#MetaHuman Groom physics is something else.
#UE4 #UnrealEngine https://t.co/KH2GxbuEej
#metahumans
1 messages Β· Page 15 of 1
This is actually destructive for UE4 and what caused the spaghetti monster effect in the first place.
Exporting the mesh without Blender's bone orientation would allow the mesh to work properly with UE4's control rig and direct animation retargeting (e.g. using the same skeleton as the Epic skeleton)
Using the auto bone orientation would misplace the bones to the animation system, thus creating spaghetti monster effect.
MetaMeatBallPasta
Processor: Intel Core 2 Duo E7500 2.93GHz
RAM: 4.00 GB
Video Card: Nvidia GeForce GTX 1660 SUPER 6GB VRAM
Internet: 2mb/s download
After 2 days...
40 min Creating my Metahuman.
1 hour to generate and download it.
1 hour to update Unreal.
8 HOURS (No kidding) whole morning and afternoon to Compile Shaders.
Finally! I imported my metahuman to UE4!!
Her name is Anna
@plain haven if you import with auto align bones and use that to weight stuff and import another skel w/o auto allign and than reparent the mesh with envelope weigth to the non auto its all fine again π
There are many cases that this is not an elegant solution, because I dealt with custom made models (and anime models have more disproportions than perfect humanoid skeleton). But because this is #metahumans channel, I digress.
that doesnt really matter, but the auto align doesnt fix the tip bones so thats also kinda messed π
but proportions wont matter becouse it only exports transform and location
4Gb of ram ;_;
My first Metahuman with animated face with Ar kit in Unreal Engine
I am excited with the quality and especially how eyes and skin look like, totally human.
But of course I want to make custom clothes. I was wondering, maybe it is viable solution just to export the body without the head to Blender , model clothes and then reimport body to Unreal? As the head is compatible with the body, I wouldnβt need to export and import the head again, right? Anyway if there is a link to a similar tutorial o workflow for beginners of how to better set up the workflow and create custom clothes/or apply clothes purchased on the market) I am not a 3d artist, so will need a bit of help with this) any help is welcome as my dream is to make a very realistic and beautiful cutscenes for my game.
Is MetaHuman going to be cloud hosted forever or only during early preview (i.e. will it be a desktop application)?
I would imagine due to the extremely high amount of data required, it'll always be cloud hosted
You'd literally have to download TB of data, especially once more scans and assets are added
Plus it allows anyone to make metahumans, regardless of hardware
Makes sense
i was very impressed with the early preview
the hair is the best part
15 minutes to generate and download
~20Mb/s download speed
10 minutes to import and compile shaders
nvm, 5000 shaders to compile after enabling correct plugins & settings π¬
going pretty fast
no Ik bones ?
Any inpeditives on packaging a project with metahumans?
My project was packing normally, after adding metahumans its failing.
first test with metahuman, absolutely ridonkulous qual. impressive werk from everyone involved, this feels revolutionary
Zoom in far enough. Might be hair without lods
TBH nobody is yet to asset flip the MetaHuman so π€·
Here's a proposal:
Making my own virtual wife using MetaHuman, voiced using real-time voice generation, animated using typical game animations, and having deep learning thoughts like Replika and alike. All of those implemented with VR/AR.
No one tried to pack a project with meta human in it yet? I always pack my project after adding new features exactly to test for packing errors. Just wondering if its just me.
You were right, it was the LODs
Are they planning on lightening rendering restrictions on Metahumans (rendering them outside of unreal)? Iβve been researching them for work, but we use Redshift so itβs kind of a moot point with the current EULA.
Maybe it will be something like Quixel Megascans where its free for unreal but costs money for other engines but i doubt it
This is a big advancement and it would be more valuable to Epic if they kept it locked inside of the Epic ecosystem
Just looking at the files, it looks heavily integrated with Unreal Engine (i.e. Grooms and Groom Bindings file types)
hmm, i had thought grooms were based on some alembic standard, but it seems i misread
Tried creating photorealistic rendition of Tomoka Tenkubashi (Idolmaster Million Live)
Also fixed Nala a bit.
Anyone facing this issue, suddenly meta human browser goes nuts after sometime, all blurry and unresponsive ? My PC is not potato
Does live link support the iPhones π² accelerometer? I donβt see an option to use & have only seen people using desk mounted like myself.
figuring out a workflow between Maya source file and Unreal. The metahuman bp in Unreal has a control rig for the body and one for the face. The Maya source file has a control rig for the face, but not the body. Can I export a control rig from Unreal to Maya (even if it is just the control curves) and can I export animation from the control curves out of Unreal? I'd like to record some mocap in Unreal and some externally, combine it all in Maya and apply it to the Metahuman in Unreal
Can 2D portraits be scanned or imported or converted to 3D, with the MetaHuman Creator?
Has this question been asked already?
warming up with the new creation! Will be adding new animations to this character. A complete Martial Arts pack will be made just to show off the talent of MetaHuman creations, Stay tuned!
for some reason the metahuman ui looks a bit blurry for me
does this happen on other dpi configs as well?
currently at 4k @ 150%
mine are looking a bit low res too when on the creator, but when rendering or using them in UE4 they come out in 8K just fine
My issue is that I'm (still) struggling to create convincing younger character. Coming from MB-lab, I was expecting age slider, which might be in the works for the next version, but my friend said she looked like in her almost mid-twenties as opposed to being a 19 years old girl.
But then again, maybe it's just me screwing up the abstract skin texture slider.
try using the young male models skin
now this is epic
Damn, boi, he's hot π³
Imma use this for dating site
(just kidding, I never trust dating sites regardless)
hahaha
much younger π
i mean the ui... lol
the UI in creator yeah? @plucky kelp
yeh
That's what i meant, in the creator (UI) its looking a little low res but it comes out just fine when exporting and rendering shots, maybe due to higher use at the moment?
π€·
it's weird lol
The creator is completely streamed as video from what I can only assume is a GPU instance running on AWS
It seems to sometimes drop a bit in quality similar to eg. twitch streams might
None of you are interested in importing a 2D portrait into MetaHuman Creator?
You know the "generated.photos" website?
Would be cool to import an A.I. portrait and convert to 3D.
Not me.
I'd rather let imagination speak for itself and not impersonating other people verbatim.
Those people are not real, though.
The algorithm is StyleGAN2 from nVIDIA.
Can you convert or import one of these portraits? β¦ into MetaHuman Creator?
With the way MetaHuman Creator works right now... No.
It's not as much option as MB-Lab. MHC is still genetics based.
yes this is very true, but as a starter it has amazing potential for future applications
It's like GTA Online's character creator, but you can move things around a bit more.
Ahhh.
π
I see what you mean.
Not yet

Although currently MHC is at v0.3.x
So things might get improved and who knows if it eventually shifted away from genetics based into full on sliders and "sculptables"
My assumption of this, is that they will continue to scan more people, giving us more options to fuse them. Giving us further applications to customize in creator.
I still wish it has more customisation like The Sims instead of GTA Online like genetics system
its still in early access stage and im sure that they will be taking all suggestions into account
Imagine the power you would wield β¦ to scan a standard 2D portrait β¦ convert to 3D MetaHuman character β¦ then sculpt and adjust, as necessary.
β¦ then get your character 3D-printed? π
Wow.
Would be nice.
Some day.
the options with this tech will be endless
im starting animations for my character, will see how it turns out
No no no
I'd rather go into MetaHuman, bring the character into Unreal, code in some neural network based response system and text to speech, put it in AR system (or VR if I'm able to overcome the motion sickness)
Voila, a MetaHuman wife
"If you can't win a woman's heart, make a virtual one on your own."
Well β¦ yeah β¦ as long as an A.I. algorithm is used β¦ why not?
How about a "randomize" button in MetaHuman Creator?
I would like that.
In Black Desert Online, you can actually browse through other players' character configurations, and you can "apply" one to your own character.
MetaHuman Creator should also have that feature.
It's still more GTA Online than Final Fantasy XIV
I mean, we don't have body adjustment just yet (which make Nala's MetaHuman rendition look less accurate because her breasts are huge in the anime design)
#NeedMoreSliders
Any ideas of why when I export I dont actually have anything to put into my scene?
hmmm thats not normal, you should have the BP in there, check your source assets
@plucky kelp definitely not in there. I've been getting nowhere for 5 hours haha.
ill jump on and load my new character and see if im getting the same issue
ill message you direct and see if i can help you out
you're a beast
My Meta - Sara
Make her talk, then upload the recording to streamable dot com.
Unfortunately i dont have a iphone, i am so excited to have one, and when i get my hands on one, i am fureaking making a short movie
Find out more about AI voice:
https://www.sonantic.io
Game developers at Obsidian Entertainment have already experienced the positive impact that the Sonantic AI voice platform can have on the creative workflow. By replacing existing text-to-speech software with Sonantic, the team can now work with high-quality, realistic voices throughout the ...
Sonantic provides A.I. voices for game developers.
Hey guys, is there a way to dowload the metahuman characters as static mesh?
I want to use them with mixamo animations, and I can't find a way to do it
hey guys, can someone point me in the right direction. how exactly do I get the facial rig to work with a custom metahuman?
It seems a lot like how Rockstar used Euphoria Physics for ragdolls in their games. It was proprietary but not so much an application they were allowed to use as it was a cooperative effort with their studio. Assuming I'm remembering that correctly. Either way at this point it's not really meant to be something the little people can play with.
bro what
core 2 duo
extremely interesting
I'm not really an expert on this but you would need to retarget the metahumans skeleton to the mixamo skeleton in order for the animations to be usable with it
Yeah, it seems so, I have been looking if anyone have done it, and it seems someone used a headless model and put metahuman head on it
I may try it later on, at the end of the month when they will be some more info about it. cuz I lack the skill to do it on my own
I don't think it should differ from retargeting anything else
You may be right, but I am kinda a newbie and still a student I can't spent much time on it
Yeah that's fair :)
I have like a month to finish my degree work xD
Thanks tho, here is a link of someone who is trying to do what I need https://www.youtube.com/watch?v=7NTiWqewQak
Continuing my tests using iPhone's Live Link Face app, and a modified version of a character from the MetaHuman demo released by EPIC Games. This time, combining it with a body/suit from DAZ, and an animation from Mixamo. More to come soon.
Anyone have any idea why hair is not showing up on reflective materials?
it is cuz some of the metahumans hair preset only works with lod 0 and 1
you can force one lod 1 in the metahuman blueprint, however, it takes a lot of resources rn
I have my lod set to 0. It's fine on the actor but in reflections it's missing.
How do i set poses on IK, whenever i pose the meta human and save it flips back to default position, wtf lol
never mind, i figured it out, i had some keys saved and i was just 1 frame ahead lol
Guys If you are facing issues with hair and groom, just close the sequencer and open it again, the hair will be reset and normal again.
