#metahumans

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waxen compass
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so turns out the problem was from masterpose

waxen compass
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anyways any help please

waxen compass
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fixed it nvm

north glacier
waxen compass
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i did

north glacier
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clothing is much easier than they say

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lol

waxen compass
north glacier
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you should try and enabling a weight on those pants and cloth physics

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so they dont overlap

waxen compass
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hmm

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i dont really know what you are talking about

waxen compass
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first time making pants with blender cloth simulation

north glacier
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looking good ๐Ÿ™‚

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its a pain in the ass

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ive been doing this for like a hour

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trying to get the seems correct

waxen compass
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it is

north glacier
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i love this plugin

waxen compass
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increase the friction

north glacier
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friction you say?

waxen compass
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for the character model

north glacier
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okay ๐Ÿ™‚

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seems keep messing up >_<

waxen compass
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seems must not overlap with the mesh

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oh wait

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they dont

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how much did u set the friction for?

north glacier
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5

waxen compass
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5 is the default right?

north glacier
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yeah

waxen compass
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i do not own the plugin but i think there must be a setting for tension i think

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i dont know the correct term

north glacier
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all the prams

waxen compass
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put shrink to 0

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it shrinks the cloth

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which in turn doesnt connect the seem

north glacier
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hmm

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not much work flow on youtube

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OH

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LOL

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i had to increase the scale

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xD

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much better

waxen compass
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that look nice

north glacier
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now i can put it together

waxen compass
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bro

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you can make the mesh look even better

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if u do some cuts you know

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something like this

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makes the model look better

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and solidify

north glacier
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i just merged it together

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one solid collision

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oh your talking clothing

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ill try that now

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im a blender noob, learning this off the rip ๐Ÿ˜›

barren hearth
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Does anyone know the easiest process I should follow to add additional bones to metahumans ?

waxen compass
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weapon bones?!

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you add sockets

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if you are a beginner i would suggest learning more about sockets

barren hearth
# waxen compass weapon bones?!

Hi Y962al , thank you, basically I'm starting to put animations together for metahumans including sword/shield animations, thought I would start with an animation pack, purchased the pack and found to re-target the animations in the pack to the metahuman 2x weapon bones were required. So I should be able to create sockets within UE for the metahuman instead of bones and retarget weapon and shield to the sockets? Guides I'm following are below except using metahumans, appreciate your help. Retargeting : https://youtu.be/4-HmIAlv1pM
Add weapon bones : https://youtu.be/NePNKmBS3TY
Replacing animations : https://youtu.be/eGvpX8eUr4A

north glacier
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You just retarget the anim to metahuman by editing the spine and adding pose

barren hearth
barren hearth
waxen compass
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nathan

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i think you are a beginner on the sockets and all

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i highly suggest to learn about them

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they are easy to use

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and you dont need to retarget them

waxen compass
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check this out @north glacier

waxen compass
north glacier
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i gave up lol ill do it some other time or pay someone

waxen compass
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you have the cloth plugin and you give up?!

north glacier
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lol

waxen compass
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what is your problem i might help

north glacier
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I dont feel like doing full detailing

waxen compass
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detailings?

north glacier
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example something like this i need to make

waxen compass
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i was just like you yesterday when i first began experimenting with it

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then i did the tanktop

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and boom it all clicked

north glacier
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full details like that

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but more realistic

waxen compass
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this is hard

north glacier
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yeah]

waxen compass
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this is modeling not cloth simulation

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but you certainly can do something similar, with cloth simulation

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look at this

north glacier
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well you can model it in blender, and add pieces as cloth

waxen compass
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send me your women mesh and i will try to make a top

north glacier
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your crazy

waxen compass
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nah its easy

north glacier
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if you really want too

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lol

waxen compass
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easier than making a full on shirt

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i will try to make a jacket

north glacier
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let me rar it up

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you want the sweater mesh too?

waxen compass
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no no just the bare model

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like the top

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i still dont know how to make pants with cloth simulation without making it still to the character legs

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essentially making leggings

north glacier
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bone hierarchy is the easy part lol

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im just not good at this ๐Ÿ˜ฆ

waxen compass
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oh your problem is rigging?

north glacier
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nooo

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just making clothing in general im a coder

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not a modeler ๐Ÿ˜›

waxen compass
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i am one too but i try to generalize more

north glacier
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look at dms

waxen compass
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i essentially developed a little bit of modelling skils back when i first started to develop small scale games

north glacier
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i used to be able to 3d model back in 2007 - 2013 when battlefield 1942 and cod4 where a thing still

waxen compass
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somewhat working

