#metahumans
1 messages · Page 16 of 1
Does metahuman not use shape keys? I exported one face to fbx for Blender and I don't see any shapekeys.
I believe it bakes them on export, you'll probably have to define custom ones
Is this a good place for control rig questions?
hello i am trying to combine the metahuman face with the noir character but the character's face is distorted
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
wtf why it doesnt reatarget torso?
Anyone knnow how to export metahuman rigs from maya to unreal??????
is there a tool that allows us to rotate instances manually from foliage?
@silver current can you try by using Blender as intermediate ?
I'm having this issue too. It just keeps saying "Your access to MetaHuman Creator is confirmed. Stand by while we redirect you." and redirecting me back to the same page
yeah its a pain
Hey there. I am having the same issue here. If you manage to solve it please let me know. It's driving me crazy.
try this link https://metahuman.unrealengine.com/
if you have access you should be able to see it.
it would say setting up....
nope doesnt work im having the same problem and it brings me to the same page
Anyone able to advance the editor utility widget to set properties on the sequence?
Same here, business as usual.
Epic's web department is just pathetic, I'm sorry to say.
did u find the solution yet ?
In the construction script of your metahuman
Nope
just check the picture above then
Will this be ever fixed?
it looks like you are not approved
this is what i get
have tried going the the link i sent yesterday?
if you got the confirmation email then try the link from there
go to this link
i just tried to launch it from the epic games website from https://www.unrealengine.com/en-US/metahuman-creator and clicked on get early access and it worked for me
That's not the problem, I received an email from epic confirming I was granted access and still get that infinite redirection
Honestly, I'm already used to see how Epic's web services work like crap, or don't work at all.
that is so true
has anyone notified Epic?
not that their web services are crap but about this problems in specific?
There are a few threads at the forums
I tried the link got the same thing click launch the app then the looping starts still broken
no
has anyone tried to clear the cookies and all web data from thier browser?
it is most likely on thier end, but it is worth a try
Hi all! Does anyone know how to export a skeletal mesh's lod from ue4?
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?
It's a web based app
what can I do than, it just keeps redirecting me to the same page
after a while of doing that it takes me to this
I don't think there is anything you can do except to wait and see if they bother to fix it.
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'"
when you do it what link does it redirect u to, maybe that would work
I'm gonna work on it today actually, might take more than a day to figure out though...backup plan is just to change everyone's hairstyles to those which support cards, i think at the very least that should work
does metahuman works with 4 24?
Does alembic groom works with raytracing GI?
When you have a bad hair day #MetaHumanMemes
That hair looks like it is made of finely woven gold threads.
She hasn't turned Super Saiyan yet
Metahumans is not for Blender...you have to use Maya.
yeah you were right i got another email
i think the working is just confusing on the redirect link
thats what i thought
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
just reread the email i got the same message
@dapper heath Psycho, make sure you are actually given access to it. You should have recieved an email saying Ypu now have permission
the first email is the one that lets me access the portal
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
Already told you I received that email
Anyway, I was finally able to access, but the app doesn't start due some javascript errors
Basically another infinite loop 😄
I'd say they are trolling me but I know it's just plain incompetence.
try clearing cookies? maybe? at this point its just better to wait until alpha release
hey its up and running just got a email from them and now it working
yay!
why my character's hair keep disappearing?
mine disappearing to but only on the male my female is fine?
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?
Eyelash card fix anyone?
Is it possible to export to UE5EA?
Has anyone had issues with mesh distance fields and meta human hair meshes?
I'm running into cooking issues directly related to DistanceFieldAtlas and meta human hair LOD static meshes
So it seems like the last node in the metahuman BP construction script is messing it up
Removing it or setting it to a lower number like 1 works. If you set it to 0 LOD 0 gets messed up...
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.
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 ...
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 😄
Seems the underwear is baked into the normal 😦
Trying to edit them out in the textures, but the roughness map won't open in photoshop 😦
If I understand correctly the app exports the character in a modular way?
Why i have this problems with fingers?
hair broom
Did you retarget the animation? It looks like you've got your bones in the wrong order.
yeah, @naive roost that was the reason - bind pose
so how i can make this a one piece skeletal mesh that works with the ue4 skelton?
i would of thought out of the box it would be rigged to ue4 skelton and ready to go
ty
Doesn't it?
If so that's a huge bummer.
not that i can see it just includes a blueprint with all of the pieces put together
not something i can just switch out with the default mesh
Well, I can't imagine why it wouldn't export UE4 rigged, considering it's a tool made to work specifically with this engine.
thats what i thought lol
Its more complicated than the UE4 skeleton, has additional bones
you'd be interested in the body component
You can still retarget animations made for UE4 mannequin (manny) onto it tho
Hi, someone, can told me why the face mesh is doing this?
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.
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?
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 ...
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.
Acculips in iClone will do this, and it now supports MetaHumans
Not using the Metahuman creator. It might be possible via Maya though.
I'm sure you can tweak this at the Control Rig but it's a behemoth. I haven't tried that yet
Robert downy jr
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...
