#metahumans

1 messages · Page 16 of 1

hexed pelican
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does smb know why it doesnt retarget body?

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and face

indigo tapir
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Does metahuman not use shape keys? I exported one face to fbx for Blender and I don't see any shapekeys.

marsh plaza
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I believe it bakes them on export, you'll probably have to define custom ones

violet lava
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Is this a good place for control rig questions?

viral whale
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hello i am trying to combine the metahuman face with the noir character but the character's face is distorted

granite summit
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hey im having a problem, i got the confirmation email but when i try to launch the web app i get stuck in a redirect loop

hexed pelican
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wtf why it doesnt reatarget torso?

silver current
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Anyone knnow how to export metahuman rigs from maya to unreal??????

novel plover
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is there a tool that allows us to rotate instances manually from foliage?

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@silver current can you try by using Blender as intermediate ?

plucky kelp
granite summit
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yeah its a pain

rigid thistle
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Hey there. I am having the same issue here. If you manage to solve it please let me know. It's driving me crazy.

spiral trail
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if you have access you should be able to see it.

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it would say setting up....

granite summit
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nope doesnt work im having the same problem and it brings me to the same page

violet lava
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Anyone able to advance the editor utility widget to set properties on the sequence?

dapper heath
brave locust
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did u find the solution yet ?

brave locust
crystal marlin
brave locust
spiral trail
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this is what i get

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have tried going the the link i sent yesterday?

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if you got the confirmation email then try the link from there

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go to this link

dapper heath
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That's not the problem, I received an email from epic confirming I was granted access and still get that infinite redirection

spiral trail
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huh..

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thats wierd

dapper heath
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Honestly, I'm already used to see how Epic's web services work like crap, or don't work at all.

spiral trail
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that is so true

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has anyone notified Epic?

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not that their web services are crap but about this problems in specific?

dapper heath
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There are a few threads at the forums

midnight vapor
spiral trail
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huh

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that shouldnt be happening

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has epic responded on the forums at all?

midnight vapor
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no

spiral trail
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has anyone tried to clear the cookies and all web data from thier browser?

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it is most likely on thier end, but it is worth a try

winged saddle
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Hi all! Does anyone know how to export a skeletal mesh's lod from ue4?

gilded pivot
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U I faced the same problem of infinite redirects, if it's as simple as an installation file, can't you guys just send it here on chat?

dapper heath
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It's a web based app

gilded pivot
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what can I do than, it just keeps redirecting me to the same page

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after a while of doing that it takes me to this

dapper heath
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I don't think there is anything you can do except to wait and see if they bother to fix it.

spiral trail
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they probably will say "we are sorry to hear about this. We will do our best to fix this a soon as possible" but they really mean to say " We dont care about your problems, and we will fix it when we feel like it. If you try to contact us we will just tell you 'uh oh sorry'"

gilded pivot
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when you do it what link does it redirect u to, maybe that would work

spice plaza
hexed pelican
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does metahuman works with 4 24?

tall rain
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Does alembic groom works with raytracing GI?

spice plaza
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When you have a bad hair day #MetaHumanMemes

plucky kelp
spice plaza
silver current
granite summit
spiral trail
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thats what i thought

dapper heath
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I just received an email from Epic: "We have identified and resolved a service issue with the MetaHuman Creator Apply Form on the unrealengine.com website. You may now access the MetaHuman Creator Tool by visiting https://www.unrealengine.com/metahuman-creator"
...but it still doesn't work, now it has another redirection issue, a different one.
It would be hilarious if it were not so pathetic

granite summit
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just reread the email i got the same message

spiral trail
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@dapper heath Psycho, make sure you are actually given access to it. You should have recieved an email saying Ypu now have permission

granite summit
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this is the first email i got

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and this is the new one

spiral trail
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the first email is the one that lets me access the portal

neon epoch
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Heyyy!! kindly hellp please 🙂

I have watched many many tutorials, but maybe i completely overstepeed this or cant recall it or any tutorials or keywords to search, but can someone please help me turn off the control rig debug visibility !!

i cant seem to find a setting anywhere

dapper heath
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Anyway, I was finally able to access, but the app doesn't start due some javascript errors

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Basically another infinite loop 😄

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I'd say they are trolling me but I know it's just plain incompetence.

spiral trail
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try clearing cookies? maybe? at this point its just better to wait until alpha release

midnight vapor
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hey its up and running just got a email from them and now it working

spiral trail
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yay!

tidal harness
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why my character's hair keep disappearing?

midnight vapor
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mine disappearing to but only on the male my female is fine?

tired bluff
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any character artists here familiar with the metahumans meshes and skeleton? I'm looking for ways to get the male body mesh to morph to female but obviously doing it directly doesn't work due to completely different topologies. (even at LOD2 and beyond where they appear to have the same topology, it doesn't work either.)

I basically tried modifying it to a cage mesh and then conforming/shrinkwrapping it to the mesh below, with fairly poor results. perhaps blender has a way to sculpt against a reference mesh?

spice plaza
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Eyelash card fix anyone?

tulip heart
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Is it possible to export to UE5EA?

heady siren
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Has anyone had issues with mesh distance fields and meta human hair meshes?

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I'm running into cooking issues directly related to DistanceFieldAtlas and meta human hair LOD static meshes

spice plaza
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Removing it or setting it to a lower number like 1 works. If you set it to 0 LOD 0 gets messed up...

rigid thistle
# spice plaza So it seems like the last node in the metahuman BP construction script is messin...

Hey, thanks for the input. Unfortunately it didn't work for me.
I've been running some test and if you have more than one character with the same type of hair on the scene, it starts to flicker.
It also appears to be a GPU performance issue involve. I have a complex landscape that if I leave it on, every hair starts to flicker. But if I turn it off, and have no hair repetition, it render just fine.

naive roost
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How to replace the body on the MetaHuman for creating your own custom characters: https://www.youtube.com/watch?v=nxJfZNOUmbE&t=9s

In this video tutorial, I'll go through all the stages of using the MetaHuman head on an alternate body.

Those MetaHumans, eh? They look lovely. So much detail. Great textures. But the bodies? not so much. They're... well, they work. So how do we get to use the MetaHumans in any real way? We're going to need to swap out the body to use it in a ...

▶ Play video
native spire
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Hmm, looking at this stuff again after a bit of a break. I could have sworn there was a body without the underwear in the editor once you import your first Metahuman, but I can't seem to find it now. Need to replace the underwear with more historical designs 😄

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Seems the underwear is baked into the normal 😦

native spire
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Trying to edit them out in the textures, but the roughness map won't open in photoshop 😦

dapper heath
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If I understand correctly the app exports the character in a modular way?

karmic dagger
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Why i have this problems with fingers?

stiff fulcrum
naive roost
karmic dagger
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yeah, @naive roost that was the reason - bind pose

blazing swift
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so how i can make this a one piece skeletal mesh that works with the ue4 skelton?

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i would of thought out of the box it would be rigged to ue4 skelton and ready to go

blazing swift
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ty

dapper heath
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If so that's a huge bummer.

blazing swift
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not that i can see it just includes a blueprint with all of the pieces put together

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not something i can just switch out with the default mesh

dapper heath
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Well, I can't imagine why it wouldn't export UE4 rigged, considering it's a tool made to work specifically with this engine.

blazing swift
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thats what i thought lol

spice plaza
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you'd be interested in the body component

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You can still retarget animations made for UE4 mannequin (manny) onto it tho

lethal cloak
naive roost
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What is the body you're using? The neck plane is just clipping through. Use the tutorial I posted above to hide the lower part of the neck plane on the metahuman facemesh.

plucky kelp
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Hey I have a question I have an Android and no iphone meaning the only way to do facial motion capture is faceware but is there a plugin where you can type out text and it generates the correct consonants and vowels?

lethal cloak
naive roost
# lethal cloak Can you give me link? I can't find it

https://www.youtube.com/watch?v=nxJfZNOUmbE&t=9s The part you need to hid the neck is around 19 minutes in.

In this video tutorial, I'll go through all the stages of using the MetaHuman head on an alternate body.

Those MetaHumans, eh? They look lovely. So much detail. Great textures. But the bodies? not so much. They're... well, they work. So how do we get to use the MetaHumans in any real way? We're going to need to swap out the body to use it in a ...

▶ Play video
sonic wyvern
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Is there a way to extend the base facial modifications? At many points i wish i could just pull the modifier a bit further but it gets capped.

naive roost
naive roost
spring shuttle
naive roost
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Here's my first entry for Reallusion's iClone lip-sync contest. Metahuman head, with Daz3d body:
https://www.youtube.com/watch?v=WzFf7yXSpAM

These days, everone's an expert. But back in the early 90's, Uncle Tony was the authority on what made good TV. Here he is on the set of a little known sitcom, the name of which escapes me...

Made for Reallusion's 2021 lip-sync animation contest.
Replica Studios AI voice. Lip Sync in iClone. Rendered in Unreal Engine 4, composited in Vegas Pro...

▶ Play video
solar bone
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hey guys, did anyone here try to let metahumans move faster through a sequence? say sitting in a car, on a motorbike or something like that? we have the problem that it stretches like crazy and does all sorts of crazy movement. while it looks nice when its just a normal slow motion type of movement

glass ravine
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when you cant move an actor trough a scene move the scene around the actor 😛

solar bone
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wellllll 😄

spice plaza
# rigid thistle Hey, thanks for the input. Unfortunately it didn't work for me. I've been runnin...

Heyyy sorry for the very late reply. hmmm not sure if i have an issue with same hair type, but yea i have maybe a pretty complex scene too, with ray-tracing reflections and all that. Without adding all the metahumans in, i still get a frame rate of abt 40+ but if i add them all i get like 14 or sometimes lower, even when all but one metahuman is on LOD 7. Making them lod 7 you'd expect a high framerate but even when i go into wireframe view i still get really low fps, maybe to do with cache in Unreal Engine?

spice plaza
# rigid thistle Hey, thanks for the input. Unfortunately it didn't work for me. I've been runnin...

But yea, onto the hair flicker thing. For me i just find that it can only cope with only a certain number of metahumans that are displaying strands. So in the end, I just made all their hair card based except for a few which isn't too much for my computer to handle. The number of strand based hair i can display at a time i found (given in my environment) is about 3, and I'm running a RTX 3090, processor 5950X and 64GB RAM.

solar bone
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another question on the hair. is there any way to manipulate the way it sorts? we have transparent objects clearly behind the grooms but they partially sort in front of the hair.

