any solution?

verbal tapir
#

Anyone know how to create/add Metahumans to UE5.6 on Linux?? The context menu's doesn't seem to include them :/

agile hemlock
#

anyone know why this is happening?

#

leg bones are being weird

south rose
#

dm

south rose
small fjord
#

How can i fix this animbp issue for metahuman head ?

small fjord
#

for ue4 rig it showing same head alignment issue .

i'm using retarget pose to mesh.

ebon garnet
#

+1 for the groom showing very weird highlights at certain angles.. its very distracting.

#

No pinned answers for that at least

hollow aurora
#

I need to create a 'slow motion' effect for a cinematic using a metahuman. I'm stuck on how to create and simulate 'slow motion' hair. Has anyone ever attempted this?

thorn meteor
#

Does anyone have a workflow for cloth fitting for metahuman, i cant find something exept metatailor, i tried it in blender with shrinkwarp but it kinda destroys the texture details. PLEASE let me know if u got an easy workflow

cloud kiln
#

Can metahuman clothing assets be added during runtime or only in the creator?

trail echo
#

I dont know of any more easy automatic way of doing it

thorn meteor
#

thanks ill try that

vast patio
#

Hello, quick question, I conformed my MH to a custom body and head but when i create the rig it seems like the positions of the bones are misplaced and my character move in the MHI viewport

#

any idea ? crying

cerulean ice
# vast patio Hello, quick question, I conformed my MH to a custom body and head but when i cr...

Conform from template doesn't do a great job at placing the joints, if you are able to use Maya I suggest you try this:
https://www.artstation.com/marketplace/p/pR97n/metahuman-extra-tools

vast patio
#

By any chance do you know if any equivalent to blender already exist ?

cerulean ice
#

I'm not sure, I made this for Maya because it extends Epic's own MetaHuman for Maya plugin

vast patio
#

Ah ok

#

Simple curiosity but why using this addon will help with the bone orient even tho it's the same mesh ?

cerulean ice
#

the plugin will figure out the joint placements, make pose correction and output new DNA files which you can use to update your character in MetaHuman Creator

vast patio
#

Ok thanks, I will check i out 🙂

tight elk
#

Hey I was retargetting to mesh with metahuman in 5.3 but it's not aligning perfect
Also I reset the location and rotation
Half part of body not aligned
Anyone can help me with this

pseudo flare
#

Last I tried MH was about 2 years ago, it was too heavy on performance when I used multiple characters. Have things changed please?

cloud hollow
#

yeah MH changed a lot in 5.6, you can choose the texture size:

desert cave
#

I've been testing the Audio Driven Animation for MetaHumans system and I made a tutorial - https://youtu.be/tgsALqYWK-g?si=K3DP9GhgHl8N8gzw

https://narrativemotion.com
This video shows the Unreal Engine 5.6 "Audio Driven Animation" pipeline for creating MetaHuman facial animation (emotion and lip sync) from an audio file. We then demo several of the Narrative Animation body MOCAP clips that work help bring the whole performance to life!

Workman Labs Discord - https://discord.gg/5n...

▶ Play video
grim sinew
#

Hey guys. I use Matahuman as player models. And I found that when player turns into a ragdoll and moves at high speed, their head briefly separates from their body. Is there any solution?

rare swallow
#

hi folks,
Is there anyone successfully using the new "Conform" feature of MH (from 5.6+) to ingest their own models? When I use it to generate a MH rig onto a scanned body, I get an extremely poor joint placement. Does anyone know how joints are placed? Any user access to the said placement, via the DNA I'd assume? Thank you =]

#

(needless to mention I have the same topo, same vertex order, same everything)

cerulean ice
#

MetaHuman Creator Conform from Template doesn't do a great job at joint placement

#

Join us on Discord to ask anything and stay up to date:
https://discord.gg/39XApVmXZb

You can download MetaHuman Extra Tools from ArtStation or Fab (installation from ArtStation is a bit simpler):
https://www.artstation.com/marketplace/p/pR97n/metahuman-extra-tools
https://www.fab.com/listings/22f90398-c29e-4b74-a80a-9c5b5ae19d47