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
wellllll 😄
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?
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.
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.
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
translucency sorting order sadly does nothing on my end
i wonder, are these questions rather for the niagara board? as groom is sorta niagara. or is there a better fitting board?
You can change some of the parameters for the grooms, such as length, thickness, etc. I've tried making it 'clump' to appear wet, but without much joy. Note that I've only played with grooms direct from the MetaHumans, so from another source they may have different parameters available.
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:
vs what it looks like without particles behind
Sorry, completely misunderstood what you were asking before 😄 Try changing "Translucency Sort Priority" on the groom from 0 to 1
🙂
Oh my gosh. I just read that you already tried that.
What is the particle system that's obscuring it?
I want to see if I can replicate the issue
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 :/
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
by really close, i mean this close:
if i move away a bit further it starts kicking in and gets really really noticable
i mean i could try to use a dithered alpha for the planes in the background. maybe that would do the trick
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
This is the closest I could get to replicating it. I've turned the brightness up slightly to see better.
How are your LODs set up? Try forcing LOD 0
just tested if it also happens with additive material, yes it does
i only set up one lod. inside the groom there are no other
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
damnit even with dithered is there. way less appereant from most views, but from camera view its visible
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.
the mean part is, i thought ui was successful. because from different camerangles it seems fine
I'm giving up. It's past midnight here. I'll take another look in the morning.
No worries i will keep digging as well :)
Do you know if you can create metahuman characters without clothes and multiple metahuman could be imported into ue4?
You can import as many as you like, but they'll all have at least underwear (and shoes, bizarrely) on.
How do you remove the clothes?
Got it
@naive roost It won't let me remove the shoes.
If I retarget metahuman to my mannequin the fingers appear broken. Any idea what's wrong> https://gyazo.com/d3da639c612478699877c7029d3e3fa9
A guide to walk through the requirements, setup, and process of retargeting exisitng animations onto a MetaHuman
Make sure you've follwed the steps here. The MetaHuman skeleton is not the same as the UE4 Mannequin skeleton
Thanks
Did it fix your issue?
I didn't get to try it but it seems it might work based on the instructions.
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?
There isn't a fullbody preview mesh for metahumans, due to the way the body is made up. You can make all bones visible though, which will give you an good indication of how the animation looks.
Thanks, that's what I'd been doing. I think the work-around I'm settling with is placing the MH-Head on a paragon body, adding control rig, then moving on from there instead of relying on the stock metahuman bodies.
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 !!
can you share a screenshot of the character setup?
Yeah, the default metahuman bodies are really placeholders at this point in time. Scrap them and attach to something better is the best option.
Any way to remove womans underwear in material editor? I want to put on my own that I designed in CLO3D
I just fill underwear texture to skin with PS, but there are also underwear masks
When I try to disable it all skin just ruins
Aha, just filled purple zones to blue and its work now
definitely check the fineprint on metas i dont think you can make adult films with it 😆
Its not for adult fimls
On my end, I see a few different body_preview Preview Mesh options here in the Preview Scene Settings tab
Ah scratch that, seems to only apply to certain animations elsewhere in the file structure. (Not an animator here, so just been tinkering)
True, I do have that as an option; but there is a disconnect between “whole mesh” and “animation”.
All good, me either. I went through every permutation on a list and couldn’t figure it out. Migrating the head has been the most successful. Gonna try a mocap suit soon so hopefully that can smooth things out
Best of luck!
Even male nipples’ textures don’t export from bridge into ue 😂
Now I know why you're after that motion capture suit 😉
oof lol
Hello folks, hope you are doing well, my knight certainly could use a chiropractor for that back lol
(at least the animations are working now)
made a tut on my channel on how to fix that
OH, thank you!
Work in progress: https://www.youtube.com/watch?v=zuDwcRgVkh8
For my second entry, I'll (probably) be doing a scene from The Last Samurai, Tom Cruise's historical drama from 2003.
Rendered in Unreal Engine 5.
#iClone #AccuLips #LipSyncAnimation
https://bit.ly/3w8aUa5 (iClone Home)
https://bit.ly/2Ui5VpP (Contest Home)
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
Try exposing FHairstrandsSceneProxy and overriding CreateMeshBatch and GetViewRelevance
i have a question on character poly count, this channel seems relevant but its not a metahuman Im working with.
thanks, will do!
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
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)
hi everyone. how am i able to modify the facial blendshapes through blueprints? either directly, or through the face rig?
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
changing the morph targets values in the morph targets preview now doesn't seem to produce the expected effects
hey please I need export a character from Unreal engine to Maya is that possible?
hi is there someone that can help me with metahumans?
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
...
What do you need?
thanks I know this but it's not live link
https://www.youtube.com/watch?v=wZQEbEvSrNA somebodyu tested it?
When will meta human last version be released? do you know
June 2051
According to my sources, sometime around June 9, 2024 🚬
Is there any way to put different outfits on metahumans?
such as one that might fit a medival setting?