Hi Folks. I'm trying to Launch MetaHumans through the Quixel Bridge (QB) software with the Unreal 4.26.2 engine installed (I have an Epic Games account) per the latest email from Unreal on this topic. In QB I go to MetaHumans>MetaHumans Presets pick a model, click on Start MHC, it opens a Google Chrome and I get a 403 - You do not have permission to access. (Forbidden) error. What am I doing wrong here? Thanks in advance for any and all help provided. π§
Login ?
I am logged in to both the Unreal engine and Quixel bridge.
Then open it via mail
there will be a button, just click on it and it will redirect you, and use chrome or edge
I think, Epic has not implemented this yet. From what I have seen, only card-based hair gives ray tracing reflections but grooms assets don't
I tried that and got the 403 - You do not have permission to access. (Forbidden) error. Do I need to install a particular free or paid preset to work with the Metahumans models?
Na man, I just access it via the button on the metahuman page, now that they have confirmed it via mail
403 is maybe because some server side error due to load
try after few hrs maybe
The model finally downloaded to QB and then I clicked the Export button for the 2GB model I downloaded and then it fired up Unreal. It says now it's "Compiling Shaders" at 5000+ now. I'm getting all kinds of missing plugin errors in the background Content Browser window. I'm doubtful it will load properly. This is all so new to me. Are there any tutorials up on YouTube about working with the MetaHumans plug in?
It will load properly if you just enable the missing plugins and project settings using the button it offers to enable them :)
Thanks zomg for the reply and information. All loaded. No MetaHuman model in the work area?
First attempt at Metahumans I tried to make myself, definitely not there yet
That's pretty good though
Where do I download/export?
@knotty ivy
Quixel bridge
Ah, my bridge wasn't updating
is it normal that it has to compile over 6000 shaders on first import?
The next step would be giving MetaHuman Creator that profile pic, then having it create an approximated 3D face.
If we saw that, then we'd know we were living in the future. π
I created https://metahuman.chat/ as a place to hopefully consolidate a lot of metahuman information
I want to see animated GIFs and MP4 videos (in the custom content section). 
Hello, has anyone had luck getting Metahuman working through Blender or do you know if its possible?
https://einstein.digitalhumans.com/?_ga=2.154407672.1137264718.1618594174-91366519.1618594174
MetaHumans can do this, someday.
You don't make final renders of MetaHuman outside UE4.
can you animate the fbx and retarget anims to other metahumans?
Yes, although you can animate it in-engine with Control Rig (which is frickin OP)
The fact that Bridge didn't show 1/10 of the number past 1 GB is anxiety inducing.
Are those MetaHuman waifus? π
skeleton + textures + rigging + animations = 2GB?
that beard fuzz looks like a toon outline π
The waifu ones are Tomoka (#4), Makoto (#5) and Nala (#8)
The husbando is Mufasa (#1)
The rest of them are test stuff

Also tried uploading bust up of Mufasa, bare skin, but Discord detects it as NSFW lol
I mean, his body is quite beefy, might get girls high
MetaHumans doesn't have body sliders yet, though?
I think one of the things that it kinda needs is better adjustments for things like eye/nose/mouth spacing, rotation and shape... I think Hoodie Guy's picture shows it quite well because they all line up so perfectly :D
There is some options for those but it seems moving them causes the size or position to become a bit strange
Sounds like there should be a feature to lock all aspects of the character except for an isolated body part.
Had the chance to try out the new MetaHuman Creator and its absolutely stunning!
No Live Link Face was used on this, everything is animated manually.
Thanks to jagg and sacky

I too would love to see more control over the ratio of chin to nose to forehead and possibly more ability to shape the eyebrows, whether that be more sculpt options or eyebrows themselves.
I've been working on tools to build a body control rig that matches the one in Unreal for metahumans. I am pretty close and have the ability to apply motion capture and animate the body in Maya. I wondered if anyone has experience applying fbx animation to control rigs in Unreal sequencer. I'm trying to figure out if I can export the keys on the control curves to apply in Unreal, or if it needs to be on joints with the same names (but then they won't have the same zeroed out transforms). Also, if there is a way to export the body control rig out of Unreal to Maya, even if it is just a set of control curves, that would be helpful.
Hi guys, how long does it normally take from you hit the apply button, to be granted access ?
Is there any way to save JPEGs or movie files yet?
how to bring metahumans from metahuman creawter to ue4?
how did you make the animation, just screen capturing the web browser?
@proper mulch nope, everything is animated manually with keyframes inside unreal engine sequencer
It took me 2 days. Hope you will get yours soon
I just tried importate my MH from Bridge but the folders are empty
Are you using the latest version of Unreal?
Can we import clothes? Doesnt seem they have a lot of clothing options
I just put up my first youtube video! Its on the metahuman creator.
Thanks for sharing.
I'll check it out, on my day off.
You're welcome, thanks!
hey i need an opinion, i just made my character and do you think i should make his hair black or this brown color
He looks better with black hair, but that is opinion, not fact.
Metahuman not showing in bridge even after updating.. Need total reinstall to work?
Close out the creator to the main page, then either restart bridge or hit refresh
Or try logging out of Bridge and then sign back in
I think logging out is what got it working for me, now I just need to hit refresh on bridge when I want to see my updated metahumans
Do i need the metahuman app to do something to enable bridge to have metahuman?
How did you change her clothes?
relogging doesnt fix it
I just got my invitation to Early Access email from Unreal a few minutes ago! I was able to edit and create my first MetaHuman. Is there a way to export my creation as video file?
It's just a dress I made in Marvelous Designer... I don't have it set up for physics or anything yet
Yup, reinstalling works. Annoying..
You have to click on the back arrow to the main page. I mistaken the other page as the home page.
Does anyone know if its possible to export a character from metahuman to zbrush?
i'm getting ready to experiment with it and want to be able to make clothes in zbrush for characters I create in Metahuman -- just wondering what the workflow is and if this can be a replacement for other programs like Character Creator or MakeHuman.
is there any way to see tri counts and what not of different LODs?
or are they just what they are?
you can in engine
Could you please explain for a total newbie in this program, how to export from UE to Marvelous designer and then back to UE? I will learn how to make clothes online in Marvelous but I donβt know how to correctly export and then reimport. Maybe you could share a few screenshots of the workflow, or DM me?
Hi im quite new. i Have downloaded MetaHumans and im quite confused. Can anyone suggeest a good tutorial or some tips, It would rreally help out.
Kinda looks a bit like Patrick Stewart π
it really does
You won't be able to export from Bridge etc into Marvelous Designer. I think a workflow could be to export the MH to Maya, then from there export the body mesh to Marvelous Designer for a guide, do your clothing, then export your outfit to UE.
You could probably export the mesh from Maya to Zbrush, but you can't from MHC to Zbrush.
Blender export is not possible, it's Maya only. And Epic have stated that βCharacters generated in MetaHuman Creator, including those in the sample project, are licensed for use in Unreal Engine projects. This means that you must render MetaHumans with Unreal Engine; you cannot render them outside of Unreal Engine.β
Blender is not possible and from Epic - βCharacters generated in MetaHuman Creator, including those in the sample project, are licensed for use in Unreal Engine projects. This means that you must render MetaHumans with Unreal Engine; you cannot render them outside of Unreal Engine.β
Biggest things I feel are missing right now?
Control over nose shape. Every celebrity face I try to train with falls at the nose. Sharp/angular noses just don't really feel that great right now.
And then it's just a case of needing a few more hairstyles.
It's almost like Epic need a list of celebrity faces or character faces, and once you collectively answer those particular needs, a lot of the common requirements are met
Was giving Khal Drogo / Jason Momoa a go, but his nose is just too unique. Though the eyebrows worked I think
It's just that sharp nose shape
Playing around with Meta Humans. I've quickly created a Morph Target that allows me to morph Amelia into Bryan https://youtu.be/M5aY_EdgA_Q?t=488
#UE4 #UE5 #MeshMorpher #MetaHuman
Mesh Morpher is an Engine plug-in that allows you to easily create and modify Morph Targets from within the engine.
Result: 8:08
Get it here: https://meshmorpher.com
Discord server here: https://discord.gg/v4D42Vp
Best I could do π
@fresh monolith Ahh interesting! Have you tried doing a body morph target yet? (from the 6 body types we have currently)
Hey, no, just with the face currently.
if the body meshes have same vertice count and triangles then it will work the same. Unfortunately what's on quixel is not very consistent in this regard. Out of 4 meta humans i've tested, only 3 had same vertice count and triangles
me too π
and maybe it does, but the way unreal engine reads and renders the data might mess up with it.
Is anyone having trouble using live link face with metahumans? The shoulders and arms are moving up but I've set my take recorder to only record the face.
Btw I found a way to do it, I can share it if you are interested
I am downloading my metahuman from bridge at 2k resolution and it is really slow. I have no problem with downloading other megascan assets quickly.
hi is there anyone know how to use the control rig,i can't find any option under bp Danielle....
Hi! Has anyone had any success retargeting animations to Metahumans? I went through Epic tutorials but it's still looking a bit weird.
Oh definitely curious if it's any different from what I suggested at least :D
Meta Pets in Unreal 4
Source: https://www.facebook.com/UnrealEngine/videos/286397362896805
funny thing is I saw someone do a Dog with particle hair and it sent me on a 3 month journey into learning how to make hair with Blender. So thank you doggie. Good doggie.
I have a question, probably best suited to this channel. Is it possible to export grooms to edit in a DCC?
if anyone knows, please feel free to ping me a msg. I need to sleep π
how would I remove facial hair?
idk if people know, is something from the "opponent" π but for unity exist a very complex "character creator" called UMA, is a open source project under MIT license
if you are interested in character creator, is something very cool to see
I am a meta-human
trying to make the worst looking metahuman I can
this is prob the best I can do
Managed to cap the texture down to 4K
now I need some average but well taken girl selfies for reference
If anything, he looks like got splattered some chilli sauce all over
you can export in 1K (???)
4K texture is the perfect mid point for PR characters.
2K texture is more for NPR
meh, i don't think but ok
Sorry, I care more for lower end hardware
You missed my point.
Unreal Engine itself is definitely not capable for modelling/sculpting, and not everyone is willing to either buy or pirate Maya. Anyone still able to export the FBX from Unreal, made necessary edits in Blender (like creating new hairstyle, clothing, or patching in new body), and bring them back to Unreal.
but if export to blender you can re import to unreal with the metahuman skeleton?
As long as the bone hierarchy isn't modified, I don't see any other reason why it won't work.
Just try avoiding Blender's auto bone reorientation and leaf bone export, and it'll import back to unreal fine.
Sure, that's absolutely possible.
I'm certain many will be exporting data to various software such as Maya, Max, Blender, and Zbrush.
Now what's left is MetaCats.
I'm a catto person more than doggo
Also, is the MetaHuman hair cards are really missing textures, or something's wrong with my Bridge?
I got access in just under a day.
Hey guys, I made this guide how to retarget precaptured custom animations to Metahumans. Its a step by step guide, and I used Rokoko suit mocap, but it can be used with any other animation, the principle is the same. Any comments and advice are welcome!
For me it was less than 24 hours
Is it just me or the hair card material is really broken?
