#metahumans

1 messages Β· Page 15 of 1

white gulch
plain haven
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This is actually destructive for UE4 and what caused the spaghetti monster effect in the first place.

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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.

opaque compass
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MetaMeatBallPasta

spare topaz
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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

glass ravine
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@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 πŸ˜›

plain haven
glass ravine
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that doesnt really matter, but the auto align doesnt fix the tip bones so thats also kinda messed πŸ˜›

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but proportions wont matter becouse it only exports transform and location

plucky kelp
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Offers

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Oofers

jolly flicker
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My first Metahuman with animated face with Ar kit in Unreal Engine

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I am excited with the quality and especially how eyes and skin look like, totally human.

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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 wouldn’t 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.

lethal lark
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Is MetaHuman going to be cloud hosted forever or only during early preview (i.e. will it be a desktop application)?

native spire
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I would imagine due to the extremely high amount of data required, it'll always be cloud hosted

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You'd literally have to download TB of data, especially once more scans and assets are added

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Plus it allows anyone to make metahumans, regardless of hardware

lethal lark
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Makes sense

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i was very impressed with the early preview

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the hair is the best part

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15 minutes to generate and download

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~20Mb/s download speed

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10 minutes to import and compile shaders

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nvm, 5000 shaders to compile after enabling correct plugins & settings 😬

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going pretty fast

little python
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no Ik bones ?

signal sand
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Any inpeditives on packaging a project with metahumans?

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My project was packing normally, after adding metahumans its failing.

cunning bronze
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first test with metahuman, absolutely ridonkulous qual. impressive werk from everyone involved, this feels revolutionary

lethal lark
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Anyone missing hair?

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they are in the project but they don't appear on the character

opaque compass
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Zoom in far enough. Might be hair without lods

plain haven
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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.

signal sand
lethal lark
lethal lark
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Lookin' pretty dank

rigid zodiac
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Are they planning on lightening rendering restrictions on Metahumans (rendering them outside of unreal)? I’ve been researching them for work, but we use Redshift so it’s kind of a moot point with the current EULA.

lethal lark
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Maybe it will be something like Quixel Megascans where its free for unreal but costs money for other engines but i doubt it

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This is a big advancement and it would be more valuable to Epic if they kept it locked inside of the Epic ecosystem

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Just looking at the files, it looks heavily integrated with Unreal Engine (i.e. Grooms and Groom Bindings file types)

rigid zodiac
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hmm, i had thought grooms were based on some alembic standard, but it seems i misread

plain haven
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Tried creating photorealistic rendition of Tomoka Tenkubashi (Idolmaster Million Live)

plain haven
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Also fixed Nala a bit.

night iron
lethal cairn
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Anyone facing this issue, suddenly meta human browser goes nuts after sometime, all blurry and unresponsive ? My PC is not potato

rocky tiger
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Does live link support the iPhones πŸ“² accelerometer? I don’t see an option to use & have only seen people using desk mounted like myself.

twilit mica
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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

plucky kelp
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Can 2D portraits be scanned or imported or converted to 3D, with the MetaHuman Creator?

Has this question been asked already?

plucky kelp
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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!

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for some reason the metahuman ui looks a bit blurry for me

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does this happen on other dpi configs as well?

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currently at 4k @ 150%

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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

plain haven
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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.

plucky kelp
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try using the young male models skin

plain haven
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TBH I prefer the former

terse lynx
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now this is epic

plain haven
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Damn, boi, he's hot 😳

plain haven
plucky kelp
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hahaha

plucky kelp
plucky kelp
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the UI in creator yeah? @plucky kelp

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yeh

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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?

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🀷

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it's weird lol

quick portal
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The creator is completely streamed as video from what I can only assume is a GPU instance running on AWS

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It seems to sometimes drop a bit in quality similar to eg. twitch streams might

plucky kelp
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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.

plain haven
plucky kelp
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Can you convert or import one of these portraits? … into MetaHuman Creator?

plain haven
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With the way MetaHuman Creator works right now... No.

It's not as much option as MB-Lab. MHC is still genetics based.

plucky kelp
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yes this is very true, but as a starter it has amazing potential for future applications

plain haven
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It's like GTA Online's character creator, but you can move things around a bit more.

plucky kelp
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Ahhh.
πŸ†—
I see what you mean.

plucky kelp
plain haven
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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"

plucky kelp
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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.

plain haven
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I still wish it has more customisation like The Sims instead of GTA Online like genetics system

plucky kelp
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its still in early access stage and im sure that they will be taking all suggestions into account

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Imagine the power you would wield … to scan a standard 2D portrait … convert to 3D MetaHuman character … then sculpt and adjust, as necessary.

… then get your character 3D-printed? πŸ˜ƒ

Wow.
Would be nice.

Some day.

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the options with this tech will be endless

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im starting animations for my character, will see how it turns out

plain haven
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"If you can't win a woman's heart, make a virtual one on your own."

plucky kelp
plain haven
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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)

plucky kelp
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#NeedMoreSliders

torpid gazelle
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Any ideas of why when I export I dont actually have anything to put into my scene?

plucky kelp
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hmmm thats not normal, you should have the BP in there, check your source assets

torpid gazelle
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@plucky kelp definitely not in there. I've been getting nowhere for 5 hours haha.

plucky kelp
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ill jump on and load my new character and see if im getting the same issue

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ill message you direct and see if i can help you out

torpid gazelle
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you're a beast

lethal cairn
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My Meta - Sara

plucky kelp
lethal cairn
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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

plucky kelp
# lethal cairn Unfortunately i dont have a iphone, i am so excited to have one, and when i get ...

