#metahumans

1 messages Β· Page 14 of 1

weary zodiac
#

Funny side note: even though MetaHuman Creator is clearly designed for cutting edge realism, the lowest LOD looks like it would fit perfectly in a retro PS1-style game.

plucky kelp
#

ill stream it on my Discord if you want to take a look?

weary zodiac
#

I'm working on stuff right, but thanks for offering. πŸ™‚

plucky kelp
#

No worries

weary zodiac
#

Sounds like you're enjoying the experience, though.

plucky kelp
#

It really is amazing

#

ported one into unreal too and the quality is exactly the same

#

You can also get a choice of 58 pre-made Meta humans on bridge

wide dove
#

How much clothing variation is there? Looks like a lot of those are sharing same assets.

weary zodiac
plucky kelp
#

Exactly, so much can be done to these its unreal

#

Pun intended hehehe

tulip crest
#

why no news on UE5 yet

weary zodiac
tulip crest
viscid pasture
#

u need to ask in the unreal 5 channel

tulip crest
#

oh theres already channel for it lol

weary zodiac
#

In the meantime, make some MetaHumans.

tulip crest
#

i'm waiting for the email letting me know that i'm in

weary zodiac
#

Not yet, but we're prepared to drop new channels when the preview launches. πŸ™‚

weary zodiac
viscid pasture
#

pfist god ... my trick has been revealed 😭

#

i wanted him to go and search for it xD

weary zodiac
#

Sorry to spoil your fun. I couldn't let it slide. πŸ˜…

viscid pasture
#

πŸ˜„

#

all good xD

plucky kelp
junior echo
#

I get a 403 when I log in and press "Start MHC".

plucky kelp
#

you haven't been accepted into the early access yet maybe?

weary zodiac
#

Yeah that's what that error means. Just have to wait until you're given access.

tulip crest
#

to give you an update, I gave this a try, and I disabled "capture every tick" for my capture 2D scene component, and made it capture every 0.08 second instead, and it actually substantially increased performance, especially when I put the character outside of the sky sphere with nothing to render in the background.

#

My character had 20k polys which was decent, but i only showed upper body

junior hound
#

only thing i can think of is that they will do that in-house and offer a service.

elfin whale
#

But there are lots of use cases for AI application. Metahuman can provide great domain randomisation to train social robots and feed them with depth data (as an example)

#

I would understand banning a couple of use cases, but banning them all... :(

plucky kelp
#

my least fav sentence now as well

plucky kelp
#

like the megascan library

plucky niche
#

newbie question: I am playing around with a multiplayer (Maybe 4-10 players) ...survival...ish prototype. Still using Manny as the player. I thought it could be a fun idea to have metahumans as player characters BUT given the detail on them .... a bad idea for performance I assume?...

plucky kelp
#

anyone know if is possible pose characters on unreal engine? the idea is take some screenshot, so i was thinking if is possible pose them in the landscape (?)

native spire
#

Looking forward to playing with this on my lunch

plucky kelp
#

metahuman who? pfff

marsh grove
#

Does it offer more stylized options or is everything realistic?

native spire
#

Everything is realistic

marsh grove
#

Aw shucks.

#

Oh well

hollow merlin
#

Hey guys. Has anyone been able to copy a face animation to another metahuman? Seems to be more to it than just copy/paste. I recorded an animation with live link face app.

native spire
#

The detail is just insane

#

Not figured out if it's even possible to download the custom created humans yet. Can't find a download button, or see them in Bridge after saving...

opaque wave
#

"Jesse we need RTXGI's Nvidia branch"

#

that looks awfully like Walter

native spire
#

Jesus Christ Marie, they're MetaHumans!

opaque wave
#

also I can't download any either

#

dw about it

#

we're fucked and we know it lol

native spire
#

I was half expecting the saved ones to turn up in Bridge after a restart πŸ˜„

#

But yeah, might not be accessible yet

#

Not to sound ungrateful (this whole thing is so cool) but the hair setup currently for those wondering, is basically just predetermined hairstyles with colour changing. No length or shape adjustment yet.

native spire
#

I'm also already noticing similarities between heads. This will disappear with more source head scans added to the system, but you can sort of start recognising lip shapes or noses

plucky kelp
#

really wish they make a library for different clothing style, medieval, victorian, western etc etc

native spire
#

I also can't seem to get a fully nude character in the editor. I can hide all clothing, but the best I've been able to get is flipflops (and can't take them off). So currently there would be cleanup work required to use these in historical/fantasy settings.

#

I suppose you could just export to Maya, remove flipflops, and retexture the underwear to be historically period-appropriate πŸ˜„

opaque wave
#

you can probably do that but as of now it's still plenty of work

native spire
#

Yeah, and frankly, without significant work, these are not current-gen game ready

#

But that was expected, just worth being aware of as early as possible I guess

#

The body/head meshes and textures might provide a decent enough basis to creating game-ready characters, but I would say don't expect to be exporting these and dropping your anim blueprint on them and being ready to go

#

Also, another current limitation (sorry, it really is cool), but this applied to even Virtual Production....

The body is not impacted by the skin selection / age. You can have the oldest looking face you can possible create, but the body will look like a semi-athletic/overweight/underweight 20 year old.

#

@opaque wave And if you want Walter...

#

'Wallace' is basically him already πŸ˜„

opaque wave
opaque wave
plucky kelp
#

btw i think is early early acess and they want to deliver the product

native spire
#

Oh of course, definitely not complaining. It's early access and things are bound to be missing. More just making notes for those still waiting to get in and wondering what is feasible currently πŸ™‚

plucky kelp
#

i see a metahuman video where a guy of the team that's this only the begining and a lot need to be added to metahuman

#

one thing i really want to see is like in the sims4 or other games, a feature to "illuminate" the area you're "sculpting" can be super useful

native spire
#

Main limitation of functionality right now seems to just be you can't remove shoes πŸ˜„

#

My favourite feature so far is the lowpoly LOD7

plucky kelp
#

freaking love this shit, no joke

#

remember the ps1 meme of the guy on the crowd clapping?

#

vibes

native spire
#

The body holds up pretty well honestly πŸ˜„

plucky kelp
#

yeah to realistic want a LOD8

native spire
#

New avatar material

#

I'm really interested to learn more about their hair card approach, some of the ones that have cards and strands, you can get pretty close up and notice a lot of the individual hairs look pretty closely represented in the cards.

quick portal
plucky niche
#

"You think you can replace me?! Do you have any idea who I am?!"

native spire
#

Ahh, they do now! πŸ™‚

stone bear
#

Hey has anyone figured out how to render the hair in mesh only yet?