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in some cases i might understand it, as its only a few centimeters behind but in some cases we have some particles a few meters behind and parts of the hair look like they are behind those particles

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translucency sorting order sadly does nothing on my end

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i wonder, are these questions rather for the niagara board? as groom is sorta niagara. or is there a better fitting board?

naive roost
solar bone
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thanks for the input but it has nothing to do with my question. grooms in metahumans are just grooms in unreal, doesnt matter where they originally come from. despite some tools having better export and import interfaces.
my problem is this:

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vs what it looks like without particles behind

naive roost
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Sorry, completely misunderstood what you were asking before 😄 Try changing "Translucency Sort Priority" on the groom from 0 to 1

solar bone
naive roost
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Oh my gosh. I just read that you already tried that.

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What is the particle system that's obscuring it?

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I want to see if I can replicate the issue

solar bone
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in this case its actually a plane with a prebaked fx texture, but other soft particles do the same. yeah i have tried putting this plane and the particles in sorting lower but also didnt change anything for hair :/

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when i get really really close to the groom the issue vanishes. so its possibly even something with the temporal AA precision? no idea just guessing here

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by really close, i mean this close:

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if i move away a bit further it starts kicking in and gets really really noticable

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i mean i could try to use a dithered alpha for the planes in the background. maybe that would do the trick

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yeah that shouldm work, will have to do more to the material and would prefer it to just work with some object settings. but OH WELL

naive roost
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This is the closest I could get to replicating it. I've turned the brightness up slightly to see better.

naive roost
solar bone
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just tested if it also happens with additive material, yes it does

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i only set up one lod. inside the groom there are no other

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what you have there looks pretty similar, just the colors are so similar. in my case we have a lot of clods or snow or fog behind, so its quite a lot more contrasting to the dark brown hair

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damnit even with dithered is there. way less appereant from most views, but from camera view its visible

naive roost
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Hmmm... I'm not having much luck. The only movement I've had on it is unchecking the 'Voxelize' and 'Use Stable Rasterization' boxes, but it's arguably not any better.

solar bone
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the mean part is, i thought ui was successful. because from different camerangles it seems fine

naive roost
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I'm giving up. It's past midnight here. I'll take another look in the morning.

solar bone
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No worries i will keep digging as well :)

thorn nacelle
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Do you know if you can create metahuman characters without clothes and multiple metahuman could be imported into ue4?

naive roost
thorn nacelle
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Got it

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@naive roost It won't let me remove the shoes.

thorn nacelle
naive roost
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Make sure you've follwed the steps here. The MetaHuman skeleton is not the same as the UE4 Mannequin skeleton

thorn nacelle
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Thanks

naive roost
thorn nacelle
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I didn't get to try it but it seems it might work based on the instructions.

vale orbit
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Looking for a little help. When I’ve retargeted animations to MH (base_skel), the preview mesh is only the pants or only the hands. How can I make the animation preview mesh the whole MH Character?

naive roost
leaden island
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Hi, does anybody know why I can't preview the morph targets here?

vale orbit
quick sail
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Hi all, I've been stuck on this problem for quite a few days now and I've found no solution. I am using iClone to control my metahuman. Using Take Recorder to record the performance, etc. I however am having no luck in the body animating. The face animates fine, I try with other characters the facial animation works perfectly, but there is zero connection to the body. I have been told I'm doing it right, but obviously something is not right. Does anyone have any resources or info on how to remedy this. Thank you a bunch !!

naive roost
naive roost
plucky kelp
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Any way to remove womans underwear in material editor? I want to put on my own that I designed in CLO3D

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I just fill underwear texture to skin with PS, but there are also underwear masks

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When I try to disable it all skin just ruins

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Aha, just filled purple zones to blue and its work now

junior birch
noble cedar
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Ah scratch that, seems to only apply to certain animations elsewhere in the file structure. (Not an animator here, so just been tinkering)

vale orbit
vale orbit
noble cedar
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Best of luck!

vale orbit
naive roost
junior birch
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oof lol

plucky kelp
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Hello folks, hope you are doing well, my knight certainly could use a chiropractor for that back lol

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(at least the animations are working now)

junior birch
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made a tut on my channel on how to fix that

plucky kelp
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OH, thank you!

naive roost
odd radish
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Out of interest has anyone successfully mapped the metahumans rig to leap motion hand tracking? I've been having a lot of trouble getting the plugin set up in the first place

white gulch
heady anchor
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i have a question on character poly count, this channel seems relevant but its not a metahuman Im working with.

manic pond
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Anyone had issues with haircards on Vulken preview not animating with face? The grooms deform and look okay on sm5 preview, but switch to android preview and the grooms no longer follow the face

hardy summit
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I get this for the LOD 0 face material in 4.26 (plugins and console variables are set up correctly as far as I can tell)

wet sequoia
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hi everyone. how am i able to modify the facial blendshapes through blueprints? either directly, or through the face rig?

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for previous models in unreal i had a blueprint pipeline through which i could read a CSV full of blendshapes values and apply automatically by updating the morph targets each frame

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changing the morph targets values in the morph targets preview now doesn't seem to produce the expected effects

ocean fulcrum
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hey please I need export a character from Unreal engine to Maya is that possible?

frank sun
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hi is there someone that can help me with metahumans?

naive roost
# ocean fulcrum hey please I need export a character from Unreal engine to Maya is that possible...

https://www.youtube.com/watch?v=obtcuTXqHPs Only decent video I've seen on it. I haven't tried it myself though.

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
...

▶ Play video
naive roost
tacit spire
zealous sonnet
plain haven
plucky kelp
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Is there any way to put different outfits on metahumans?
such as one that might fit a medival setting?

ocean fulcrum
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Hey we need the live link between UE and iClone

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https://www.youtube.com/watch?v=8HxhWC20yck I try to follow him but at part 2:51

Explore iClone MetaHuman Live Link: https://www.reallusion.com/iclone/live-link/unreal-engine/metahuman/

The exquisite detail of MetaHuman has captured the eye of the Media and Entertainment industry. However, how to bring MetaHumans to life without breaking the realism, for example, make them talk, emote, and perform as you wish is an immediat...

▶ Play video
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But I'm blocked... I don't kno why I can't link that like him:

naive roost
frank sun
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so im having this problem the metahuman body moves but without the head

naive roost
west cedar
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How do I get the metahuman editor? And how do I export the characters I made to UE4?

plain haven
# west cedar How do I get the metahuman editor? And how do I export the characters I made to ...
Unreal Engine

Create photorealistic digital humans, fully rigged and complete with hair and clothing, in minutes.

west cedar
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Thanks!

zealous sonnet
naive roost
thin imp
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Hi, I have a project for recording people talking, keep the sound, but with metahuman animation. I've tried iOS ARKit -> Livelink -> MetaHuman. The lips motion capture is not satisfying. Is there some other solution have better lips mocap? (cost less than $10k on equipment)

naive roost
thin imp
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thanks!

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can't blend Acculips and arkits together? or maybe arkits first, and clear the lips related keyframes, then use acculips on top of it?

naive roost
# thin imp can't blend Acculips and arkits together? or maybe arkits first, and clear the l...

Actually, yes you can. Solomon Jagwe has a video on recording the lips with acculips, then using ARKit for the rest of the face: https://www.youtube.com/watch?v=chY--CKKDOs&t=1248s

In this video I walk you through a Tutorial showing how I created a custom MetaHuman, which I used to narrate a part of the "I have a Dream" speech by Dr. Martin Luther King Jr. The MetaHuman facial animation is driven by an iClone character using Acculips + Live Face and an iPhone X, via the iClone Unreal Live Link to the Unreal Engine. More sh...

▶ Play video
thin imp
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👍

wet sequoia
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hey, i'm trying to make a blueprint with a metahuman mesh and a face controlrig as components;

in the construction script i'm using add mapped skeletal mesh with the skeleton mesh and the control rig

and for a test, in the event play i'm going through all the control rig's controllers and set their value to 1.0 (for those whose float is relevant) - however nothing happens on my mesh; i can't seem to be controlling the mesh with the rig like this, what am i doing wrong?

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all ideas are welcome

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i can see for a subsequent looped print that controllers values have been set to 1.0 indeed, but the mesh isn't affected by the rig

naive roost
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In your character blueprint add a 'live link skeletal animation' and set it to autoplay.

Animations don't usually play in a preview, so this might be the issue.

wet sequoia
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so control rigs would only work with animations? i was hoping i could access and change the values through controls at runtime (in-game)

plain haven
wet sequoia
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this is how i'm fiddling with it in the hope of some visual feedback but nothing happens

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are you talking about that control rig node?

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i guess not, that's the control rig component variable called

ocean fulcrum
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I imported my metahuman avatar here

vale orbit
naive roost
# plucky kelp Is there any way to put different outfits on metahumans? such as one that might ...

In this video tutorial, I'll go through all the stages of using the MetaHuman head on an alternate body.

Those MetaHumans, eh? They look lovely. So much detail. Great textures. But the bodies? not so much. They're... well, they work. So how do we get to use the MetaHumans in any real way? We're going to need to swap out the body to use it in a ...

▶ Play video
random crag
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Hi i having problems exporting my metahuman to unreal engine 4, this is the error that comes: Error
Could not export asset with id 3k4yjKeU to Unreal because it does not have Uasset

random crag
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yes i have done this correctly

naive roost
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So if everything else is exporting OK, then there is nothing wrong with your setup, the problem must be with the MetaHuman files themselves. My advice would be to go back to the MH website, click on the character to edit it (you don't actually need to change anything), then exit. Bridge should show it as being updated, and allow you redownload it.

random crag
ocean fulcrum
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when I try to export it to Maya....

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maybe because I changed my library?

plucky kelp
wet sequoia
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metahumans requires 4.26 as far as i know, i see you have 4.25

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while we're here, any word on the hair/groom crash bug fix?

random crag
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i dont have the 4.6

wet sequoia
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you need 4.26

robust kelp
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Hey fellas, I’m not experienced in modelling and just wonder: right now there is a lot of modular armour assets for basic epic skeleton, but since MH has additional spine bone most chest plates not working with it. In terms of modelling - is it possible for asset developer to change skeleton base from epic skeleton to MH? Or it’s something that you set at start and can’t change later on?

naive roost
robust kelp
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I cant. Epic skeleton doesnt have one spine bone.

hardy summit
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Anyone know if we can hide the manipulators in a specific viewport only?

random crag
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How can i have the UN4 4.26 ?

lunar nest
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howdy - have there been any updates to metahuman creator since the early access launch? i wasn't vibing with it at the start because the toolset was very limiting in terms of recreating specific people etc, but am interested in revisiting it. can't find any info online about changelogs etc though.

random crag
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thanks

quartz hollow
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Whenever my viewport is rendering the groom hair of the Metahuman, it seems that something is changing with the graphics settings or post process. Anti Aliasing seems to be off and also motion blur goes crazy (in combination with something else, not sure what. Maybe God rays).