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 ...

β–Ά Play video
plucky kelp
lethal cairn
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Some Post Production work done on the original

mortal wave
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Hey guys, is there a way to dowload the metahuman characters as static mesh?

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I want to use them with mixamo animations, and I can't find a way to do it

half narwhal
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hey guys, can someone point me in the right direction. how exactly do I get the facial rig to work with a custom metahuman?

sonic peak
# plucky kelp Sonantic provides A.I. voices for game developers.

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.

plucky kelp
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core 2 duo

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extremely interesting

quick portal
mortal wave
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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

quick portal
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I don't think it should differ from retargeting anything else

mortal wave
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You may be right, but I am kinda a newbie and still a student I can't spent much time on it

quick portal
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Yeah that's fair :)

mortal wave
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I have like a month to finish my degree work xD

hollow merlin
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Anyone have any idea why hair is not showing up on reflective materials?

night iron
mortal wave
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you can force one lod 1 in the metahuman blueprint, however, it takes a lot of resources rn

hollow merlin
lethal cairn
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How do i set poses on IK, whenever i pose the meta human and save it flips back to default position, wtf lol

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never mind, i figured it out, i had some keys saved and i was just 1 frame ahead lol

lethal cairn
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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.

fleet dune
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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. 🧐

lethal cairn
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Login ?

fleet dune
lethal cairn
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Then open it via mail

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there will be a button, just click on it and it will redirect you, and use chrome or edge

compact breach
fleet dune
# lethal cairn Then open it via mail

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?

lethal cairn
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Na man, I just access it via the button on the metahuman page, now that they have confirmed it via mail

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403 is maybe because some server side error due to load

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try after few hrs maybe

fleet dune
# lethal cairn 403 is maybe because some server side error due to load

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?

quick portal
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It will load properly if you just enable the missing plugins and project settings using the button it offers to enable them :)

fleet dune
lethal cairn
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Drag and Drop the metahuman BP from the imported folder

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in a map

knotty ivy
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First attempt at Metahumans I tried to make myself, definitely not there yet

hollow merlin
knotty ivy
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Where do I download/export?

plucky kelp
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@knotty ivy
Quixel bridge

knotty ivy
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Ah, my bridge wasn't updating

slate brook
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is it normal that it has to compile over 6000 shaders on first import?

plucky kelp
reef vapor
plucky kelp
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I want to see animated GIFs and MP4 videos (in the custom content section). abloblaugh

cedar pollen
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Hello, has anyone had luck getting Metahuman working through Blender or do you know if its possible?

plucky kelp
plain haven
cedar pollen
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can you animate the fbx and retarget anims to other metahumans?

plain haven
plain haven
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The fact that Bridge didn't show 1/10 of the number past 1 GB is anxiety inducing.

plucky kelp
plucky kelp
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skeleton + textures + rigging + animations = 2GB?

glass ravine
plain haven
plain haven
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Also tried uploading bust up of Mufasa, bare skin, but Discord detects it as NSFW lol

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I mean, his body is quite beefy, might get girls high

plucky kelp
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MetaHumans doesn't have body sliders yet, though?

quick portal
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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

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There is some options for those but it seems moving them causes the size or position to become a bit strange

plucky kelp
fresh parcel
plucky kelp
night iron
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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.

twilit mica
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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.

frank hemlock
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Hi guys, how long does it normally take from you hit the apply button, to be granted access ?

proper mulch
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Is there any way to save JPEGs or movie files yet?

cloud remnant
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how to bring metahumans from metahuman creawter to ue4?

proper mulch
fresh parcel
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@proper mulch nope, everything is animated manually with keyframes inside unreal engine sequencer

cloud remnant
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help how to export metahuman creater characters into ue4

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O WAIT FOUND IT

compact breach
proper mulch
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I just tried importate my MH from Bridge but the folders are empty

plucky kelp
tulip crest
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Can we import clothes? Doesnt seem they have a lot of clothing options

spare topaz
soft marten
plucky kelp
soft marten
next swift
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hey i need an opinion, i just made my character and do you think i should make his hair black or this brown color

plucky kelp
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He looks better with black hair, but that is opinion, not fact.

shrewd lake
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yea there is no correct answer to that

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go with what you like

night iron
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This one sort of looks like Emily Blunt

worn shell
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Metahuman not showing in bridge even after updating.. Need total reinstall to work?

night iron
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Close out the creator to the main page, then either restart bridge or hit refresh

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Or try logging out of Bridge and then sign back in

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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

worn shell
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Do i need the metahuman app to do something to enable bridge to have metahuman?

jolly flicker
worn shell
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relogging doesnt fix it

fleet dune
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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?

night iron
worn shell
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Yup, reinstalling works. Annoying..

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You have to click on the back arrow to the main page. I mistaken the other page as the home page.

plucky kelp
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Does anyone know if its possible to export a character from metahuman to zbrush?