#

I've been working on it now all day and gotten nowhere, I have it rendering on my Oculus Quest 2 but the high LOD only renders with strands hair and not mesh hair

white gulch
stone bear
#

it seems the only way to render mesh hair is to export and reimport and its a long process, there must be an easier way?

#

I've asked in 2 other discords and gotten silence which I guess means it is not yet possible

quick portal
#

I made a metahuman

shrewd lake
#

does the app have enough LOD options to make characters suitable for a top down game?

#

or is it in-your-face-hyper-realism kind of level of detail?

native spire
#

Maybe, but the LODs are more for reducing rendering performance cost at a distance, and can look a bit broken close up.

shrewd lake
#

well top down views usually are from a distance

#

so how do you get access to the early access preview? Is it just a random lottery?

quick portal
#

I'm trying to download it to see how it is, but it's stuck in Bridge... Generating 0% for 5 mins

charred hinge
#

Aun me estoy intentando recrear :

quick portal
#

Hmm, I guess you can't open this stuff in Blender

plucky kelp
#

metahumans may only be rendered in unreal engine

quick portal
#

Holy fuck Maya costs 2245 eur a year...

#

No MetaHumans for me I guess...

static marten
#

I think you're allowed to edit it in Blender as long as the final render is in Unreal, right?

#

Since you're not allowed to render it in Maya either

quick portal
#

Yeah, if you wanted to give the models different clothes or accessories, or adjust the hair or other things you can't adjust in MH, opening it in a tool like Maya or Blender is probably the only way to go about it

static marten
#

They say in the FAQ that you can open it in Maya to animate it, but not render it. So

#

Yeah, I'd assume Blender would be fine to

quick portal
#

Unfortunately since it only exports in .ma it limits its usefulness to people willing to pay 225 eur a month for that

static marten
#

Oh right, it exports in Maya files

quick portal
#

Currently attempting to download it in uasset to see if maybe that can export out of editor into something else but I'm not holding my breath

native spire
static marten
quick portal
#

lol yeah the teeth mode is fun

quick portal
static marten
#

So, Meta Humans is great. The two biggest thing I want is like better hair control, being able to change hair lenghts and such, and more body shape control

#

Body shape would be easy in a different program I assume, but hair is hard

quick portal
#

Yeah hair was the one I kinda wanted to be able to adjust more as well

plain haven
#

Well, I gotta make my waifu photorealistic in one hour. Not sure about the internet connection in midnight though...

static marten
#

You can just refresh the page

#

You can get back in in like 30 seconds

plain haven
#

I also wished Blender support, since I don't have Maya licence and I make strand based hairs by alembic method...

opaque compass
#

Anyone been able to export a custom metahuman from bridge?

native spire
#

At the very least you could export the mesh back out of UE4 as fbx, import and just use the body/head shape to make new hairstyles

plain haven
#

But I guess I could export the mesh from UE4 to FBX, bring it in Blender for hair grooming, then export the hair as Alembic to be imported back to Unreal

native spire
opaque compass
quick portal
#

Yeah it's stuck on customs, the default ones export just fine

opaque compass
#

Do they come rigged?

native spire
#

Yes

opaque compass
#

As in on the UE4 mannequin skeleton?

static marten
#

All the rigs

native spire
#

Custom rig

opaque compass
#

Ah sweet

native spire
#

Not mannequin

plain haven
#

My grip here is translating anime face into photorealistic one in a convincing manner.

opaque compass
#

Good enough, i can work with that

opaque compass
charred hinge
opaque compass
#

Oh finally it is going

quick portal
native spire
#

Ahh cool, there is hope then πŸ˜„

opaque compass
#

Yes! still very slow, but its something haha

plain haven
native spire
#

I guess it has to grab the 2GB+ of data from a server somewhere and package it up ready for download

opaque compass
#

Yeah, especially if you pick 8k tex res.

static marten
#

Just gotta google a bit

plain haven
static marten
#

Try and aim for cosplay, and then adjust from that

#

I think that would probably work

#

Since you don't have a definite realistic reference, the missing features aren't really something you can draw from.

quick portal
#

I'd just like to press a button and have a character.. it doesn't need to look that realistic, but it should look better than MakeHumans which look pretty jank lol

opaque compass
#

MetaHumans is basically The Sims on Steroids kaka

static marten
#

MetaHumans

#

πŸ‘€

plain haven
#

IIRC MakeHuman was more outdated than MB-lab anyway

opaque compass
#

Oh does anyone know if we get the full body under the clothing?

native spire
#

Yes

#

Full body, but right now the custom ones can't remove shoes

#

Best you can get is sandles

opaque compass
#

MetaHuman clothing is fun and giggles, but i don't need that. I need marvelous designer kaka

#

Oh

static marten
#

smh, why can't I make them naked

native spire
#

Body comes in short/average/tall/skinny/average/overweight

opaque compass
#

That is a bummer

opaque compass
native spire
#

It's not

#

In UE4, the common shared bodies have exposed upper body

plain haven
#

Real-time limitations I presume?

static marten
#

Bodies desperately needs more options, it's like either 100% feminine or 100% masculine. Which is a shame because the face is super fluid between features

native spire
#

But the creator covers breasts for some reason

plain haven
#

I mean, if you're just ad hoc put clothes on it, there will be clipping issues

plain haven
static marten
opaque compass
#

Ill report back once its export. Generating is 100%.

#

its just loading for a while now

quick portal
#

there's no body under anything

#

there's just enough body for it to not show that he's hollow lol

native spire
#

There is, you just have to export it without clothing (custom) or look in the common folder

quick portal
#

Oh really πŸ€”

quick portal
#

Interesting, will have to take a better look at it

native spire
#

I haven't managed to get the head material on these common bodies to work

quick portal
#

was just taking ages to even get it open in UE so far :D

native spire
#

but the data exists, so it's just a case of working it out

quick portal
#

Yeah managed to export a body into FBX :)

knotty ivy
#

Little surprised they didn't include a "super hero" body type in the first release

quick portal
#

probably sufficient to do some clothes adjustment or such

#

oh dear is Discord detecting nudity in my image because I cannot upload it here for some reason lol

native spire
#

Probably will come along, but the priority is on realistic humans. It's quite nice that the diversity and body types represent that already decently well

quick portal
native spire
#

Just need a slider between the three body weights and height

quick portal
#

oh my god I think it did think it was nude lol

native spire
#

Ahh, the lower half is without underwear as well?

#

I didn't get that far

quick portal
#

I should note that there is nothing offensive under those boxes

#

or naughty

static marten
# quick portal

Does it actually have gentiles or are you just censoring nothing?