It's still unclear to me what's really hooked between Dither Temporal AA and "Coverage" in the material.
Wait
I think I approach it the wrong way
Lemme take a look at the groom asset
Right, it was in the groom asset all along lol
Whoops
Does anyone know how to hide the eye widget when taking a screenshot? I don't have it active, it just turns on when I take the screenshot.
hey can someone help me, i tried to export my metahumans to my unreal projects, but it keeps failing and not exporting
Do you have the Megascans plugin turned on in Unreal?
Do you have unreal open?
Yes i have it installed, do i need to turn it on too?
Yes
Yeah you need to turn it on in your plugins, there should be a megascans icon at the top of your Unreal editor
no errors, it just wont exporting
there is
i also tried like another assets that is not metahumans, it worked
do you have a different project to open to see if it's the project?
*or that you could open and try
And you're on 4.26.2?
yes
yeah i could try
How long does confirmation mail takes for meta human access?
I get mine in less than 24 hours
Although I'm among the earlier batch, so your queue might've been longer at this point.
#TheStruggleIsReal
#TheQueueIsReal
Is it possible to link mocap animations to metahumans? https://www.unrealengine.com/marketplace/en-US/product/generic-npc-anim-pack
Hey eveyone, i don't know if this been discussed here or is just me...
Can anyone do me a favor and check if within engine, in the mh_arkit_mapping_pose.uasset, starting from MouthLeft the pose name is one behind, like the name doesnt match the current morph target pose but the above one
Hey GUYS! Hello!
Please help.
I made recorded track with my metahuman but NECK doesnt animate, only face.
How to record head rotation too?
I got it in 2 days
Also i dont get any mail confirmation i just got access to it
i already signed up
Hide manipulators
there is no BP in my metahuman folder
Am I missing something?
I can see it in the explorer
you need to update your engine version @junior stream
Yeah I figured it out. Thanks tho.
My first metahuman
Looks like a real person.
Do you guys know can metahumans be used in commercial projects?
has anyone been able to extract the source fbx or orb file with rig into Maya?
I dont see any facial bones in Maya, but its giving a bum on import.
Does anyone happen to have a obj or fbx from rig source files?
i was able to export to fbx from unreal engine
My first metahuman
How to connect hands to Vive Trackers?
hi guys! is there any method to share settings of character in metahuman? As example, I want to share my model with an artist and he can change some parameters
Why am I putting a metahuman into every project I make? Because. That's why.

Is here anyone who can help me with meta human hoodie material?
Im bad at materials lol
Hello, I have a question that I could not find an answer to in documentation / online. In my company we need to set up phonemes for text-to-speech aplication using our metahuman, and I am pretty new in UE and not sure how to set it up. I know how to use the control rig and set it up for animation purposes (Making expressions etc), but I am at a loss when it comes to creating a blend shape from a set expression achieved through the control rig.
I have the metahuman imported into Maya aswell in case thats the only way to go about it, I would appreciate any help
To better explain my goal, lets say I created the expression for the phoneme on the right using the facial rig. My goal is to save that whole facial expression as its own blend shape which we can later assign to a specific vowel for instance. I hope I am making any sense and anybody knows how to help out π I am a beginner in UE
https://youtu.be/hxs5jatmySE if it helps anyone π
The MetaHuman Creator full tutorial. We'll setup early access. Create a custom character. Export that character to Unreal engine using Quixel Bridge. I introduce you to a few concepts invovling sequencer, animation rigs and LOD/Card performance. Lastly we'll target the character to a 3rd person blueprint, ready for animation and use within your ...
was thinking someway to blend your own face to metahuman
hi. in bridge when i click on export button, ue4 crash. how can fix it?
does anyone have metahuman rigs working on Maya? Im getting an error on plugin export but all I need is the fbx exported with rig selected including facial bones.
Could someone help me out and grab that fbx w character and skeleton for me?
@cedar pollen i only exported to blender, but i set fbx to 2020
only time i ever had to do that
hell i dont even know why i tried that
im trying to get the rig in Blender, did you get that to work? @glass ravine
from bridge?
yeah it does fbx and obj but it puts them as maya documents
its a maya advanced rig but maya only
hmm i only exported from UE4 and only the face
It worked for me , followed the steps exactly as described in this video https://www.youtube.com/watch?v=obtcuTXqHPs&t=446s
I spent the weekend figuring out this workflow so you don't have to. I hope you enjoy it. If you want to learn more from me and support this channel, I have a bunch of courses on https://digitalcreatorschool.com that you can access when you become a member.
Live Link Tutorial: https://youtu.be/lDFLrzZy2R4
00:00 - Intro
00:23 - Bridge Settings
...
works as intended
nice, Could you do me a favor and select the model asset and skeleton and export as a fbx you could give me? @mental hatch
mehus
my plugin is giving a unknown error, I followed same tut
I cant share with you this asset, company thing :X sorry
thats fine, what about one of the bridge template ones?
yeah i can do that
I would really appreciate it
will take a while tho
memansπ€
gotta make a vote out of this :p
if some other than humans be made with this tool then it be hybrid as you can think DC character king shark as human and shark hybrid
A more curated test of Metahumans for videogames and game developments.
Here you can see a mix of quixel megascans, metahumans, dlss nvidia, keyframe animation, motion capture animation, game ability system (GAS).
Does anyone know why exporting the character from Maya is producing these results with the head orientation? https://gyazo.com/3b12f515d25d8e4ae7b6e9ad9a5bca58
guess my question fits best here, anyone experienced that groom assets aren't garbage collected from the GPU?
also they seem to reduce my framerate a lot when in GPU memory, even when not rendered
Hey guys, anyone having trouble using livelink face app from Iphone on 4.26.2? It works fine on 4.25 but on 4.26.2 the device just doesn't show up
Anyone know why when I try to import my metahumans it says failed because unknown extension type but it's uasset?
Has anyone had an issue with bridge, where online your "MyHumans" shows up, but on desktop app, it doesn't show your MyHumans?
Also...has anyone had success with importing a downloaded zip file of the characters via direct zip import to Bridge?
did you read the thing about needing to make sure you export with the Uasset option checked, along with source?
I'm getting the same error if i try to open a preset character and go into bridge to mod. I can do it via the web app but I'm unable to download in the desktop app that exports it to UE4. Did this happen to you at all?
What did you do? I feel like mine is doing the same thing even though both look signed in correct.
is anyone able to export from bridge to maya? Its giving me an error when I try to open up the rig?
does anyone know why the head is way over here in maya export from bridge?
Are metahuman crazy highpoly stuff or can be used for mobile games?
? That's a strange view on the technology, its a 3d asset.
yeah its giving me a strange import, not sure whats going on maya 2020
@vocal lava I logged out of my quixel account, then logged into my epic account. Had to do it twice for it to 'link' correctly or whatever it's doing. Once it worked, the 'MyMetahumans' category showed up
Hi community people, so I exported metahumans to maya and then tried bringing it to Zbrush for additional sculpts. Cant get it to import back into maya - without losing the rig connections. Couldn't find a solution as of yet. Anyone knows how can we possibly do that? Any help would be much appreciated. Cheers!
You didnt download the source ztl and uasset file.
The rig is bound to a multitude of joins attached to the face (lets say 70 , im pretty sure sculpted changes to the mesh will always break the rig. I dont think there is a viable way to use zbrush yet, unless you figure out some special workaround. Just my two cents, could be wrong, i just spent quite some tome studying the mesh tho.
Played around today and got one in a space suit. Not entirely difficult, just using sockets and a construction script. https://www.youtube.com/watch?v=yZaUCjo1b48
Preview video for an upcoming tutorial. How to customize outfits for your Metahuman. All free.
#UnrealEngine #UE4 #Metahumans #customclothes #free #demo #learnMetahumans
That
astronaut metahuman is fitting, since SpaceX just launched a few to the International Space Station, two days ago.
Got it mate. But say if we save skin weights and reapply them upon importing. Lets see, Ill try that I think
can someone give me a .fbx template of a metahuman model + skeleton? I cant get the import to work from Bridge to Maya
Hi guys i can't find out how to fix this error (i made a small video)
https://youtu.be/7Wffe_Zwyc4
Can someone help me?
It finally worked once I was officially invited to the program via email and use the link provided by Epic Games.
Anyone else feel like there's a workflow issue when trying to recreate people? Sure picking a base head that matches your reference pretty well is a good and easy start, but if the eyes or nose is off, the current thumbnails aren't big or close enough to be able to pick a better match to blend in
Without kinda knowing what each base head looks like
Hey guys i'm new to unreal and was testing out the meta human sample project when I saw some kind of noise in the view port and final render via sequencer. Anyone know how to fix or minimize this?
can someone give me a template fbx of a metahuman character + skeleton?
It'll be on Quixel Bridge
If I export a character out of Meta Human into Maya, to make a few changes to the mesh, and get a more exact size, (by uniformly scaling the model up or down in size) would that break the rig?
anyone know why this is the result I get in maya from bridge export? https://gyazo.com/6f747b617168d9e60c400bbf5acabf9e
dang ok
ill pay someone $20 if they can get me a template fbx character + skeleton from maya source files. I cant get the plugin to work.
You might as well pay an engine developer from Epic Games itself to be your personal tutor. π joking
First time using unreal, not too shabby
has anyone tried to scale the size of a metahuman either in engine or in another program like Maya to get a more exact height since there are only three heights at the moment?
has anyone got their metahuman to import correctly in maya?
Just scale down the model to your desired height in engine. People won't notice any oddities.
I recently thought about using Metahuman for facial animations and using it for character meshes.
However, I faced the problem of all the armour assets and other modular elements were not available to me (with masterpose component): I suspect because of the presence of two additional spine bones.
It looks like this:
With a regular skeleton like this:
I understand correctly that I can only use the old skeleton with my purchased assets?
On preview there is not animations, just blank characters and masterpose.
How is everyone getting the latest maya to use? I want to have my metahumans import as an fbx instead of the bagillion uasset files and a bp... I have an already massive player character bp already, but just want to swap out meshes
Hello guys,
I Have a question about a recent UE release note. it reads:
"Today, weβre excited to announce that we are opening up an Early Access program for MetaHuman Creator, so you can create your own unique MetaHumans and download them for direct use in Unreal Engine, or for further editing in a DCC application like Autodesk Maya."
My Question:
What does DCC stand for?
Digital Content Creation
thanks
Anyone able to get their metahuman to export to maya correctly? Mine exports but comes out messed up and missing things
Can someone give me a template character from metahumans exported as a fbx? I just need character + bones no facial controls
Iβll PayPal someone 20$ if they can get me a basic fbx with character + skeleton
Let me have your email. Save the 20$ for something better. Take a breath buddy and actually watch a tutorial. Dont see the tutorial, but WATCH it.

Does anyone have any tutorials on how to add custom clothing? I'm having some popping and struggling to figure out a nice workflow.