Does someone encountered that too? How do I fix this?

quartz hollow
naive roost
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The Hair flicker is a known issue.

wet sequoia
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is there any estimate on fixing the hair issues? in my case it doesn't flicker, it crashes my UE altogether; i can only work with metahumans if i delete the hair

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is there a less destructive workaround?

eager ermine
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I am disappointed in the way MetaHumans is being setup as a "separate" item from Marketplace. The fact that it has a separate EULA and that it has very specific limitations with regard to how we use it on the UE4/UE5 platform is an issue as it relates to AI. I especially don't like the EULA bits on tracking.

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The really great thing about the marketplace is how open it is for using plugins. I see the metahuman project as a complete reversal.

naive roost
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This is from Epic:

MetaHumans are the future of character creation for Unreal Engine projects using the MetaHuman Creator.

So while the delivery method may be separate, I think there will be greater integration with UE5.

wet sequoia
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use the MetaHuman Technology for the purpose of building or enhancing any database or training or testing any artificial intelligence, machine learning, deep learning, neural network or similar technology;

they mention it shouldn't be used to train or test ML/AI models, but don't say anything about using ML/AI with metahumans inside your project

random crag
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hi,is the plugin location correct for the metahuman to un4, this is the default location

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i always get this error

plain haven
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Easier done than said.

quartz hollow
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How do I export every LOD of the Metahuman Eyelashes? I want to use the Cards version, but I only have the LOD 0 Strands version

quartz hollow
plain haven
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Nope.

plain haven
white gulch
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anyone know why i'm getting these harsh shadows

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nvm, it's raytracing shadows on movable lights

junior birch
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anyone else having issues importing metahumans from bridge today?

naive roost
burnt brook
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Is there a way to manipulate control rig controls at runtime?
Lets say i wanted to take the hand of a meta human in vr and move the arm with ik, is control rig the best way to do that? Or would the anim graph be a better place? Thanks.

wet sequoia
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you might also access the controls of the control rig in an actor blueprint and drive from there if your vr inputs rather map like that

south fulcrum
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In UE5 is metahuman feasible for a real time game? Or is it still insanely intensive because it’s on a skeletal mesh without nanite

plain haven
south fulcrum
naive roost
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You can do whatever you like. Nanite makes your system work smarter, not harder. So all that power that's now sitting not being used can be leveraged to power something more intensive, like a metahuman.

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Having said that, Metahuman bodies are awful, so that's the reason you probably wouldn't want to use them.

plain haven
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Though Nanite doesn't even support deformations yet anyway

burnt brook
vestal marsh
#

anyone had the issue of not being able to export metahumans to ue?

eager ermine
#

@ TrevorHill: I would feel much better about incorporating Metahumans into my project, if they made a clear distinction that AI used in the game that utilize Metahumans is OK. But in my opinion, the language used in the Metahuman Creator EULA is too vague to wait for some legal issue to arise. When they add protection to let me use the metahuman in the game in conjunction with an AI system that also runs the metahuman then I will feel much more comfortable. In the meantime, they don't explain how an AI is to supposed to "Learn" how to use the metahuman if it can't be used for training? So, I feel like its a total dead end from that perspective. And it's the second main reason why the EULA is prohibiting my use of the metahuman creator.

naive roost
# eager ermine @ TrevorHill: I would feel much better about incorporating Metahumans into my pr...

Ah, I think your fears are unfounded. They specifically mention that MetaHumans are to be used as characters for games. The sentence you're concerned about reads as follows:
(j) use the MetaHuman Technology for the purpose of building or enhancing any database or training or testing any artificial intelligence, machine learning, deep learning, neural network or similar technology.

I would suggest that this refers to the TECHNOLOGY behind the software, not the end product of the software, the MetaHumans themselves. The very first line of this paragraph states:
You may not do any of the following with respect to the MetaHuman Technology or any of its parts:
Ergo, MetaHuman Technology refers to the entire system, not the end product, which the characters are a part thereof, and is explictly allowed to be used as data in a game, AI driven or otherwise.

eager ermine
#

Understood, but how am I to train my AI to use it?

#

I get that my AI is allowed to use the AI in the "end product"... but, the wording as I see it, prohibits the training of the AI in the first place.

naive roost
#

From the end of the agreement: “MetaHuman Technology” means the MetaHuman Assets, MetaHuman Creator and the Generated Characters (excluding UGC and Retained Rights).

#

So honestly, I don't know.

#

I would just use it, until they tell me I can't 😄

eager ermine
#

and that's my problem as well. I dont KNOW either, and its not worth the risk to find out.

#

I would rather they make the EULA more obviously safer for me to use and make it clear.

naive roost
#

It seems a bit odd that they spend millions on a product that nobody is allowed to use.

eager ermine
#

Well, I agree. But as I see it, they purposely spell out NOT to use it to train AI.

naive roost
#

What is the intended purpose of the MetaHuman? To create realistic looking games characters.

eager ermine
#

right...

naive roost
#

So why wouldn't they let you use it for that purpose?

eager ermine
#

but why spell out in the EULA NOT to use it to train AI?

naive roost
#

I think the sticking point is the definition of training an AI.

#

What you and I have in mind in this discussion, is probably not what Epic had in mind when writing the EULA.

eager ermine
#

deep learning to use the AI to control the metahuman would certainly sound like training to me...

naive roost
#

I agree with you, it's a minefield.

eager ermine
#

Thanks. I hope they can make some modifications to the Metahuman Creator EULA to clarify this issue.

#

The really odd thing is that as far as I know, metahumans can only be used with UE4/UE5 already. So, I don't see the point in the prohibition.

naive roost
#

From the FAQ: Can I use characters generated in MetaHuman Creator for deep learning?

MetaHuman Creator
No. MetaHuman Creator and the MetaHuman assets may not be used for the purpose of building or enhancing any database; training or testing any artificial intelligence; machine learning; deep learning; neural networks; or similar technologies. However, characters generated in MetaHuman Creator can be animated with systems that are themselves driven by artificial intelligence or other similar technologies.

eager ermine
#

right.

#

again... its logical BS.

#

there's no way to do what they say.

#

There's no way to "drive" a metahuman with an AI... if it can't learn how to use it.

#

I mean, from my perspective, how will I go about "training" the AI?

#

should I use... a dummy metahhuman that is not really a metahuman?

naive roost
#

But is your in-game AI actually learning, or following a list of rules?

eager ermine
#

philosophically, is ANY AI actually learning? I would say, in the spirit of their words, "Training... any AI, machine learning" etc qualifies

naive roost
#

Moving from one status to another based on a series of events is not learning.

#

Lets say your character attacks the AI - will the AI ever actually try to resolve the conflict in any other way than has been programmed? In a videogame, that's highly unlikely.

eager ermine
#

I will agree that if I program a specific set of rules that my AI uses to drive the AI, then yes, that would be ok. My concern is that I can't use the AI to actually "learn" how to use the Metahuman at all.

naive roost
#

I have to agree with you though - the definitions of these terms definitely need some work. As it stands, Epic can interpret these things to mean whatever they want to.

eager ermine
#

I also don't see why they would put such a restriction in the EULA.

#

I think they need to spell out what they are trying to restrict.

naive roost
eager ermine
#

(because exactly it is soo vague)

naive roost
#

Exactly. And these terms can change very quickly in this world.

eager ermine
#

wouldn't the "you are not allowed to reverse engineer" boiler plate usually in licenses protect against this?

naive roost
#

Hmmm... Deepfakes are Machine learning. Photo generators are Machine Learning. I'm guessing they just don't want their product turning up where it wasn't designed to be used.

eager ermine
#

I see. I think that is very reasonable.

#

I guess I would like to see wording in the EULA to clarify that we may use Machine Learning, AI, Training to drive the control rig / animations.

#

Then I would feel a lot more comfortable about it.

#

Thanks for the discussion. I really appreciate the replies.

naive roost
#

Any time 😄

west wasp
#

Greetings! Have anyone made custom groom?

#

I have 4 groom assets. And one of them can't be properly attached to mesh during animation.

#

All of them made the same way, and exported from maya

#

During animation it just flies away for several meters and spins around.

indigo tapir
#

Has anyone tried exporting a roughness map from Unreal's metahumans? It's just a pure black texture for me.

eager ermine
#

@plucky kelp I can definitely work around having the AI "deep learn" the control rig. I just don't like vague contractual obligations that have potentially hidden meanings. So I tend to err on the "what if they use it in this way"... Assuming the FAQ is correct, and I can drive the metahuman with AI, then I should be ok in the near future.
However, things like having the AI learn how to smile, wink and whatever from a real human would be NICE... and my assumption is that the only emotions I will be able to use would be hand coded ones.

#

As far as GPL'd code...

#

(thinking)

#

IF, the code was generated such that the AI had no contact with it. And it was generated in such a way that functionality was the same but the code was "different", I think it would be ok, tho I am no legal expert. But if the AI was aware of the code, then prob. not.

naive roost
plain haven
plucky kelp
#
plucky kelp
#

I heard metahumans use grooming stuff oftwn

#

Does anyone know if you can use post process effects on grooms for a more cartoon like groom hair look

#

And if so where or what would I have to do to learn how?

#

Id really really really appreciate a point in the right direction...

naive roost
junior birch
#

starting a new series in my channel called ue5 in 5 minutes pretty much a tutorial series for beginners. Heres the first episode https://youtu.be/5FAFnbFP1BE

Unreal Engine 5 in 5 Minutes Part 1,ue5 in 5 minutes,animate in ue5 in 5 minutes,ue5 animation in 5 minutes,ue5 beginner tutorial,ue5 beginners guide,ue5 beginner,ue5 animate metahuman in 5 minutes,unreal engine 5 beginner tutorial,unreal engine 5 beginner crash course,unreal engine 5 beginner,how to animate metahumans,animate metahuman unreal,u...