#

Oh

quick portal
#

there is nothing whatsoever, I think discord somehow detected it as a nude person

#

:D

static marten
#

Ooh

static marten
knotty ivy
#

Wasn't there a recent game that had to release an update before because you could see nipple if you clipped through clothes?

native spire
#

Awesome, saves me some time trying to make them look historical πŸ˜„

knotty ivy
#

Also muscle/fat and top to bottom heavy

static marten
#

I already sent a feedback using the feedback button in the bottom left corner about the body types needing sliders

#

Remember to use this button

native spire
#

I need to check, but are the geometry of the body weights different?

#

As in, the topology

#

If not, you could set up a morph target in Blender

plain haven
#

I'm struggling to get 18 yo girl look lmao

quick portal
#

Oh neat one of my custom metahumans actually downloaded

knotty ivy
#

If that's the case, the average and skinny models need a decent amount of extra geometry so the large ones don't start to facet

quick portal
#

so that is working it just takes a long time for it to process at least currently

static marten
knotty ivy
#

There's probably just a queue behind the scenes

opaque compass
#

So after generating 30 mins

static marten
#

Amilia looks like the youngest person

opaque compass
#

It finaly starts to download πŸ˜‚

static marten
#

Also mess around with roughness and texture on the skin.

plain haven
#

I guess my base was wrong lol

#

Gotta try base from Amelia and mix it with Asian look

native spire
#

Use the hand-tweaking tools

static marten
#

And make sure to look at the skin tab and all the options there, a bunch of things that will affect the age look

native spire
#

Kinda wish these custom humans could just be a head export

#

And then attach in engine to the body

static marten
#

That'd be cool

#

Use the feedback button eyes

native spire
#

I have haha

knotty ivy
#

A check box for a modular body and head lock would be nice

native spire
#

I spammed them with feedback πŸ˜›

static marten
#

Goood

#

All the feedback

native spire
#

One thing I thought was interesting was the choice to use Bridge for this instead of the Marketplace

static marten
#

Well, the bridge is more private, the marketplace would imply making it public

knotty ivy
#

Bridge does seem better long term for official content

#

Don't have to go through 30 official epic levels to find the 5 things you want to use in your project

native spire
#

True

#

I just hope they open up some sort of platform for artists to sell clothing, hair, etc.

static marten
#

It'd totally buy clothes and hair and stuff

#

Though hair I'd prefer was more adjustable

native spire
#

Even like, tattoos, makeup, scarring, etc. Opening that up a bit to the community to add to would be nice

static marten
#

That'd make this tool perfect imo

native spire
#

Didn't Epic just get funding for a multiverse type platform?

#

I remember reading that the other day

static marten
#

Yes

#

A billion dollars

native spire
#

Probably all tied into that right

native spire
#

Metahumans as your metaverse avatars

static marten
#

I am 100% confident metahumans will be the metaverse avatar creator

#

Or else they wouldn't choose that name

knotty ivy
#

Or at least a limited version of it

plain haven
#

Oh crap
My Chrome crashed
Opening YouTube, forums, and Discord at the same time is a mistake

native spire
#

Cloud based for maximum access, regardless of player's equipment. All makes good sense

static marten
#

Yep

#

We're living on the bleeding edge

native spire
#

Epic are killing it man, that Fortnite money is being put to good use πŸ˜„

static marten
#

Indeed

#

Originally it was the Tencent investment that allowed them to make the Unreal Engine free, and then they made Fortnite that is raking in cash

#

And now the billion dollar investment fund they got

#

Like god damn

#

Epic is currently valued at 26 billion dollars

plain haven
#

They went from humble shareware publisher to this

static marten
#

And people are hating Epic because there's no shopping cart on their storefront kek

native spire
#

Offtopic but that's a good business move tbh

#

UX of shopping carts is bad, easy to leave mid-purchase

static marten
#

They've confirmed shopping carts are coming tho

plain haven
#

Wishlist > shopping carts

static marten
#

But yeah, with MetaHumans now, after everything else Epic has done. Epic is just the number one within digital innovation, no doubt

plain haven
#

Also, I think I managed to get close to what I want

static marten
#

Nice

#

Show us

opaque compass
#

No wonder it takes ages

#

There's a lot of files

static marten
#

Perfection

#

And LOD0

plain haven
#

Didn't get the tomboy look, but decided to create photorealistic rendition of my own character instead (MC from my game PAST FUTURE)

Her name is Nala Ishikawa.

static marten
#

Looks nice

plain haven
#

The model in-game is anime style, realised with VRoid, so seeing the photoreal rendition feels so surreal πŸ˜†

knotty ivy
#

Weird that higher LODs dont really respect the face shape, looks more like something auto and procedural not made for faces

opaque compass
#

Back to 1998

plain haven
#

pouts like in anime

knotty ivy
#

Clothes really look like there are made from cardboard unfortunately

narrow heron
#

anyone know how to use the facial control rig?

#

this is what i have

knotty ivy
#

There's a YouTube video demoing it on the official channel

narrow heron
#

it shows how to use it but not how to set it up

static marten
#

Oof, I am so glad the thing has like autosave. Since I just got kicked out of my session, lmao

#

I was mid dragging the nose

#

I did not notice the warning

plain haven
#

So it's not 60 minutes per user, but 60 minutes of continuous use?

static marten
#

Yeah

#

I just got in again after a minute of waiting

plain haven
#

Oh my god, I legit trembles seeing a character I create and design, in anime style first and foremost, got photorealistic rendition.

opaque compass
#

Cool stuff kaka

#

Indeed this one isn't a full body under the clothing

#

just head/neck/hands

plain haven
#

Try hacking in a full body (no strings attached) 🀣

opaque compass
#

Hmm does it not allow us to export FBX?

plain haven
#

It should be, right? Paragon assets are exportable IIRC

narrow heron
#

yeah if you export to maya itll export to fbx

opaque compass
narrow heron
#

but you're only allowed to use the metahumans in unreal

opaque compass
narrow heron
#

you can use Maya for animation

#

they fit to the epic skeleton, so if you're using that, that shouldn't be too big a problem

opaque compass
#

Ah sweet. yeah we are using the Epic Skeleton

native spire
#

Hard to phrase this appropriately, but is anyone noticing a lot of the characters you start making look Asian really quickly? I dunno, maybe I'm just imagining it, but every slider I try feels like it pushes more towards Asian. Obvs if thats the desired result, great

opaque compass
#

@native spire I kind of need to agree here with you

#

I honestly have no idea why. but it does feel like that

native spire
#

Like, I'm struggling to get a Caucasian nose right now πŸ˜„

#

It is what it is, just something I've noticed

opaque compass
#

Probably something to do with realising how close we all are in reality.