I am looking for the same thing. I have learned how to create custom clothing in Marvelous Designer but I have not found a video on a good workflow from MD to unreal yet
Most of the videos I found use character creator between MD and unreal to make it work. This seems like unnecessary to me. I would think that you just need to create the mesh in MD, import it to unreal and set up the clothing physics in the unreal. However, I do not know the details yet. So, any input from you guys would be great
Anybody have anims retarget problems?
So, did anybody manage to import the mesh itself back into unreal? We figured out how to create a custom blend shape for the Metahuman, but we are unable to import it into UE to be usable, mostly because the Maya source files are probably only meant for animation purposes, because the joint hierarchy is wrong and it breaks the face inside UE
Only feasible way for us to create custom shapes for Visimes to be used with Oculus is to export the face mesh from UE4 directly, create the blends in Maya and export it back into UE, that way the control rig is still usable and you have the morphs stored, but you cannot use the control rig inside Maya this way which makes creating the expressions incredibly hard.
Am i able to import my MetaHuman into substance to retexture some of it?
Try exporting the face from Unreal (asset actions -> export) and import that into SP. You can import the facial texture there. Dont see why that would not work, but hey, who knows
Face tracking and some FACS being applied just with a simple RGB webcam. Improving the "shakiness" from 3d pose estimation soon.
#UE4 #UnrealEngine #MetaHuman #AR https://t.co/3pJh77CUsB
will metahuman become available like a character creator ingame or just as a separate tool where you can bake models?
I would think it would remain a separate tool since you can already import it directly into Maya or unreal with quixel bridge
Looking for the same information actually : ) and couldn't find anywhere yet, how to export from MD to Unreal directly
That's what I'm trying to figure it out. I wanted to try it out in the third person example game, and I've managed to import the body model, but that's literally just hands and ankles.
Has anyone got the metahuman skeleton working in blender?
Temuera Morrison
Hopes are someone will make a plugin for this
#metahumans
I want to see celebrities made with MetaHumans.
I remember when Aion (MMORPG) first came-out.
Players were making all kinds of celebrities with the character creator.
A trick that worked for me is, The moment you click export in bridge, click on unreal and don't click anymore times...Let unreal import everything after that
Fantastic likeness
So Iβve got the mesh in, but I can only do the face mesh, or the hands
Also while weβre showing off, Iβm pretty immensely pleased with how these turned out
Iβm gonna have to try that now
Hey folks, so excited to play with the metahumans creator. What do you think of her? https://www.artstation.com/artwork/w6eXdX
Awesome work, I love what youβve created. So cool!
I hope MetaHumans gets a "randomize" button, in a future update.
Is there a way for me to pose the blueprint of my metahuman
could you like to upload your face to it? when you create?
If you mean like upload a picture of yourself so it will make you automaticly, no. at least, not yet
and use it as preset too
That's what I was wondering
How would one upload them to Blender in such a way that they'd be workable
Cause it doesn't yet have an integrated option for bringing it to Blender
Or even into UE
Use quixel bridge to export your metahuman into Unreal or maya. Those are the only options atm
Oh how would I export it properly into Unreal
I mean, i did, but how do I properly load it up
I'll have to apologize, I'm not very experienced with Unreal.
In quixel bridge, you can navigate to the Meta Humans tab and look for download/export settings. make sure that under the export settings it is set to unreal, has source+uasset and that the file path for the pulg-in is in your unreal folder where ever that may be on your computer
what plugins you have in quixel bridge
Yeah I've done that, but it's split into a bunch of different things. Hands, face mesh, skin texture
how do I load up the entire metahuman?
In Maya you will only get the body with the head, split rig, no hair, shoes π Also, you cant easily export the FBX into Unreal, Maya is usable only to create animations, perhaps some blends. But so far, metahumans is only usable for animation. At least, thats my conclusion after 5 days of sweat and tears while trying to work with it, the integration is not great yet.
I think it would be nice if you could adjust outside of sample range... like I tried recreating my eve character, and I can't get her eye-width, eye-form, mouth and nose shape...
maybe it's just a lack of more asian characters in the database, or maybe the eve character editor isn't just that realistic. (probably that lol)
Anyway a little bit of unrealistic artistic freedom would be nice π
isn't it possible to add some premade "unrealistic edge scenario"-samples into the database? π
Is it possible to turn my metahuman into a playable character?
The cloud app doesn't seem to have export functionality. But that's probably because it's still in alpha. You'd have to guess that direct UE4 integration to browse and import your characters will be on the roadmap.
With how fast UE4 development goes, looking forward to it surpassing what Mixamo had. They had a way to import characters by providing base meshes that you could customize to add new characters and clothing into the system. You can only imagine that the integration will let you retarget any animations from the Unreal marketplace on an imported character.
for use import you need quixel bridge
@spare rivet ^
Nice - I hadn't seen this yet - https://quixel.com/bridge
I was about to say, yeah I'd love to be able to get crazy with some of the stuff
like, blue people
Are metahumans uv lightmapped?
Glay mode is like that blue people right
Great stuff but i can't use it. I cant understand why Unreal Crash when i try to put a recorded animation in the sequencer.
Someone can help?
yes
Out of curiosity has anyone tried adding additional Morph Targets / Blend Shapes to their Meta Humans and successfully reimport them to Unreal Engine?
I have been able to successfully bring in my Meta Humans to Maya where I've created extra Morph Targets, but I don't seem to be able to re-import them properly to Unreal without breaking something.
I've tried exporting the head only as an FBX 2018 (Autodesk Media and Entertainment preset) and re-importing it to the head component
I've tried to import the Meta Human head without setting it to a pre-existing skeleton (this still comes in broken)
I've tried exporting the facial rig directly to Sequencer on the Meta Human BP as a Meta Human Facial Rig
Thanks in advance for any answers / insight to a possible workaround.
anyone have a cheap motion capture solution for metahumans?
I've heard xbox kinect camera can do it. Also live link app for face.
ok this was recommended a few times i didnt understand it was a simple app. ty
Happy Friday y'all! Just wanted to share my latest MetaHuman portrait https://twitter.com/AntonPalmqvist/status/1388151211484909571?s=20
Will we be able to export metahumans as a fbx with textures? Exporting from unreal is just too lengthy.
How do I set my meta human as the default pawn?
No
However, the import might get faster as updates are released improving meta human and after ue5 gets released
^what's this based on anyway? Why wouldn't there be an FBX export option?
@tough flare Ran across this tweet regarding mocap. https://twitter.com/_AllexMendes/status/1387746990692372485?s=20
Improved the webcam face tracker. Now with a more stable head pose.
#UE4 #UnrealEngine #MetaHuman #AR https://t.co/ao06VZtNz0
thank you bro bro
omg thats beautiful
I think so
Any idea how to make the bald dude on the left?
Is that Maynard Keenan, lead singer of Tool?
Is the black guy a bass guitarist?
Uh hes just a guitarist
oh ok
Hes um
Hes
I forgot
But uh i only got the flat ness of Maynards head right but the face looks so off in meta
Is there way to put a reference image in the background of meta?
Or no?
Her hair looks thick β¦ like a conked afro β¦ dyed blonde. 
Hmmm how to fix?
Looks pretty good bald
Yea itβll just be fem Maynard hahaha
Even though it looks nothing like himπππ
Not sure how to fix.
I am just a MetaHuman admirer, not a developer / 3D graphic artist.
ππ»ππ»its all good, me too i just started today as well
Well sculpting that is
How to i export the model?
βDoβ
ArtBreeder is an artificial intelligence website.
I found a 2D portrait that could be Maynard Keenan.
You would just have to make him 3D.
π
Ooooh okay thank you very much!π
https://www.artbreeder.com/i?k=b444c22c64bb7eac880f
Here is a direct link (if you want to mess with the sliders).
It would be nice if #metahumans would allow 2D upload and 3D conversion.
Agreed!
Hopefully it will be in the full version
Although it would defeat the whole purpose of the creator itself
Ideally, both options should be available.
A 2D upload and 3D conversion could provide a starting point, then the #metahumans artist could take-over and use his/her creativity to move in a different direction.
Ah, ok.
I didn't know he was in RATM.
I spent the weekend figuring out this workflow so you don't have to. I hope you enjoy it. If you want to learn more from me and support this channel, I have a bunch of courses on https://digitalcreatorschool.com that you can access when you become a member.
Live Link Tutorial: https://youtu.be/lDFLrzZy2R4
00:00 - Intro
00:23 - Bridge Settings
...
It's kinda pointless to export MetaHuman FBX with textures, as you're prohibited to render them outside Unreal Engine...
Hello everyone! I'm new to Unreal Engine and I want to experiment with Metahuman. I'm at the Select or Create New Project step. What should I choose there (Games, Film and television)? I want to create a monologue with a character (1 minute video).
P.S. I've figured it out. I need to export the metahuman from Quixel Bridge
you are still allowed to remodel em in blender, strip the face rig, rebake normals or so all sorts of stuff π
I still have yet to slap some erotic meshes I got from sm____se into the metahuman π
my phone doesnt really do the face capture
you could prolly use that face rig on a custom blender char, but lotta bones , hard to work with
I use no motion capture at all, still animating by hand (mainly because of low budget, too poor to afford iPhones)
i think android can do it too
my phone has a drilled out camera tho π
that thing aint capturing anything π
@plucky kelp wil 3 oculus cameras work? π
dunno if a cheapo phone wil run that facetrack stuff
i havent even tried to make it work, i started rippin it apart as soon is i got it π
prolly have some other old phone around here but that thing must be real slow
At least, there's a scale to work from.
You can start at $20 for a webcam (assuming it does motion-capture), and you can start at $60 for an iPhone ... and move-up from there.
I honestly don't know if the hardware can run the software ... but, at least, the more $$ involved, the better the hardware gets.
http://youtu.be/bw7FEg4gedQ
According to this YouTube video, you need a TrueDepth camera from an iPhone or iPad.
I searched for "truedepth camera" on NewEgg, and the cheapest iPhone is $370 and cheapest iPad is $1000 ... so that does impact one's bank account, a little bit.
Does anyone know if metahumans are uv light mapped?
Live link app for face tracking. Iβve heard you can mocap with Xbox Kinect camera. Also check out deepmotion. https://youtu.be/fNFFXVdR1ao
deepmotion animate 3d 2.6 review,deepmotion animate footlock,video to mocap,ai motion capture,deep motion animate 3d review,deep motion animate 3d price,deepmotion animate 3d review,deepmotion animate 3d price,deepmotion animate 3d download,deepmotion animate 3d free download,deepmotion animate 3d cost,ai animation software,animation ai,free ani...
Found a pretty solid method for attaching MH head to a new body https://m.youtube.com/watch?v=um2uYtOVv1E&
In this tutorial I show you how I put a metahuman in a spacesuit. Using this functionality you should be able to put a metahuman head on any existing skeleton / body.
Link to ddubb's channel:
https://www.youtube.com/watch?v=_oCS4wYGsV0
Link to Assets (Helmet's & Pose asset):
*I didn't realize Pose assets couldn't be exported/re-imported. I'l...
I have managed to design custom clothing in Marvelous Designer for the MH body. I textured the clothing in mixer 2021 and brought it via Bridge to Unreal. Do you have an idea how to attach the clothing to the MH in unreal properly and make the cloth physics work?