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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.

shrewd lake
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is there any way to see tri counts and what not of different LODs?

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or are they just what they are?

winged zinc
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you can in engine

jolly flicker
honest bramble
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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.

native spire
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Kinda looks a bit like Patrick Stewart πŸ˜„

fresh monolith
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it really does

valid stump
valid stump
valid stump
# plain haven You don't make final renders of MetaHuman outside UE4.

Blender export is not possible, it's Maya only. And Epic have stated that β€œCharacters 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.”

valid stump
native spire
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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

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Was giving Khal Drogo / Jason Momoa a go, but his nose is just too unique. Though the eyebrows worked I think

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It's just that sharp nose shape

fresh monolith
native spire
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Best I could do πŸ˜›

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@fresh monolith Ahh interesting! Have you tried doing a body morph target yet? (from the 6 body types we have currently)

fresh monolith
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Hey, no, just with the face currently.

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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

native spire
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Ohh, that's troubling

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Was hoping everything would share the same mesh structure

fresh monolith
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me too πŸ˜„

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and maybe it does, but the way unreal engine reads and renders the data might mess up with it.

frigid talon
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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.

mortal wave
worn shell
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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.

gleaming prairie
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hi is there anyone know how to use the control rig,i can't find any option under bp Danielle....

plucky kelp
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Hi! Has anyone had any success retargeting animations to Metahumans? I went through Epic tutorials but it's still looking a bit weird.

quick portal
lime lotus
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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.

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I have a question, probably best suited to this channel. Is it possible to export grooms to edit in a DCC?

lime lotus
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if anyone knows, please feel free to ping me a msg. I need to sleep πŸ™‚

clever patio
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how would I remove facial hair?

plucky kelp
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idk if people know, is something from the "opponent" πŸ˜† but for unity exist a very complex "character creator" called UMA, is a open source project under MIT license

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if you are interested in character creator, is something very cool to see

cloud remnant
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I am a meta-human

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trying to make the worst looking metahuman I can

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this is prob the best I can do

plain haven
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Managed to cap the texture down to 4K
now I need some average but well taken girl selfies for reference

plain haven
plain haven
plain haven
plain haven
plucky kelp
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but if export to blender you can re import to unreal with the metahuman skeleton?

plain haven
valid stump
plain haven
plain haven
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Also, is the MetaHuman hair cards are really missing textures, or something's wrong with my Bridge?

clever patio
jolly flicker
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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!

plain haven
plain haven
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Is it just me or the hair card material is really broken?

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It's still unclear to me what's really hooked between Dither Temporal AA and "Coverage" in the material.

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Wait

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I think I approach it the wrong way

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Lemme take a look at the groom asset

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Right, it was in the groom asset all along lol
Whoops

frigid talon
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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.

next swift
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hey can someone help me, i tried to export my metahumans to my unreal projects, but it keeps failing and not exporting

frigid talon
next swift
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Yes i have it installed, do i need to turn it on too?

next swift
dense bronze
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and no error?

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just fails

frigid talon
next swift
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no errors, it just wont exporting

next swift
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i also tried like another assets that is not metahumans, it worked

dense bronze
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do you have a different project to open to see if it's the project?

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*or that you could open and try

frigid talon
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And you're on 4.26.2?

next swift
next swift
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do i need to set this to source asset

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Yees it worked

viral seal
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How long does confirmation mail takes for meta human access?

plain haven
plucky kelp
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#TheStruggleIsReal
#TheQueueIsReal

hollow merlin
white gulch
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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

vapid apex
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Hey GUYS! Hello!
Please help.
I made recorded track with my metahuman but NECK doesnt animate, only face.
How to record head rotation too?

next swift
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Also i dont get any mail confirmation i just got access to it

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i already signed up

junior stream
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there is no BP in my metahuman folder

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Am I missing something?

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I can see it in the explorer

plucky kelp
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you need to update your engine version @junior stream

junior stream
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Yeah I figured it out. Thanks tho.

last gazelle
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My first metahuman

plucky kelp
icy frost
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Do you guys know can metahumans be used in commercial projects?

high hare
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I'm assuming if it's done in unreal engine, yes

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not 100% sure tho

cedar pollen
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has anyone been able to extract the source fbx or orb file with rig into Maya?

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I dont see any facial bones in Maya, but its giving a bum on import.

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Does anyone happen to have a obj or fbx from rig source files?

vale sky
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i was able to export to fbx from unreal engine

granite bloom
granite bloom
vapid apex
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How to connect hands to Vive Trackers?

polar echo
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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

hollow merlin
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Why am I putting a metahuman into every project I make? Because. That's why.

plucky kelp
uncut harness
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Is here anyone who can help me with meta human hoodie material?

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Im bad at materials lol

mental hatch
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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

mental hatch
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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 πŸ˜„ I am a beginner in UE

wanton forge
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https://youtu.be/hxs5jatmySE if it helps anyone πŸ˜‰

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 ...