▶ Play video
rare swallow
#

oh wicked, let me check it out

#

thank you

#

my intuition is that joint placement is the result of their massive data training, which obviously doesn't seem to generalize well.. I might come back with more question after I check your plugin and extra tools =]

#

cheers

rare swallow
#

is there any documentation at all for MH tools? Everything I find seems extremely light (to say the least), like this page: https://dev.epicgames.com/documentation/en-us/metahuman/metahuman-for-maya#expressioneditor . Makes me think maybe I'm simply not looking at the right place? I have the feeling that I could tweak some joint positions inside maya and export back into a DNA file, but at this point I'm essentially randomly clicking buttons and trying to guess what the error messages mean

Epic Games Developer

Use and edit a MetaHuman character in Autodesk Maya.

cerulean ice
cerulean ice
rare swallow
#

yes, that was my understanding

#

I already put in a request for MH extra tools but not sure if and when it'll be approved, so for the time being, I need to keep searching how to edit my body skeleton inside maya and export it as a dna file

#

request as in I asked for a license to my hierarchy

cerulean ice
#

oh no problem I will share it for free

#

sending DM

rare swallow
#

thank you so much, that's super nice of you

cerulean ice
#

no problem, if you have any issues let me know. I will be releasing an update later today correcting some finger issues on some characters

rare swallow
#

❤️

#

outch

#

I didn't expect the discord heart emoji to be so... aggressive^^

rare swallow
#

ok, so from what I understand, MET is a way to modify the mesh and import it back into MH via its DNA. Internally, it uses dna calib tools, if I understand correctly. When I look at the dna calib tool repo, they say it's still there for compatibility issue but we should now use the tools included in the mh-for-maya plugin. That suggests we can do it with the tools they provide. Is there any confirmation it is, indeed, possible?

cerulean ice
#

MET uses the same libraries that MetaHuman for Maya uses

rare swallow
#

ok, I see. We're talking about the libs living in C:\\Program Files\\Epic Games\\MetaHumanForMaya\\lib\\PyDNACalib2\\3.2.1, right?

cerulean ice
#

well, the whole lib folder, although MET only uses it for DNA reading and saving, the bone fitting and pose correction algorithms I implemented myself

rare swallow
#

oh I see, so the bone fitting is actually part of the mesh editing process, that is, by modifying the obj, you handle the bone fitting!

cerulean ice
#

yeah

rare swallow
#

forgive the naive question, I'm currently stuck on 2023.2 for some reasons, so I'm waiting for ITs to update my maya to 2023.3 before I can test your tool!

#

so for the time being I'm just casually browsing the code 8-)

cerulean ice
#

oh please forgive my coding style, haha

rare swallow
#

hahahaha! I'm the kind of person who juges how people code! I've authored some tools myself that I would be ashamed of, for various reasons, deadline, production, lack of brief, etc... plenty of ways to end up with shitty code! Plus what I've seen so far from your tool seems pretty decent 😉

cerulean ice
#

nah... it's pretty nasty... my excuse is that I'm not a professional programmer lol

rare swallow
#

dude, it's already super nice of you to share it with me, I couldn't do that myself, so don't be sorry!

weak hatch
#

For game testing I was wanting to use the facial animations that come with UE5.6 Metahuman creator as placeholders until I get around to doing some animations/capture myself. However opening the animations shows the curves, but the face does not animate.

This has probably been answered before, but after some searching in this channel and also exhaustive google and youtube searches have yielded nothing.

Does anyone have a fix???

cerulean ice
weak hatch
# cerulean ice MetaHuman facial animations are typically made for the facial control rig, so if...

It is a customized metahuman in the fact that I have tweaked the facial features within creator and not imported a fully custom skeletal mesh. If I drag the metahuman face only into a scene and add it to a level sequence I can animate manually. But if I use the metahuman BP created by metahuman creator then I can see the face control board but nothing can be changed.

If I double click any body animation sequence from content browser the animation will play fine for the body, but if I do the same with the face animation sequence then I get no animation at all.

cerulean ice
weak hatch
#

Not reassembling the same one overwriting, no. But I have deleted the created BP and then reassembled it creating a fresh BP. I did see something about updating from 5.6 preview to 5.6 full that can cause issues. I might even remove and reinstall 5.6 just to make sure there are no dregs from preview causing issues and clear all the data caches, and then mop up what was not deleted.