Is there any way to drive metahuman facial animation without an iOS device? Not necessarily in real time (my goal is to create a 1 minute monologue). I've heard there is an AI that can create 3d models from one's face. So it should be possible to split the webcam footage into frames, then use AI to create 3d models from them and then put each frame back into a recorded animation and apply to the metahuman head. Has anyone done or tried exploring something like this?
You can use faceware. It drives the animation through a webcam
thanks, unfortunately it's not free, but i'm gonna check the trial version
btw i noticed
that its really hard to get certain face types in metahuman atm
like making a upwards facing nosetip for example
i wasnt able to get that going at all
So feels like metahuman is limited by the base face types atm
If you write to their support and tell them that this guy sent you, you get a 1 year indie license for free: https://www.youtube.com/c/Jsfilmz/featured
YouTube
Support the channel by purchasing my Unreal Engine 4 for Filmmaking Course!
Sellf
https://sellfy.com/jsfilmz/
Artstation
https://www.artstation.com/a/4594804
Amazon Store
https://amzn.to/36U0Yru
Unreal Engine 4
Unreal Engin...
Does that include lip-synced AI voices? I've already seen a few companies using it for that
http://youtu.be/YajBa5PO1Hk
Sonantic is an A.I. voice company for developers / studios.
Thank you very much! That sounds amazing!
Now all I need to know is how to get him into blender to animate in running anims and such
has anyone had any luck getting the metahuman faces to work with the unreal mannequin skeleton (even if modified to have a similar bone structure)? because of the differences between what the face skeleton expects (more spine, neck bones) they seem to get deformed when used on the unreal mannequin skeleton. or has anyone had luck modifying the metahuman base skeleton so that unreal mannequin skeleton meshes can be easily re-assigned to it without deformation or crashing, or will we need to rig and weight paint everything to the new metahuman skeleton?
@merry ledge guess it depends on exactly what you are doing, but yeah https://m.youtube.com/watch?v=um2uYtOVv1E&
In this tutorial I show you how I put a metahuman in a spacesuit. Using this functionality you should be able to put a metahuman head on any existing skeleton / body.
Link to ddubb's channel:
https://www.youtube.com/watch?v=_oCS4wYGsV0
Link to Assets (Helmet's & Pose asset):
*I didn't realize Pose assets couldn't be exported/re-imported. I'l...
I had watched some of that already but it actually helped! Appreciate it, the trick was to go into the MH face Anim BP and check Use Mesh Pose, but specify the root bone to copy as neck_01 since most of the other bones are missing like so https://dl.dropboxusercontent.com/s/41rzyp2hgvvep22/UE4Editor_JDYg5cvH8I.png
with that setup the MH Face is attached to an unreal mannequin skeleton correctly and working perfectly so far
only issue is the missing bones w/ regards to copying the pose correctly in animations from the parent, but i think editing the mannequin rig will help fix that
This is Karen from Faceware. Please do not write to support - that will inundate our system! We are launching a webshop link that will distribute free licenses for personal learning and Metahuman testing later today. Promo code is JSFILMZ for those referred by Jae from JSFilmz.

Jedi Fallen Order was released in 2019, do you think they are using metahumans? can't find confirmation online
https://www.youtube.com/watch?v=kBO7ZO5YGiw Part 2 of my MetaHuman to ALS tutorial series is out!
Maybe you can ask one of the game developers, on Twitter, if MetaHumans was used.
Obviously not, but maybe 3Lateral or Cubic Motion were involved on making the character, just like Devil May Cry 5.
And consider that MetaHuman is the fruit of Epic's acquisition on 3Lateral and Cubic Motion 2 years ago.
I wonder when the full version will come out?
Wait so are you able to attach the Metahuman to unrealβs prebuilt skeleton mesh? Would that mean the any animations you make for unreals skeleton would work with the Metahuman?
Quick question...is it possible to switch the grooms on and off somwhere? canΒ΄t find how to temporarily disable them, if I need more performance in my scene...
You can do both. You can retarget or you can put the Metahuman head on the unreal body. If you scroll up to the spacesuit link, there are a couple of ways to do it on the YT channel.
Yeah you can switch to hair cards in the setting or use stats to turn on cards only. Iβll look up the stat command, gimme a few.
Here ya go, 55 min of this video -> https://m.youtube.com/watch?v=hxs5jatmySE
The MetaHuman Creator full tutorial. We'll setup early access. Create a custom character. Export that character to Unreal engine using Quixel Bridge. I introduce you to a few concepts invovling sequencer, animation rigs and LOD/Card performance. Lastly we'll target the character to a 3rd person blueprint, ready for animation and use within your ...
You can also force a specific LOD. Itβs also mentioned I think around the 9 min mark.
Oh awesome, thank you!
cheers, not familiar at all with that aspect of animation so I didn't know, I see what you mean by searching how they did it in DMC5. I just wonder why EA allowed Respawn to move from source (apex legends) to unreal for their next big project, I had thought maybe Epic had an early version of MH they used or something (but this isn't the channel to discuss that)
Is the full version out yet?
Learn the basics of creating poses and animations for MetaHumans directly in Unreal Engine using Control Rig. In this tutorial we create the "sheesh" pose made popular on TikTok and export an animation asset that can be used on any other MetaHuman.
Computer Hardware
HP Z8 Workstation
Nvidia RTX Quadro 8000
Does anyone else have an issue with MetaHuman teeth being reverted to the default when closing and opening a character? The settings are the same, but unless I shake the slider or something it's displaying the default teeth.
Hey all, I've spent a few days figuring out this workflow to add your own clothing to them. https://www.youtube.com/watch?v=3_b60jkuDMY
In this tutorial I'll show you how to add custom clothing using Blender and import that clothing into Unreal Engine. Import these NIKES or any FBX or OBJ file and attach it to your Metahuman.
0:00 - Intro
1:48 - Download Free Nike Shoes
3:05 - Starting up Blender and resizing the OBJ
6:27 - Exporting Metahuman Skeletal Mesh
9:40 - Importing Met...
Another quick question...has anybody successfully exported a metahuman out of unreal as fbx?
I just wanted to look at the eyegeometry, or more specific the unwrapping, so I could use the same shader on my own eye geometry from a non-metahuman character.
I exported it, but canΒ΄t import it into 3ds max...:(
Thanks man, that was it!
Has anyone got a nice solution for Android Face Tracking with Metahumans yet?
YA
Downloading a metahuman through Bridge stops at roughly 2 GB, no messages, just hangs at 43% if downloading uasset+source, 81% if downloading just uasset. 2k resolution downloaded just fine
Has anyone had any luck getting a MetaHuman to show up on ES3.1 shader model in Unreal Engine?
I followed the Epic documentation , where it has me change some engine parameters and even add a thing in the engine ini but when I switch the characters head just disappears.
I even set the LOD all the way down to 7 and it still isn't showing up!
Any help would be appreciated.
Hey, anyone had issue while recording metahuman with take recorder(its tall character)? Recorded animation is stretched https://imgur.com/a/U0GnDOp Edit: Fixed, in animation sequence retarget source was set to default and i changed it to m_tal_nrw_body_skmesh
your character may be dissapearing because of bone count. for ES3.1 the bone count limit is 75, if bone count is more than 75 mesh won't render.
Hi guys! I was trying to know how to put off the top clothes of my metahuman character but i didnΒ΄t find a right solution. I was ready that difference btwn clothes and basemesh is just a "polygon delete" based in visibility. so I exported the source asset and I removed the head based in the edge loops of the neck to try to find the way to match the perfect position between head and body and I donΒ΄t really know why but it does not match at all. I tried with the tall mesh but there is a gap. Any possible solutions? Thanks a lot!
Hey Guys, Anyone experienced issues with cloth simulations after importing metahumans and setting up a master pose component? im kinda stuck here. After setting up master pose component, all cloth sims are broken / not running at all.
Does anyone here have experience with livelink? Every time I launch the editor I have to go into the livelink plugin and set it up again for the input. If I bake and release the project, how does that work?
is there anything available that will animate lips with text/audio file?
@proper mulch Im not sure but FaceWare might cater for that. It can use videos for facial tracking too if that helps.
Has anyone been able to get the source files working into blender? I am trying and it is taking 30 mins to import the fbx skeleton into Unreal.
Why is my control rig moving after I save?
Hey everybody, does anyone know if you can connect live link from 2 Networks? So heres the Example.. I don't own an iPhone, but a friend of my does.. will he be able to connect to my unreal editor with my ipadress if he is not in the same wifi as I am? Thanks for everyone whos helping π
http://youtu.be/ZkO3hoQegH4?t=136
This video talks about how to connect to iPhone Live Link (at the 2min 15sec mark).
It doesn't use MetaHumans, but it does use an Unreal Engine plugin.
Does anyone know what's up with that green eye refraction? raytracing on
Anyone knows why the trousers are not moving?
Now i have these problem, where the arms or hands dont fit the position it needs to be, so when the character is walking, his hands get inside his legs
Hi, like the rest of you, I've been working with Metahuman for a few weeks. I put together a round trip workflow for face and body motion between Unreal and Maya as well as adding custom clothing. Here is the workflow I came up with. http://www.madguru.com/metahuman/
Mad Guru
This video shows my Unreal Metahuman workflow for applying motion capture, animating with a custom body control rig in Maya, adding custom clothing and round tripping facial animation from Unreal to Maya with custom tools. The character in the test is a Uyghur man wearing traditional doppa and
if I import metahuman fbx in Unreal, did I click wrong setting to get this result of duplicates sideways? https://cdn.discordapp.com/attachments/545292237559431198/841644776977989642/unknown.png
anyone got MH fbx working inside blender?
I am using it with Maya (see my post just above yours), but in general, you want to export only animation from other DCC packages to apply onto the Metahuman in Unreal that you exported from Bridge. That's my understanding so far. So, you might be able to take a character into Blender, but you probably won't have the head work correctly as it seems to use custom Maya tools. You should be able to do the body geo, with body skeleton, though you may have to export that from the Maya source file. Then you could animate the face in Unreal.
thanks @twilit mica
Anyone know why?
Hello everyone! I wanted to take on the animation challenge. However, I am really unsure on how to start using the Metahuman functions. Soo far I haven't even been able to open it in Unreal.
drag the metahuman blueprint into sequencer, you will see the body and face rig ctrls in there
lmao I got accepted for metahuman but when I clicked on the link in the email it gave me a 403 you do not have permission
Hi, i`m trying to make a character selection with metahumans, but i donΒ΄t know why when i change the body mesh some models look like this. Can someone help me?
