#metahumans
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ill stream it on my Discord if you want to take a look?
I'm working on stuff right, but thanks for offering. π
No worries
Sounds like you're enjoying the experience, though.
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
How much clothing variation is there? Looks like a lot of those are sharing same assets.
I saw that! I downloaded Seneca and plan to play around with him later. He looks like an aging assassin or something. Very cool.
why no news on UE5 yet
When it's ready.β’οΈ
my least favorite sentence of all time
u need to ask in the unreal 5 channel
oh theres already channel for it lol
In the meantime, make some MetaHumans.
i'm waiting for the email letting me know that i'm in
Not yet, but we're prepared to drop new channels when the preview launches. π
Same. There are pre-made examples in Quixel Bridge to check out while we wait, at least.
pfist god ... my trick has been revealed π
i wanted him to go and search for it xD
Sorry to spoil your fun. I couldn't let it slide. π
here is a look at the early access if you want to check it out https://youtu.be/G4IlqZfOTfk
Hi everyone, just wanted to give you all a first look at the meta humans creator platform for unreal engine. Hope you like! Stay tuned for more
I get a 403 when I log in and press "Start MHC".
you haven't been accepted into the early access yet maybe?
Yeah that's what that error means. Just have to wait until you're given access.
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
only thing i can think of is that they will do that in-house and offer a service.
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... :(
probably simply go paid, free to use to unreal engine but paid if someone want for other projects, fair
like the megascan library
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?...
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 (?)
Look into ControlRig
Bad idea at the default detail levels. You'd need to seriously cut down on detail, texture resolution, LOD, hair detail, etc.
Ohhhh, don't wait for the email to say you're into the early access.
https://metahuman.unrealengine.com/
Check this periodically. Just got in without a welcome email.
Looking forward to playing with this on my lunch
worked π
Finally, I got in as well!
metahuman who? pfff
Does it offer more stylized options or is everything realistic?
Everything is realistic
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.
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...
Jesus Christ Marie, they're MetaHumans!
I was half expecting the saved ones to turn up in Bridge after a restart π
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.
literally
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
really wish they make a library for different clothing style, medieval, victorian, western etc etc
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 π
you can probably do that but as of now it's still plenty of work
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 π
"Jesse I told you I need to be able import the characters into maya"
probably inspiration lol
yeah the body is "the worst part", look another person body sometimes
btw i think is early early acess and they want to deliver the product
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 π
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
Main limitation of functionality right now seems to just be you can't remove shoes π
My favourite feature so far is the lowpoly LOD7
freaking love this shit, no joke
remember the ps1 meme of the guy on the crowd clapping?
vibes
yeah to realistic want a LOD8
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.
This is actually an interesting aesthetic lol
"You think you can replace me?! Do you have any idea who I am?!"
they do for me...
Ahh, they do now! π
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
"I am Metahuman"
#UE4 #UnrealEngine #MetaHuman https://t.co/lQLhudCnXw
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
I made a metahuman
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?
Maybe, but the LODs are more for reducing rendering performance cost at a distance, and can look a bit broken close up.
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?
I'm trying to download it to see how it is, but it's stuck in Bridge... Generating 0% for 5 mins
Aun me estoy intentando recrear :
Hmm, I guess you can't open this stuff in Blender
metahumans may only be rendered in unreal engine
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
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
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
Unfortunately since it only exports in .ma it limits its usefulness to people willing to pay 225 eur a month for that
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
Maybe this will work? I don't have one downloaded to try it with rn https://cadmonster.org/knowledge/?convert=ma&to=blend
Translation models from .MA to .BLEND. Convert from Maya Project File to Blender. Quality models conversion service
Also, editing teeth is not nightmare fuel at all
lol yeah the teeth mode is fun
Yeah I mean as far as I can tell it should really just be a matter of opening it up in Maya and pressing the export FBX equivalent... but I'm not really an expert on how these types of models are set up so it might not be quite that straightforward
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
Yeah hair was the one I kinda wanted to be able to adjust more as well
Well, I gotta make my waifu photorealistic in one hour. Not sure about the internet connection in midnight though...