Hey we need the live link between UE and iClone
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...
But I'm blocked... I don't kno why I can't link that like him:
Can you show a screenshot of your setup?
so im having this problem the metahuman body moves but without the head
Try moving the animation from body to the main blueprint row. I thought it was a parenting issue first, but it's obviously not that.
How do I get the metahuman editor? And how do I export the characters I made to UE4?
First question: https://www.unrealengine.com/en-US/metahuman-creator
Second question: https://quixel.com/bridge
Thanks!
ICYMI: There's a new tutorial on how to retarget animations from the UE4 Mannequin onto a #MetaHuman on the MetaHumans documentation site: https://t.co/THTwMwrPNJ
Nice. They added the preview meshes that @vale orbit was asking about last week 😄
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)
Faceware has a free 6 month trial right now @junior birch has a link on his Youtube Channel. Or iClone's Acculips gets pretty good results, if you want to manually animate everything else.
thanks!
can't blend Acculips and arkits together? or maybe arkits first, and clear the lips related keyframes, then use acculips on top of it?
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...
👍
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?
all ideas are welcome
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
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.
so control rigs would only work with animations? i was hoping i could access and change the values through controls at runtime (in-game)
Actually no. Control Rig could also manipulate animation in runtime.
There's a handy anim BP node appropriately called "Control Rig".
Though tbh I'm still far from over from experimenting and documenting it.
this is how i'm fiddling with it in the hope of some visual feedback but nothing happens
are you talking about that control rig node?
i guess not, that's the control rig component variable called
hey why I cant check animation case in 3dXchange please? https://i.imgur.com/DbSly5a.png
I imported my metahuman avatar here
You can retarget the MH mesh components to the ALS_BP, then substitute the body components in the mh_als_bp with Gothic Knight armor components.
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 ...
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
Does everything export OK?
yes i have done this correctly
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.
sorry actually no this error appears:Error
Could not export asset with id 3k4yjKeU to Unreal because it does not have Uasset
Late, but thanks man. It helped
can someone help me fix this?
metahumans requires 4.26 as far as i know, i see you have 4.25
while we're here, any word on the hair/groom crash bug fix?
i dont have the 4.6
you need 4.26
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?
You can just retarget the skeletons.
I cant. Epic skeleton doesnt have one spine bone.
Anyone know if we can hide the manipulators in a specific viewport only?
How can i have the UN4 4.26 ?
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.
thanks
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?
Example video where when the hair is rendered the ground flickers
The Hair flicker is a known issue.
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
is there a less destructive workaround?
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.
The really great thing about the marketplace is how open it is for using plugins. I see the metahuman project as a complete reversal.
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.
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
hi,is the plugin location correct for the metahuman to un4, this is the default location
i always get this error
If you want alternative for your machine learning shenanigans, go use paid alternatives, like iClone CC or Daz, or free alternatives like MakeHuman or MB-lab, though god forbid if GPL and its derivatives are the most permissive licences ever.
Easier done than said.
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
There wasn't any.
? The Metahuman Creator seems to have cards version for eyelashes till LOD3
Nope.
They're still strand based.
anyone know why i'm getting these harsh shadows
nvm, it's raytracing shadows on movable lights
anyone else having issues importing metahumans from bridge today?
I did one a few hours ago, with no problems.
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.
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
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
MetaHumans shouldn't be used as is.
Gotcha
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.
Having said that, Metahuman bodies are awful, so that's the reason you probably wouldn't want to use them.
Though Nanite doesn't even support deformations yet anyway
Interesting, i'v seen that work on other models, but since metahumans are using a single control rig, the proportions dont match.
anyone had the issue of not being able to export metahumans to ue?
@ 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.
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.
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.
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 😄
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.
It seems a bit odd that they spend millions on a product that nobody is allowed to use.
Well, I agree. But as I see it, they purposely spell out NOT to use it to train AI.
What is the intended purpose of the MetaHuman? To create realistic looking games characters.
right...
So why wouldn't they let you use it for that purpose?
but why spell out in the EULA NOT to use it to train AI?
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.
deep learning to use the AI to control the metahuman would certainly sound like training to me...
I agree with you, it's a minefield.
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.
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.
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?
But is your in-game AI actually learning, or following a list of rules?
philosophically, is ANY AI actually learning? I would say, in the spirit of their words, "Training... any AI, machine learning" etc qualifies
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.
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.
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.
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.
I'm guessing it's purely because it's their baby, and it's way ahead of anyone else, so they're being protective.
(because exactly it is soo vague)
Exactly. And these terms can change very quickly in this world.
wouldn't the "you are not allowed to reverse engineer" boiler plate usually in licenses protect against this?
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.
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.
Any time 😄
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.
Has anyone tried exporting a roughness map from Unreal's metahumans? It's just a pure black texture for me.
@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.
If you export as a .tga file it comes out as pure black. You can export as a .dds file and it will come out normally. You can load this in something like paint.net (free) and convert it to whatever format you like, then edit and reimport.
MB-Lab is AGPL for the model, but should be fine for AI stuff.