native spire
#

Yeah probably! I guess when you go from stereotype character models made purposefully for a specific character, to actual human geometry... It's bound to not quite match up to expectations

#

Not in a bad way, just, reality πŸ˜›

narrow heron
#

the first two here i made

#

there's a merge system in it

#

where you can like

#

merge apperances in terms of the face

#

try using that

opaque compass
#

Funny the second one you made remind me of someone

#

An actress

native spire
#

Yeah I started with that one, actually that made the 'issue' worse. I feel like I'm dancing around talking about this trying not to be offensive lmao

opaque compass
#

Can't remember her name πŸ€”

#

Is that FBX?

native spire
#

Source = Maya file

narrow heron
#

when you use the system, load in a caucasian preset, and use the morph nose control to change the nose to a caucasian nose

native spire
#

Yep, still seems to head to more Asian features, I dunno, maybe it's just me

static marten
#

Pretty sure if you want a more "Caucasian" look, you might want to look into adjusting like the skin texture, and accents

narrow heron
#

yeah

#

what they said

native spire
#

Current experiment

weary zodiac
#

Reminder: There's a bunch of MetaHuman resources in the pinned messages.

native spire
#

Thanks pfist πŸ™‚

weary zodiac
#

Oh hey @static marten. πŸ‘‹

narrow heron
#

she doesn't look asian to me, maybe it's just you?

static marten
#

Hey pfist!

native spire
#

Maybe just me πŸ˜„

static marten
#

Looks sorta middleeastern, which would still be asian technically

weary zodiac
#

She looks Greek or Turkish to me.

opaque compass
#

Yeah i agree, she does not look asian

#

Lets see

native spire
#

Perhaps I've just been looking at her face for too long and I'm seeing things that aren't there πŸ™‚

static marten
#

Maybe

opaque compass
#

Step away for a while

native spire
#

But yeah, the nose is quite limiting, can't really change the width of the bridge very easily

opaque compass
#

Come back later. And suddenly everything is different

static marten
narrow heron
#

what I think would be cool is having body sliders, an ability to create custom clothing and grooms

native spire
#

Was going for a Jennifer Connelly look πŸ˜›

static marten
#

The nose is best changed with blends I have found

opaque compass
narrow heron
#

yeah sims allows you to do that with mods i think

#

glad they have that feedback thing

static marten
#

Vanilla sims has body sliders

narrow heron
#

i meant the custom clothing and hair

static marten
#

I just really want more androgynous body types pls

#

ooh

narrow heron
#

i believe by the end of early access itll have much greater features

native spire
#

Yeah must remember it's still very very early days

static marten
#

Yeah, it's literally less than 24 hours since people started getting access to the early access version

#

Okay, it's been like 30 hours, close enough

native spire
#

Perhaps thats a bit closer

#

Wish we could sharpen the nose ridge lines a bit

opaque compass
#

Ok a great tip is: make sure you download the uasset + source

#

Now i have to wait 30 min again before it downloads πŸ˜‚

native spire
#

Ahh yeah, I had that just now too

opaque compass
#

Hahah yah

static marten
#

Meta human makes it real obvious how much facial hair changes a person

native spire
#

This is why I will never shave

static marten
#

Haha

#

Same with head hair

native spire
#

Oh yeah you can really change someone up with a different hairstyle

#

Quite dramatic actually

static marten
native spire
#

Just wish wish wish we could change the overall strand length

static marten
#

Same, already sent feedback on it

#

I imagine that will be one of the most common feedback they receive

native spire
#

I think the only thing that has actually worried me so far is how baked in the characters become once exported

narrow heron
#

the characters look pretty similar to the creator

native spire
#

I was hoping things like the body type would be controllable with morph targets, but that might already be out of reach based on the route they've gone

narrow heron
#

because well

#

the creator was made in unreal engine

#

should be pretty obvious

opaque compass
narrow heron
#

πŸ˜›

native spire
#

I will always feel like a baby in a facial hair suit, that's just my life now

rigid grove
#

question is it right that the startup goes like 5min and black screen

native spire
#

Startup can take a while, but I've not had a blackscreen after

#

And it's probably not your internet connection because I'm running on a mobile hotspot right now

rigid grove
#

like this

native spire
#

Yeah, not seen that I'm afraid 😦

#

Try refreshing? The wait time is usually about 60seconds

narrow heron
#

yeah didnt have that issue

#

my internet is pretty bad so i have constant stuttering lol

opaque compass
#

Is there a reason why its cloud based?

#

Maybe the gigantic amount of data πŸ€”

native spire
#

Data and hardware requirements

#

Also keeps their source assets more secure I guess

opaque compass
#

Well then i really hope the whole generation and download process will speed up in the up coming days

#

Tho bridge is often pretty slow at specific times in a day

rigid grove
#

tried refreshing need to wait 1min ant then i'll try again ( it could be because i use firefox developer edition/netflix had issue with it as well)

native spire
#

Bridge runs pretty poorly for me

opaque compass
#

Yeah, Bridge isn't great in terms of performance. Always had this issue and my pc is pretty beefy (Ryzen 9 3900x, 64GB ram, 2080Ti)

#

But often downloads take time.

plain haven
#

Also tried tomboy face profile this time

native spire
#

Cute! Looks like they're trying not to laugh πŸ˜„

#

Very hard to make 'ugly' characters in this, unless you just turn off symmetry and go crazy

plain haven
#

use chromium/edge lemao

rigid grove
#

problem solved was my adblocker

native spire
#

πŸ˜„

#

MetaHuman is just an ad platform in disguise...

plain haven
#

ad to use UE4 lol

static marten
#

It's an ad to get you to buy vbucks

#

To fund Epics quest to create the metaverse

plain haven
#

Unity users wont have this kind of privilege tho

opaque compass
#

Lets not forget Cryengine users either

#

tho Quixel Mixer runs on Unity πŸ€” oh the irony

native spire
#

Bridge is Unity as well πŸ˜„

opaque compass
#

Oh thats why its slow

native spire
#

hahaha

knotty ivy
#

πŸ˜‚

rigid grove
#

was gonna write that you were faster

native spire
#

Tbh, not sure why it needed to be Unity, could have been a webapp

#

The website works fine, just needs to export to UE4

opaque compass
#

I never understood that either to be honest

#

Substance source also works just fine.