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making a tshirt woulg have been far better

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yeah it would

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@north glacier

north glacier
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damn man your actually really good at this ๐Ÿ™‚

waxen compass
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working on the female mesh is hard

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and the A pose doesnt really help

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a t pose is much better

plain haven
waxen compass
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?

north glacier
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that sucks no wonder why

plain haven
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I'd like to argue T pose is much more difficult to make cloth pieces for.

north glacier
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something is just weird with meta humans female base pose

waxen compass
plain haven
waxen compass
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lower body wont be a difference

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@north glacier

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if u have a strong computer i will send you the blender file and you compute it with better quality

north glacier
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okay ๐Ÿ™‚

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i can upscale it, i got a nasa pc

waxen compass
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๐Ÿ˜‹

waxen compass
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@plain haven can you help my man?

north glacier
waxen compass
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oh mb

north glacier
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that was IK

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IK rig weas broken for anims. i had to redo my anim BP

plain haven
waxen compass
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they are some serious work tbh

north glacier
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truth

plain haven
north glacier
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Ohhh damn

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you cant import the head, and morph target it?

plain haven
north glacier
plain haven
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Oh lol

north glacier
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thats your end game eh?

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you wanna work for them ๐Ÿ™‚ awesome goal ngl.

plain haven
waxen compass
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this looks nice

maiden pebbleBOT
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:triangular_flag_on_post: Aidan#4867 received strike 1. As a result, they were muted for 10 minutes.

inland marlin
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@north glacier hi atomik . How did you import Metahuman to blender ? Is it a simple obj or a FBX ? I want to know how to successfully import Metahuman to blender then from their I can take it to MD . Would appreciate

north glacier
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dont use export from bridge

inland marlin
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I am looking for an FBX export

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Export from bridge ?

north glacier
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you right clikc and export in ue

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f_tal_nrw_body

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or what ever your chars body name is

inland marlin
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But I use bridge to export Metahuman to UE5 ?

north glacier
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yeah

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wierd how it works

inland marlin
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U want me to manually export it to UE5

north glacier
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No no

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import meta human, export f_tal_nrw_body as fbx

inland marlin
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Oh where can I find this ?

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Is it just a body ? Or face included ?

north glacier
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just the body is included

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fazce mesh is seperate

inland marlin
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Will that also export animation ? I have seen people importing into blender and bones are flipped or missing or displaced .

north glacier
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open up your meta humans bp, look for body, then click go to

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thats because they are not importing correctly

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i think its -z, x, y

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i cant remember

inland marlin
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Let's say I animated my Metahuman with different key poses . Now I want to export them to MD but via blender .

north glacier
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the meta might be messed up if you do to much when it comes to that. You need to find a way to export the mesh with morphs.

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you need the rigs setting that says

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hold on let me open ue

inland marlin
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Yes pls

north glacier
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wait the body has no morphs

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so your good

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only the faced

inland marlin
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Ohk . So what about morphs ? How to export them to blender ? With bones proper

north glacier
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i got my anims working 100% ๐Ÿ™‚

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hold on

inland marlin
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So I can pose them or animate them in blender and then export them to MD . Coz I just exported Metahuman to Marvelous designer and it was upside down with skeletal mesh on thr floot

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Floor

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I can animate in UE5 won't be a problem if needed

north glacier
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the only issue with this export

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is the spine becomes messed up

inland marlin
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Ah yeah .

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Spine ?

north glacier
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but i delete it, do auto rig pro, and reimport to ue and then retarget to meta

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the armature

inland marlin
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But that won't be the native armature

north glacier
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spine i meant armature.

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it dont matter

inland marlin
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I want to use Metahumans armature . U know . For posing

north glacier
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you can retarget any anim onto the meta

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Ohh then you 100% have to use bridge

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you need to export to maya

inland marlin
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Ah , maya

north glacier
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then export from maya to blender

inland marlin
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Oh , ohk

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I guess someone referred me to maya

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Before for marvelous

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Btw have u tried posing Metahumans manually ?

north glacier
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yeah

inland marlin
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Just want to ask . This is a major hurdle I have

north glacier
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i tried to do it for daz

inland marlin
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No for Metahuman I mean

north glacier
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and the arms end up super stretchy

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Oh no

inland marlin
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Have u tried posing Metahumans in UE5 using the Control rig ?

north glacier
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I use the control rig for other things like procedural facial expressions

inland marlin
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When I try it the legs are stretchy , it's impossible to animate them becoz they dnt stay in proportion . I have disabled stretch but the bones are still unstable .