THE VERY FIRST CONVERSION of METAHUMANS to DazStudio Genesis, To Use with : Daz to Unreal bridge !You "Should" Render With Unreal Engine for Commercial final productsProduct Includes : Metahuman ADA Character Converted to DazStudio Genesis For Usage with Daz To Unreal Bridge / Daz to Iclone to Unreal / And Other Pipelines HD Scan Based fidelity ...
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...
This is with the Chameleon Post Process Toon effect applied. I've not changed any values. Chameleon is here: https://www.unrealengine.com/marketplace/en-US/product/chameleon
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...
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.
^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
Is it possible to cut Daz studio char head and skin wrap to metahuman head. Will it work, did any1 tried??
What do you mean 'skin wrap to metahuman head'? I've put metahuman heads on Daz bodies, Used Metahuman materials on Daz characters and pretty much everything else useful: https://www.youtube.com/channel/UCFR6AhL8ItxQnHG3PZ_lncA
What u did wont work if ur char is wearing less cloths like a swimsuit or something. What i wana know is if u can cutout daz head go to 3dmax skinwrap it on metahuman head. And then wether if u can use metahuman head pose controls to pose daz head as u can do with metahuman heads
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.
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
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
can someone help me with hair problem , whenever i render in sequencer or press g , the meta human hair disappears
Is the full version out yet?
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
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...
Thank you so much, I will give this a try! :)
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?
Use Master Pose Component to make the clothing follow the mesh
The clothing has an animation so I'm not sure if I can use that
Did you manage to export the bp as fbx?
What kind of animation do you even give to the clothing? 
Using Marvelous Designer 😄
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.
I drop the clothing into sequencer with its own animation that was simulated in md
Nope.
Why not make the simulation happen real-time?
As in actually simulating them in-engine, not prebaking one
but u can make one in metahuman creator then export inside ue4 right
Does anyone know how did they hide joints in Metahuman source files for Maya? I can't get them visible.
Not sure if it'll look as good but I will give it a shot!
I mean, it's literally what every other game with cloth sim does. You'll be your own judge to see if it "looks good" or not.
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.
You're right. I did plan on having smaller clothing like a mask on the face that's also simulated, I'll see if I can make it work
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.
Could you not just put a zero material on the torso? to hide it? The hands and neck will still be visable.
I could! It's just that he'll look skinnier than he's supposed to, might not look right
But i'll give it a shot, thanks
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.
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.
How do I change the Metahuman Beard Hair color inside Unreal?
are metahumans usable in pc games?
Yes, even for smartphones games
I mean in its current state
Not yet.
And you ideally not using them as stop gap for your character workflow.
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
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!
You probably won't get high quality facial capture with cheap / free solutions. For body, something like Rokoko is a relatively "affordable" solution. If you do need face, though, and you don't have a lot to animate, you should consider hiring a character animator who can do realistic facial animations 👍
We're doing a combination of Rokoko for body and hand animating faces
anyone else run into shader errors when migrating Metahumans into a new project? https://twitter.com/iBrews/status/1426946517630341127
nothing new atm
If I remember correctly, the errors don't appear if you've downloaded a metahuman using bridge into the second project before you migrate. This updates the project, and installs all the background files. Then, if you migrate the character you want across, everything else should be fine. It's been a while since I migrated like that though.
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?
LEFT: Daz Body (Genesis 8 Convention)
RIGHT: Mannequin Body (UE4 Convention)
With "Use Mesh Pose", I get a deformed head mesh (see Left). I can socket the head to the equivalent neck joint of the Daz Body, but that requires ticking "Use Attached Parent" to false, and I don't seem to receive proper neck rotation from the body for the head.
Consider using hard retargeting or soft retargeting via Control Rig.
check your binding asset
For LOD, either use the LODSync component in each Metahuman blueprint, or the cvar r.SkeletalMeshLODBias
Hi,how can i make this fall all the way down ?
Copy Pose From Mesh requires to work EXACTLY matching bones proportions, names and hierarchy
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
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
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?
Change the pupil color to white
hi there, combining Custom Clothing + Physics + MetaHuman + Mocap in UnrealEngine .
Lookin good. Did you transfer weights across the neckline for the custom body? And how was cloth sim handled?
Hi I am having issue with female and male hands lining up, this is male default MH skeleton with Ava the female skeleton from MH project file. Is this normal and is their a way to fix?
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!
Hi do you know if MH male and female have different or same skeletons?
Does metahuman use Morph Targets or bones for skinny fat?
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
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?
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?
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+ ?
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
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!
Metahuman Creator is so laggy in my browser. Any tip to speed it up?
is it easy to use metahuman with mannequin skeleton?
i mean retagreting etc
The Metahuman used a slightly different skeleton. Use this guide: https://docs.unrealengine.com/4.26/en-US/Resources/Showcases/MetaHumans/RetargetingAnimationsOntoMetaHumans/
Hey thanks! But I used this to initially set it up and got the resulting issues
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.
still experiencing this by chance? or has anyone found a fix yet?
i just ran into this and came looking here 🙂
i too have LOT set to 0, as all prior reflection metahuman search brought up
The specific issue is RTX reflection and the hair groom
turned off hair physics and its still moving during driving cutscene and messing up
awesome pal
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?