knotty ivy
#

I figured they were using something like sketchfab for the model viewer, yeah some generic 3d webapp

opaque compass
#

But who knows, one day it might run on UE5 😬

native spire
#

Oh for sure that must be a conversation happening

opaque compass
plain haven
knotty ivy
#

There was that marmo viewer thing for ue4 at one point

native spire
#

Just add Marmoset Toolbag to UE5. One Program to rule them all

opaque compass
opaque compass
native spire
#

@plain haven oh? I remember somehow finding it out to be Unity, but maybe I have my lines crossed

opaque compass
#

Still works fine

opaque compass
knotty ivy
#

Honestly wouldn't be surprised if epic wanted to buy the marmo guys, small team and lots of good tools, one of the best bakers

rigid grove
#

short offtopic am i the only one who wishes there would be reference photos and non scanned content in bridge a new library like substance share

rigid grove
#

they should buy adobe and shut it down

opaque compass
#

I agree with that aswell

#

But then they own Substance πŸ€” QuixelSubstance by Epic Games?

native spire
#

Adobe is about the same size net value as Epic

#

So it'd be a merger and that sounds awful

opaque compass
#

Yeah that wouldn't be great to be honest haah

#

I'm going to delete my meta human and redownload it. i don't think its doing anything right now

#

I'm wonder if they put people in a line for generating their custom metahumans

#

Like a waiting line

sharp dock
#

Does anyone know if it's possible to export the Methuman models to .gltf and then conversely, .glb?

opaque compass
#

If you download the Maya file or Export it from ue4 as Hoodie Guy said ^

sharp dock
#

Our team is build a WebGL/WebXR social metaverse platform on the web, and our current avatars suck compared to what Epic has done here

knotty ivy
#

Really wish epic would push gltf harder

sharp dock
#

Attempting both right now

#

Our team has been working on the WebGL pipeline btw

plain haven
sharp dock
#

We have 4.26/4.27 support for exporting from the editor but Epic still won't give us a Megagrant lol

rigid grove
#

did you know that in the tos epic has written that there could be user generated content fpr metahuman

sharp dock
#

Wish they had a more open license

plain haven
#

If MHC has open licence, Epic would've already facing torches and pitchforks from "made from scratch" artists lmao

native spire
#

I think they will limit use for a metaverse because that's exactly what they are making

opaque compass
#

Deleting the existing metahuman works

#

Else it won't re-download

sharp dock
#

Will be interesting to see if they introduce a new platform for the metaverse

#

Clearly skins and in-game events to Fortnite isn't it

#

The Metaverse is nothing more than an immersive social network

native spire
#

I think it'll be the Fortnite social features + Metahuman avatars, VR support, and cloud-based.

plain haven
#

What if: Metaverse VR
It's like GTA V RP but more realistic

sharp dock
#

In my opinion it will exist as a 3D/VR layer over top the existing world wide web

static marten
#

Remember they are gonna be putting the Unreal Engine editor into Fortnite Creative

plain haven
#

UE4 supports LiDAR scans and what not, carried from the enterprise stuff, so that's possible

static marten
#

I think it's very likely we'll see Fortnite creative be the platform they use for the metaverse

#

I'd imagine maybe they'd cut off of from Fortnite eventually once all the tech is built though

sharp dock
#

I think they're going to really have to battle Apple on that front, because they're supposed to be announcing their VR headset this summer and shipping it early next year. It'll have a processor as powerful as their M1 Macs, with 8k support. Once that's pervasive a couple of years from now then it'll make sense for them to push hard on the VR side

static marten
#

Yes, really

sharp dock
#

Interesting, I didn't know this

native spire
#

It'll end up an engine feature. Mod tools is a highly requested thing already from a lot of developers

sharp dock
#

We're building a metaverse style platform within the browser in case anyone is interested in trying it out!

static marten
#

You'll be able to publish games made in UE in Fortnite creative

#

Basically

opaque compass
#

Oh

sharp dock
#

Won't that radically increase the build size?

opaque compass
#

Unpleasent, fortnite made me a bit depressed hehe

sharp dock
#

Also, there's Core Games which is doing basically the same thing

static marten
#

I imagine it'll be an optional thing

native spire
#

Streamed build content

#

Is the only way

sharp dock
#

This just landed on the Epic Games store

opaque compass
#

Nice logo

sharp dock
#

UGC will be key to any metaverse IMO

#

This just landed on the EGS today

static marten
#

Yeah, Core is interesting

opaque compass
#

So Core is basically UE4?

sharp dock
#

In b4 Epic buys them

#

It's made in UE4

static marten
#

Core is basically the Unreal Engine, but with assets in it

sharp dock
#

But it's for non-technicals

#

Yup

opaque compass
#

Ah

#

So we can say

sharp dock
#

Think Roblox but made in UE4 for the Fortnite crowd.

opaque compass
#

Unreal Engine Lite?

plain haven
#

Whaaaat
No option for 4K textures

opaque compass
#

Thats cool

sharp dock
#

Yup

native spire
#

Download 8k and downscale in engine

sharp dock
static marten
#

I would not be surprised if we see Epic buying Core, and absorbing it into their metaverse plans

opaque compass
#

πŸ‘€

plain haven
#

My system has trouble loading 8K texture (D3D device crashing stuff)

native spire
#

Max Texture Size in the texture editor is your friend πŸ˜„

opaque compass
plain haven
#

Also RIP disk space, because my PAST FUTURE project files already surpass 150+ GB or so

native spire
#

I'll be picking up another SSD when there is another sale πŸ˜„

plain haven
#

Guess I gotta sacrifice my Linux partition for greater good

knotty ivy
#

Projects like Core are weird to me because I'd constantly want to port things to and from core and the full UE4 editor

opaque compass
#

when SSD's die they die. data is gone

sharp dock
#

I think Epic's goal is to have an interconnected ecosystem of these games all tied together by the Unreal Engine/Epic Online Services

plain haven
native spire
#

Yeah, I have a bunch of HDD space I use for SSD backups, but they're just so slow πŸ˜›

shrewd lake
#

NAS gang rise up

sharp dock
#

This is also why they want the Epic Games store on mobile

knotty ivy
#

Like practically if Epic buys them, the best thing would be to have the UE4 editor to have a "Core mode"

sharp dock
#

This will very likely happen @knotty ivy

#

This year I'd say

opaque compass
#

I use SSD's for Windows | Programs | Engines
HDD's for backups

plain haven
#

There's a reason why servers use HDD to this very day as opposed to SSD

native spire
#

I could see it being "Jump into any game as your MetaHuman avatar"

opaque compass
#

I personally stick to HDD for being a bit more trustworthy

#

especially avoid those QVD ssd's

knotty ivy
#

Tons of even old servers have small SSDs or flash storage for the system

opaque compass
#

Yeah

shrewd lake
#

tons of HDDs in RAID configuration are probably pretty speedy

#

with a large cache in front that'd be plenty fast

plain haven
#

TBH I only use SSDs for playing games.
(and my daily games are either Final Fantasy XIV or classic Doom)