I have not done a lot with animation, but I know just enough to get myself in trouble lol. At this rate I may just have to make my own sequence and then create the montage so it will give idle facial animations in my third person character. I have two BP's per character. One that was created by creator for some animation and then I duplicated the motion matching sample and added the grooms and skeletal meshes into that. Next I'll be adding flying and swimming to it once I wrap my head around motion matching.

cerulean ice
weak hatch
cerulean ice
weak hatch
# cerulean ice so you do have a BP straight from Creator, unmodified, that is not working?

Yes. Direct from creator to BP. But strange thing is that just opening the face animation sequences directly from the content browser don't want to work either, but as I said earlier, by adding the head only to sequencer I can save manual animations that will play. For the pre made animation sequences I can see the data in the timeline but the face does not move. That is why one of things I might rule out is that updating UE5.6 preview to UE5.6 release can, apparently cause some issues with a few things.

I also have to make changes to the ABP face postprocess to get the anim montage to work once it's applied to a character, but only for facial animation.

cerulean ice
weak hatch
prime temple
cerulean ice
cerulean ice
weak hatch
marsh elk
# fresh wyvern (UE5.6 bug) eye target bone doesnt work when rotating head on custom metahuman ...

hey, did you ever find a solution to this? i'm running into the same problem where the lookat seems to only work in a space relative to the default A-pose. once i rotate part of the body away, the eyes don't continue to look toward the lookat (tested with 2 different characters assembled in 5.6.1). i saw a post about the Face component in the mh bp not having an anim class set, but this only seems to fix the faceboard not following the head

fresh wyvern
#

@marsh elk one thing i also discovered is that metahumans eyes move with blendshapes, not by rotating any eye bone.

marsh elk
# fresh wyvern <@371739840447774731> one thing i also discovered is that metahumans eyes move ...

yeah, i'm just using sequencer for renders. it's odd because i watched a demo with this working in 5.5, so i'm not sure if it's a bug or i'm missing something simple to get it working as a global lookat (ideally to parent it to a camera)... edit: found one person who made a bug report but no traction on it yet https://forums.unrealengine.com/t/metahuman-eyes-aim-control-not-working-as-intended-in-5-6/2623731

Epic Developer Community Forums

Summary Eyes don’t stick to the control, they follow the head, even when the control is sticking in space Unreal Engine 5.5 has the expected behavior Please select what you are reporting on: Creative What Type of Bug are you experiencing? Character Steps to Reproduce Enable Eyes Aim control Move the Head Control Expected Result Eyes will...

cerulean ice
#

I just tested this on 5.6.1 assembling the default MetaHuman and I also have this issue

marsh elk
#

thanks for checking! hopefully it gets fixed

haughty echo
#

Anyone able to get batch import of blendshapes working with the Metahuman For Maya plugin? Are we able to look at the source code anywhere? I'm not a programmer so I'm trying to piece this together, but it doesn't seem the actions within the plugin are logged in the script editor

hollow aurora
#

Any MH Creator experts here? Exploring custom face meshes.
I've imported my mesh. Created a new MH Identity file.
Imported and added my face mesh to the Identity file.
Selected 'Promote Frame'
Then right clicked Frame 0 selected 'Autotracking On'
I should be seeing tracking markers in the viewport, but nothing!

rare swallow
#

hey folks, I'm using the dnacalib2 lib to update my MH bones in neutral position, but for some reason it seems to also affect my mesh. Does anyone have some insights on how dna editing is articulated? @cerulean ice looks like you nailed that part in your tool, right? Even if I update only the bones, the neutral shape for the mesh gets affected? Meaning I'd have to call SetVertexPositionsCommand to fix it? But I don't understand what that command expects

cerulean ice
#

SetVertexPositionsCommands usually uses delta positions, instead of absolute, like this: SetVertexPositionsCommand(mesh_id, deltas, VectorOperation_Add)