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I wonder how one can animate them in UE5

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Without motion cap data . I mean just a walk cycle unknow .

north glacier
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this is why i bought every known anim pack out there and key framed each anim to my liking.

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lol

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if you export the meta human pose

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you might gets some luck out of that

inland marlin
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The only bone which is the pain in the ass right now and not respecting stretch disabled in Metahuman control rig is the ball_ik .

north glacier
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well UE4 mannny pose

inland marlin
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No I want to use Metahumans as base for Character comcept art

north glacier
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no i know

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but its impossible to do.

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the only way is retargeting or using motion capture.

inland marlin
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Yeah the legs and limbs are super stretchy I dnt know why . It's impossible to move them u know .

north glacier
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in ue?

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or blender?

inland marlin
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In UE

north glacier
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you are not copying the code correctly.

inland marlin
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U can try them urself . Try switching to IK in the sequencer and move the legs using control rig . They are stretchy

north glacier
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master pose needs to be added to everything you do for metas

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every functionality you see in the left needs to be added to everything you do or it breaks.

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except LL

inland marlin
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Oh no I am just trying use Metahuman with basic functionality . Haven't used Blue print before .

north glacier
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Ahhh

inland marlin
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I m only trying to pose and animate it in ue

north glacier
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best option for you is to animate ue4 manny, and retarget aznims to meta

inland marlin
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I have noticed that it's an issue but so far no one has addressed coz everyone has been using mocaps u know . So they never noticed atleast never bothered them .

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Animate UE4 Manny ?

north glacier
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Yeah

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create the animation sequence with it

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then retaget the anim to the meta

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or your looking for real time?

inland marlin
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And retarget to meta? Hmm that's a logical turnaround . So you mean I can key down the poses I want and then retarget them to meta ? Seems fair ๐Ÿ˜

north glacier
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in that case you need maya.

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Yeah

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that works well tbh

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LOL

inland marlin
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Yeah I mean how to do that ? U want me to animate in UE5 ?

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Or maya ? Coz right now I will do anything to come out from this hole inhave been into lol

north glacier
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almost all of these are key framed

inland marlin
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So can I animate Metahuman in maya ? And then use the animation to retarget mine in UE5?

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Seems cool .

north glacier
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yeah

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its a bullshit method

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but it works

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LOL

inland marlin
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Yeah that's exactly what I want , except just basic key poses for character convept art u know .

north glacier
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remember tho

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look at the way my spine is set up

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that is key ๐Ÿ˜‰

inland marlin
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Where do you animate ur Metahuman ?

north glacier
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i dont

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i buy packs

inland marlin
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Ahh I see . I will buy some then .

north glacier
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the t pose ones are easy to get to a A pose

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let me find the conversion if you do

inland marlin
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What the hell lol . So good .

north glacier
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this took me weeks to understand all of this

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lol

inland marlin
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So what can I do now ? . For my workflow . I just want basic key pose animations for my Metahuman . Since I am a concept artist I am new to UE5 but familiar with it a bit .
.
.
I want to create an animation for key poses like standing , sitting , punching , jumping so I can scrub them into sequencer and use it for my Concept art character bases . Since Metahumans look so good u know .

north glacier
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I am sorry but

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i have no idea how to use a sequencer.

inland marlin
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Since I can't pose them correctly in unreal engine . Right now .

north glacier
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my meta is for an actual game

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lol

inland marlin
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Oh lol . Unreal engine sequencer . ? U haven't used it ? . Ah I guess u dnt do animation in ue

north glacier
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Naw i know anim BP tho.

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and how to make anims work

inland marlin
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But let's say I animated my Metahuman in maya . Can I then export those animation with basic keyed poses to unreal engine ?

north glacier
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i did this the other day

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thats ALL key framed.

inland marlin
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Ah yes I saw that

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Where did you animate it ?

north glacier
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inside the anim bp

inland marlin
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Wait , of you can animate in Blue print then u can also pose in blueprint ?

north glacier
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Yeah

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i can set poses with a enum

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call the enum to what ever i say for it to do

inland marlin
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Oh. Btw just let me know how can I export an animation from maya Metahuman to Unreal Metahuman

north glacier
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Okay

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Open up stand alone bridge.