β–Ά Play video
coarse stump
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was thinking someway to blend your own face to metahuman

plucky kelp
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hi. in bridge when i click on export button, ue4 crash. how can fix it?

cedar pollen
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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?

glass ravine
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@cedar pollen i only exported to blender, but i set fbx to 2020

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only time i ever had to do that

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hell i dont even know why i tried that

cedar pollen
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im trying to get the rig in Blender, did you get that to work? @glass ravine

glass ravine
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fbx 2020

#

just did the face

cedar pollen
#

from bridge?

glass ravine
#

no from unreal export fbx

#

does bridge do fbx?

#

for metahums?

cedar pollen
#

yeah it does fbx and obj but it puts them as maya documents

#

its a maya advanced rig but maya only

glass ravine
#

hmm i only exported from UE4 and only the face

mental hatch
#

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
...

β–Ά Play video
#

works as intended

glass ravine
#

how do we call these things in short?

#

methumz?

cedar pollen
#

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

glass ravine
#

mehus

cedar pollen
#

my plugin is giving a unknown error, I followed same tut

mental hatch
#

I cant share with you this asset, company thing :X sorry

cedar pollen
#

thats fine, what about one of the bridge template ones?

mental hatch
#

yeah i can do that

cedar pollen
#

I would really appreciate it

mental hatch
#

will take a while tho

plucky kelp
glass ravine
#

gotta make a vote out of this :p

coarse stump
#

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

glass ravine
#

than its a metamesh

#

meme

queen dove
cedar pollen
rare quail
#

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

kind minnow
#

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

junior temple
#

Anyone know why when I try to import my metahumans it says failed because unknown extension type but it's uasset?

vocal lava
#

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?

vocal lava
vocal lava
#

What did you do? I feel like mine is doing the same thing even though both look signed in correct.

cedar pollen
#

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?

glad parrot
#

Are metahuman crazy highpoly stuff or can be used for mobile games?

cedar pollen
#

they can scale for any platform

#

can be used for mobile yes

glad parrot
#

Oh great

#

Only thing is they scare me

mental hatch
#

? That's a strange view on the technology, its a 3d asset.

cedar pollen
#

yeah its giving me a strange import, not sure whats going on maya 2020

long halo
#

@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

upper crown
#

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!

upper crown
mental hatch
#

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.

plucky kelp
plucky kelp
upper crown
cedar pollen
#

can someone give me a .fbx template of a metahuman model + skeleton? I cant get the import to work from Bridge to Maya

plucky kelp
fleet dune
knotty ivy
#

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

distant token
#

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?

cedar pollen
#

can someone give me a template fbx of a metahuman character + skeleton?

native spire
#

It'll be on Quixel Bridge

clever patio
#

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?

cedar pollen
cedar pollen
#

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.

plucky kelp
plucky kelp
#

Just some sample googling.
Not going to spam channel with google results.

distant token
#

First time using unreal, not too shabby

clever patio
#

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?

cedar pollen
#

has anyone got their metahuman to import correctly in maya?

plain haven
robust kelp
#

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.

versed igloo
#

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

small crag
#

Hello guys,
I Have a question about a recent UE release note. it reads:
"Today, we’re 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?

small crag
#

thanks

cedar pollen
#

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

#

I’ll PayPal someone 20$ if they can get me a basic fbx with character + skeleton

upper crown
primal monolith
#

Does anyone have any tutorials on how to add custom clothing? I'm having some popping and struggling to figure out a nice workflow.

compact breach
compact breach
karmic dagger
#

Anybody have anims retarget problems?

mental hatch
#

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.

clever patio
#

Am i able to import my MetaHuman into substance to retexture some of it?

mental hatch
white gulch
slate brook
#

will metahuman become available like a character creator ingame or just as a separate tool where you can bake models?

clever patio
marsh helm
#

Looking for the same information actually : ) and couldn't find anywhere yet, how to export from MD to Unreal directly

prisma barn
#

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.

cedar pollen
#

Has anyone got the metahuman skeleton working in blender?

merry jacinth
#

Temuera Morrison

merry jacinth
plucky kelp
#

#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.

exotic reef
scarlet copper
prisma barn
#

Also while we’re showing off, I’m pretty immensely pleased with how these turned out

prisma barn
wheat rampart
fleet dune
plucky kelp
#

I hope MetaHumans gets a "randomize" button, in a future update.

clever patio
#

Is there a way for me to pose the blueprint of my metahuman

coarse stump
#

could you like to upload your face to it? when you create?

clever patio
coarse stump
#

and use it as preset too

prisma barn
#

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

clever patio
#

Use quixel bridge to export your metahuman into Unreal or maya. Those are the only options atm

prisma barn
#

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.

clever patio
#

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

coarse stump
#

what plugins you have in quixel bridge

prisma barn
#

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?

mental hatch
#

In Maya you will only get the body with the head, split rig, no hair, shoes πŸ˜„ 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.

rich ingot
#

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 πŸ˜›

rich ingot
#

isn't it possible to add some premade "unrealistic edge scenario"-samples into the database? πŸ™‚

clever patio
#

Is it possible to turn my metahuman into a playable character?

spare rivet
#

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.

coarse stump
#

for use import you need quixel bridge

clever patio
#

@spare rivet ^

spare rivet
#

Nice - I hadn't seen this yet - https://quixel.com/bridge

prisma barn
#

like, blue people

hollow merlin
#

Are metahumans uv lightmapped?

coarse stump
#

Glay mode is like that blue people right

plucky kelp
#

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?