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,
I just use card (LOD 2+) instead of strand
My issue wasn't with the strands not showing up in reflections though. You can try search for ray-trace switch in material
but there are known limitations with hair strands like showing up correctly on translucent background I think
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
Need help guys! I do not know why I can not export Metahuman data to UE4.
@azure moss Just a dumb thought have you enabled the Quixel Plugin in your Project
Has anyone else had an issue where the eyebrows don’t appear on mobile renderers and the hair doesn’t bind for facial capture
Which version of Unreal Engine are you exporting too?
I reinstalled quixel bridge then I made it for some reason. Thanks for your comment though!
It’s probably an LOD issue. In the metahuman blueprint, collapse all the tabs on the left side like “face” “body” etc until you get to the very last option at the bottom. Should be grey. Then go into its details and change the LOD display from -1 to 1
@outer haven Are you talk about lod sync if so that didnt work
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)
eg:

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?
Idk, does your player blueprint reference the Face?
i just released my first unreal tutorial, and in the end i show where the face should be referenced (in construction script)
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
My Discord: https://discord.gg/WcqQYbCVPJ
there is also a face reference in the event graph
Does anyone know why hair won’t bind on mobile renders
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?
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
@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
NP ;D i had the same earlier with my torso, the reference wasnt correct
Does anyone know why eyebrows lods only show on lod 0 when they’re 5
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
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
Does the hair look strange to anyone? Not sure if it's the lighting
He does have some white strands so could be that
You mean it looks alright?
ahh no i see some gray in there and that could be default cheker material
Hair is spazzing out during some lighting lol
Gotcha thanks
My download is extremely slow (using quixel from ue5), any idea why?
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
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?
Full log https://pastebin.com/e94ZFQhT
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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.
Looks like adding the sequencer to a new one as a shot fixes this
Is the full version out yet?
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 ?
any way i can render the hair after the translucency or somehow set priority?
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 ?
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
Emma Stone in MetaHuman
Anyone found a way to be able to sculpt the metahumans in zbrush without messing up the rig and all?
Cool job, almost there
I found a way but with blender
Hey everyone,
Guillaume Broche here from Sandfall Interactive, a new video game studio based in France from ex-Ubisoft devs working on an RPG on Unreal Engine 5. Here is the first dev tutorial offered to you by our team. Want to create amazing realistic characters while keeping 100% artistic freedom ? Well this pipeline is made for you. You can...
Does anyone know how to remove these lines I get on a MetaHuman when I'm close to the face? Using a directional light
Anyone ?
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?
Metahumans as blendshapes https://www.artstation.com/artwork/3dyVom
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...
Already got a fix on that? did you change the MetaHumans skeleton to be the same as the UE mannequin one?
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
if your still in trouble you could always send me a PM
Hey, I’ll check your video out. Thanks! 🙂
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
@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?
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
Not 100% sure what else could cause those errors.. accepted your request my PM = open if it keeps going
Why is the neck like this, after I baked a anim sequence into the control rig. the animation it self is alright.
My MH's shoulders are pushed too far back after retargeting. These weird little issues seem to be pretty common
how
I managed to export the metahuman head into blender, then back into UE and get the rig working again. Here’s the whole process: Export Metahuman Head from UE with next options: Download FBX Converter: https://images.autodesk.com/adsk/files/fbx20132_converter_win_x64.exe Open Converter and convert exported fbx file: Import converted fbx ...
oh the groom
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 .
Does anybody here have a metahuman rigged to the default epic games skeleton?
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
you need to export him in MHC with slippers and hide the slippers in UE
you need to pose the character in a A pose before retargetting
do you mean SK_manny - yes
check if FK/IK is on/off
check if the face rigis on/off (muted)
The character was posed in A pose prior to retargeting
Did you rotate them inwards as well in the pose
I didn't rotate anything inwards - both the UE4 skel & MH skel were set to A pose, nothing was adjusted outside of that
I think to match manny you need to rotate it
Nothing in UE's documentation says to do that lol
no it doesnt - I had done that normal and had better shoulders
Cool, I'll try that. Thx!
Just so I'm understanding - I should rotate the shoulders in both the MH and UE4 mann?
Nice! Thx!
your welcome / you know how to import the pose ?
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
Awesome. Thank you! I'll update once I try it 🙂
this is how close I had done it - not perfect but works !
Definitely looks like an improvement over what I have!
I think that worked! 🙂
thats great 🙂 your welcome 🙂
Hey, what kind of vert/tri amount does a "normal" metahuman have ?
they have LODs
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
Oh damn, that's a lot :blobsweat:
Guess i can't use it for now due to a weak PC xD
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
Error: Ensure condition failed: !Bone.ContainsNaN()
Does anybody know what this means? It happens on metahuman characters
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.