I am new to UE4 and Metahumans. But I have been using DAZ Studio for 6 years, and know that system like the back of my hand. I have been having issues with Metahumans specifically the ones for the Quixel Bridge. I put them into my game and I find that their hair disappears if I get 5 feet away from them. The resolution is 8K but, I feel like I can get the same results or better with DAZ. What are y'all thinking on this?
i believe hair is only on LOD 0 and LOD 1.
so changing when the LOD switches when going further away should allow you to fix that
Thank you!
is meta humans available as full skeleton aswell cause when i download my character from quixsel its not full skeleton
Hi, I have an issue with synchronizing the voice audio after export from Unreal. Is there any frame rate that you can advise me please ? I already tried 24 FPS and 30 FPS from UE4 when I exported the character but this is still not working well at the same speed, any advice please ?
most likely a retargeting issue try exporting the animation from the maniquen to a fbx file and reimport that back into unreal with the metahuman base skeleton selected
How do you get the meta humans down to their underwear? They force you to select clothing when designing them. I just want a clean model to work with
does anybody have any idea why the metahuman torso part doesn't animate?
only on shirt and sweater I have this problem
Hoodie works just fine
tried with and without animbp
same results, it just won't animate, selecting animbp for legs and feet work
but when it comes to sweater and shirt on torso it goes bat%^$* crazyπ€£
couldbe just a bug
metahumans are quite new still
guys do you know why my livelink subject wont show in meta human project but in facear sample it does?
You want a half naked metahuman? Why not just make one in the metahuman creator?
you can in the metahuman creator, just click on the clothes to unselect
In theory you can use vpn to create a virtual network where the two computers are on the same 'wifi' but it will be pretty slow. The other way is that the iphone app can record the data of the facial capture. Your friend can send it over and you can use it. I know its possible but never did it. It creates a csv file with the blend shape values
Check if you set the master pose component
Yeah thats exactly what i did
The csv one or the vpn?
The vpn
Works pretty well tho.. wouldn't have thought that its so accurate :D
Well good to know π It could be pretty useful if you have an actor away to record something.
Yeah thats what i thought too.. well it was kind of a pain in the ass to connect the iphone to the same vpn as my pc is but in the end it worked out, so im happy lmao
@foggy fernlol are you serious? I'll have to try that. That's funny.
Our trailer for AKUMA a new short film from us at Dimension is live . UE4/MetaHuman - https://www.youtube.com/watch?v=sIX-4mar384
Bringing you a sneak preview of AKUMA, a short film being created in Unreal Engine featuring MetaHumans, telling the story of a samurai meeting his demon.
The film is produced by Dimension, with Rob McLellan at the helm and in collaboration with Vicon motion capture studios.
Watch and read more about AKUMA: http://bit.ly/AKUMATrailer
#UE4 #Me...
Nice #metahumans !
yup, never had time to get a bug report filed though.
Hi!
How do I export my meta human character to blender/maya?
If you want to use it on Maya: Bridge allows you to export MetaHumans to Maya directly.
If you want to use it on Blender: Export the MetaHuman to Unreal Engine first, then export the mesh as FBX from Unreal. You may need Autodesk FBX Converter to reprocess the FBX file, if you have shape key errors.
Thanks!
One question tho...
What is bridge?
so why do mehums have bones? everything seems to be done with morphs, the bones never move
just the head bone gets moved with the anim bp
And πΌ π π¦ πΉ
@glass ravine They are moving for me
Hey, guys, i wonder if anyone faced the same problem as I do while importing MH into MaYa?
Going through the step by step official document and getting this. No functional rig, no body mesh, chopped off head, no materials...
Found this thread but it won't really helps. Re-installing the plugin also didn't fixed the problem. https://forums.unrealengine.com/t/unable-to-get-body-mesh-only-skeleton-when-exporting-metahuman-to-maya-2020/227543/5
Unreal Engine Forums
Hi @kukicvladimir , Iβm in bit of the same situation however my Bridge to Maya works then crashes Maya during the import. I get an interface with a bar loading a percentage but it stops around 70% and Maya 2020 just closes. I have full versions of Maya 2020-2018 with Arnold for all and Iβm still running into an issue. The bridge was recently up...
Ok, I got it now. mtoa is required for the successfull import.
How are the animated textures driven in metahumans? I see the scalar parameters in the material but what's controling them?
Control Rig.
There is this little funny thing that if u have a material parameter with the same name as a blendshape, that blendshape drives that parameter.
I suspected it was in the control rig but couldn't see where it was being set in the control rig. Im looking at these 5 million nodes and it's not really making any sense π¦
It's a shame that MetaHuman chins can't go sharper :<
why are the shadows on mehums so jittery and noisy?
the hair shadows
is that an AMD thing?
the sample project with lights setup also has it
the creator itself has a lil jitter but in unreal its just horrible
i dont know much about lighting setups or shadows but thats real ugly
its the default mehum sample project with nothing changed
Well the default project is made for raytracing so if you have an amd card you probably have a very low sample count
low samples means less detailed shadows and also there is a denoiser trying to make it less terrible making it jittering
well... probably
Fun fact: The MetaHuman Creator defaults to Medium scalability, which doesn't have raytracing enabled.
Hi, people. I'm on Mac and having trouble exporting a movie with Metahumans. Every time and in every way I try to export, instead of getting this:
I get this:
I tried even deleting all the Metahuman and remade it, forcing LODs, deleting grooming assets and bindings in the BP. Nothing solves it.
Of course, I've tried with different eyelashes and the final versions had no eyelashes at all from Metahuman Creator.
It looks like LOD2 eyelash cards
Nope. I'll try. Thanks.
It worked! A thousand thanks!
Exporting metahuman to blender. Does anyone know how to export the metahuman head/bust with the eye+eyelashes texture? When I export the bust out as fbx the eye texture is no where to be found but the rest looks good. (no hair which is fine) I want to throw a metahuman into a space suit and do some animation through an asteroid field in Blender then export it back to Unreal for rendering out the fbx animation. I know Blender inside out and just want to get this done quickly as I have a deadline and don't have time to learn control rig right now.
There is about 26 references in this thread for blender and only @wanton forge has an example that can help - https://www.youtube.com/watch?v=3_b60jkuDMY . But this example does not cover the problem with the eyes and eyelashes and eyebrows texture being missing.
In this tutorial I'll show you how to add custom clothing using Blender and import that clothing into Unreal Engine. Import these NIKES or any FBX or OBJ file and attach it to your Metahuman.
**RE: MAYA - My apologies on the Maya $ quote. I think I saw $275 / mo and 2k/yr at this link https://www.autodesk.ca/en/products/maya/overview? and thoug...
This is what I mean by problem with the eyes
I am guessing there is no way to bake this down to a texture to export ....
There are these textures
Monday fun? π
Definitely
hello! I have the same problem with this guy, please some one help me!
Unreal Engine Forums
Hi everyone, Iβve been fiddling around with the eye shader provided by epic in the content browser and I am trying to refit it to another eyeball mesh. I found that the texture map for mid plane displacement isnβt just a linear gradient and is unique to the model, I was wondering if anyone knows how is this map produced, because it obviously h...
He is a happy metahuman.
Is it just me, or is the MetaHuman's fuzz groom colour really looks wrong for anyone else?
( also semi-apologies if anyone got turned on by the lip shot π )
Metahuman (UE 4.26) Realtime mocap, using Machine Learning models (TDPT app). Run locally in realtime on your PC or iphone, no need for uploading prerecorded video to cloud or subscription.
Performs better with a clean background (empty wall or green screen), and full body in the video feed
00:00 intro
00:18 What you will need
01:21 Workf...
I applied for early access like last month and still haven't heard anything back. Is this normal or did I fall through the cracks? It says a few days but...been more than that.
You no longer need to wait as of now, the access is instant if you have registered before.
Thank you! @plain haven
Not gonna lie. I'm digging that.
Hey guys, i've got an issue here between from mixamo to MetaHuman. As you can see, the character is flying. I've tried to check on unreal forums but nothing yet. In the skel inspector we can see that the root is in orange. Any tip to get the character on the floor again ?
mayB get a cape π
use the console command with bones in it, r.visualizebones or somethin to = 1
so we can see the rootbone on the screenshot
reimport anims with a negative Z offset
actually, maybe it's a bad fix but just put "none" on the root works pretty fine as well
Anyone else have the issue where Bridge forces you to redownload your MH? I have one that I downloaded, it's under the Local sections and the files are all there, but after reopening Bridge I am only presented with the Download button again, not the Export button
Never mind, I found that I could hit this button instead and it will still export. Still weird though
is MetaHumans only working with UE 4.26 ? Because I tried it many time with UE 4.25 and all the files are empty inside the project after importing from quixel Bridge
Yes, MetaHumans only works on 4.26 and above.
(it's not like 4.25 is a good release to begin with anyway π )
Does anyone know how to force stop hair simulation
What do you mean by force stop? You can turn off simulation at your groom asset/Physics/EnableSimulation.
is there a trick to animating metahuman fingers?
Cause the alignment of the rotation is defaulted to a weird orientation
I am guessing the only way to animate is using the sequencer values
@primal monolith didn't you just using world coordinates instead of object's?
I did not realise there was a toggle for world vs local. Will have a look for it thanks Alexey.
Anyone know if there's been any update on the missing retarget pose files?
is there option to "draw" tattoos on metahumans?
nope
could be nice feature probably
You can always export the textures and edit it π
It's not like tattoos require special material nodes anyway, just a skin decal.
I dont know much about that stuff...
You can right click the Texutre & FBX file with - > Asset Actions -> Export then Import into Substance Painter or Quixel Mixer
how do i import metahuman to UE4?
You can find it in the Metahumans example project
@plucky kelp It should be in the project, if you search in the content browser inside ue
If you just put the name of the file into the search box it should show up
Then you'll need to download it.
You can get it from the UE marketplace if you search for Metahuman
@plucky kelp I just redownloaded the MH sample project for UE5 instead of UE4.26 this time, and the file is no longer there.
Anyone know if/why they removed it?
As a non-artist guy, I'm super excited about MetaHumans. I've been playing with it, and it's awesome. I love the fact that it is cheaper/free-er than Reallusion (which I have checked out but don't own) but also creates much higher quality meshes. The obvious downside is that, unlike Reallusion, there's no app that makes it simple to change clothing, add scars, etc., and there's not currently a marketplace for those assets. I worked through a tutorial for changing a clothing item on a MetaHumans mesh, and I managed to follow the tutorial, but I would be completely lost if I actually tried to, say, add a dress to a female mesh that comes out of MH wearing jeans and a sweater.
Do you all think that there will be some kind of marketplace and utility that will give us a wide range of choices regarding clothing? And if so, how long will that take? Realistically, I've got a good year's worth of work I could do on my game before I'm at the point that I really need to work on the characters, so I can be a little patient, but if this is going to be a process that plays out over 2-3 years or more, I may need to bite the bullet and pay for something that is both expensive and not as good.
Can you somehow download metahuman so it runs on your own machine
feels quite laggy
Anyone know why this occurred? I deleted a Take Recorder sequence and now this error (might not be related but it happened at the same time)
Yes, you can download MetaHumans you made and the base genetics from Quixel Bridge.
i meant the program so like im creating them on my own machine
so im not using a server to make them
Well, no, you can't.