slim mulch
#

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.

tough flare
#

anyone have a cheap motion capture solution for metahumans?

hollow merlin
tough flare
mild zenith
worldly osprey
#

Will we be able to export metahumans as a fbx with textures? Exporting from unreal is just too lengthy.

granite crane
#

How do I set my meta human as the default pawn?

clever patio
#

However, the import might get faster as updates are released improving meta human and after ue5 gets released

quick portal
#

^what's this based on anyway? Why wouldn't there be an FBX export option?

granite crane
tough flare
#

omg thats beautiful

open ice
#

Any idea how to make the bald dude on the left?

plucky kelp
#

Is that Maynard Keenan, lead singer of Tool?

open ice
#

Yes

#

But meat human wont let me narrow his jaw laine

#

Line

plucky kelp
#

Is the black guy a bass guitarist?

open ice
#

Uh hes just a guitarist

plucky kelp
#

oh ok

open ice
#

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?

open ice
#

On the other hand yay or nay?

plucky kelp
#

Her hair looks thick … like a conked afro … dyed blonde. abloblaugh

open ice
#

Hmmm how to fix?

#

Looks pretty good bald

#

Yea it’ll just be fem Maynard hahaha

#

Even though it looks nothing like himπŸ˜‚πŸ˜‚πŸ˜‚

plucky kelp
open ice
#

πŸ‘πŸ»πŸ‘πŸ»its all good, me too i just started today as well

#

Well sculpting that is

#

How to i export the model?

#

β€œDo”

plucky kelp
open ice
#

Ooooh okay thank you very much!😁

plucky kelp
open ice
#

Agreed!

#

Hopefully it will be in the full version

#

Although it would defeat the whole purpose of the creator itself

plucky kelp
open ice
#

Ohhhh

#

Okay i see πŸ‘πŸ»

#

I like that idea😁

plucky kelp
#

Ah, ok.
I didn't know he was in RATM.

plucky kelp
plain haven
cobalt lion
#

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

glass ravine
plain haven
glass ravine
#

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

plain haven
#

I use no motion capture at all, still animating by hand (mainly because of low budget, too poor to afford iPhones)

glass ravine
#

i think android can do it too

#

my phone has a drilled out camera tho πŸ˜›

#

that thing aint capturing anything πŸ™‚

plucky kelp
#

Can you motion-capture from a cheap webcam?

#

Cheap iPhones are cheap, though.

glass ravine
#

@plucky kelp wil 3 oculus cameras work? πŸ˜›

#

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 πŸ˜›

#

prolly have some other old phone around here but that thing must be real slow

plucky kelp
plucky kelp
#

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.

latent wedge
hollow merlin
#

Does anyone know if metahumans are uv light mapped?

hollow merlin
# plucky kelp Can you motion-capture from a cheap webcam?

Live link app for face tracking. I’ve 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...

β–Ά Play video
wanton forge
#

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...

β–Ά Play video
compact breach
#

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?

cobalt lion
#

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?

compact breach
cobalt lion
viscid pasture
#

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

compact breach
# cobalt lion thanks, unfortunately it's not free, but i'm gonna check the trial version

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

dim pier
#

Does that include lip-synced AI voices? I've already seen a few companies using it for that

plucky kelp
cobalt lion
prisma barn
#

Now all I need to know is how to get him into blender to animate in running anims and such

merry ledge
#

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?

wanton forge
#

@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...

β–Ά Play video
merry ledge
#

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

short pelican
maiden star
#

Jedi Fallen Order was released in 2019, do you think they are using metahumans? can't find confirmation online

soft marten
plucky kelp
plain haven
#

And consider that MetaHuman is the fruit of Epic's acquisition on 3Lateral and Cubic Motion 2 years ago.

open ice
#

I wonder when the full version will come out?

marble vector
#

Hello

#

Can I use Metahuman in my game which i will publish

prisma barn
hasty citrus
#

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...

wanton forge
wanton forge
#

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 ...

β–Ά Play video
#

You can also force a specific LOD. It’s also mentioned I think around the 9 min mark.

maiden star
open ice
#

Is the full version out yet?

hollow merlin
lone hollow
#

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.

wanton forge
#

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...

β–Ά Play video
hasty citrus
#

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...:(

lime lotus
#

Has anyone got a nice solution for Android Face Tracking with Metahumans yet?

muted ledge
#

YA

cyan dagger
#

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

manic pond
#

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.

night oar
#

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

manic crater
jovial rapids
#

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!

jade talon
#

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.

glass ravine
fresh frigate
#

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?

proper mulch
#

is there anything available that will animate lips with text/audio file?

lime lotus
#

@proper mulch Im not sure but FaceWare might cater for that. It can use videos for facial tracking too if that helps.

cedar pollen
#

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.

hollow merlin
fading idol
#

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 πŸ™‚

plucky kelp
white gulch
#

Does anyone know what's up with that green eye refraction? raytracing on

misty jolt
misty jolt
#

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

twilit mica
#

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/

cedar pollen
#

anyone got MH fbx working inside blender?

twilit mica
#

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.

cedar pollen
#

thanks @twilit mica

misty jolt
misty jolt
#

Someone knows why when i crouch it starts like flying?

mighty yarrow
#

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.

twilit mica
#

drag the metahuman blueprint into sequencer, you will see the body and face rig ctrls in there

normal swallow
#

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

patent karma
#

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?

carmine jackal
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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?

fresh monolith
#

i believe hair is only on LOD 0 and LOD 1.