knotty ivy
#

And newer ones are setup with smart ssd caching

#

I only use SSDs for applications and Windows, games can go on the slow hhd

shrewd lake
#

o_O

#

madness

#

then again I have 1.7 TB worth of SSDs

knotty ivy
#

So few directly benefit, and online games, you're always held back by the slowest system

shrewd lake
#

loading times are way faster across the board

native spire
#

I have 6TB of SSD, it's becoming an addiction

opaque compass
#

I have it split like so

shrewd lake
#

I still have some 10k RPM raptors from 2008 in my PC

#

πŸ˜„

opaque compass
#

Because Unreal Engine from SSD is amazinggggggggggggggggggg

shrewd lake
#

I used to have them in raid

opaque compass
#

I did buy a cheap 2GB ssd for games tho

knotty ivy
#

Up until the PS5 and the XboxSx, it's not like games were being designed around SSDs anyway

opaque compass
#

i don't care if that crashes

#

Games are replaceable, my 3D work is not πŸ˜„

native spire
#

Just backup your work to HDD regularly, I have it automated every night

#

But UE4 on SSD is sublime

knotty ivy
#

Working projects are on Google drive too

opaque compass
#

Yeah i have these Seagate backup drives, they backup as soon as new files are detected

#

Come on

native spire
#

The amount of Twitch streamers using these is going to be through the roof

static marten
#

Would they be allowed to with the license though?

#

Or possible

native spire
#

Yeah so long as it's rendering out of UE4

#

Live link for controlling performance, screen-capture the output

static marten
#

Ah yeah

#

ez pz

#

The amount of vtubers will suddenly skyrocket

#

I don't even have plans of using my characters for anything yet, I am just having fun making them, lol

native spire
#

I'm probably going to end up taking the exports and reassembling them myself

#

I want to blend between faces/body types in-engine, so I'm hoping I can set that up in Blender

#

My internet is just too slow to download enough to try it

#

Hmm, you can download custom humans at 2k, but not the example ones 😦

#

Have to make them in the editor, then save them, and download that instead with the generation time added

sharp dock
#

@native spire can you try exporting one as .gltf from UE4?

native spire
#

Just about to πŸ™‚

opaque compass
#

You import a blueprint

#

THe imported Maya file has no head

#

lol

sharp dock
tulip crest
#

I've been granted access finally πŸ˜„

plain haven
native spire
#

Yeah, an iPhone is enough for vtubing

#

It captures head movement as well as face

#

Then they can save up from donations, etc. to get the body tracking

opaque compass
#

what is a .dna file?

plain haven
#

So, definitely not skyrocketed, but a potential nonetheless.

plain haven
opaque compass
native spire
#

Ohhh, I found the separated head mesh!

plain haven
#

Get it? Biology class.

opaque compass
#

Oh i get it

sharp dock
#

This might interest you all, in regards to the head tracking stuff

opaque compass
#

haha

native spire
opaque compass
#

Oh i thought you meant Maya

native spire
#

So that, plus the headless body = win

sharp dock
#

Video I made recently of the web-based metaverse platform been working on

opaque compass
sharp dock
#

Head tracking using WebGL/Tensorflow.js

opaque compass
#

there's no Maya head

plain haven
sharp dock
#

Only a basic camera is required

native spire
#

@opaque compass which file did you export?

sharp dock
#

PC/laptop/mobile

plain haven
opaque compass
plain haven
#

Full body Vtubers right now are like CodeMiko (which, fun fact, uses Unreal Engine 4)

opaque compass
native spire
#

I guess just export the head from Unreal?

#

And attach

sharp dock
#

Barrier to entry is too high for others to pop up like Codemiko

opaque compass
#

I think so yeah haha

sharp dock
#

Vtubing/real time translation of one's movements onto a 3D character needs to be democratized imo

native spire
#

Who wanted the export file type thing?

#

Only fbx it seems

sharp dock
#

Me!

opaque compass
#

You can only export FBX from UE

#

You need Maya

#

for gltf

sharp dock
#

We could probably convert it to .gltf, and then .glb

#

Want to test it out on my web based platform

opaque compass
#

load the FBX files and then export them πŸ˜›

sharp dock
#

Saw that

#

That's definitely the solution πŸ˜„

opaque compass
#

That's your best bet πŸ˜„

sharp dock
#

Can't wait

native spire
#

Are you rendering in UE4?

sharp dock
#

We've already tested out 8k models on our WebGL platform, works well with our advanced compression we're using

#

Our platform is threejs (WebGL) and A-Frame

native spire
#

Because unless you're using UE4 for rendering, you're not allowed to use MetaHuman

opaque compass
#

Oof that is true

#

No license for the other engines?

#

Maybe eventually

sharp dock
#

Going to submit a Megagrant and see if they'll give us an exception

#

Screenshot of our platform on the web

#

Different rooms/spaces you can hop into

#

All user-generated content

#

Easy builder tools

#

With VR support via WebXR

#

Works on all devices

#

Proper avatars are really the only thing we're missing atm

opaque compass
#

Did someone say the MetaHuman fits the Epic Skeleton (Mannequin?)

native spire
#

I can't imagine you'll get very far trying to render this level of detail in the browser though

#

I mean the LOD0 of the head is 64,000 tris alone

sharp dock
#

We've already tested out 8k models, works great with our compression.

#

We're using a compression library that outputs texture sizes that are on par with PNG files.

native spire
#

@opaque compass It has it's own skeleton I believe

sharp dock
#

We want the ability to export WebAssembly/WebGL scenes into our platform eventually

#

So our platform could become a universal hub for 3D experiences

#

All client side in HTML5.

opaque compass
#

Interesting challenge

#

πŸ‘

plain haven
#

I will say this though:

Modern web browsers on it's own already use quite a lot of memory and CPU, not to mention most of them are hard set to use integrated GPU instead of dedicated GPU. Put Web GL in it and the hardware usage can quadruple in a blink of the eyes.

cyan dagger
#

are we allowed to post videos showing MetaHuman Creator on youtube and such?

plain haven
cyan dagger
#

thanks

#

well, I am talking about the editor itself

#

and the process of character creation

native spire
#

People already have, so I guess so

plain haven
#

It's a web based streaming app though, so consider using high speed internet when recording so not to disrupt the viewing experience

static marten
#

Yeah, I think sharing the editor is fair game. Isn't it also rendered in Unreal?

cyan dagger
#

got it, thanks. I don't see too many videos about it for some reason, maybe my recommendations haven't caught up yet

plain haven
#

Local Unity creators on Facebook are going to get real salty this morning lmao

opaque compass
#

There are a few

opaque compass
native spire
#

Hmm... Quite a lot of the material sliders in the editor are actually just available in the material instance. The eye material is basically entirely editable after export.