You will need the massive processing power supplied by the MetaHuman Creator servers to process the MetaHumans you made to be a usable one. Not to mention huge storage space real estate needed to store all the genetic models, and 8K textures.
ok thx anyway
I understand the size but what makes metahuman so heavy to run
I can't find any retarget pose file in the UE5 version now. Did you find something to say that the file exists?
Hey, anyone know of any good sources for learning Control Rig, ideally with the MetaHumans? ive messed around with it a little but creating the animations within sequencer with control rig, im a bit confused as the face and body have different skeletal meshes and when i tried baking an animation to the head and one to the body it deformed when applied to the MetaHuman BP for some reason... i cant seem to find much on Control Rig for MetaHumans online
With Unreal Engine 5 and Bridge being integrated directly, do we still need the external Bridge app installed to use MetaHumans, or is it redundant now?
im trying to import a metahuman into blender but its not importing with colour. any idea why its not working?
When you LOD a MH does itβs skeleton change such as getting rid of facial bones
Does MH have a seperate skeleton for the head and than a separate for the body? Does anyone know?
Have you figured out how to fix this levitation issue? I run into the same...
aight so
how do i get the metahumans into a decent animation software
specifically s2fm
i just need shit in fbx
best ive gotten is a head without morph targets
also without eyebrows
who the fuck picked maya as the only option for animation software
i think theres just too many morph targets on this
Hi can someone explain if Metahuman has one skeleton such as a body and a seperate skeleton as a head bone or is it all one skeleton?
@cedar pollen Head has it's own separate rig
I was wondering if anyone happened to know how the Metahuman is setup for animation. I know it has a standard head bone, but at one case I saw the head detatches and is duplicated over the other skeleton closer to ue4 skel, any ideas?
Its becuase I am trying to rig a custom skeleton that is compatible with MH, but I was not sure how the MH scale down for LODs or retargeting.
Does Mh have a lod without the head rig but just with the face weighted to the head bone only (no face bones) ?
what is best LOD for game version of MH and does it still come with a seperate facial control rig on top of the standard head as you get higher in LOD?
If you're exporting straight to UE4, all you need to animate them is Control Rigs that come with each MH character. Control Rig is independent from the mesh LOD.
As for "last-gen" hardware, LOD 1 is fine, though you may need to convert the strand based groom hair to hair cards.
Hi guys, I've been trying to work out this "problem" with my render movie button - I'm new to Unreal and was playing around with Metahumans and the Take Recorder, I can get Unreal to render out my camera angle fine but the animation doesn't play through, it's just renders a single frame for the entire 200 frame duration as if there was no mocap- it works completely fine within the viewport though. I've watched a few tuts on Youtube and followed them as close as I could but can't seem to get my face capture to appear in the export.
If I add any camera keyframes that will render out fine too, it seems like there is a disconnect with LiveLink and the Take Recorder? I've tried multiple settings from different forums/videos etc. but no luck.
Any help for a noob π
Has anyone successfully blended two or more Metahuman heads in-engine? Wondering if anyone else has looked further into the idea of exporting a bunch of metahumans and using them as the basis of a character customisation system.
Counter-intuitive, because Metahumans IS a character creator, but it's not one you can directly include within your own game, sadly.
Anyone else experiencing download problems with metahumans today? I started downloading about 4 hours ago and it got stuck twice at 64% and 69%.
Also Bridge export seems to require me to download an update once a week and export does not seem to work without that downloaded update .
I'm able to retarget an animation onto metahuman, but for it to look proper, I reecursively set the bones retargeting options to skeleton and change pelvis to animation scaled and root to animation
I want to bake it down to control rig now though, but when i do, the keys which I get look like when before i set the retargeting options..
How do you get the baked animation to look like when I have change the retargeting options in the skeleton?
Was anyone able to do this before?
@native spire Yes, https://youtu.be/_dXJJt7_p6g
#UE4 #UE5 #MeshMorpher #MetaHuman
Mesh Morpher is an Engine plug-in that allows you to easily create and modify Morph Targets from within the engine.
Get it here: https://meshmorpher.com
Discord server here: https://discord.gg/v4D42Vp
Interesting solution! I will investigate.
I noticed currently it is a full head morph target. It would be amazing if we could paint masks which generate individual areas of the mesh as separate morph targets (such as nose, ears, forehead, etc. This might then come closer to the MetaHuman creator inside the editor.
It is surely very powerful already though, and I suppose you could fake this in some way by creating your own metahumans and exporting only with individual changes, and doing this for each part of the face. It would take a long time I suppose
You would have to create a 'base head' and then change the nose to be the different extremes, export each head out to make 'nose' morph targets. Then do the same with the same base head and all of the ear shapes, and the cheek shapes, forehead, eye shapes, etc.
So I found out solution to my question, seems you have to delete the control rig under body added for you automatically in sequencer before you bake it (for body animations), if not body proportions will blow up, if anyone's having the same problem...
Hi everyone! My metahuman has a bit of a blue line below his eyes. How can I get rid of it?
Hi everyone, has anyone found a good default LOD for good performance without sacrificing to much?
Crank up the screen sizes for the HLOD levels.
For example, LOD 0 for very upclose, LOD 1 for normal distance
Though I'm not sure if we can have LOD 0 screen size higher than 1 π€
Is the MH Head and body skeleton combined, or seperate skeletons for each?
Are metahumans supported with UE5?
It's combined. Otherwise the control rig would fail.
If it works in UE4, then it works in UE5.
Thanks!
Hey everyone, I don't think I've seen anyone do it before, but I managed export a metahuman, sculpt it in Zbrush and reimport it back to UE without breaking the rig. So I decided to do my very first tutorial ever π Props to @fresh monolith whose tool was absolutely necessary in achieving this !
Now you can pretty much customize a metahuman 100% and keep the amazing facial rig. Best of both worlds.
Hey everyone,
Guillaume Broche here from Sandfall Interactive, a new video game studio based in France from ex-Ubisoft devs working on an RPG on Unreal Engine 5. Here is the first dev tutorial offered to you by our team. Want to create amazing realistic characters while keeping 100% artistic freedom ? Well this pipeline is made for you. You can...
Hi, I know OperaGX is not supported but when I tested it a while ago it worked with Metahumans. If you know any browser flags that need to be changed or any other setting please let me know. Thanks!
Does anyone know if the bones from the skeleton control the body type shapes?
Anyone know why when exporting MH from Bridge, I get this in maya? https://gyazo.com/56399cddb0598d583d2aa98e15fd5fa9
Maybe check your download and export settings, if its set to fbx + uasset
Did anyone encounter the problem where if you add animation on more than 2 MetaHumans in Sequencer, a previous one you added doesn't play?
Is it a Control Rig sequence, or an Animation Sequence asset?
Oh, nevermind just had to set all their animation modes
ok...seems the problem is weirder than that. So when one anim stops, one of my other metahuman anim stops, even though the animation is longer than that. They are also different animations
A bug maybe
Hi! When I enable hidden shadows on MetaHuman's Hair the shadow doesn't show up. Is there a way to fix that?
Is it possible to combine hairstyles for metahumans?
@tardy cypress I was looking for just this type of workflow. Have you seen anyone do this with Blender before? I want to try and convert a metahuman into an orc
I haven't seen anyone doing it at all so far. I tried Blender but it didn't work, though there may be some way to make it work I'm not aware of. If so it would probably be by playing with the export / import settings in Blender. Or if you sculpt directly into Blender it could work, but I really wanted to go to Zbrush
i'm trying to port my metahuman in from quixel bridge to my project, but all of the folders are empty
4.26?
ill Paypal $5 to anyone who can get me a working LOD2 Maya fbx export, with any mesh and skeleton. Im getting this error and cant fix.
https://i.gyazo.com/thumb/1200/56399cddb0598d583d2aa98e15fd5fa9-png.jpg
Hello everyone. I have a question. I have been working a bit with Metahuman models and one of the things I noticed is that for some reason the models come up a bit... short... like literally. I have an animation where a lever is pulled which works just fine on the mannequin or even CC3 models which I had been using, however the metahuman model seems to be smaller, scaling the model up doesn't seem to fully fix it either. Is there a better way to make animations for Metahumans (so they scale better as well)? This is in 4.26 btw and hope I am posting this in the correct section π
how do they compare to marketplace UE4 human characters in terms of size?
You mean the metahuman characters? I never checked how they compare to marketplace characters in terms of size.
https://www.youtube.com/watch?v=IkLcTS4KFNo Does anyone know any alternatives to this that don't involve paid plugins?
Hey everyone,
Guillaume Broche here from Sandfall Interactive, a new video game studio based in France from ex-Ubisoft devs working on an RPG on Unreal Engine 5. Here is the first dev tutorial offered to you by our team. Want to create amazing realistic characters while keeping 100% artistic freedom ? Well this pipeline is made for you. You can...
Does anyone know if MH skeleton changes from LOD0 to LOD2?
@proper star i'm the creator of Mesh Morpher. At this moment i'm pretty sure there's no alternative to Mesh Morpher in UE and most of these functionalities were implemented based on feedback from users.
@fresh monolith It looks like a helpful tool, I'm not trying to say it isn't worth the price. I'm mostly just looking for a method of importing/exporting that doesn't remove the shapekeys/morph targets.
Once I export a metahuman into my unreal project, how do I get it OUT? My load time on an otherwise super simple project is now like 10 minutes
https://i.imgur.com/Ueg5BRv.png and now this
Metahuman is a heavy stuff, lemme tell ya.
Yeah, I REMOVED the MetaHumans folder from my project then loaded it and that's what happens.
I have like 3 BPs otherwise
Like, I think I'm better off just creating a new project and dragging my content folder in
MetaWashington
Anyone have any good workflows for adding clothes to the Metahumans? When looking around in the blueprint I noticed that the rigs donβt really have a torso or forearms. I was planning to make some renaissance type shirts with the male base mesh in the Metahumans folder and rig the shirt to that armature.
However, would it be easier to just remove the metahumanβs head and add it to a totally different rig that Iβd have more control over? Has anyone tried this before?
Does anyone know whether Unreal have commented on there being an option (way down the line) to sculpt the bodies of metahumans and possibly create different skin tones (other than human-like oneβs) for instance - grey, purple, etc? Like allowing us to make humanoid characters, but not entirely human?
MetaHumans has competition.
I could post a screenshot, or you could take my word for it. π
Epic better be pushing updates on #metahumans, if they want market dominance.
What thereβs another free software that does what they do?
Seems strange not to expand on the toolset that is already there.
I'm not sure if it's free, but you might be right about #metahumans for its market niche.
Yes, they should be pushing new updates/features.
Thatβs kind of what works for metahumans. It is ostensibly free. Unless you hit the sale threshold - you donβt pay for a thing. Which means that if youβre an indie dev like me making crappy games that may never have an audience of above 20, everything is free. And thatβs basically what makes Unreal so attractive.
And metahumans are awesome in that I donβt have to spend weeks sculpting a character. Hence why Iβm so hyped about more features to this.