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the app not the one inside ue

inland marlin
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Okay . And

north glacier
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hold on let me ss so you dont f this up

inland marlin
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Okay yes i have it

north glacier
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go to export settings

inland marlin
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The standalone one .

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Yes

north glacier
inland marlin
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And export as UA + source asset right ?

north glacier
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yupp

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then export to maya

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from here you would need to delete the facial rig

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and thewn you can use the meta body with anims

inland marlin
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Ah , let say I did that becoz their are tonnes of tuts out their for doing that . Let's say I have my Metahuman in maya . And I also animated it lets say with key poses which I need . Now I want to export this animation to Metahuman in UE 5 . How to do that .

north glacier
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The same way you would with a basic ue4 body rig.

inland marlin
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Yeah Metahuman plugin needs to be enabled I am aware of those hinggs . Just a little closer u know hahah . How to export those animations aka keyed poses in my case to UE5 Metahuman

north glacier
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wait wrong one

inland marlin
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Haha would love the Metahuman one but if the workflow is same then no problemo .

north glacier
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Wait

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OHH

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oops

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OKAy

inland marlin
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If that's possible then I dnt need to pose in UE5.

north glacier
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to get a keyframed animed

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sorry man

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i forgot to say this.

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click the record button

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and when the clip is done end it

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๐Ÿ˜›

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the key frame is NOW the base animation.

inland marlin
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Yeah but I want to export animation frommaya to UE 5

north glacier
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use tut above for thaty

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says ue4, but same principles apply.

inland marlin
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Will that work for Metahuman ?

north glacier
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i did it once before so it should

inland marlin
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So what files are animations assigned to Metahumans ? Is it as easy as applying third person animation template to UE4 mannequin?

north glacier
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none.

inland marlin
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Ohk will watch that haha lol. I guess I would have to use Maya if I dnt want a clunky result .

north glacier
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and yeah

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just try it all out.

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if you have an issue just pm me

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its a lot to absorb. lol

inland marlin
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Btw never use the sequencer coz omg can't hand animate Metahuman in sequencer using control rig . The stretch was make me to pull my hairs lol .

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Yeah sure will do โ˜บ๏ธ . Thank you so much . U gave me a good bypass workflow. Thank you so much

north glacier
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Second part of the MetaHuman's walkthrough tutorial. We utilize the Meta Humans project to create a short animation.

Voice files: https://mega.nz/folder/dhkQ0aTL#nUG9OKf_YEHnvUu9LVMvNg

Audacity: https://www.audacityteam.org/

0:00 - Intro create an unreal animation sequence with MetaHuman assets
0:35 - Setting up the project
8:58 - Getting MCO...

โ–ถ Play video
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this guy knows his shit

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taught me everything.

inland marlin
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Yeah that's the stuff I am interested in . I want to use Metahumans for concept art unknow . Like oh man . I dnt have a Mocap solution so I can't pursue full blown filmmaking but I can still tell stories in still frmaes in comic bookish shots u know .

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And for that I want to learn Metahumans . I am currently using DAz but meh Metahumans are another level .

north glacier
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Well you can import anims from daz

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retarget to ue4 skel

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then retarget to meta

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lol

inland marlin
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@north glacier I knew you would recommend me his channel coz before this I was followimh his tut on exporting nike shoes to Metahuman lol .

north glacier
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his clothing method is wack tho

inland marlin
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Show me lol

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I knew that where you learned the export to blender workflow lol

north glacier
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In this tutorial I walk you through the process to import a custom top (jacket) into Unreal Engine. Using any FBX and blender, weight paint and attach clothing on the metahumans skeleton. Intro to blender and weight painting for UE4.

Jacket:
https://www.cgtrader.com/items/2878603/download-page

Metahumans Tutorial & setting up a Third Person Ch...

โ–ถ Play video
inland marlin
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Oh man I have been avoiding this for so far now . Coz I really wanted to get into clothing but after fixing my rig u know . But I will try this bypass method from maya to retarget in mannequin then Metahuman

north glacier
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Just wait for the next meta update.