▶ Play video
glacial flax
#

Hi all! I have a potentially silly question but an important one for the production pipeline for the project I'm working on. Can you capture footage with LIDAR and iPhone, perhaps within Livelink, and then later incorporate it into Unreal and the MetaHumans? I have voice actors who may need to record their lines remotely and flying to them with my setup will be seriously cost prohibitive.

quick portal
#

^speaking of livelink, does anyone have any ideas why it wouldn't be working?

#

I have an iphone 12, the app works, it has my IP address configured. PC is in same network as the phone, I can even turn windows firewall completely off on my PC, and it just won't show up in UE

#

I've enabled the livelink plugins, the udp messaging plugin is on (which seemed to be something someone had problems with based on googling), I have no idea what could be up with it tbh

cursive wigeon
#

Is it possible to cut Daz studio char head and skin wrap to metahuman head. Will it work, did any1 tried??

naive roost
cursive wigeon
naive roost
# cursive wigeon What u did wont work if ur char is wearing less cloths like a swimsuit or someth...

Aha. The short answer is no. The Daz head won't support the Control Rig (I've seen people getting it to work on the Daz forums, but it such a complicated process, the end result is not worth it. I would suggest that the best workflow at the moment would be to push your Daz characters through Character Creator 3 and send them into Unreal via iClone. I've messed with the materials a bit, and used the Daz textures in the MetaHuman materials to get the best quality skins.

The other thin I would suggest is to use Maya rather than 3DSMax, as both Daz and Quixel Bridge support Maya.

snow elm
#

I replaced the alsv4 character with a metahuman, and everytime I ragdoll, my head seizes

#

I already went through every joint and fixed the rotation, so im not sure what to do

snow elm
#

someone please help

#

maybe give me suggestions on what to double check, cuz im stuck

odd radish
#

Is there a way to track head position (not just rotation) in the iphone live link? I haven't been able to find a way but I was pretty sure it was possible

daring bane
#

can someone help me with hair problem , whenever i render in sequencer or press g , the meta human hair disappears

open ice
#

Is the full version out yet?

icy frost
#

Does anyone know why livelink can't find my phone in any other project than the metahuman example project?

#

Projects are the same ue version and all

naive roost
# icy frost Does anyone know why livelink can't find my phone in any other project than the ...

There are some files you need to download from Reallusion to get Livelink working It's at around the 18:00 minute mark in this video: https://www.youtube.com/watch?v=chY--CKKDOs&t=1227s

In this video I walk you through a Tutorial showing how I created a custom MetaHuman, which I used to narrate a part of the "I have a Dream" speech by Dr. Martin Luther King Jr. The MetaHuman facial animation is driven by an iClone character using Acculips + Live Face and an iPhone X, via the iClone Unreal Live Link to the Unreal Engine. More sh...

▶ Play video
icy frost
sleek radish
#

I got some clothes from Marvelous Designer, it fits perfectly on the preview mesh of my metahuman. But once I put it on the bp version it's clipping. How can I solve this?

naive roost
sleek radish
sleek radish
plain haven
sleek radish
plain haven
#

Never used MD seriously so not sure what kind of animation you're referring to.

#

As far as I'm aware (or in my workflow echo chamber), clothing skelmeshes are imported without any animation sequence.

sleek radish
#

I drop the clothing into sequencer with its own animation that was simulated in md

neon geyser
#

for the metahuman creator

#

can u upload a pic and

#

the sys create the model for you

plain haven
plain haven
#

As in actually simulating them in-engine, not prebaking one

neon geyser
azure moat
#

Does anyone know how did they hide joints in Metahuman source files for Maya? I can't get them visible.

sleek radish
plain haven
#

Just don't expect accurate simulation down to every milimetre of the collisions from the body, but it looks convincing enough for large hanging parts.

sleek radish
sleek radish
#

It seems like the BP mesh is changing during the animation while preview mesh isn't. They both got the same skeleton. Could I fix this somehow?

#

My workflow so far has been dropping the preview mesh in Marvelous Designer, simulate and then import the simulation into Unreal. But it was simulated on the preview mesh so it's not lining up with the BP.

naive roost
#

Could you not just put a zero material on the torso? to hide it? The hands and neck will still be visable.

sleek radish
#

But i'll give it a shot, thanks

lament pasture
#

I am trying to add animation track in level sequencer using python for meta human its working for mannequin but not for meta human. when I try to get body component it returns null.

sleek radish
#

I've found the issue. The body mesh has a post process anim blueprint which the preview mesh was missing.

I can also apply the same post process blueprint on the preview mesh, but once I export an animation the post process is gone.

quartz hollow
#

How do I change the Metahuman Beard Hair color inside Unreal?

summer hazel
#

are metahumans usable in pc games?

mint nest
#

Yes, even for smartphones games

summer hazel
plain haven
summer hazel
#

also has anybody managed to get the face morph targets to work with iclone? Our team is trying to use it for recording animations in the engine. We managed to retarget the body animations

static hedge
#

My team is looking for solutions for capturing mocap and applying it to metahumans. We've tried Faceware and iclone with subpar results. Has anyone else looked into this? Would be awesome to hear about it!

hardy summit
umbral bay
edgy fjord
#

is there anything going on with MH ?

#

there was not any big update since release ;s

umbral bay
#

nothing new atm

naive roost
proper ridge
#

Anyone familiar with "Copy Pose From Mesh" node? When setting up a custom body with Metahumans, I'm trying to experiment with Socketing the MH head to choice body joint, setting "Use Mesh Pose", and "Use Attached Parent" - while retaining support for Live Link and/or Custom ABP use in Sequencer.

Trying to understand how this node can retarget to a non-Mannequin body (such as Daz) - utilizing "Root Bone to Copy". Is this the joint of the target or the source that I'm setting as the root?

proper ridge
plain haven
umbral bay
#

check your binding asset

#

For LOD, either use the LODSync component in each Metahuman blueprint, or the cvar r.SkeletalMeshLODBias

random crag
edgy fjord
#

that being said it will just plain copy transforms of matching bones

#

if you try to copy pose from mesh of different proprtions than then target it may or maye not work, it will most likely break in some way

sleek radish
#

What would be the best way to make a white blind eye? I tried making my own textures but it didn't change much. Downsizing the pupils didn't look right either. Any tips?

#

What I'm trying to go for

wet sequoia
#

hey what's up. i succeeded into using the control rig node to drive the face control rig controls inside a normal blueprint; i'm having difficulties into doing this for the body rig - e.g. trying to modify "head_ctrl" controller of the head joint by using "set control rotator" to rotate it does nothing

#

has anyone tried and succeeded on anything similar?

tidal drum
plucky kelp
#

hi there, combining Custom Clothing + Physics + MetaHuman + Mocap in UnrealEngine .

proper ridge
cedar pollen
plucky kelp
#

Hey all,

I'm having this issue with getting MetaHuman male and female meshes to play animations. These animations that I'm working with has been animated using a male MetaHuman skeleton, so when I go to use a female MetaHuman onto the animations, the proportions seem off as seen in the picture. The animations play just fine, it's just the proportions that are not to scale it seems.

I'm not sure where I'd start looking to try and fix this issue, if anyone knows where I can at least start looking to solve this issue that would be great. Thanks!

cedar pollen
#

Hi do you know if MH male and female have different or same skeletons?

cedar pollen
#

Does metahuman use Morph Targets or bones for skinny fat?

proper mulch
#

I'm currently locked out of my UE account. Just wondering, has MH had any major updates over the last few months? I'm especially wondering about working ingame LOD and clothing variations

fluid osprey
#

Hi Guys, sorry for the inconvenience, but i need help with metahuman.
I am trying to export the face model for example, when exporting it however there are no material slots.
is it just my problem or is someone else unable to export the slots material?

red oyster
#

I'm having a strange problem with Metahumans. I've created Blueprints to give certain values based off of socket location. When the camera/ player moves away but is within view, it's as though the BP stops ticking, although always tick is enabled. This is not a problem with regular skeletal meshes. Any thoughts?

feral kite
#

Hey, I'm facing a really big problem if it comes to performance and it's caused by LOD 0 and 1 of MetaHuman's hair. It's way too detailed for anything that I need. Could someone explain to me how do I turn off LOD 0 and 1 and so it only renders LOD 2+ ?

glossy onyx
#

ARKit + Metahumans: There is a pose file for redirection metahumans poses to what Apple ARKit needs. I Would like to do this for my head as well; remap my blendshapes to ARKits names, once i create the animation with each 51 poses on each frame, i import that into unreal and create a pose asset. But how do i tell the pose asset which of my blendshapes is one of ARKit's shapes? EyeLeftClose -> EyeBlinkLeft for example

#

oh, perhaps it doesnt matter, the frame is my rigs movement and i just name that frames pose acording to the apple ar kit. I'll give it a try

crisp totem
#

Does anyone know why this retarget is off? I followed Unreal's documentation on retargeting a Metahuman - In the MH model, the shoulders are pushed too far back and the string on the hoodie is sticking out. Thanks!

viscid venture
#

how do i make my metahuman barefooted?

#

absolutely barefoot

plucky kelp
#

Metahuman Creator is so laggy in my browser. Any tip to speed it up?

solar jungle
#

is it easy to use metahuman with mannequin skeleton?
i mean retagreting etc

naive roost
crisp totem
naive roost
#

The string on the hoodie will always look like that until the animation is playing. Try adding a 'livelink skeletal animation' to the character blueprint to see it running in realtime

#

The I'm not sure what's causing your shoulder issue though, if it's been retargeted correctly.

neon epoch
neon epoch
#

The specific issue is RTX reflection and the hair groom

blazing swift
#

turned off hair physics and its still moving during driving cutscene and messing up

bitter sparrow
#

Hey everyone! I've got a metahuman that I've animated, and have physics applied to certain parts of the Torso. For some reason, when physics are activated, the head mesh dislocates from the body? I've tried setting the master pose from the face to the torso, but then I lose any facial animations I have.

Any thoughts?

kind herald
#

Hello, Does anyone know if metahuman grooms have accessible source files for editing in xgen/maya or is there a way to export grooms for editing in an external 3d software? My goal is to refit metahuman grooms on a different character head model. Thanks,

spice plaza
spice plaza
#

but there are known limitations with hair strands like showing up correctly on translucent background I think

violet inlet
#

Does anyone know why the metahuman grooms are causing issues with Distance Fields and causing build failures?