I also wished Blender support, since I don't have Maya licence and I make strand based hairs by alembic method...
Anyone been able to export a custom metahuman from bridge?
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
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
Been stuck at "Generating 0%" for a while
That's what i was typing lol
Same here.
Yeah it's stuck on customs, the default ones export just fine
Do they come rigged?
Yes
As in on the UE4 mannequin skeleton?
All the rigs
Custom rig
Ah sweet
Not mannequin
My grip here is translating anime face into photorealistic one in a convincing manner.
Good enough, i can work with that
Sounds like a difficult task π¬
Desde el editor deberΓas poder exportarlo a fbx... π
english would be nice lol
Ahh cool, there is hope then π
Yes! still very slow, but its something haha
Yeah, it's rather difficult, especially avoiding "cosplayer" look.
I guess it has to grab the 2GB+ of data from a server somewhere and package it up ready for download
Yeah, especially if you pick 8k tex res.
I am sure there's some resources out there you can use of people making cartoony characters realistic, and you can take cues from that
Just gotta google a bit
The challenge for me at least, is trying to make the photorealistic one not looking like a mere cosplay.
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.
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
MetaHumans is basically The Sims on Steroids 
Boi do I got a tool for you
MetaHumans
π
IIRC MakeHuman was more outdated than MB-lab anyway
Oh does anyone know if we get the full body under the clothing?
Yes
Full body, but right now the custom ones can't remove shoes
Best you can get is sandles
MetaHuman clothing is fun and giggles, but i don't need that. I need marvelous designer 
Oh
smh, why can't I make them naked
Body comes in short/average/tall/skinny/average/overweight
That is a bummer
Because of the "NSFW"
Real-time limitations I presume?
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
But the creator covers breasts for some reason
I mean, if you're just ad hoc put clothes on it, there will be clipping issues
Shall the need arises, i could patch them with real nipples π

Ill report back once its export. Generating is 100%.
its just loading for a while now
there's no body under anything
there's just enough body for it to not show that he's hollow lol
There is, you just have to export it without clothing (custom) or look in the common folder
Oh really π€
Interesting, will have to take a better look at it
I haven't managed to get the head material on these common bodies to work
was just taking ages to even get it open in UE so far :D
but the data exists, so it's just a case of working it out
Yeah managed to export a body into FBX :)
Little surprised they didn't include a "super hero" body type in the first release
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
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
Just need a slider between the three body weights and height
oh my god I think it did think it was nude lol
there is nothing whatsoever, I think discord somehow detected it as a nude person
:D
Ooh
YES, and between feminine and masculine body types
Wasn't there a recent game that had to release an update before because you could see nipple if you clipped through clothes?
Awesome, saves me some time trying to make them look historical π
Also muscle/fat and top to bottom heavy
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
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
I'm struggling to get 18 yo girl look lmao
Oh neat one of my custom metahumans actually downloaded
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
so that is working it just takes a long time for it to process at least currently
Try blending Amelia maybe into your look?
There's probably just a queue behind the scenes
Amilia looks like the youngest person
It finaly starts to download π
Also mess around with roughness and texture on the skin.
Use the hand-tweaking tools
That could probably work
And make sure to look at the skin tab and all the options there, a bunch of things that will affect the age look
Kinda wish these custom humans could just be a head export
And then attach in engine to the body
I have haha
A check box for a modular body and head lock would be nice
I spammed them with feedback π
One thing I thought was interesting was the choice to use Bridge for this instead of the Marketplace
Well, the bridge is more private, the marketplace would imply making it public
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
True
I just hope they open up some sort of platform for artists to sell clothing, hair, etc.
It'd totally buy clothes and hair and stuff
Though hair I'd prefer was more adjustable
Even like, tattoos, makeup, scarring, etc. Opening that up a bit to the community to add to would be nice
That'd make this tool perfect imo
Didn't Epic just get funding for a multiverse type platform?