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so changing when the LOD switches when going further away should allow you to fix that

carmine jackal
#

Thank you!

plucky kelp
#

is meta humans available as full skeleton aswell cause when i download my character from quixsel its not full skeleton

unreal gorge
#

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 ?

cunning bronze
#

anyone experienced this?

cyan lodge
golden pulsar
#

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

abstract reef
#

does anybody have any idea why the metahuman torso part doesn't animate?

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only on shirt and sweater I have this problem

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Hoodie works just fine

#

tried with and without animbp

#

same results, it just won't animate, selecting animbp for legs and feet work

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but when it comes to sweater and shirt on torso it goes bat%^$* crazy🀣

sharp galleon
#

metahumans are quite new still

fringe maple
#

guys do you know why my livelink subject wont show in meta human project but in facear sample it does?

foggy fern
foggy fern
foggy fern
foggy fern
fading idol
#

Yeah thats exactly what i did

foggy fern
fading idol
#

Works pretty well tho.. wouldn't have thought that its so accurate :D

foggy fern
fading idol
golden pulsar
#

@foggy fernlol are you serious? I'll have to try that. That's funny.

steady light
#

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...

β–Ά Play video
tired bluff
short herald
#

Hi!
How do I export my meta human character to blender/maya?

plain haven
short herald
#

Thanks!
One question tho...
What is bridge?

plain haven
short herald
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Thanks!

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Works with maya 2022?

elder pumice
#

So....

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I was runing the animation and.....

glass ravine
#

so why do mehums have bones? everything seems to be done with morphs, the bones never move

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just the head bone gets moved with the anim bp

plain haven
foggy fern
glass ravine
#

ahh looks like they are moving

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damn that faceboard controlrig is huge

wheat rampart
#

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...

wheat rampart
#

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

wheat rampart
#

Ok, I got it now. mtoa is required for the successfull import.

strong elbow
#

How are the animated textures driven in metahumans? I see the scalar parameters in the material but what's controling them?

foggy fern
strong elbow
#

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 😦

plain haven
#

It's a shame that MetaHuman chins can't go sharper :<

glass ravine
#

why are the shadows on mehums so jittery and noisy?

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the hair shadows

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is that an AMD thing?

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the sample project with lights setup also has it

#

the creator itself has a lil jitter but in unreal its just horrible

glass ravine
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i dont know much about lighting setups or shadows but thats real ugly

#

its the default mehum sample project with nothing changed

foggy fern
#

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

plain haven
main mist
#

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:

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I get this:

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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.

foggy fern
#

It looks like LOD2 eyelash cards

main mist
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Yes, but the LOD y forced to 0.

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y = "is"

foggy fern
#

Have you tried cutting the dynamic material node from the construction script?

main mist
#

Nope. I'll try. Thanks.

main mist
primal monolith
#

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...

β–Ά Play video
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This is what I mean by problem with the eyes

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I am guessing there is no way to bake this down to a texture to export ....

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There are these textures

white gulch
foggy fern
white gulch
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Definitely

pallid plank
#

hello! I have the same problem with this guy, please some one help me!

#
plucky kelp
plain haven
#

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 πŸ˜› )

hollow merlin
#

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...

β–Ά Play video
tacit venture
#

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.

plain haven
tacit venture
#

Thank you! @plain haven

polar herald
brave locust
#

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 ?

glass ravine
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mayB get a cape πŸ˜›

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use the console command with bones in it, r.visualizebones or somethin to = 1

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so we can see the rootbone on the screenshot

white gulch
brave locust
frozen pendant
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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

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Never mind, I found that I could hit this button instead and it will still export. Still weird though

unreal gorge
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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

plain haven
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(it's not like 4.25 is a good release to begin with anyway πŸ˜› )

bitter sparrow
#

Does anyone know how to force stop hair simulation

foggy fern
primal monolith
#

is there a trick to animating metahuman fingers?

#

Cause the alignment of the rotation is defaulted to a weird orientation

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I am guessing the only way to animate is using the sequencer values

wheat rampart
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@primal monolith didn't you just using world coordinates instead of object's?

primal monolith
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I did not realise there was a toggle for world vs local. Will have a look for it thanks Alexey.

rare wave
#

Anyone know if there's been any update on the missing retarget pose files?

unreal hornet
#

is there option to "draw" tattoos on metahumans?

zealous sonnet
#

nope

unreal hornet
#

could be nice feature probably

plain haven
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It's not like tattoos require special material nodes anyway, just a skin decal.

unreal hornet
#

I dont know much about that stuff...

bitter sparrow
uneven glacier
#

how do i import metahuman to UE4?

rare wave
#

You can find it in the Metahumans example project

rare wave
#

@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

rare wave
#

@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?

rancid mortar
#

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.

plucky kelp
#

Holy wall-of-text, Batman.

gusty mortar
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Can you somehow download metahuman so it runs on your own machine