#

I can't seem to find a way to prevent the grooms from affecting distance fields or vice versa

azure moss
#

Need help guys! I do not know why I can not export Metahuman data to UE4.

lunar bane
#

@azure moss Just a dumb thought have you enabled the Quixel Plugin in your Project

rose current
#

Has anyone else had an issue where the eyebrows don’t appear on mobile renderers and the hair doesn’t bind for facial capture

naive roost
azure moss
outer haven
rose current
#

@outer haven Are you talk about lod sync if so that didnt work

white gulch
#

Does anyone know why vertex colors in metahuman FaceMesh affect displacement of GroomComponents? where can i check that relation? is it ignorable? (need to remove the vcolor from the face mesh)

edgy sphinx
indigo tapir
#

Is there any way to get hair exported from Metahumans models to any importable format like .fbx or .obj or anything?

#

Also what happened to downloading 2k and 4k resolution metahumans?

night lion
#

i just released my first unreal tutorial, and in the end i show where the face should be referenced (in construction script)

night lion
#

there is also a face reference in the event graph

rose current
#

Does anyone know why hair won’t bind on mobile renders

rotund wagon
#

I wanted to make an EXE where our users could create their own metahumans. I was thinking it could interface with the web client even. Anyone know if this possible or on the roadmap for metahumans?

night lion
#

After creating a metahuman it needs the generation and the download, (& import/skeleton check ofc) i dont think you could let a player customize a metahuman and download it into their gamversion

#

Gameversion*

#

In the future that process could be automated who knows

bitter sparrow
#

@night lion I'll take a look at that, thank you!

#

Secondly, does ANYONE know the proper export process for modifying JUST the face in Maya, and exporting in back into Unreal Engine?

#

I've got the mesh loaded in and the skeleton working properly, but the Control Rig doesn't work anymore

night lion
#

NP ;D i had the same earlier with my torso, the reference wasnt correct

rose current
#

Does anyone know why eyebrows lods only show on lod 0 when they’re 5

south fulcrum
#

This has probably been asked before, but it’s safe to say any real time games are probably not going to want to use metahuman if frame rate is important

glass ravine
#

they have a bunch of LODs they aint that bad

#

the hair is cards on lower LODs and those can be problematic

#

i mean the particle hair is, the cards not so much

sleek radish
#

Does the hair look strange to anyone? Not sure if it's the lighting

#

He does have some white strands so could be that

glass ravine
#

looks like default material

#

cant really see like this

sleek radish
#

You mean it looks alright?

glass ravine
#

ahh no i see some gray in there and that could be default cheker material

sleek radish
#

Hair is spazzing out during some lighting lol

south fulcrum
ornate venture
#

My download is extremely slow (using quixel from ue5), any idea why?

rotund wagon
#

TY @night lion that's what I'm seeing too... It's pretty unfortunate because this could be one of the most powerful tools ever built for gamers to make their own characters

#

Any idea if metahumans has a roadmap somewhere? No updates since its launch is concerning

crisp totem
#

When I have my MetaHuman set as my default Pawn Class I get this error when packaging - The error does not come up when using the UE4 default Pawn. Does anyone know how to fix this?

sleek radish
#

Strange issue here, the face animation looks different when rendered from sequencer.

I noticed that I'm getting different results with various frame rates. Not sure how to get the exact one thou.

sleek radish
#

Looks like adding the sequencer to a new one as a shot fixes this

open ice
#

Is the full version out yet?

brave locust
#

hey guys, i have an issue, i wanted to try to make an animation BP for the face with some facial animation according to what the player does. Prob is, has in the construction script i've made a "Set Master Pose" on the mesh body, the ABP doesn't work. And if I unlink the face from the "set master pose", well the face just... flies. Any idea how to fix it ?

storm frigate
#

any way i can render the hair after the translucency or somehow set priority?

lethal cairn
#

Guys sorry about the random question, but how much of a difference is there between iphone 11 and 12 LIDAR sensor when using face tracking(meta humans) and other similar features ?

white gulch
#

Hello all, can someone do me a favor and tell me what's the retartgetting order on a default metahuman? i've done a bunch of changes and am lost in git history

fresh socket
#

Emma Stone in MetaHuman

upper crown
#

Anyone found a way to be able to sculpt the metahumans in zbrush without messing up the rig and all?

fresh monolith
fresh socket
fresh monolith
# upper crown Anyone found a way to be able to sculpt the metahumans in zbrush without messing...

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...

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spice plaza
#

Does anyone know how to remove these lines I get on a MetaHuman when I'm close to the face? Using a directional light

gray folio
#

Hey all, I'm using metahuman with sequencer. The control rig for the body works but the facial control rig doesn't seem to affect the model at all. The project's content folder was pasted from a different project's, which I guess would have caused the issue. Any ideas for fixing this?

glossy onyx
#
ArtStation

I want to start by saying the release of metahumans is incredible, the detail they have achieved in their rigs are great. Using a bone facial system is great for rotating vertices around curved volumes.

I've been wanting to learn more about facial blendshape work and the metahumans release has been a boon. Unfortunately, for my uses 12 skin in...

night lion
#

Heres my vid on how to animate a Meta-Human and use it with the UE4 Mannequin Animations (after you retarget skeleton etc) https://www.youtube.com/watch?v=L6-koJ1slhk&ab_channel=DeadEagle[UnrealDeveloper]

In this video i show you how to import your created MetaHuman into Unreal Engine, we change the Skeleton, and get the character to its first movements!

NOTE: in the mid/end of the video i didnt talk that loud, im sorry ;D
NOTE: Subtitles can be Enabled and should be Correct.
My Discord: https://discord.gg/WcqQYbCVPJ

▶ Play video
#

if your still in trouble you could always send me a PM

crisp totem
unreal hornet
#

I was thinking, what if Epic will add MetahumanId to Epic users where user (player) will be able to create his own metahuman and it will be saved as MetahumanId.
then add plugin to UE that will allow game devs to enable it and it will check if player has MetahumanId and will load his metahuman so player will be able to play as the same character in different games that implement metahuman plugin support

crisp totem
# night lion Already got a fix on that? did you change the MetaHumans skeleton to be the same...

@night lion Tried to PM you but it wouldn't let me. But thanks for reaching out about the MetaHuman! I watched your video - The retargeting of mine seems to be correct. No issues pop up until I package my project and the grooms/hair cause cook errors. I can't seem to figure out how to resolve that - the only way I can get the project to package using the MetaHuman is to remove the hair. Do you happen to know how to fix this?

night lion
#

Are you using beta hair?

#

You can check that in the metahuman creator, icon next to the hairstyle

#

I only compiled projects without beta hair, seemed to work fine

#

Movement of the hair can be quite weird aswell idk if thats bc of rough char movement or something else, idk

night lion
thin imp
#

Why is the neck like this, after I baked a anim sequence into the control rig. the animation it self is alright.

crisp totem
rugged jungle
fresh socket
thin imp
#

oh the groom

glacial apex
#

hey can anyone give advice on the issue im having. for my game I am trying to allow players to use their own face in the game for unique reasons. is there a way to make a website or app with a image loader for players that can be linked to their gaming account and automatically wrapped to player character. ???? ive heard character creator 5 has something like it but its not linked to game play .

misty turtle
#

Does anybody here have a metahuman rigged to the default epic games skeleton?

plucky kelp
#

Anyone experience this with metahumans controlrig? I try to rotate the arm and it just offsets the entire mesh component to absurd extremes, mangled the shape completely

worn patio
worn patio
worn patio
crisp totem
worn patio
crisp totem
worn patio
crisp totem
worn patio
crisp totem
crisp totem
worn patio
crisp totem
worn patio
crisp totem
worn patio
# crisp totem Yes - and I only apply that to the MH? or both?

This part is only for adding the pose - not the retargeting procedure
copy - paste the better_MHPose_for_retarget to your content folder
Before retargeting MH - Add the pose
press the import button - check number given for pose - Make sure pose value is set to 1
finish the retargeting
import your animations

crisp totem
worn patio
crisp totem
crisp totem
worn patio
fading juniper
#

Hey, what kind of vert/tri amount does a "normal" metahuman have ?

glass ravine
#

they have LODs

fading juniper
#

Kinda thought so ^^
But how many vert/tris would it casually be on the highest LOD ?

#

Like that i can compare it somewhat with the default UE mannequin which has
~41k Triangles and ~23k Vertices

worn patio
#

Lod1

#

check each LOD 🙂

fading juniper
#

Oh damn, that's a lot :blobsweat:
Guess i can't use it for now due to a weak PC xD

sharp bone
#

Hello guys! Can anyone give a hint how to get rid off that strange noise on hair? Trying to get metahuman work on mobile, and while moustache and beard is fine, hair looks really bad as for me

supple sapphire
#

Error: Ensure condition failed: !Bone.ContainsNaN()
Does anybody know what this means? It happens on metahuman characters

alpine nebula
#

any ideas on why the animation of my metahumans takes so long?
I'm just replacing an existing character that has no performance problems. I've tried setting the LOD, both in LODSync and just on the mesh higher, but doesn't seem to affect performance.

marble gust
#

Hey fellas, I need help with hair groom/ hair physics with this small project I'm trynna work on. Basically the lady will be still and I simply want her hair to move to the wind softly like grass moving to the soft winds. Your help is very much appreciated.

Thanks!
Jay

opaque locust
#

Does anybody have any experience with retargeting animations from the ue4 mannequin to a meta human skeleton? I’ve got it to work but came across a bug with it I’m not sure how to address

#

When my character is running the feet sometimes go out of sync with the legs, and if I jump it’ll usually correct but then sometimes go out of sync again.

pulsar sentinel
#

how do you export a metahuman out of metahuman creator?

marble gust
# pulsar sentinel how do you export a metahuman out of metahuman creator?

Hey, use quixel bridge, once you are done with metahuman edits, it gets saved, login to quixel bridge and go to the metahuman section, once you do you can see your work there under your creations tab. Simply export it to unreal engine, keep in mind that in case you don't have quixel bridge not linked to your unreal engine the above cannot be imported.

pulsar sentinel
#

kk thx

marble gust
#

all good 🙂

primal monolith
#

Beginner MetaHuman tutorial on how to attach the head to your own custom character + sequencer recording of facial mocap with livelink. https://www.youtube.com/watch?v=XI8uQDj_ZPU

Tutorial on how to record MetaHuman face mocap with the iPhone X Live Link app and how to parent that facial animation to your own custom skeletal mesh or character in Unreal Engine 5 .

00:52 - Animation blueprint assigned + Anim Class
01:24 - Connect phone via live link
02:43 - Drag MetaHuman onto skeleton to parent to a specific bone
03:34 -...