I remember reading that the other day
Probably all tied into that right
Metahumans as your metaverse avatars
I am 100% confident metahumans will be the metaverse avatar creator
Or else they wouldn't choose that name
Or at least a limited version of it
Oh crap
My Chrome crashed
Opening YouTube, forums, and Discord at the same time is a mistake
Cloud based for maximum access, regardless of player's equipment. All makes good sense
Epic are killing it man, that Fortnite money is being put to good use π
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
They went from humble shareware publisher to this
And people are hating Epic because there's no shopping cart on their storefront 
Offtopic but that's a good business move tbh
UX of shopping carts is bad, easy to leave mid-purchase
They've confirmed shopping carts are coming tho
Wishlist > shopping carts
But yeah, with MetaHumans now, after everything else Epic has done. Epic is just the number one within digital innovation, no doubt
Also, I think I managed to get close to what I want
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.
Looks nice
The model in-game is anime style, realised with VRoid, so seeing the photoreal rendition feels so surreal π
Weird that higher LODs dont really respect the face shape, looks more like something auto and procedural not made for faces
Back to 1998
pouts like in anime
Clothes really look like there are made from cardboard unfortunately
cyberpunk 2077
anyone know how to use the facial control rig?
this is what i have
There's a YouTube video demoing it on the official channel
it shows how to use it but not how to set it up
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
So it's not 60 minutes per user, but 60 minutes of continuous use?
Oh my god, I legit trembles seeing a character I create and design, in anime style first and foremost, got photorealistic rendition.
Cool stuff 
Indeed this one isn't a full body under the clothing
just head/neck/hands
Try hacking in a full body (no strings attached) π€£
Hmm does it not allow us to export FBX?
It should be, right? Paragon assets are exportable IIRC
did you put that environment together? holy shit
yeah if you export to maya itll export to fbx
Ah yes π
but you're only allowed to use the metahumans in unreal
Yeah i just need the chars onto our own rig system
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
Ah sweet. yeah we are using the Epic Skeleton
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
@native spire I kind of need to agree here with you
I honestly have no idea why. but it does feel like that
Like, I'm struggling to get a Caucasian nose right now π
It is what it is, just something I've noticed
Probably something to do with realising how close we all are in reality.
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 π
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
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
Can't remember her name π€
https://i.gyazo.com/fc8168bae6c6445b590d55a900a9feae.png also what is the Source option here?
Is that FBX?
Source = Maya file
when you use the system, load in a caucasian preset, and use the morph nose control to change the nose to a caucasian nose
Yep, still seems to head to more Asian features, I dunno, maybe it's just me
Pretty sure if you want a more "Caucasian" look, you might want to look into adjusting like the skin texture, and accents
Current experiment
Reminder: There's a bunch of MetaHuman resources in the pinned messages.
Thanks pfist π
Oh hey @static marten. π
she doesn't look asian to me, maybe it's just you?
Hey pfist!
Maybe just me π
Looks sorta middleeastern, which would still be asian technically
She looks Greek or Turkish to me.
Perhaps I've just been looking at her face for too long and I'm seeing things that aren't there π
Maybe
Step away for a while
But yeah, the nose is quite limiting, can't really change the width of the bridge very easily
Come back later. And suddenly everything is different
Try finding a good preset to blend
what I think would be cool is having body sliders, an ability to create custom clothing and grooms
Was going for a Jennifer Connelly look π
The nose is best changed with blends I have found
Even the sims has it π
yeah sims allows you to do that with mods i think
glad they have that feedback thing
Vanilla sims has body sliders
i meant the custom clothing and hair
i believe by the end of early access itll have much greater features
Yeah must remember it's still very very early days
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
Ok a great tip is: make sure you download the uasset + source
Now i have to wait 30 min again before it downloads π
Ahh yeah, I had that just now too
Hahah yah
This is why I will never shave
Oh yeah you can really change someone up with a different hairstyle
Quite dramatic actually
Yeah
Just wish wish wish we could change the overall strand length
Same, already sent feedback on it
I imagine that will be one of the most common feedback they receive
I think the only thing that has actually worried me so far is how baked in the characters become once exported
the characters look pretty similar to the creator
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
From Adult to Baby π
π
I will always feel like a baby in a facial hair suit, that's just my life now
question is it right that the startup goes like 5min and black screen
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
like this
Yeah, not seen that I'm afraid π¦
Try refreshing? The wait time is usually about 60seconds
yeah didnt have that issue
my internet is pretty bad so i have constant stuttering lol
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
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)
Bridge runs pretty poorly for me
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.