#

feels quite laggy

lime lotus
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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)

plain haven
gusty mortar
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so im not using a server to make them

plain haven
gusty mortar
#

I understand the size but what makes metahuman so heavy to run

rare wave
#

I can't find any retarget pose file in the UE5 version now. Did you find something to say that the file exists?

fresh dragon
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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

vivid flame
#

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?

thorn moss
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im trying to import a metahuman into blender but its not importing with colour. any idea why its not working?

cedar pollen
#

When you LOD a MH does it’s skeleton change such as getting rid of facial bones

cedar pollen
#

Does MH have a seperate skeleton for the head and than a separate for the body? Does anyone know?

floral raft
plucky kelp
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aight so

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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

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also without eyebrows

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who the fuck picked maya as the only option for animation software

#

i think theres just too many morph targets on this

plucky kelp
#

guess its at least enough to animate with

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looks like ass tho

cedar pollen
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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?

white gulch
#

@cedar pollen Head has it's own separate rig

cedar pollen
#

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.

cedar pollen
#

Does Mh have a lod without the head rig but just with the face weighted to the head bone only (no face bones) ?

cedar pollen
#

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?

plain haven
knotty tinsel
#

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 πŸ˜…

native spire
#

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.

primal monolith
#

Anyone else experiencing download problems with metahumans today? I started downloading about 4 hours ago and it got stuck twice at 64% and 69%.

primal monolith
#

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 .

spice plaza
#

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

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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..

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How do you get the baked animation to look like when I have change the retargeting options in the skeleton?

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Was anyone able to do this before?

fresh monolith
native spire
# fresh monolith <@!95540280085712896> Yes, https://youtu.be/_dXJJt7_p6g

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.

spice plaza
#

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...

dark saffron
#

Hi everyone! My metahuman has a bit of a blue line below his eyes. How can I get rid of it?

cedar pollen
#

Hi everyone, has anyone found a good default LOD for good performance without sacrificing to much?

plain haven
cedar pollen
#

Is the MH Head and body skeleton combined, or seperate skeletons for each?

uneven glacier
#

Are metahumans supported with UE5?

plain haven
plain haven
uneven glacier
#

Thanks!

tardy cypress
#

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 πŸ™‚ 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.

https://youtu.be/IkLcTS4KFNo

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...

β–Ά Play video
rugged jungle
#

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!

cedar pollen
#

Does anyone know if the bones from the skeleton control the body type shapes?

cedar pollen
spice plaza
spice plaza
#

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?

plain haven
spice plaza
#

Oh, nevermind just had to set all their animation modes

spice plaza
#

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

warped remnant
#

Hi! When I enable hidden shadows on MetaHuman's Hair the shadow doesn't show up. Is there a way to fix that?

dusk blaze
#

Is it possible to combine hairstyles for metahumans?

proper star
#

@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

tardy cypress
#

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

dusk blaze
#

i'm trying to port my metahuman in from quixel bridge to my project, but all of the folders are empty

shell sail
#

4.26?

cedar pollen
gusty isle
#

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 πŸ™‚

cedar pollen
#

how do they compare to marketplace UE4 human characters in terms of size?

gusty isle
#

You mean the metahuman characters? I never checked how they compare to marketplace characters in terms of size.

proper star
#

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...

β–Ά Play video
cedar pollen
#

Does anyone know if MH skeleton changes from LOD0 to LOD2?

fresh monolith
#

@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.

proper star
#

@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.

sonic rain
#

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

plain haven
sonic rain
#

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

native spire
#

MetaWashington

proper star
#

Anyone have any good workflows for adding clothes to the Metahumans? When looking around in the blueprint I noticed that the rigs don’t 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 metahuman’s head and add it to a totally different rig that I’d have more control over? Has anyone tried this before?

umbral flare
#

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 one’s) for instance - grey, purple, etc? Like allowing us to make humanoid characters, but not entirely human?

plucky kelp
#

MetaHumans has competition.

I could post a screenshot, or you could take my word for it. πŸ˜†

Epic better be pushing updates on #metahumans, if they want market dominance.

umbral flare
#

Seems strange not to expand on the toolset that is already there.

plucky kelp
umbral flare
#

That’s kind of what works for metahumans. It is ostensibly free. Unless you hit the sale threshold - you don’t pay for a thing. Which means that if you’re an indie dev like me making crappy games that may never have an audience of above 20, everything is free. And that’s basically what makes Unreal so attractive.

#

And metahumans are awesome in that I don’t have to spend weeks sculpting a character. Hence why I’m so hyped about more features to this.

plain haven
#

things that MetaHuman needs:

  1. Realistic anime faces
  2. Female maid outfit
  3. Cat ear headwear
  4. More stylised hairs
fresh monolith
#

hopefully 3D artists on the marketplace will start making cool stuff for meta humans

glass ravine
#

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?

plain haven
#

Not nendoroid, but realistic anime faces, a la Square Enix's Visual Works stuff

glass ravine
#

no sculptin

#

also mayB there should be an option to drop a texture in with opacity slider so u can try match a photo

plain haven
glass ravine
#

can u Download MHC and is the source available?

plain haven
glass ravine
#

ahh i thought u could also do it offline

glass ravine
#

well they prolly have their own stylized MHC for fortnite

spice plaza
#

Better delete the pics b4 the mods get amgery

wheat rampart
#

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.