opaque compass
#

Yep

native spire
#

Would take a long time to get all of the skin textures exported out though 😦

plain haven
opaque compass
#

Its more or less the same Eye shader as Mike

#

Just updated

native spire
#

Yeah but you'd have to make a character with every single one of those skin textures from the skin slider

#

Download the whole character from Bridge

#

My ISP would have a heart attack

opaque compass
#

Ah yeah, i am also noticing heavy production slows

#

because now i used a char that isn't tall enough

#

So now i would need to go over the process of re-downloading it again

#

Wich takes to long

native spire
#

Yeah, thats why I think having just the head and body as separate assets makes the most sense

#

Bodies can be shared and then you just adjust and redownload the head

opaque compass
#

Indeed

plain haven
#

I think the short ones are average for eastern Asians πŸ‘€

native spire
#

At least with the current body type selection

opaque compass
native spire
#

12 bodies total, right?

opaque compass
opaque compass
plain haven
#

I'm 177cm and considered the taller one

opaque compass
#

Haha, i am from The netherlands

#

We are tall

native spire
#

UE4 mannequin is 180, which is considered taller than average πŸ˜›

opaque compass
#

Mannequin is smoll

plain haven
#

Average here (in Indonesia at least) are 160-ish cm for men, while women are around 150-ish cm

opaque compass
#

Really?

#

I honestly didn't knew that

native spire
#

I'm just going to normalize to 180cm for all characters, games with player height changes just adds SO much hassle and mess

plain haven
#

IIRC Japan has slightly taller average for men (around 170 cm)

native spire
#

Collisions, clothing, everything becomes difficult

plain haven
opaque compass
#

The smarter you get kaka

opaque compass
plain haven
#

MetaHuman can be an excuse to learn biological differences across the globe kappa

opaque compass
#

like if Mannequin is 180, then Metahuman should stick to 180 Average

#

Tall is 190 or something

native spire
#

I would guess average is 180, but the average female body is shorter than the male

opaque compass
#

Short is 165/170

#

That is a good point

native spire
#

I'll probably end up using average male, tall woman πŸ˜„

native spire
#

Hopefully it's about the same

opaque compass
plain haven
#

My character (Nala) is around 157 cm, with 87 breasts size

opaque compass
#

Average certainly ain't working for me

plain haven
#

I think the female MetaHuman's breast size is around 75

#

Definitely less than 80 for sure

opaque compass
#

I have made 1 character in zbrush

#

Due to Metahumans that will probably be my last one aswell

#

lol

static marten
opaque compass
opaque compass
#

I'm short compared to the rest of my family

native spire
#

Bodies will change I think, too many missing features so far

#

Honestly surprised they added the weight options already

static marten
#

We need at least up to 220

#

For all body types

plain haven
#

Knowing the "three sizes" is essential on creating female anime character 🀣

native spire
#

It'll probably be 170, 180, 190

opaque compass
#

SuperMetaHuman will include those

static marten
#

I mean, the tallest person alive is 250

#

So

opaque compass
#

Where?

#

How old?

opaque compass
#

252

#

Now i feel smoll

static marten
#

lol

plain haven
#

Also the option to adjust breast size in MetaHuman.

My character in MetaHuman feels off without her huge breasts πŸ‘€

static marten
#

I think 220 probably would be reasonable, maybe 210, because that would cover 99% of people

opaque compass
#

Yeah, i mean That guy is one of a kind

#

I'm also pretty sure that guy isn't happy at all with being 252, many issue can occur

static marten
#

I can only imagine

#

I have problems at 196

opaque compass
#

Yeah

#

My back also has issue at 191

plain haven
#

God knows how many times i smacked my head in my grandparents' house with its short door sills

opaque compass
#

Make sure to crawl at grannies kaka

plain haven
#

Also I just remember that one guy who create convincing photorealistic selfies in Blender

Maybe we do the same but in MetaHuman + UE4

#

(i didn't save the BlenderArtist link, sorry)

opaque compass
#

Bummer, would have been nice to see

lime lotus
#

Blitter

spare topaz
#

Guys

#

just finished creating my metahuman but I cant download it on Bridge

#

it`s stuck in generating 0%

#

anyone else facing this problem

#

?

opaque compass
#

@spare topaz just wait several hours

#

No kidding

#

Eventually it will generate and download

#

Its a slow process, takes a long time :/

spare topaz
#

ok I guess

opaque compass
#

Make sure to not close Bridge

#

mine took 45 minutes or so to generate

#

And then 10/15 min to download the files

spare topaz
#

I'll wait

opaque compass
#

Yeah it certainly is πŸ˜„

#

Good luck!

orchid fractal
#

hi, im not sure how to use metahumans with unreal engine. i try to retarget to mannequin skeleton and i get this:

#

but RetargetPoseMedAvgMale_PoseAsset is missing.

glass ravine
#

so if i download a pack from megascan and put it in the engine, how do i make it look like a human?

opaque compass
#

Wich you can get from the UE marketplace from a few weeks ago

opaque compass
glass ravine
#

what folder is it in?

#

i have common and pia

#

and a bunch of subfolders

#

i drag pia_ BP in the lvl, this is some heavy operation

#

ahh that seems to be it

#

now enable groom plugin?

orchid fractal
#

@opaque compass i exported from quixel bridge. they are ready to use? how?

winged zinc
#

Maybe trying to start with a likeness of myself was not the best idea

#

Can't even get close

#

nose and hair are all wrong, and the eye shaping is... well, the controls seem a bit messy

#

but... for making imaginary people, this is great

glass ravine
#

wonder how it wil turn out πŸ˜›

#

the groom is working now

#

still gotta set those project settings

orchid fractal
#

to be honest, the quality of the models is very high, impressive indeed, but the customization and the controls of metahuman creator are a bit underwhelming

#

@opaque compass i want to use exported metahumans as third person characters, is this ready out of the box?

primal monolith
spare topaz
glass ravine
#

@vale onyx they work in blender now πŸ˜›

#

it has a lot of bones

primal monolith
glass ravine
#

yea u need to set fbx to 2020

#

its kinda heave and the bones are not rotated correctly

primal monolith
#

I would think the blendshapes and skeleton is an unworkable mess in blender?