Also tried tomboy face profile this time
Cute! Looks like they're trying not to laugh π
Very hard to make 'ugly' characters in this, unless you just turn off symmetry and go crazy
man it just won't work
use chromium/edge lemao
problem solved was my adblocker
ad to use UE4 lol
Unity users wont have this kind of privilege tho
Lets not forget Cryengine users either
tho Quixel Mixer runs on Unity π€ oh the irony
Bridge is Unity as well π
Oh thats why its slow
hahaha
π
was gonna write that you were faster
Tbh, not sure why it needed to be Unity, could have been a webapp
The website works fine, just needs to export to UE4
I never understood that either to be honest
Substance source also works just fine.
I figured they were using something like sketchfab for the model viewer, yeah some generic 3d webapp
But who knows, one day it might run on UE5 π¬
Oh for sure that must be a conversation happening
Would have loved Marmoset Toolbag integration
Bridge is Electron/Chromium tho
There was that marmo viewer thing for ue4 at one point
Just add Marmoset Toolbag to UE5. One Program to rule them all
https://i.gyazo.com/8943b57bf3bb181189548b17d9623f3d.png Is the Maya source supposed to be placed here?
Yeah export scene to UE4. still exists tho
@plain haven oh? I remember somehow finding it out to be Unity, but maybe I have my lines crossed
Still works fine
Doesn't really matter tho, Chromium also loves RAM
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
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
That be epic
they should buy adobe and shut it down
I agree with that aswell
But then they own Substance π€ QuixelSubstance by Epic Games?
Adobe is about the same size net value as Epic
So it'd be a merger and that sounds awful
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
Does anyone know if it's possible to export the Methuman models to .gltf and then conversely, .glb?
Export it from UE4
If you download the Maya file or Export it from ue4 as Hoodie Guy said ^
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
Really wish epic would push gltf harder
I don't think that's cover the licence, unless your web app also uses UE4
(which considering they dropped HTML5 support because it sucked)
We have 4.26/4.27 support for exporting from the editor but Epic still won't give us a Megagrant lol
did you know that in the tos epic has written that there could be user generated content fpr metahuman
Sadly I think you're correct
Wish they had a more open license
If MHC has open licence, Epic would've already facing torches and pitchforks from "made from scratch" artists lmao
I think they will limit use for a metaverse because that's exactly what they are making
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
I think it'll be the Fortnite social features + Metahuman avatars, VR support, and cloud-based.
What if: Metaverse VR
It's like GTA V RP but more realistic
In my opinion it will exist as a 3D/VR layer over top the existing world wide web
Remember they are gonna be putting the Unreal Engine editor into Fortnite Creative
UE4 supports LiDAR scans and what not, carried from the enterprise stuff, so that's possible
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
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
Really?
Yes, really
Interesting, I didn't know this
What does that even mean?
It'll end up an engine feature. Mod tools is a highly requested thing already from a lot of developers
We're building a metaverse style platform within the browser in case anyone is interested in trying it out!
Oh
Won't that radically increase the build size?
Unpleasent, fortnite made me a bit depressed hehe
Also, there's Core Games which is doing basically the same thing
I imagine it'll be an optional thing
This just landed on the Epic Games store
Nice logo
Yeah, Core is interesting
So Core is basically UE4?
Core is basically the Unreal Engine, but with assets in it
Think Roblox but made in UE4 for the Fortnite crowd.
Unreal Engine Lite?