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
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.
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.
kk thx
all good 🙂
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 -...
you have a key called Print Screen. you should use it to share this kind of stuff with others
who knows what this means and how to fix it
is metahuman online only?
the MHCreator is online only - the MH 53 samples live in quixel bridge
Alright thank you
hey i cant export my metahuman to unreal from bridge,
idk whats wrong here. the source is Uasset
i am completly frusrating wtf is this
i have this error since daaays
only for metahuman
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?
Can you explain this way? Im kinda curious now
I managed to export the metahuman head into blender, then back into UE and get the rig working again. Here’s the whole process: Export Metahuman Head from UE with next options: Download FBX Converter: https://images.autodesk.com/adsk/files/fbx20132_converter_win_x64.exe Open Converter and convert exported fbx file: Import converted fbx ...
My man
right so 1 time i tried metahumans for fun
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
Sorry I literally found my answers.
Describes how to retarget animations from the UE4 Mannequin to a MetaHuman character in Unreal Engine.
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
hello does anyone know how to save animation from live link?
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.
Use Take recorder
Yeah the hair seems to be getting the worst of it right now. Im just forcing LOD 2 on the entire model for now. Perhaps that would solve it?
You might have better luck exporting the head mesh out to blender, applying hair, then putting it back into Unreal
😫
I mean its still in development. It bugs me too, but thats just how it is.
Or you just give the character a hat
broom hair is designed like that for sweeping the floor, you need groom hair
haha ,sorry 😆
why are metahuman constraints so limited, is there a way to unlock them or use these constraints in 3dsmax or maya
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?
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.
yes it does 🙂
LOD 0
Will quixelbridege that is in UE5 work on Metahumans. I only get the directories. They are empty when the import is done.
it does work with metahumans - you need to log in the bridge again inside UE5
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.
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
take recorder / sequence recorder
Do I drag the files into my content browser?
there should be a blue export button when you click on your character
@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.
So we can create and use metahumans for our games right? That sounds like an incredible amount of customization and freedom.
Yes, but not really.
In its current state, MetaHuman Creator is still limited, so I don't recommend using them as is, but as a starting point for creating your own human character mesh and materials.
❤️
is anyone successfully using metahumans in VR? we found a crash when viewing them in ue 4.26 in vr
:no_entry_sign: dmosal#8148 was banned.
thnx
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
Seems more fitting on #graphics
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...
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
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.
so right now I am working on a first person horror game in UE4, I just needed a character model that is more realistic and that can have a simple idle, walk/run animation to it
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
With methumans, is it possible to render it in Unreal and then comp into footage from another DCC?
Well, this is quite a fresh legal loophole.
For safety (and quality) reason though, might as well render the ENTIRE scene in Unreal Engine.
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
Consider asking over the legal email support before you do that. Or not, taking advantage of the loophole. I'm not a lawyer.
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
Hi everyone! So happy I found this Metahuman channel!!
what's a metahuman?
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?
Remove/hide the hair entirely.
How much do Metahumans lag your scene?
a lot
depends on the LOD
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
What do you mean by pieces? You only need to assign the animation to the body from what I understand.
https://answers.unrealengine.com/questions/1011377/groom-hair-material-overlaps-translucent-materials.html thats an issue since forever
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 ?
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.
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
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.
Hi, I am trying to get my vr controller to be attatched to the metahuman character, but its arms seem to be reversed
Thicc
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
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
ANybody able to connect iphone livelink app to u4.26? Livelink window never senses my iphone X
Were you able to connect your phone to the engine?
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)
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
Figuring out the process to retarget Optitack Motive motion capture data and retarget to Metahuman rig
Trying to figure out skinning custom garments to Metahumans Rig. current progress.
My first try at retargeting Facegood data in Maya (work in progress)
A quick fix of the weird groom popping issue of METAHUMAN models in Unreal Engine 5.
.
https://www.youtube.com/watch?v=EnrI-W6dUek
For Unreal Engine 4 user's checkout Simon's video.
i just made my first yt lol
can anyo9ne pls share with me a video on how to pose metahumans ? thanks
in unreal engine 5
in need of it urgently
Learn how to animate MetaHuman hands in Unreal Engine 5 using the new Control Rig Pose feature. This allows you to create, save, and reuse poses which makes keyframe animating and MOCAP clean up MUCH faster. Each pose can function as a quick selection set as well.
Computer Hardware
HP Z8 Workstation
Nvidia RTX Quadro 8000
for hands but literally same process
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...
this will also9 help
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...
@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
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
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
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
Nvidia Audio2Face to Metahuman https://www.youtube.com/watch?v=x9POZqGO5B0
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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
Update: Current bugs and limitations: The Android app doesn’t handle client disconnection perfectly, you might have to restart the app if you don’t get any incoming data. The project requires the free ‘TCP Socket plugin’ Biggest limitation right now is the ability to convert the incoming data into blend weights. It can be fairly comple...