▶ Play video
shy kite
#

hi guys

#

anybody knows why this happens?

#

like jittering of the texture in the neck

fresh monolith
#

you have a key called Print Screen. you should use it to share this kind of stuff with others

plucky kelp
#

who knows what this means and how to fix it

dusk plaza
#

is metahuman online only?

worn patio
dusk plaza
#

Alright thank you

median scarab
#

hey i cant export my metahuman to unreal from bridge,

#

idk whats wrong here. the source is Uasset

median scarab
#

i am completly frusrating wtf is this

#

i have this error since daaays

#

only for metahuman

floral gulch
#

So whats the word on metahumans going into Unreal?

#

Is it at a point where its considered a good way to get a character started?

floral gulch
fresh socket
# floral gulch Can you explain this way? Im kinda curious now
verbal walrus
#

right so 1 time i tried metahumans for fun

floral gulch
#

Will retargeting preserve the bones and such for facial animation as well?

#

Like in general, I know retargeting will but I don't know if it still applies with the metahuman rigs

floral gulch
spice plaza
#

Hello, does anybody know why when I shine light on my MetaHuman, the white hairs doesn't show up

#

The brighter the light, the less visible the white hairs are and the hair goes back to its base color

rotund ocean
#

hello does anyone know how to save animation from live link?

thin imp
#

is anyone suffering from the randomly messed up of the metahuman broom hair?

#

and keep crashing...

#

crash over 10 times per day, sometimes even at auto-saving. the log seems related to sequencer or movie renderer, I found it mostly occurs when editing metahuman in level sequencer.

spice plaza
floral gulch
#

You might have better luck exporting the head mesh out to blender, applying hair, then putting it back into Unreal

thin imp
#

😫

floral gulch
#

I mean its still in development. It bugs me too, but thats just how it is.

#

Or you just give the character a hat

wide dove
thin imp
#

haha ,sorry 😆

plucky kelp
#

why are metahuman constraints so limited, is there a way to unlock them or use these constraints in 3dsmax or maya

cedar pollen
#

Does the Metahuman rig have the same IK capabilities as the Manaquinn with using the realtime retargeting and 2 way IK setup? From what ive seen in the docs its a node that only works with Mannequin?

runic canopy
#

Hi. Is there a way to get a Metahuman setup as model for Marvelous Designer? I tried the Quixel Bridge with Maya but that doesn't work.

low goblet
#

Will quixelbridege that is in UE5 work on Metahumans. I only get the directories. They are empty when the import is done.

worn patio
low goblet
#

Hmmm, not working. I am logged into bridge. It creates directories in the content browser but no content is in the directories. The content appears to be downloaded on my machine but bridge is not adding it to the project.

worn patio
# worn patio

megascans_5\Downloaded\UAssets\fn3vhTlh
Does not create a MH folder like in bridge but puts it in folders like above
right click on the MH downloaded and go to files

worn patio
low goblet
#

Do I drag the files into my content browser?

worn patio
low goblet
#

@worn patio I solved the problem. I had the Quixel library set to run on my usb network drive. Apparently this was causing a buffer overflow, probably related to the speed of the drive. When I moved Quixel library directory to a local drive on my PC everything worked as expected. Your help is very much appreciated.

jagged fjord
#

So we can create and use metahumans for our games right? That sounds like an incredible amount of customization and freedom.

plain haven
jagged fjord
#

❤️

fickle surge
#

is anyone successfully using metahumans in VR? we found a crash when viewing them in ue 4.26 in vr

plain haven
#

<@&213101288538374145> spam links also on #niagara

maiden pebbleBOT
#

:no_entry_sign: dmosal#8148 was banned.

junior hound
#

thnx

barren glen
#

i really don't know where to ask but i have a problem placing my arm of my mesh in blender and i need someone who know how to do it for me if he want i will send my file and just need a rotation fix in the middle of the arm do someone here can help me and i know its not really the place but i don't found any help otherwize

plucky kelp
#

Hi there, following this tutorial i understand how to move body with iClone
https://www.youtube.com/watch?v=SwHJd_-tMg4
but if i try to use iPhone for the face it wont work.
Maybe because the modification who this tutorial does to the blueprint file
Someone can help me to understand how to move body with iclone and face with iphone? thanks

In this video I walk you through how to add fullbody animation to MetaHuman kids created with the MetaHuman creator for the Unreal Engine, using iClone Live link and Actorcore mocap. This is such a time saver and makes it possible to animate multiple MetaHumans at the same time.

Friends, if you wish to support me as I continue creating insight...

▶ Play video
trim pumice
#

So I’m curious, are you able to take the models from the metahumans and export them into the game and use them as a character?

#

I’m new to this, and I’m looking to upgrade my player model to something more realistic

plain haven
# trim pumice So I’m curious, are you able to take the models from the metahumans and export t...

Yes, only if your game is made with Unreal Engine 4 or newer. You can modify the MetaHumans to suit your needs, but under no circumstances you make game products/final renders of MetaHumans with other game engines like Unity, or other DCC tools/renderers.
However, due to current limitations in MetaHuman Creator, I suggest you to use MetaHuman as a starting point for creating your own character models, taking notes of how the materials were set up, how the textures were used in them, and how the rig were assembled.

trim pumice
#

im not sure if metahuman can do that, sorry if i sound dumb i am new to this just experimenting with this stuff before i tackle my real project

inner hound
#

With methumans, is it possible to render it in Unreal and then comp into footage from another DCC?

plain haven
inner hound
#

I could make that work, would Epic be alright with just that one scene being rendered in Unreal and the rest with the other DCC

plain haven
inner hound
#

I basically need a character for the opening scene and then never again and unfortunately there's very few realistic character assets out there apart from metahumans

#

haha yeah probably a good shout, thanks dude

simple forge
#

Hi everyone! So happy I found this Metahuman channel!!

storm harbor
#

what's a metahuman?

winter barn
#

I am having some issues with hair material in unreal. Groom hair material overlaps translucent glass.
I wonder if anybody had the same issue, or have any suggestion how could i fix this?

plain haven
sturdy gust
#

How much do Metahumans lag your scene?

plain haven
glass ravine
#

depends on the LOD

sonic hemlock
#

I set a BP animation to the pieces of my metahumans, the problem is that when I walk, then the Walk animation starts, the animation does not sync so you see the metahumans break

#

Even when I stand still, so the animation goes into IDLE, you see the pieces hitting each other, but you see less

sonic hemlock
simple forge
inland marlin
#

hey has anyone else noticed that the peach fuzz on metahuman characters isnt activated in the viewport ?

#

in UE5 ? the peach fuzz on the metahumans doesnt seem to function for me on UE5 , how can i activate it ?

spark flare
#

Does anyone know whats the trick to downloading the Roughness maps of these assets? Exported from Bridge, the TGAs come out all black. Exported from UE4, same thing.

#

All other maps come out fine.

spring shuttle
#

How would one go about offsetting the MH's mouth a little so that it's a little more closed than usual for facial animations? Sometimes there's a weird gap with some livelink data and I need to find a good way to offset the mouth or multiply this mouth input

simple forge
# spring shuttle How would one go about offsetting the MH's mouth a little so that it's a little ...

There are a few ways you can do this with the face control rig board. https://youtu.be/GEpH3o44_58 do you have a snapshot of what the issue looks like?

In this presentation, Cubic Motion’s Adam Walton takes you through using all of the controls in the facial rig included with MetaHumans in Unreal Engine.

Find out more and request Early Access at: https://www.unrealengine.com/metahuman-creator.

▶ Play video
bright venture
#

Hi, I am trying to get my vr controller to be attatched to the metahuman character, but its arms seem to be reversed

grizzled widget
#

Thicc

river sierra
#

Are you supposed to be able to easily bring metahumans into UE5 with bridge that is built into UE5?

#

I am trying to download my metahuman with the little green download button and absolutely squat is happening lol

#

Usually it will say it is generating or something but nothing at all

#

I havent done it in UE5 before

river sierra
#

Well this is nice. I just moved my metahuman assets into the project and now it wont compile with it.

#

removes asset..sigh

#

and now the project wont compile at all D:

#

I had conflicting plugins, all good

glass flower
#

ANybody able to connect iphone livelink app to u4.26? Livelink window never senses my iphone X

glass flower
vagrant abyss
#

hey guys, is there any official controls setup automatically for the body in maya yet or do we still have to use a script to generate it ? (haven't played around with this for a few months)

inland marlin
#

ATTENTION UNREAL ENGINE 5 USERS . if you are facing issues with the peach fuzz dissappearing in UE5 for metahumans then pls look out for this fix of LOD

#

peach fuzz is an excellent detail in ur model

#

you might accidentally break it in UE5 as i have observed it was missing in my case when i messed up with the LODs

#

pls use this LOD sync in the BP_metahuman to fix ur peach fuxx disappearing and then save it

silver current
silver current
inland marlin
#

i just made my first yt lol

inland marlin
#

can anyo9ne pls share with me a video on how to pose metahumans ? thanks

#

in unreal engine 5

#

in need of it urgently

neon epoch
neon epoch
#

this will also9 help

junior birch
#

Facegood Mocap to Metahuman Tutorial https://youtu.be/J9opONLn3is

Facegood to Metahuman Tutorial,Facegood to Unreal Engine Metahuman Tutorial,facegood tutorial,facegood metahuman tutorial,facegood facial capture,avatary tutorial,avatary metahuman tutorial,high quality facial capture,mocap,facial capture,3d animation,digital human,animation,motioncapture,3dgraphics,3dmotion,3dmodel,mocapsuit,vfxartist,cgi,cgiar...

▶ Play video
inland marlin
#

@neon epoch hi do you know how can i disable this wierd stretching issue ? i have uised rigs before and it seems to me that limiters are off hindering me from posing it while keeping the proportions

#

i saw the video the you sent me and unfortunately i am not getting the same result despite of switching between IK and FK . my rig is going beyond the bound

inland marlin
#

is their a way to disable this cartoony stretch , i have worked with rigs before and it is usually an issue with limiters but i dnt know where to look for them in this complex gigantic list . pls help me out . i can still pose but would prefer my proportions locked

#

i am just a step away from using these wonderful rigs , would greatly appreciate the assistance

spiral trail
#

not sure if this goes here, but for those that have androids you can use the facial mocap app in UE4

#

its not offical, but it works

inland marlin
# neon epoch for hands but literally same process

all the tutorials i have watched on metahumans so far havent played with the rig as i have. so maybe the issue is still present and they may not have noticed it . i hope their is a way to limit those stretchy legs and arms as i dnt want to eye ball for proportions each time i am posing , i am sure animators dnt work like that since proportions are locked and not free form to allow room for cartoony animations.