Whaaaat
No option for 4K textures
Thats cool
Yup
Download 8k and downscale in engine
I had a similiar reaction :/
I would not be surprised if we see Epic buying Core, and absorbing it into their metaverse plans
Nah who needs 4k, when you can do 8k with a GTX650
π
My system has trouble loading 8K texture (D3D device crashing stuff)
This would only be logical
Max Texture Size in the texture editor is your friend π
I don't recommend anyone loading 8k. unless you hate your hardware
Also RIP disk space, because my PAST FUTURE project files already surpass 150+ GB or so
I'll be picking up another SSD when there is another sale π
Guess I gotta sacrifice my Linux partition for greater good
Projects like Core are weird to me because I'd constantly want to port things to and from core and the full UE4 editor
Carefull to use them as backup
when SSD's die they die. data is gone
I think Epic's goal is to have an interconnected ecosystem of these games all tied together by the Unreal Engine/Epic Online Services
HDD gang rise up
Yeah, I have a bunch of HDD space I use for SSD backups, but they're just so slow π
NAS gang rise up
This is also why they want the Epic Games store on mobile
Like practically if Epic buys them, the best thing would be to have the UE4 editor to have a "Core mode"
I use SSD's for Windows | Programs | Engines
HDD's for backups
There's a reason why servers use HDD to this very day as opposed to SSD
I could see it being "Jump into any game as your MetaHuman avatar"
Yes and no, many providers do switch to SSD's
I personally stick to HDD for being a bit more trustworthy
especially avoid those QVD ssd's
Tons of even old servers have small SSDs or flash storage for the system
Yeah
tons of HDDs in RAID configuration are probably pretty speedy
with a large cache in front that'd be plenty fast
TBH I only use SSDs for playing games.
(and my daily games are either Final Fantasy XIV or classic Doom)
And newer ones are setup with smart ssd caching
I only use SSDs for applications and Windows, games can go on the slow hhd
So few directly benefit, and online games, you're always held back by the slowest system
loading times are way faster across the board
I have 6TB of SSD, it's becoming an addiction
Because Unreal Engine from SSD is amazinggggggggggggggggggg
I used to have them in raid
I did buy a cheap 2GB ssd for games tho
Up until the PS5 and the XboxSx, it's not like games were being designed around SSDs anyway
Just backup your work to HDD regularly, I have it automated every night
But UE4 on SSD is sublime
Working projects are on Google drive too
Yeah i have these Seagate backup drives, they backup as soon as new files are detected
Come on
The amount of Twitch streamers using these is going to be through the roof
Yeah so long as it's rendering out of UE4
Live link for controlling performance, screen-capture the output
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
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 π¦
Have to make them in the editor, then save them, and download that instead with the generation time added
@native spire can you try exporting one as .gltf from UE4?
Just about to π
Awesome
I've been granted access finally π
Well, not everyone have full blown mocap setup though.
Most Vtubers, even the Hololivers ones, only use their iPhone X-es just to drive their Live2D facials
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
what is a .dna file?
So, definitely not skyrocketed, but a potential nonetheless.
.DNA file is the genetics. It has many chromosomes.

Ohhh, I found the separated head mesh!
Get it? Biology class.
Oh i get it
This might interest you all, in regards to the head tracking stuff
haha
Where?
Oh i thought you meant Maya
So that, plus the headless body = win
Video I made recently of the web-based metaverse platform been working on
Head tracking using WebGL/Tensorflow.js
there's no Maya head
Patch it with a completely nude body I have and voila.
Implementation of real time head movement from a live video capture, tracked and translated in real time onto a 3D avatar using three.js/WebGL/WebXR.
Only a basic camera is required
@opaque compass which file did you export?
PC/laptop/mobile
Eh, not really.
Only select few Vtubers went that far.
I just downloaded the Source Asset
Full body Vtubers right now are like CodeMiko (which, fun fact, uses Unreal Engine 4)
Barrier to entry is too high for others to pop up like Codemiko
I think so yeah haha
Vtubing/real time translation of one's movements onto a 3D character needs to be democratized imo
Me!
We could probably convert it to .gltf, and then .glb
Want to test it out on my web based platform
load the FBX files and then export them π
That's your best bet π
Can't wait
Are you rendering in UE4?
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
Because unless you're using UE4 for rendering, you're not allowed to use MetaHuman
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
Did someone say the MetaHuman fits the Epic Skeleton (Mannequin?)