Can anyone confirm if livelink works with iPhone7?
no
not officaly
it works with anything greater than iphone x
can anyone help me really fast to import a metahuman
i keep getting a export error and idk why
what's the error message?
what does the log say?
idk how to find it could i screen share a call
Afraid I'm at work. Maybe see if someone on the voice channels can help?
nobody knows
I figured it out but does anyone know how to use the face scan app on iPhone to mimic in unreal engine
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
Hi, has anyone figure out a workflow to put marvelous cloth simulation to metahuman animations ?
Is there a lipsync (to the prerecorded audio or text) of metahumans?
looking for suit and medical face mask that fits on metahuman
Please consider adding an assets market for this app, right know is way too limited due the lack of clothing.
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
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?
try with like a 1k res. see if it wokrs
it might just be server ovverload
it takes about 20 mins to load MHC for me
Is groom more performant on ue5 than ue4, as in feasible for real time games? Or is it just a frame rate killing
Groom hair in general is more demanding, particularly with a lot of strands.
Consider that you're basically rendering every hair strands.
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🙂
i just downloaded an new MH from bridge 🙂 it seemed to work !
I downloaded 2k res MH. I'll try to download 8k res later tho
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
r.HairStrands.Cards 4
cvar r.HairStrands.Cards 4
thanks pavan--that command sets all cards to lod 4?
How to to fix meta eyelash shadow in 4.27 https://youtu.be/rlrw68bKRMc
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hello! does anyone here have experience with faceware? we are trying to retarget, however we keep getting this issue
any help is very appreciated!
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.
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
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
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
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:
but the render:
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
@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
audio2face to iclone 7 to metahuman tutorial https://youtu.be/MllZshHe7N8
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what should I try to tweak in the BP so the eyes wouldnt turn completely black in shadow?
hiya all, could any one advise me of the steps / support for getting a metahuman into Substance Painter?
Is it possible to enable / disable Groom Hair simulation at runtime? Cant find a way...
any news about eye color options and is there a way to change the eye color outside of the default options? same with hair
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 ?
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:
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
how did you chage its clothes ? @uncut quail
make sure you havent selected the face controls in the sequencer
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
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.
Might be a bit too late, but (at least in UE4) in the Animation panel, with control rig selected, there's an option to hide all manipulator gizmos.
@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
when I drop in the world the character I just imported from MH
Hit enable missing
Question… is there a Tutorial for saving a faceanimation from livelink and save it as a InGame Animation?
ANybody able to get Metahuman control rigs to work additievely ontop of animations? They just override them in my case.
Enable missing plugins
There are. Let me see if I can find the one i watched last week. In the meantime. Open the take recorder.
Ensure you have the character being controlled by livelink as a source. It should save it in a subscequence that you can use to update the model later or other models
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..
oh never mind.. its in here
Did a retarget from Deepmotion to Metahuman and im getting this issue..Any suggestions?
Improved fight scene to test tracking for 16 camera Optitrack Volume for metahuman fight scene workflow test.
Raw data, no clean up!
Super i gonna try this
My plan is to record face animations and play them on characters ingame while they get hit for example
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
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.
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
So if you have several metahumans in one project and lets say they have different types of mustaches, go into the metahuman blueprint, select the mustache groom, and just look for the one you want. Compile and save.
Does anyone know if cloth sim with morph targets is ever going to be supported again?
That makes sense! I’ll just create a new one with the moustache I want then export it into the project and then select the moustache from the other character! Thank you!
Does someone know how to enable Hair on my metahuman? It's here when zooming out
HI Guys, after LOD3 my Metahumans get distorted. Anyone an idea?
Hair is enabled lor LOD0 and LOD1 I believe. If zooming out changes to LOD2 then hair is gone.
metahuman models not downloadable/saveable yet?
It's downloadable through Quixel Bridge.
thanks
@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 =/
This isn't an epic discord server.. its a community one
Your point being?
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...
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.
has anyone ever bothered to create a library of all metahuman groom hairstyles?
Well, there's no functional marketplace for metahuman assets, so likely not.
But the license is the same as any other epic asset we can get for free? Use for commercial projects is allowed?
No.
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.
No, but for starters, the eyes are often pinching when someone's smiling or laughing.
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
This is reaction meme material right here.
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.
how should I attempt this problem? Any tips would really help. Thanks in advance.
If you have a substantial modelling and material skill, you can modify the teeth in external software, and the eye material in Unreal.
I see thank you. Are we able to edit the teeth in blender?
I don't see why you couldn't.
that's great news. I was under the impression we can only edit the metahuman in maya due to the file type.
You could export meshes as FBX from Unreal, if that's what worries you.
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
More detailed explanation here!
Help. I want to know how to use this eyelook feature to control where my metahuma looks in realtime. MetaHuman Global Eye look control I have previously done this on a standard character with eye bones via a Anim BP but, When I moved the eye bones on the metahuman the eyes never moved ☹ I noticed in the post-process facial rig AnimBP there w...
hi everyone is anyone aware of metahuman and marvelous designer workflow ?
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.
with that process you even still have the metahuman control rig for sequencer.