fresh monolith
#

in MHC you should select same body type for both heads to don't have this problem

wheat rampart
#

Hm.. will check that, thanks!

proper star
#

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

glass ravine
#

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

umbral flare
glass ravine
#

no kink shaming πŸ˜›

umbral flare
#

Wasn’t shaming. Was just pointing out there’s already a tool to achieve that. :p

#

In the meantime, I just wanna have the ability to give my metahuman an absolute dump truck

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😦

#

Jokes aside though, I feel like unless we can create humanoid - like chars, it’ll feel incomplete.

glass ravine
#

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

umbral flare
#

I suppose it depends on the extend of modification too. At a certain point sculpting from scratch may be the only way. Like it’ll probably be less time intensive to make something like a Mass Effect Turian than sculpt a metahuman into one.

glass ravine
#

i dunno about that, its like 600 morphs

fresh monolith
#

more like 700

glass ravine
#

699?

#

dont recall exactly how many

umbral flare
#

What is?

glass ravine
#

the face

fresh monolith
#

the face has around 700 morph targets. if you create from scratch, you lose all that

umbral flare
#

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 isn’t it?

glass ravine
#

you could do some copy vertex groups mayB

#

depends i guess

fresh monolith
#

it's not a waste of effort and it's possible

umbral flare
#

Hmm…

glass ravine
#

that1 had morphs and was still rigged

umbral flare
glass ravine
#

prolly wouldnt work too great with the faceapp anymore tho

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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

fresh monolith
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yeah, messing up with the eyes too much will make it really odd while animating it with live link face app

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but you really nailed that sylvester stallone mouth

glass ravine
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you can work around once u know how its rigged

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i havent tried shrinkwrap em around a sculpt or copy vertex groups yet

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i had some decent results with vertex groups when i tried to put some clothes on a custom rig once

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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

plucky kelp
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im getting this error when im tryn to export a MetaHuman to unreal "its a UAsset" any help? thanks πŸ™‚

plain haven
plucky kelp
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i dont have maya either

plucky kelp
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but its gives me this Uasset error. i tryd with all other formats to

plucky kelp
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worked now i deleted all the folders and installed everything again

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the plugins folder

shut wave
#

Has anyone tried doing something akin to FackeWorks deep subsurface scattering with metahumans?

fresh monolith
plucky kelp
fresh monolith
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I'm fascinated by how cool Meta Humans are.

cedar pollen
olive barn
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i actually have the same Problem πŸ˜†

vast adder
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Anyone know how to retarget if there is no "RetargetPoseMedAvgMale_PoseAsset"

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I have downloaded a base human and created a human still cant find it

vast adder
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You have to download the same project to get it!

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Close, now i have to figure out how to make the mannequin move within the skeleteon

proper star
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I’ve 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 doesn’t feel production ready

plain haven
plucky kelp
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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 πŸ™‚

spice plaza
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Has anyone tried to render multiple MetaHumans in a scene?

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I thought itd be fine since its just rendering, but their hairs go wacky..changes colour to white then back again

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Multiple I'm talking abt 10

proper star
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Too hacky

spice plaza
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Video to show what I mean, pls don't share publicly unless trying to solve the problem..still WIP

brave locust
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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.

brave locust
spice plaza
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yes they are metahumans

plucky kelp
plucky kelp
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Hi there, trying UE5 it works everything but i got this on the eyes and gums, how to fix it? thanks

plucky kelp
plucky kelp
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i have fix it making a new blank film project, and re improting from quixiel high quality model.

summer wren
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good morning! I was wondering if there was a documented workflow for converting the hair grooms of metahumans to hair cards?

umbral flare
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Hi, has anyone tried importing a metahuman into blender/zbrush for some sculpting? I’m wondering if doing so breaks anything for them that makes them not work as well in UE after the edits?

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Presumably if I wanna give my metahuman horns or something in Z, and then re-export, I’d have to hit all the LOD levels in Z and then re-export it as a single file, right?

signal breach
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Anyone know how to export characters as a single skeletal mesh without it being a modular BP?

ancient cradle
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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

plucky kelp
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hi there guys, here the first part of my video game trailer with metahuman UE4 and bla bla bla

grand escarp
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Finishing my Charaktereditorprototyp with metahumans 😁

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Same crazy Charakters πŸ˜‚

hexed fable
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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

ancient cradle
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@hexed fable yes. it's incredibly bad. UE5's broken physics make it worse lol

ancient cradle
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@grand escarp thats pretty dope

grand escarp
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Thanks 😁

native spire
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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)

grand escarp
native spire
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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 πŸ˜„

grand escarp
# native spire That's great. Thanks! Have you tried going backwards from Metahuman to UE Skelet...

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...

β–Ά Play video
native spire
crystal marlin
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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?

native spire
crystal marlin
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Didn't work unfortunaly

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But i found out the head also doesn't move

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So its not only the shirt...

tulip crest
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can we change their clothes? It seems there's just few outfits right?

plain haven
trim crescent
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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.

violet lava
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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?

polar latch
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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

polar latch
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ok, switching to python2 works, but while importing throwing errors!

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// 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>"')

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tried with SourceAsset and UAsset+SourceAsset pack

indigo tapir
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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?

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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.