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
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.
@opaque compass It has it's own skeleton I believe
hmm yeah
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.
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.
are we allowed to post videos showing MetaHuman Creator on youtube and such?
As long as it's rendered with Unreal Engine, you're good to go
thanks
well, I am talking about the editor itself
and the process of character creation
People already have, so I guess so
It's a web based streaming app though, so consider using high speed internet when recording so not to disrupt the viewing experience
Yeah, I think sharing the editor is fair game. Isn't it also rendered in Unreal?
got it, thanks. I don't see too many videos about it for some reason, maybe my recommendations haven't caught up yet
Local Unity creators on Facebook are going to get real salty this morning lmao
There are a few
Share some screenshots add some salt to the wound

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.
Yep
Would take a long time to get all of the skin textures exported out though π¦
Oh yeah I would love to 
Bulk export?
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
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
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
Indeed
I think the short ones are average for eastern Asians π
At least with the current body type selection
I'm a 191cm tall boi, i only work with tall models
12 bodies total, right?

Pretty much
I'm 177cm and considered the taller one
UE4 mannequin is 180, which is considered taller than average π
Mannequin is smoll
Average here (in Indonesia at least) are 160-ish cm for men, while women are around 150-ish cm
I'm just going to normalize to 180cm for all characters, games with player height changes just adds SO much hassle and mess
IIRC Japan has slightly taller average for men (around 170 cm)
Collisions, clothing, everything becomes difficult
The More You Know π
The smarter you get 
Would have been nice if they said what short/average and tall is
MetaHuman can be an excuse to learn biological differences across the globe 
like if Mannequin is 180, then Metahuman should stick to 180 Average
Tall is 190 or something
I would guess average is 180, but the average female body is shorter than the male
I'll probably end up using average male, tall woman π
Soon used at schools
Hopefully it's about the same
My character (Nala) is around 157 cm, with 87 breasts size
Average certainly ain't working for me
I think the female MetaHuman's breast size is around 75
Definitely less than 80 for sure
I have made 1 character in zbrush
Due to Metahumans that will probably be my last one aswell
lol
There really needs to be taller scales. People are taller than that
No ideaaaa
Yeah, my father is 194, my uncle and nephew above 200
I'm short compared to the rest of my family
Bodies will change I think, too many missing features so far
Honestly surprised they added the weight options already
Knowing the "three sizes" is essential on creating female anime character π€£
It'll probably be 170, 180, 190
220cm? talk about a tall human
SuperMetaHuman will include those
lol
Also the option to adjust breast size in MetaHuman.
My character in MetaHuman feels off without her huge breasts π
I think 220 probably would be reasonable, maybe 210, because that would cover 99% of people
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
God knows how many times i smacked my head in my grandparents' house with its short door sills
Make sure to crawl at grannies 
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)
Bummer, would have been nice to see
Blitter
Guys
just finished creating my metahuman but I cant download it on Bridge
it`s stuck in generating 0%
anyone else facing this problem
?
@spare topaz just wait several hours
No kidding
Eventually it will generate and download
Its a slow process, takes a long time :/
ok I guess
Make sure to not close Bridge
mine took 45 minutes or so to generate
And then 10/15 min to download the files
right, it makes sense, it's really impressive what they pulled of
I'll wait
Insane haha
hi, im not sure how to use metahumans with unreal engine. i try to retarget to mannequin skeleton and i get this:
im following this: https://docs.unrealengine.com/en-US/Resources/Showcases/MetaHumans/RetargetingAnimationsOntoMetaHumans/index.html
A guide to walk through the requirements, setup, and process of retargeting exisitng animations onto a MetaHuman
but RetargetPoseMedAvgMale_PoseAsset is missing.
so if i download a pack from megascan and put it in the engine, how do i make it look like a human?
This is only in the MetaHumans example project
Wich you can get from the UE marketplace from a few weeks ago
MetaHumans? export it to UE4 its automatically properly setup
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?
@opaque compass i exported from quixel bridge. they are ready to use? how?