simple forge
rare swallow
#

so in a nutshell, in Maya, I assemble a rig coming from MH, via its dna files. With this rig loaded, I do something like

joint_translations = []
for i in range(reader.getJointCount()):
    joint_name = f"{namespace}:{reader.getJointName(i)}"
    translation = cmds.getAttr(f"{joint_name}.t")[0]
    translation[1] += 10 # just some random modif
    joint_translations.append(translation)
do_translation = SetNeutralJointTranslationsCommand(joint_translations)
cmd = CommandeSequence()
cmd.add(...)
etc...
#

then I dump my reader back into my dna file

#

if I Conform this in MH, I'll get the right joint position (I suppose, because I don't think I can see the bones directly in MH, without exporting), but the mesh itself seems to be deformed

#

in maya language, that would be equivalent to "I moved my neutral joints but it didn't update the bindPreMatrix attribute"

#

does that make sense?

cerulean ice
#

can you show the exact code you are using to modify DNA?

rare swallow
#

absolutely

#

well it's a bit long, I'll go piece by piece, lmk if you want something specific

#

also, still a bit messy at this point, since I'm blindly testing without any doc ^^

cerulean ice
#

no problem

rare swallow
#

that's my b&b for importing / exporting

def load_dna(path) -> BinaryStreamReader:
    stream = FileStream(path, FileStream.AccessMode_Read, FileStream.OpenMode_Binary)
    reader = BinaryStreamReader(stream, DataLayer_All)
    reader.read()
    if not Status.isOk():
        status = Status.get()
        raise RuntimeError(f"Error loading DNA: {status.message}")
    return reader

def save_dna(reader: DNACalibDNAReader, path):
    stream = FileStream(path, FileStream.AccessMode_Write, FileStream.OpenMode_Binary)
    writer = BinaryStreamWriter(stream)
    writer.setFrom(reader)
    writer.write()

    if not Status.isOk():
        status = Status.get()
        raise RuntimeError(f"Error saving DNA: {status.message}")

def run(calibrated: DNACalibDNAReader, *commands):
    cmd = CommandSequence()
    for command in commands:
        cmd.add(command)
    cmd.run(calibrated)
    if not Status.isOk():
        status = Status.get()
        raise RuntimeError(f"Error running command: {status.message}")
#

and then


def get_points(dna_object: DNA) -> list[NDArray]:
    all_points = []
    for mesh_element in dna_object.get_meshes():
        basename = mesh_element.name
        mesh = m_mesh.Mesh(basename) # this is a custom obj, but I just use it to get the points in world space
        all_points.append(mesh.get_points(world=True))
    return all_points


def do_it():
    path = Path(r"path/to/my/body.dna")
    for part in ("body", "head"):
        load_path = path / f"{part}.dna"
        reader = load_dna(load_path.as_posix())

        dna_obj = DNA(None, reader)

        # get initial vertex position
        initial_points = get_points(dna_obj)

        # update the joint position
        calibrated = DNACalibDNAReader(reader)
        namespace = f"MH{part.title()}:"

        joint_translations = []
        for i in range(reader.getJointCount()):
            joint_name = reader.getJointName(i)
            joint_name = namespace + joint_name
            translation = cmds.xform(joint_name, query=True, translation=True)
            translation[1] += 10
            joint_translations.append(translation)

        do_translation = SetNeutralJointTranslationsCommand(joint_translations)
        run(calibrated, do_translation)
#

in this example, you can forget about initial_points, I'm not using it at all

#

but yes, if I have only this (so, minus the useless initial_points), when I rebuild in MH, I get a modified mesh, despite the SetNeutralJointTranslationsCommand

#

what I tried to add was

initial_points = get_points(dna_obj)
calibrated = DNACalibDNAReader(reader)
...
# here I do everything like above, but in addition, I also move my joints, in my maya scene, to match my new transform (the ty+10)
updated_points = get_points(dna_obj)
for index in each mesh:
    deltas = updated_vertex_positions[index] - initial_points[index]
    cmd = SetVertexPositionsCommand()
    cmd.setMeshIndex(index)
    cmd.setPositions(deltas)
    run(calibrated, cmd)
cerulean ice
#

you should be able to edit joints without editing vertices

#

where does save_dna get called?