sharp dock
opaque compass
#

lol

opaque compass
glass ravine
#

they dont have blendspaces its all bones i think

orchid fractal
#

@opaque compass ok thats what im talking about, i am retargetting them but it doesnt work correctly

opaque compass
#

@orchid fractal I am in the process of retargeting them now

#

But using the Sample MetaHumans project

#

With my custom Metahuman from bridge

#

and AnimStarter Pack added

#

just a simple clean project

orchid fractal
#

i dont understand why they dont come ready for use, anyway, if you find out how to do it, let me know

glass ravine
#

perfection

fresh monolith
#

@glass ravine who's that? donatella versace? :D:D:D

orchid fractal
opaque compass
#

ok so @orchid fractal Litterally following the documentation works just fine

#

But you need to install the Sample MetaHuman example project first

#

Then export bridge to that project, so you have RetargetPoseMedAvgMale_PoseAsset

orchid fractal
#

@opaque compass but i do have sample project installed. but ok, will check again

glass ravine
#

i dunna what this material setup is πŸ˜›

#

i cant browse too it

opaque compass
#

Nope there's a problem

#

That document is about the MetaHuman sample project

#

Not about the MetaHuman released beta

#

-_-

cloud remnant
#

how do u get the meta human creater

#

app

opaque compass
#

Register for beta

#

wait for invitation

#

Ah

orchid fractal
#

really? i dont understand

opaque compass
#

Ok so let me explain

#

In your MetaHuman folder

#

find this skeleton

#

metahuman_base_skel

#

Open it up

#

Go to the Retarget Manager

#

Select Rig -> Humanoid

#

Spine_01 = Spine_02 etc.

#

same as the docs

#

Save the Skeleton

orchid fractal
#

did all this

opaque compass
#

Done

#

retarget

#

skip the Pose stuff

#

Its not perfect

#

But there's no Pose file from the MetaHuman beta unless someone knows more

orchid fractal
#

are the finger of your model ok after retargetting?

opaque compass
#

Not 100%

#

Not sure how to fix that specific part yet

#

Its better with the sample metahuman

#

but logical they have that Pose file wich corrects a couple of things

queen dove
#

Hi!
We at Mayhem Mirror feel honoured to have been part of the closed beta of EPIC Metahuman. Here is a trailer of our journey and the birth of MAYHEM STORIES, a tool with the only goal to produce final pixel quality shots, inspired by Metahuman and all the technologies around it.

You can watch the full documentary here:

rose sedge
#

has anyone managed to use metahumans as advanced locomotion character?

orchid fractal
#

@opaque compass yes its better but still not good enough

#

hey @queen dove thats pretty cool. can you share and insight on how to retarget metahumans to use them as third person characters?

quick portal
neat cypress
#

Getting some really freaky fingers with retargeting meta human D:

  • This isnt normal is it ?
opaque compass
#

Nope that retarget failed πŸ˜„

neat cypress
#

Thing is though

#

that

#

one sec

opaque compass
#

And obviously the rig is different

plain haven
#

Also is it possible to generate hair cards from Groom hairs?

little pike
#

So for more clothing, Marvelous Designer won't work? Only in Blender or Maya to add new clothes on model?

prisma trellis
#

Does metahuman relate to how Modern Warfare does their players?

plucky kelp
#

Just got access - maybe I'm just a miserable bastard, but... I dunno, meh

#

Having a fully fledged character system built into Unreal is gonna be great, especially if you need to get some high quality characters out quickly, but

#

My concerns about all the hours that I've put into learning how to sculpt and work on likenesses etc. etc. being pointless are... very much gone πŸ˜…

#

I'm not sure if I just missed something, but.. it seems somewhat limited?

#

So far, every metahuman character that I've seen appears to have a set of features present throughout all characters using the system

vale sky
#

how do you export a metahuman

long halo
#

@vale sky I'd like to know too... Can't figure out how to export from creator to bridge either

vale sky
#

it's not letting me export to maya

#

or blender

#

so im trying to unreal engine

#

and then exporting it that way

long halo
#

So you downloaded, and now are trying to export?

foggy panther
#

Secondy thirdy on that export thing

#

ooh ooh

long halo
#

Turns out my quixel / epic accounts werent linked right. So I redid it and now theyre showing up

vale sky
#

ah, yeah

#

i got it downloaded just fine

#

took it's sweet time

foggy panther
#

lol, could you imagine the load on it at the moment?

lethal cairn
#

Guys is there any way to righ the models imported from quixel bridge ?

foggy panther
#

welp, looks pretty, I'll give it that...

plucky kelp
plucky kelp
stone bear
#

any idea when they'll have the servers up, not been able to get in

plucky kelp
#

have you been accepted yet for early access? @stone bear

plucky kelp
opaque compass
opaque compass
opaque compass
opaque compass
random tiger
#

hey team! quick one... just wanted to get a screen shot of what I have been playing with but how can I hide the control rig in the view port?

#

nope.... tried that one... 😦

#

even when the character is not selected the face control rig is still on screen but the body control rig is only active if the body is selected.

#

lol thats what i did before but wanted to try to not have to add the rig back every time i want to do a screenshot.

royal furnace
#

be aware of aunt ho!

signal sand
#

anyone figured out how to remove shoes yet?

royal furnace
#

afaik not possible in the creator atleast

late quarry
#

Metahumans Chad

opaque compass
#

Thats pretty sad

#

Low quality body

rigid grove
#

Hopefully there will be high-res body and customization for it

thin kettle
#

if I open a metahuman skeleton in the editor, ue4 starts working very slowly 😦 Does anyone have the same issue?

jolly flicker
#

hello guys! I would like to know if somebody could give me advice how to apply clothes made in other programs to Metahuman in Unreal Engine? Should I export the body to Blender, Daz etc, make clothes there and reimport it, or just make a separate body with clothes and then reattach the head to the Metahuman in Unreal Engine? could anybody please help me to be able to create a custom outfit for my future game?

signal sand
#

Is there a way to use Set Master Pose Component on a meta human head to be attached to a mannequin skeleton?

#

or rather, how do we get the meta human head to atach only the head on another mannequin character?

plain haven
# jolly flicker hello guys! I would like to know if somebody could give me advice how to apply c...

Here's what I would do:

Export the head from Unreal into FBX. I wouldn't concerned about the material, so long as the slots are there, but YMMV.
Bring in a full body base and match it with the MetaHuman head. Also matching the rigging and whatnot.
Create your clothes using what you have at this point. Again, I wouldn't concerned about the materials because it won't carry through, but the slots are.
Once that's done, import them into Unreal, then create the materials accordingly.

#

Also, be careful when rigging with Blender. Due to it's strange bone rotation orientation thingamajig, you may ended up having a spaghetti monster with flying human head instead.

#

(Ironically learned the bug when dealing with anime characters)

late quarry
fresh dragon
#

Hey, does anyone know how to add these metahumans into the Advanced Locomotion V4 system?

dense bronze