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
wonder how it wil turn out π
the groom is working now
still gotta set those project settings
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?
Yup ... stuck at 0% for about 1 hour now.
Mine it's finished now. It took about 1 hour to generate and download
How did you get it into blender? Export the mesh + skeleton from unreal?
yea u need to set fbx to 2020
its kinda heave and the bones are not rotated correctly
I would think the blendshapes and skeleton is an unworkable mess in blender?
lol
Honestly i have no idea, they are rigged. but you will have to retarget them
they dont have blendspaces its all bones i think
@opaque compass ok thats what im talking about, i am retargetting them but it doesnt work correctly
@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
i dont understand why they dont come ready for use, anyway, if you find out how to do it, let me know
Trying, little progress so far https://i.gyazo.com/8037dba79b539ba01364b512b8f58b8e.gif
@glass ravine who's that? donatella versace? :D:D:D
damn, bad plastic surgery
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
@opaque compass but i do have sample project installed. but ok, will check again
Hmm still checking
Nope there's a problem
That document is about the MetaHuman sample project
Not about the MetaHuman released beta
-_-
You can skip
This part is skippable with the new MetaHumans
really? i dont understand
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
https://i.gyazo.com/0a6d69279dcf0dbae76bc6c7c200589c.png change Spine values like so
Spine_01 = Spine_02 etc.
same as the docs
Save the Skeleton
did all this
Done
retarget
skip the Pose stuff
Its not perfect
But there's no Pose file from the MetaHuman beta unless someone knows more
are the finger of your model ok after retargetting?
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
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:
Surprise!
We at Mayhem Mirror feel honoured to have been part of the closed beta of EPIC Metahuman. Here it is a video that summarizes a couple of weeks of development 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.
I want to personally th...
has anyone managed to use metahumans as advanced locomotion character?
@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?
https://cdn.discordapp.com/attachments/500435139218767893/832378147189555301/unknown.png a friend made this one lol
Getting some really freaky fingers with retargeting meta human D:
- This isnt normal is it ?
Nope that retarget failed π
Thing is though
that
one sec
The fingers on the retargeting window looks like this o.O
I pretty much followed the Documenation on every point, except for the pose, since the asset isnt there - but yeh :/
https://cdn.discordapp.com/attachments/483256906698326028/832395355785527326/unknown.png
Height is off probably
And obviously the rig is different
Also is it possible to generate hair cards from Groom hairs?
So for more clothing, Marvelous Designer won't work? Only in Blender or Maya to add new clothes on model?
Does metahuman relate to how Modern Warfare does their players?
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 π
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
how do you export a metahuman
@vale sky I'd like to know too... Can't figure out how to export from creator to bridge either
it's not letting me export to maya
or blender
so im trying to unreal engine
and then exporting it that way
So you downloaded, and now are trying to export?
Turns out my quixel / epic accounts werent linked right. So I redid it and now theyre showing up
lol, could you imagine the load on it at the moment?
Guys is there any way to righ the models imported from quixel bridge ?
welp, looks pretty, I'll give it that...
return to metahuman
what about making an fps where you literally rock a handgun
any idea when they'll have the servers up, not been able to get in
have you been accepted yet for early access? @stone bear
Messing around with the Meta human Creator. Amazing teeth formation, enjoy!
You need to download the uasset and source asset (Maya) check settings bridge for metahumans
You haven't been invited yet.
Download Maya asset and export head from engine to rig. Bit cumbersome......
Right now it's more MetaHead than Human the options are limited. And ofcourse you don't get as much control as a zbrush sculpt.
In the other hand it just got released in beta
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... π¦
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.
be aware of aunt ho!
anyone figured out how to remove shoes yet?
afaik not possible in the creator atleast
Hopefully there will be high-res body and customization for it
if I open a metahuman skeleton in the editor, ue4 starts working very slowly π¦ Does anyone have the same issue?
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?
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?
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)
Yes.
Hey, does anyone know how to add these metahumans into the Advanced Locomotion V4 system?
There's an option for automatic bone orientation in the import fbx options that usually solves that