#

i am able to pose the model switch between IK and FK effortlessly but i am not woprking with a mocap data or looking for retargetting my metahuman model. just want to do a simple p[osing for my scene

junior birch
spiral trail
#

Has anyone been able to use the android face mocap succesfuly with other characters? https://forums.unrealengine.com/t/face-capture-with-android-metahuman-download-links-free-open-source-demo/234927

carmine walrus
#

Can anyone confirm if livelink works with iPhone7?

spiral trail
#

not officaly

#

it works with anything greater than iphone x

visual locust
#

can anyone help me really fast to import a metahuman

#

i keep getting a export error and idk why

winged zinc
#

what's the error message?

visual locust
#

could not export assests try looking at the log

#

ive tried almost everything

winged zinc
#

what does the log say?

visual locust
#

idk how to find it could i screen share a call

winged zinc
#

Afraid I'm at work. Maybe see if someone on the voice channels can help?

visual locust
#

nobody knows

spiral trail
#

*import

visual locust
#

I figured it out but does anyone know how to use the face scan app on iPhone to mimic in unreal engine

inland marlin
#

Hey can any one assist me in my issue related to metahumans pls ????

#

I am one step away from potentially using the rigs for my projects and this one problem is hindering me

#

Why is my leg stretching whenni try to move it ? How to animate legs now with this wierd issue ? Pls help . Rig is supposed to be locked

iron arch
#

Hi, has anyone figure out a workflow to put marvelous cloth simulation to metahuman animations ?

plucky kelp
#

Is there a lipsync (to the prerecorded audio or text) of metahumans?

plucky kelp
#

looking for suit and medical face mask that fits on metahuman

tulip heart
#

Please consider adding an assets market for this app, right know is way too limited due the lack of clothing.

limber sleet
#

I was wondering, could I hypothetically use metahumans in my VR game where a character does a monologue getting upclose the VR player, using the iPhone app as mocap for face tracking?

#

And is it possible to make convincing dramatic walking animation by hand for this monologue? I'm willing to spend a lot of time for this scene for my indie game

median marsh
#

Hello. I've been trying to download my metahuman but the downloading keeps freezing and in general it's extremely slow. I reinstalled bridge and it doesn't seem to help. does anyone know what the problem might be?

spiral trail
#

it might just be server ovverload

#

it takes about 20 mins to load MHC for me

south fulcrum
#

Is groom more performant on ue5 than ue4, as in feasible for real time games? Or is it just a frame rate killing

plain haven
#

Consider that you're basically rendering every hair strands.

median marsh
# spiral trail try with like a 1k res. see if it wokrs

I'm not trying to load MHC. I wanna download it from Bridge and then export to UE but it won't download. I asked for help in support and all they say it's overload and I've been trying to do this for days. But I'll try lower res thanks🙂

worn patio
median marsh
#

I downloaded 2k res MH. I'll try to download 8k res later tho

fickle surge
#

I have a few metahuman questions if anyone doesn't mind helping

#

I have a collaborator on my project and I noticed his metahuman was imported with procedural meshes instead of imported meshes for the metahuman hair cards

#

on both of ours, I can get the metahumans to run in VR by running the command r.hairstrands.strands 0 to turn off hair strands

#

but the eyelashes don't seem to have any card components set on either of ours

#

I was wondering if anyone had any advice on how we might either implement card components on the eyelash groom component or force the eyelash groom component to LOD 4 but keep the rest of the face/body at LOD 2 or higher?

#

also just for the first question--I was wondering if anyone knows what drives a metahuman import to create card meshes or not for the hair during the import process?

#

hmm nevermind on the eyelashes question at least. I was able to fix it by digging into the construction script and then altering the opacity to be a lower value

#

of the material instance for higher lod eyelashes

fickle surge
#

thanks pavan--that command sets all cards to lod 4?

junior birch
#

How to to fix meta eyelash shadow in 4.27 https://youtu.be/rlrw68bKRMc

how to fix metahuman eyelash shadow,fix metahuman eye shadow,fix metahuman eyelash shadow,fix metahuman eyelash,unreal engine metahuman tutorial,unreal engine 5 metahuman tutorial,how to animate metahuman,animate metahuman,how do i get metahuman,can i download metahuman,download metahuman,metahuman marvelous designer,metahuman control rig,metahu...

▶ Play video
prime mantle
#

hello! does anyone here have experience with faceware? we are trying to retarget, however we keep getting this issue

#

any help is very appreciated!

karmic sable
#

Hi there everyone I need a little bit of help. So I'm trying to make a face animation using my phone everything goes smooth until I finish recording it I put the record in the sequencer and the characters mesh glitches a bit. Besides that everythings working. Here's the tutorial I'm following - https://www.youtube.com/watch?v=i2X2jCo6Dnk&t=146s I'm also working in 4.27.

additional info: iPhone 12 and variants also compatible
How to create animations for Metahumans in UE4 using the iPhone/iPad Live Link Face app with ARKit.

▶ Play video
#

And this is how it should look -

#

His body becomes a bit bigger and it looks like he doesnt have a neck

#

It all happens after I'm done with the recording and this appears

#

When I move the mesh around it fixes itself automatically but when I hit play on the sequencer it gets glitched again

karmic sable
#

Nvm fixed it but my mustache is bouncing up and down while rendering why is that and how can I fix it it's like jiggling a bit

surreal egret
#

I can't get the rendered animation to look how it is in the viewport and in the sequencer. Have anyone had this issue before?!

#

same frame, different look. sometimes the upper lip stops working

uncut quail
#

I haven't had that Thiago sorry. I'm currently having an issue where Metahumans doesn't play the face rig animation when I render the sequence? This is it in editor:

uncut quail
#

has anyone encountered this? It's just keyframed in the sequencer

#

This is my first time using metahumans and the face rig so I might be missing something I need to activate to ensure it plays in the sequence capture

surreal egret
#

@soft ferry had the issue I'm having and for him baking the animation file to the control rig fixed it.
For yours I'm not sure. Cause it should be working like intended

junior birch
#

audio2face to iclone 7 to metahuman tutorial https://youtu.be/MllZshHe7N8

Omniverse Audio2face to Iclone 7 to metahuman,Nvidia Audio2face to Metahuman Test,Omniverse Audio2face Metahuman Tutorial,audio2face metahuman,audio2face nvidia,audio2face character transfer,audio2face maya,audio2face unreal,audio2face tutorial,audio2face download,audio2face blender,audio2face reallusion,metahuman audio2face,metahuman omniverse,...

▶ Play video
worldly depot
#

what should I try to tweak in the BP so the eyes wouldnt turn completely black in shadow?

remote flower
#

hiya all, could any one advise me of the steps / support for getting a metahuman into Substance Painter?

winter sphinx
#

Is it possible to enable / disable Groom Hair simulation at runtime? Cant find a way...

glossy condor
#

any news about eye color options and is there a way to change the eye color outside of the default options? same with hair

inland marlin
#

hey everyone does anyone knows how to fix this wierd stretching issue on my metahuman rig ? , i have fixed the limbs stretching t by disabling all the stretch parameters in the BASIC IK node within the blueprint. the legs are now fine but the toe region is still unaffected . pls help

#

here is the same example but with epics control rig mannequin . the stretch is disabled in basic IK settings by default and the toe bone also knows as the ball_l is intact

#

is this an issue with the skeleton itself ?

uncut quail
#

Sorry I don't know Ali 😦 Hopefully someone can help you out! Does anyone know how to hide the Metahuman rig in the sequencer when I want to render/playback/take screenshots? I can't seem to hide it when the sequencer is open:

uncut quail
#

turns out it disappears when the frame is rendered. I would still love to be able to hide it in sequencer in editor though, if anyone knew? Regards

inland marlin
#

how did you chage its clothes ? @uncut quail

#

make sure you havent selected the face controls in the sequencer

inland marlin
#

can you see the hide manipulator option in the animation tab on the left hand screen ? yeh toggle that and u should be good

#

@uncut quail

uncut quail
#

You star @inland marlin , thanks mate!

#

As for the clothes, I was able to export the outfit from metahumans (there was only like 3 options, a hoody, a shirt, something else) with my body model. This was the shirt option, and I was able to edit the shirt material easily (clicked on torso and selected material from details panel) to make it black.

plain haven
inland marlin
#

@uncut quail nah i thought you gave them new sets of clothes maybe made urself one , i am aware of those clothes which ship with metahumans

tulip heart
#

when I drop in the world the character I just imported from MH

narrow spindle
#

Question… is there a Tutorial for saving a faceanimation from livelink and save it as a InGame Animation?

glass flower
#

ANybody able to get Metahuman control rigs to work additievely ontop of animations? They just override them in my case.

glass flower
glass flower
brittle locust
#

hey everyone, I have a question, where do I can move so the face control rig doesnt appear on the final render or animation?

#

I mean this rig guides..

brittle locust
#

oh never mind.. its in here

surreal egret
#

Did a retarget from Deepmotion to Metahuman and im getting this issue..Any suggestions?

silver current
narrow spindle
fervent surge
#

I second @plucky kelp question but for different reasons. I have a mocap solutions that isn't compatible with the extra bones in the metahuman skeleton

dry shuttle
#

Hello everybody! I have a problem regarding metahuman, I imported the head of metahuman, from maya to Unreal Engine, with a custom blendshape, it launched well, it works. But how do I apply the blendshape, to a sequencer? I need for the 0th frame blendshape value to be 0, and in the 5th frame it should change to 1. Any thoughts about this are welcome, thank you.

karmic sable
#

How do I replace my MetaHuman's mustache with another one from the MetaHuman Creator? I edit it then update it in quixel bridge then export it into unreal but it still doesnt show up

#

Help please

simple forge
north anchor
#

Does anyone know if cloth sim with morph targets is ever going to be supported again?

karmic sable
pure cipher
#

Does someone know how to enable Hair on my metahuman? It's here when zooming out

narrow spindle
#

HI Guys, after LOD3 my Metahumans get distorted. Anyone an idea?

fresh monolith
brave ibex
#

metahuman models not downloadable/saveable yet?

plain haven
brave ibex
#

thanks

surreal egret
#

@here Hey folks I need some help. When I get an animation in sequencer from metahuman, it doesnt render correctly.
Then I try to "bake to control rig" and it completely breaks. The character looks stretched out.
Any suggestions?
The Animation file looks correct =/

#

@fervent surge is my understanding that it's the basic skeleton already

#

oh you want the basic humanoid. .. me too.