things that MetaHuman needs:
- Realistic anime faces
- Female maid outfit
- Cat ear headwear
- More stylised hairs
hopefully 3D artists on the marketplace will start making cool stuff for meta humans
livelink doesnt keyframe but you have to record it right?
lets say you do some mouth open pose u cant press a button to just key it?
Not nendoroid, but realistic anime faces, a la Square Enix's Visual Works stuff
whats the closest u got em in engine when u do a custom skinshader?
no sculptin
also mayB there should be an option to drop a texture in with opacity slider so u can try match a photo
I didn't tested the custom skin shader with MetaHumans.
can u Download MHC and is the source available?
No and no.
ahh i thought u could also do it offline
well they prolly have their own stylized MHC for fortnite
Better delete the pics b4 the mods get amgery
Hey guys!
So, I have two versions of my MH - dressed and undressed. I've exported undressed into maya and then exported it's body into UE and attached it to my main (clothed) MH BP.
All in all is good but, for some reason, i get this misalignment.
I've tryed to fix it by moving the whole body lower a bit, but it seems scaling is also involved - no way to match them together perfectly, at least by manually dealing with transform attributes.
I wonder if anyone did the same trick and got this seam as well?
All right.. so I've imported both versions into UE, then did a head swap and it appears that they are different in that shoulder area. Not supposed to be matched together. The case is closed.
in MHC you should select same body type for both heads to don't have this problem
Hm.. will check that, thanks!
Re: sculpting. Yea I have seen some videos about doing that, i think maybe i posted that in this feed earlier, might've been another server. Anyways yea its possible but so far i've only seen it done with an expensive plugin that essentially morphs the metahuman head into your imported sculpt. Otherwise you lose all of the facial rigging and morph targets.
I really wanted to try using it to make some Uruk Hai but I don't have the money for the plugin right now, and i don't think its worth it for just one project
skinstone is in the material. that should be super easy
also u can sculp em in an external DCC if u like
if you do it right u wont lose the rig and morphs, it might not work as wel with the face app tho
Arenβt you describing Honey Select at this point.
no kink shaming π
Wasnβt shaming. Was just pointing out thereβs already a tool to achieve that. :p
In the meantime, I just wanna have the ability to give my metahuman an absolute dump truck
π¦
Jokes aside though, I feel like unless we can create humanoid - like chars, itβll feel incomplete.
well you can export em and do stuff with em in other programs
only problem i had was the groom, you have to redo that in an external program than too
I suppose it depends on the extend of modification too. At a certain point sculpting from scratch may be the only way. Like itβll probably be less time intensive to make something like a Mass Effect Turian than sculpt a metahuman into one.
i dunno about that, its like 600 morphs
more like 700
What is?
the face
the face has around 700 morph targets. if you create from scratch, you lose all that
Well yea I meant to actually take that complex of a face and sculpt it into something entirely non human is a waste of effort isnβt it?
it's not a waste of effort and it's possible
Hmmβ¦
βWhy do you cry, mother?β
prolly wouldnt work too great with the faceapp anymore tho
mostly cuz the eyes were not round anymore, but prolly could do a better1 just didnt take the time and i dont have a mobile that does the face thing
yeah, messing up with the eyes too much will make it really odd while animating it with live link face app
but you really nailed that sylvester stallone mouth
you can work around once u know how its rigged
i havent tried shrinkwrap em around a sculpt or copy vertex groups yet
i had some decent results with vertex groups when i tried to put some clothes on a custom rig once
that eye occlusion and the eye movement that affects the face a lil is gunna be tricky to port, but its also tricky to setup from scratch
im getting this error when im tryn to export a MetaHuman to unreal "its a UAsset" any help? thanks π
I assume it downloads the wrong type of the asset π€
Though I don't have Maya so I'm not sure how it messed up.
Try redownloading it if it still fails.
i dont have maya either
im tryn to export this metahuman which is from unreal engine to unreal π
but its gives me this Uasset error. i tryd with all other formats to
worked now i deleted all the folders and installed everything again
the plugins folder
Has anyone tried doing something akin to FackeWorks deep subsurface scattering with metahumans?
Looks real. 
I'm fascinated by how cool Meta Humans are.
Does anyone know if bones can be added to MH skeleton for retarget such as a camera bone from head such as this, for the body part?
https://cdn.discordapp.com/attachments/597649341997514763/852420549397184572/unknown.png
or can you keep bones seperate like this https://media.discordapp.net/attachments/597649341997514763/852418120786509834/unknown.png?width=720&height=574
i actually have the same Problem π
Anyone know how to retarget if there is no "RetargetPoseMedAvgMale_PoseAsset"
I have downloaded a base human and created a human still cant find it
You have to download the same project to get it!
Close, now i have to figure out how to make the mannequin move within the skeleteon
Iβve been trying to figure out retargeting Metahumans stuff too. And changing clothes. Plz post if you find some solutions. So far, after digging around for a while, the system really doesnβt feel production ready
Who said MetaHuman Creator is production ready? 
Not I. π
Hi all, I am currently trying to convert the standard MH body meshes to a custom MH skeleton that is the exact same as the default one, but has an extra bone coming from the head and root bones. After much googling, trial and error, I cannot seem to get it to work in the slightest.
In the retarget manager, I've tried to set the root and pelvis to animation and the rest to skeleton and vice versa, I selected the humanoid rig and made sure the bone names are aligned for all skeletal meshes involved in the retargeting, and when I go ahead and attempt the retarget, nothing happens. The meshes are still applied to the same skeleton. I'm not sure if I've missed something right infront of me, or I've not understood something completely, but this is giving me a headache lol.
To re-iterate, all I am trying to do is convert default MH skeletal meshes to my custom MH skeleton that only has two extra bones coming from the head and root bone. I'd be so grateful if anyone can at least point me in the right direction. Thanks π
Has anyone tried to render multiple MetaHumans in a scene?
I thought itd be fine since its just rendering, but their hairs go wacky..changes colour to white then back again
Multiple I'm talking abt 10
Yea its sadly not. Its a system I was pretty excited about and was planning a short with, and I saw some people were able to use it, but I just can't figure out a good way to retarget animation to them with custom clothing.
Too hacky
Video to show what I mean, pls don't share publicly unless trying to solve the problem..still WIP
hey guys, do you know youtube tutorials to make some good animations with metahuman and control rig? I'm struggling right now, i'm just trying to edit an animation from mixamo but i can't find how to make it properly work.
Could it be related to the LOD alert we have on some metahumans when we create them ?
Are those metahumans?
yes they are metahumans
Nice. 
Hi there, trying UE5 it works everything but i got this on the eyes and gums, how to fix it? thanks
same problem to me... did you fix it?
i have fix it making a new blank film project, and re improting from quixiel high quality model.
good morning! I was wondering if there was a documented workflow for converting the hair grooms of metahumans to hair cards?
Hi, has anyone tried importing a metahuman into blender/zbrush for some sculpting? Iβm wondering if doing so breaks anything for them that makes them not work as well in UE after the edits?
Presumably if I wanna give my metahuman horns or something in Z, and then re-export, Iβd have to hit all the LOD levels in Z and then re-export it as a single file, right?
Anyone know how to export characters as a single skeletal mesh without it being a modular BP?
hello folks, would anyone happen to have access to the female A retargeting pose? my sample project only has the male, and it causes females to lean forwards lol
hi there guys, here the first part of my video game trailer with metahuman UE4 and bla bla bla
Finishing my Charaktereditorprototyp with metahumans π
Same crazy Charakters π
Hello guys, anyone else noticed massive frame drops with the metahuman skeleton? By deleting some bones the fps increases a lot, any solution for this? Thanks
@hexed fable yes. it's incredibly bad. UE5's broken physics make it worse lol
@grand escarp thats pretty dope
Thanks π
Just a general question - How have people found the process to retarget UE Skeleton animations to Metahuman skeleton? Setting up a mocap system in the next week and wondering whether it's better to capture using the UE Skeleton, or Metahuman (we haven't decided if Metahuman is going to be used in our production pipeline yet)
The retarget process is pretty Good, in the example metahumam Project you have a retarget Pose. Only Thing is the fingers are kind crazy a little bit, i think.
That's great. Thanks! Have you tried going backwards from Metahuman to UE Skeleton?
I'm wondering if that's better, especially as we're planning to capture facial animation as well. We would lose that if we change from Metahuman later, but better that than not having it at all and using UE Skeleton π
I dont try it backward, Sorry.
https://youtu.be/HDwWCmrjrxQ
This tutorials found i helpfull for the retarget process
Unreal Engine Metahuman Animation Tutorial,metahuman retarget animation tutorial,ue4 metahuman animation tutorial,ue4 metahuman retarget animation,unreal engine metahuman mocap workflow,Unreal Engine Metahuman Live Face App Tutorial,metahuman live face app,metahuman mocap,metahuman face mocap,ue4 metahuman face app,Unreal Engine Metahuman Creato...
No problem, thanks for the link!
Hey everyone
So i tried to give my Metahumen some animations (from the manequin) and it kinda works. But the torse/shirt doesn't animate at all. The hands, Head, Leggs, Feets al are working properly but the shirt/torso realy doesn do anything. Does someone knows a fix?
Might be the retarget, make sure to pay attention to the spine bone names, Metahuman has additional ones. Check the video a few posts up π
Didn't work unfortunaly
But i found out the head also doesn't move
So its not only the shirt...
can we change their clothes? It seems there's just few outfits right?
You could export the MetaHuman from Unreal to your DCC software of choice (or grab the Maya files), and make your own clothing.
Hi, does anyone know how to use take recorder and Metahumans? I have been trying to record gameplay but when I replay the take it looks completely stretched.
I am wanting to change and save setting on my rig onto the sequencer. Say the fk/ik switch.. I want to set the float to 0.5+ to enable this setting and then keyframe that frame to save those settings using a button on the utility widget, anyone done this before?
Hi ... I've got the testversion of maya 2022 and installed everthing and such! When I export the Metahuman, bridge says export successfully but no popup comes up in maya and nothing happens at all afterwards
ok, switching to python2 works, but while importing throwing errors!
// Error: line 1: Cannot find procedure "createEmbeddedNodeRL4". //
('Scene builder error', u'Scene creation failed! Reason: Error during execution of MEL script: line 1: Cannot find procedure "createEmbeddedNodeRL4".\nScript:\n createEmbeddedNodeRL4 -n "rl4Embedded_Payton_rl" -dfp "C:/Users/logic/Documents/Megascans Library/Downloaded/DHI/laubkIMV_asset/8k/asset_source/MetaHumans/Payton/SourceAssets/Payton_rl.dna" -jn "<objName>.<attrName>" -amn "FRM_WMmultipliers.<objName>_<attrName>" -bsn "<objName>_blendShapes.<attrName>" -cn "<objName>.<attrName>"')
tried with SourceAsset and UAsset+SourceAsset pack
Has anyone here used metahuman with maya? And if so is there a good variety of shape keys for faces/facial animation I can export out to blender?
I mean I know I can export it to Unreal and then export that as FBX but what I was wondering is if anyone's played around with the shape keys and is satisfied with the amount of possibilities with it.