I'm having an issue with my packaged game, though. The hair, whether I'm using strands or cards, is very glitchy looking. Also, simulation is off. And it seems to only happen when I move the character (using WASD). Does anyone have a solution? You can see what I mean in this video: https://youtu.be/7ky_zp17SoE?t=8
It only happens in the packaged game, not in PIE or Standalone
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!
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
Make sure you delete th eoriginal "control rig" that auto applies itself from the sequencer. Add a new one AFTER youve added your animations. Then can bake ot contorl rig
Yeah I did that 😦 I think its some retargetting issues
did you retarget with th espine bones 02-04 instead of 01-03?
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
@surreal egret
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
Is MetaHumans integrated into UE5 with a plugin? I mean the actual editor?
MetaHuman Creator? No.
Am I the only to find the Mixamo's animations strange on the MH ? Like.... i don't know the shoulders are so... strange
Stranger than normal? I've always found Mixamo animations OK as a placeholder, but not much else. There's a signature stiff look and pacing to everything, but it's a great free resource of course.
I did never manage to retarget them onto Epic skeleton in UE5 though, so I've only tried them in Unity
(accidental gif sorz)
let's say with the MH, you really see the "lack" of some bones...
Is it possible to import UE Metahumans into unity?
And is it legally right to do so?
Please ping me when someone responds
It's illegal.
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.
will metahumans ever be able to be used as a character creator in my game>
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:
It looks like the groom totally ignores whatever I plug into the Normal or Tangent pin
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?
i love humans 🙂
soooooo
metahumans doesnt have ik bones
if there is a really efficient and fast way to add ikbones please tell me
because i am really bad at rigging stuff
Control Rig.
ok
i am sorry i am new to control rig how do i exactly do it?
if you could list a video or something it would be helpful
and thanks
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...
thanks
@dawn sandal hey josh , thanks a tonn for the hint , btw can i do a similar thing with clothes on ?
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?
so, i have this strange issue. Never had it before, even the set master pose doesn't fix it
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
Hi, has anyone successfully imported a metahuman from unreal to blender to edit?
Just wondering ... is it somehow possible to make a static mesh out of a Metahuman?
yes. metahuman to bridge, bridge to unreal, unreal export, import blender, separate or join meshes to suite my needs, skin+rig with ARP, import to unreal, animate, import animations
you can export it out to blender, join the meshes and remove the armature then import back to unreal
can I dm you for more info?
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.
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...
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 🙂
I don't think the licence permits that.
could be. thx=)
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?
Let me guess, you're using Brave?
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?
No. MetaHumans is a cloud app which uses pixelstreaming as far as I know. If you turn off the security features for just one website you won't be vulnerable to anything since Epic should be trustworthy.
try makehuman for that
thanks for the replies
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.
Let's just make everyone bald 👍
Anyone else had issues where groom's seem to lag a tiny bit behind the skeletal mesh?
Wondering if it's interpolation settings or something, the roots of the groom seem to be playing "catch up" all the time
Actually, it seems the grooms are ahead of the skeletal meshes' animation somehow 
What is this and how do I get rid of it
It shows up at different distances when I am playing PIE
I think it's for my hair lod?
It shows up only at hair lod 0 and 1
Hahaha the comparison made me laugh hard. Totally feel you! What helps a little bit is to turn off physics on groom.
Yes. Keep in mind that metahumans still are in early access and therefore quite unstable. Also quite bitchy to work with...
Is it normal that the metahuman base skeleton doesn't have a head? some tutorials seemed to have one but I don't...
Has anyone had the issue where metahuman makes iOS game crash. It use to work
Anyone know why rotating the head would cause the hair to rase?
sounds like you added a morph target as well
Where would I remove/edit that for the hair?
i have no idea buddy, just spitballing ideas. Is that an animation, or are you rotating the head?
Using live link, I literally just imported the model from bright and attached live link
Try the model with another hair groom, it might be your asset
I just turned off the simulation for now and that fixes it
metahuman only export these folders, and they dont have anything inside them
bridge **
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!
How do we get the preview mesh of the Metahumans 0.5.0 (with head)...into motionbuilder????
source with quixel bridge. It gives you the full model.
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.
set the autolod to 1
No it doesn't https://youtu.be/KV7GWgc0BYY
yes. you just update the head position..
Hi Everyone, I've been trying to add weapon bones to the metahuman skeleton so it's compatible with some Sword/Shield animations etc. I've been struggling though. Is is the m_med_nrw_body that I export modify in blender or Maya and then re-import ? Guide here (does not translate to metahuman well though) : https://www.youtube.com/watch?v=NePNKmBS3TY Thanks
What do you mean by that?
bro tbh you dont need to do any of that lol
just export the body and face.
look;
full meta mesh i am clothing.
you export the body/face mesh
import to where ever, import body first face second.
You're exporting from Unreal, right?
yeah
easier than bridge
you delete the lod 6,5,4,3,2 and keep 1
Might as well just keep the LOD 8
LOL