#

the retargetting cause too many problems. Epic doesnt seem to check this discord at all =/

ebon garnet
#

This isn't an epic discord server.. its a community one

surreal egret
#

I think it's a good idea for them to be involved in the biggest discord channel and see what the community is talking about. Seems pretty straight forward...

plain haven
# surreal egret Your point being?

This is not the official Epic support channel, per #rules no.2 . It is primarily a community run server, so don't hold your breath for Epic staff checking out this server on timely manner.
That's his point, now should be clear enough.

winter sphinx
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has anyone ever bothered to create a library of all metahuman groom hairstyles?

plain haven
winter sphinx
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But the license is the same as any other epic asset we can get for free? Use for commercial projects is allowed?

surreal egret
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@winter sphinx yes

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you can use it

sturdy mesa
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Can I use metahuman for commercial use

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but my game isn't made with unreal

plain haven
indigo dust
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Do Metahumans come with pre-defined poses e.g. for the face. For example, a smile, laughing, etc. face expression?
I've tried to get the guy below to smile/laugh but it looks a bit off lol.

plain haven
indigo dust
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Yeah, I tried that but I wasn't satisfied so I thought it'd be good to make him look like he bursts into laughter. But yeah, I mean I just have to redo it. Looks very weird. @plain haven

loud belfry
rocky latch
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so I was wondering if it was possible to create a vampire using the metahuman creator. It would basically entail changing the eye from white to black and the iris to red. I'd also have to increase the length of the canines.

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how should I attempt this problem? Any tips would really help. Thanks in advance.

plain haven
rocky latch
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I see thank you. Are we able to edit the teeth in blender?

plain haven
rocky latch
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that's great news. I was under the impression we can only edit the metahuman in maya due to the file type.

plain haven
trail chasm
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How Do I use the Animation BP to control the eye look direction in Real time. Driven by the character BP. I already did this with standard character , but with Meta the eye bones dont seem to affect the eyes

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More detailed explanation here!

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inland marlin
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hi everyone is anyone aware of metahuman and marvelous designer workflow ?

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and how to make clothes for metahumans?

dawn sandal
# inland marlin and how to make clothes for metahumans?

I haven't done anything with loose clothing that would have physics, but I have done simple skeletal mesh. I don't have time to go into a lot of detail, but you just need to import the metahuman into maya (make sure you have the metahuman plugin for maya). Then you export the base mesh from maya into marvelous designer. Then make your clothes, and then put them back into maya, bind the clothing mesh to the metahuman rig, then copy skin weights from the metahuman mesh to your clothing mesh.

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with that process you even still have the metahuman control rig for sequencer.

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It only happens in the packaged game, not in PIE or Standalone

heady siren
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Is there any official news on when we might expect some more additions to the Metahuman catalogue? For example, more heads, more hairstyles etc.
What's there currently is incredibly strong, but any expansions to enhance creative options are always welcome!

sturdy mural
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Is it a known issue that eyelash grooms is not imported for some metahumans?
I am comparing to the sample project and those have the grooms in slots nicely, when I import mine, it simply isn't there for eyelashes
seems like import is not working correctly for some metas

glass flower
surreal egret
glass flower
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did you retarget with th espine bones 02-04 instead of 01-03?

manic pond
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Check in your new animation asset. In the details panel, there is an option that asks for the "retargeted skeleton". You will need to select which skeleton you created that animation with.
There is no "standard skeleton" they are all based on some transform of the original so if you dont define that in the asset it will look stretched out

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@surreal egret

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I usually make animations with med_nwt_body or something like that so i have to make sure thats selected in the drop down menu. That menu is usually on the left side when you open the animation in unreal

golden basin
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Is MetaHumans integrated into UE5 with a plugin? I mean the actual editor?

brave locust
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Am I the only to find the Mixamo's animations strange on the MH ? Like.... i don't know the shoulders are so... strange

acoustic steppe
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I did never manage to retarget them onto Epic skeleton in UE5 though, so I've only tried them in Unity

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(accidental gif sorz)

brave locust
supple tide
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Is it possible to import UE Metahumans into unity?
And is it legally right to do so?
Please ping me when someone responds

plain haven
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Doing so is just illegal leeching, not even close to clean room reverse engineering.
The EULA clearly states that final renders of MetaHuman has to be in Unreal Engine.

supple tide
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Oh

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Ok

mental torrent
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will metahumans ever be able to be used as a character creator in my game>

winter sphinx
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Anyone knows why my groom cards LOD won't use the provided normal texture? Left you see the Groom LOD and right just the procederal mesh LOD dragged into the editor. Both use the same material:

winter sphinx
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It looks like the groom totally ignores whatever I plug into the Normal or Tangent pin

fervent wedge
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Hey so ive been trying to import metahumans from quixel bridge, it says import successful but dosnt show up in the engine, anyone else had this issue?

turbid skiff
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i love humans 🙂

waxen compass
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soooooo

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metahumans doesnt have ik bones

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if there is a really efficient and fast way to add ikbones please tell me

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because i am really bad at rigging stuff

plain haven
waxen compass
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ok

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i am sorry i am new to control rig how do i exactly do it?

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if you could list a video or something it would be helpful

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and thanks

plain haven
# waxen compass if you could list a video or something it would be helpful

In this presentation, Cubic Motion’s Senior Technical Animator Riham Toulan takes you through animating a MetaHuman with Control Rig in Unreal Engine’s Sequencer. The techniques demonstrated can also be applied to animating any asset rigged with Control Rig.

Find out more and request Early Access at: https://www.unrealengine.com/metahuman-creat...

▶ Play video
waxen compass
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thanks

inland marlin
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@dawn sandal hey josh , thanks a tonn for the hint , btw can i do a similar thing with clothes on ?

worldly pebble
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Hey you guys. I modified a sitting animation from the Ancient of the valley-project and I managed to migrate the custom animation to my personal project. Unfortunately after putting the animation into my sequencer the sitting animation is not shown correctly. The only thing which does seem to work correctly are the closed eyes. What am I doing wrong?

brave locust
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so, i have this strange issue. Never had it before, even the set master pose doesn't fix it

plucky kelp
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so i got metahuman and created my own and tried to download it in 1K but every time its done downloading it never does for some reason and it says to download the metahuman again

crimson lynx
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Hi, has anyone successfully imported a metahuman from unreal to blender to edit?

worldly pebble
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Just wondering ... is it somehow possible to make a static mesh out of a Metahuman?

slim oasis
slim oasis
north glacier
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Can someone please direct me to the best video that swapped the UE4 Mannequin to meta human? Every single time i end up failing and my fingers get curved like the salad fingers video.

junior birch
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how i use iclone to animate metahumans face and body https://youtu.be/mOdljtTleBc

My MetaHuman Animation Worfklow using iClone

Intro: 0:00
Part 1: 1:51
Part 2: 16:00
Part 3: 27:00
Part 4: 40:00

Check out these links for more information on this series
MetaHuman : https://www.reallusion.com/iclone/live-link/unreal-engine/metahuman/
MasterClass : https://courses.reallusion.com/master-class/3d/jsfilmz

iclone metahuman workfl...

▶ Play video
spring silo
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is it possible to export the meta-humans in a 3d printable format? (without textures of course)
i was looking to build a character creator like hero-forge in a different genre and i dont relay know where to start 🙂

plain haven
spring silo
marble wigeon
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man i hate discord search. I am trying to start the metahumans app in the browser and its just a blank screen. I am assuming because I have security features turned on it wont work properly. IS there a way I can use this without sacrificing security? Is there an offline installer?

plain haven
desert ocean
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Hey Guys im not Using metahumans, but im petty sure that when i can get Help i get it here, anyone working with Cvars with GROOM?, like Scattering etc?; looks like no difference, or Sky Lightning, or is it not usable in Ue.5?

quick portal
marble wigeon
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thanks for the replies

uneven perch
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guys

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can i use meta human

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as the player?

plucky kelp
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Are there any good tutorials on handling hair that comes with metahuman? It's horrendous, it bounces all over the place, it acts like a skunk fighting not to drown rather than hair when moving.

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Let's just make everyone bald 👍

heady siren
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Anyone else had issues where groom's seem to lag a tiny bit behind the skeletal mesh?

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Wondering if it's interpolation settings or something, the roots of the groom seem to be playing "catch up" all the time

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Actually, it seems the grooms are ahead of the skeletal meshes' animation somehow thinking_0

plucky kelp
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What is this and how do I get rid of it

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It shows up at different distances when I am playing PIE

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I think it's for my hair lod?

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It shows up only at hair lod 0 and 1

worldly pebble
worldly pebble
plucky kelp
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Is it normal that the metahuman base skeleton doesn't have a head? some tutorials seemed to have one but I don't...

rose current
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Has anyone had the issue where metahuman makes iOS game crash. It use to work

plucky kelp
north glacier
plucky kelp
north glacier
plucky kelp
north glacier
plucky kelp
waxen compass
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metahuman only export these folders, and they dont have anything inside them

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bridge **

north glacier
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procedural facial idle for my meta humans are almost done! like at least 20 more random facial expressions and this is complete 🙂 now i can just blend them with every anim! i love meta humans!

silver current
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How do we get the preview mesh of the Metahumans 0.5.0 (with head)...into motionbuilder????

north glacier
supple orchid
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Anyone having issues when downloading a meta human from bridge? Some grooms are not being included in the download. When I import the meta human and bring it into my scene the hair will be missing but peach fuzz, eyelashes and eyebrows are there or vice versa with a different metahuman.

north glacier
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yes. you just update the head position..

barren hearth
silver current
north glacier
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bro tbh you dont need to do any of that lol

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just export the body and face.

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look;

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full meta mesh i am clothing.

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you export the body/face mesh

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import to where ever, import body first face second.

plain haven
north glacier
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easier than bridge

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you delete the lod 6,5,4,3,2 and keep 1

plain haven
north glacier
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LOL

plain haven
north glacier
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lod 8 is one whole mitten hand xD

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People and there tutorials, i followed like 8 of them... They all say the same thing. I do it my way takes 2 minutes..

waxen compass
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anybody knows what causes this issue?

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i rigged the shoes to the metahuman skeleton perfectly

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they only deform in the bp