rare swallow
#

at the very end

#
out_path = path / f"{part}_out.dna"
save_dna(calibrated, out_path.as_posix())
#

do you want me to send you the entire file in one message, with all the crap and test code?

cerulean ice
#

yeah, that would be better, and the result you are seeing when importing in Creator

rare swallow
#

give me one sec

#

I'm gonna redo it from scratch without all the setVertex bit

#

so, when I do the Conform (on the body only), I get a working body but a broken face (go figure...^^)
Then, when I Create Joints Only Rig, I get what you see on the image. Again, I don't care about the face for now, but I'd like to understand why it's modifying my mesh

cerulean ice
#

whole rig includes other things you aren't editing and can cause issues

rare swallow
#

ok, and then I keep fit from mesh and skeleton?

cerulean ice
#

yeah

rare swallow
#

same result... the good news is, it takes much less time to fail ^^

#

and if I fit only mesh, then of course it doesn't edit the joint position

cerulean ice
rare swallow
#

houuuu, teasing

#

^^

cerulean ice
#

when you are adjusting each joint position with xform you are doing it in local space

#

plus it will affect the child joints

rare swallow
#

yes I am

#

but still, how would thataffect the mesh?

cerulean ice
#

it should work ok in a normal scenario

rare swallow
#

what do you mean by normal scenario ?

cerulean ice
#

the mesh isn't edited in the DNA, the weird result you see its Creator trying to do some stuff behind the scenes when creating the rig

#

this is the DNA after modification

rare swallow
#

yes

#

ok, so I have an update! What I see in UE is different from what I see in maya

#

so far, i was looking at a ROM in unreal to conclude it was not working. But if I assemble the exact same DNA, my default mesh in Maya is fine

cerulean ice
#

yeah, maya wont try to do some automatic stuff

rare swallow
#

I suppose, yes

#

but since my final output is supposed to be UE, I'm back to square one^^

cerulean ice
#

well, what I mean by normal scenario, is that you won't try to adjust each joint to Y+10 in local space, it will be something that makes sense

#

and Creator will behave well

rare swallow
#

although it doesn't make sense from an artistic point of view, it should make sense from a mathematical standpoint, no?

#

I'm gonna try to offset only the root by +10 in Y, see how that goes

cerulean ice
#

I guess that should work better, but let's see

rare swallow
#

so as expected, when importing the dna, I get this

#

now if I try to build the rig, I suspect it's gonna screw my mesh

#

hmm not so much

cerulean ice
#

yeah the animation will be weird but not totally crazy like before

#

before each joint was getting it's own relative +10 plus the transformation from their parents

rare swallow
#

just to be clear, I don't care much about the animation being broken, I just want to make sure the mesh, in bind pose, is still identical to my neutral mesh

#

hence the +10 relative transform, I wanted to have something incredibly broken to be able to visually see if it behaves as I expected

cerulean ice
#

yeah to make sure you have the exact same mesh in bind pose use the options I shared earlier

rare swallow
#

in other words, I'd expect my neutral mesh to be exactly the same before and after I import the DNA, as long as I don't apply an anim

#

you mean the import whole rig checkbox?

cerulean ice
#

yeah

rare swallow
#

ok let me try again, because I start getting a bit confused^^

#

ok, so at this point, I can import my body dna and it doesn't affect the bind pose, but it does affect the face! And if I import the face dna, my face is better but my body gets broken in a non-symetrical way.. I haven't figured yet the relationship b/w face and body, and how/why they affect one another

#

anyway, time to log off, thanks so much for the help @cerulean ice , I'll continue tomorrow!

cerulean ice
#

when you first import the body, the head will try to adjust, but then if you import the head with all the adjusting settings turned off, the body should stay the same

civic latch
#

Does anyone have any tuts about creating cloths for metahuman that are compatible with metahuman morphs?

pallid vector
#

Has anyone managed to add additional blend shapes yet in the Unreal 5.6 with the Metahuman Creator in Maya using the DNA exchange? Struggling to find up to date documenation and tuts on it

cerulean ice