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they will add some kind of fix for this nonsense.

inland marlin
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I have created some basic clothes in MD and have bough so many good quality MD files which I can't wait to try on my Metahumans u know .

north glacier
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yupp

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i just got a bunch of packs on sale

inland marlin
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I hope so they fix it coz it's a pain in the ass . The thing is Metahuman is controlled by Control rig . U can only use control rig through sequencer that's where u animate stuff , the rig is perfevt for ue mannequin but Metahuman holy shit it's super stretchy , not ideal for posing during hand made animations u know

north glacier
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im telling you follow a tutorial on the control rig

inland marlin
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Yeah artstation sale . So many clothes and bag . Mostly complex clothes like military and tech wear .

north glacier
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your doing something wrong which is making that issue

inland marlin
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Yeah I was following it to develop my own control rig from scarcth ?

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Omg ๐Ÿ˜ƒ nonlol I haven't done anything wrong . Lol . It's just , u need to try lol . Metahuman in sequencer try controlling it and u will see hehe

north glacier
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alright well i got to go man, hit me up ill be back in like a hour

inland marlin
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The necks and the limbs . Usually the rigs have locked proportions but the Metahuman is stretchy with feets extending beyond the floor lol

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Ohk ๐Ÿ˜ thanks for your valuable time .

gaunt kraken
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I created a Japanese woman.
The metahuman was sculpted and adjusted in Blender, and makeup was applied in SubstancePainter.
Hair was created using particle hair.
I used Koefont for the voice, and lip-synced it with Audio2Face.
I'm still working on the quality, so I'll do my best.

plain haven
gaunt kraken
whole granite
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hello, I'm a mobile game developer, so everything has to have low resolution on mobile, I wonder if it is possible to make metahuman perform well on mobile

plain haven
whole granite
inland marlin
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hi , so i just added metahuman to maya and thought i could be able to pose it but i cant find the control rig , the tutorials are running some script to autocreate the control rigs

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@north glacier

north glacier
inland marlin
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the rig is still stretchy and i have lost all the control rig in maya

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its not possible to hand animate this ,

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all joints are stretchy

north glacier
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damn

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this is the issue i was having in daz

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so its the same problem

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So theoretically. The only way is to use the UE4 rig.

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and retarget

inland marlin
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@north glacier

north glacier
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Have you tried retargeting your meta to ue4 rig?

inland marlin
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meh might as well use the UE5 rig in the sequencer if this is the result i am supposed to work with lol

north glacier
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and doing it with that method?

inland marlin
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retargetting?

north glacier
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Yeah updating the bone structure to Ue4 Skeleton.

inland marlin
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what is UE 4 rig ? i am burning up lol , been trying to deal with this issue , so far all the video on animating metahumans involve motion capture files , no hand touch so far

north glacier
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ue4 rig = UE4 manny

inland marlin
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but if i will update it mannequin then i will be usng the rig of of mannequin

north glacier
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only one person in here can solve your prblems

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let me try and find his name

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You should @ JSFILMZ

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He knows.

inland marlin
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i want to pose it just as simple as that , using maya has not been any benefit since the rig has some wierd joint stretches .

north glacier
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I do not think the pose is the issue

inland marlin
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yeah only if he could reply back u know , isppose he is super busy

north glacier
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The pose should not affect the body like that in any way

north glacier
inland marlin
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i dnt think its an import issue becoz the issue exists both in maya and UE5

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i have testde the control rig UE mannequin , it works like a boss , no limbs stretching

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but somehow EPIC decided to" NAH lets just give them a rig with stretchy limbs so they cant hand animate or even pose " lol i mean

north glacier
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then retarget the metahuman to the epic skel, export the metahumans body and from there import into maya

inland marlin
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yeah i can do that but will loose all of that rig u know which is highly detailed with deformation, it wont deform correctly

north glacier
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where did you deform it?

inland marlin
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@north glacier as u can see , nobody bothers solving it lol , this guy published this way before me

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way earlier

north glacier
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the reason why the metas don't stretch in ue.... i understand now.

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the code.

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they really just ghetto rigged the hell out of this

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Wait why dont you try using Echos skel

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see if that makes a difference.

inland marlin
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metas do stretch in UE

north glacier
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I used her code and i get no strech.

inland marlin
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u just have to use the control rig in the sequencer to see it urself

north glacier
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ill try rn

inland marlin
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is she a metahuman ?

north glacier
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Her own type of meta hiuman

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some wierd bones in her skel

inland marlin
#

yeah offcourse i am sure it was made with care

#

since they were looking for hand animating it

north glacier
#

how do i use this control rig

#

let me google

inland marlin
#

add the level sequncer

#

and then add metahuman to it

#

then u can pose metahumans using the control rig

north glacier
#

In this video we go over setting up a custom body for our Metahuman as well as converting the Mannequin Control Rig so that our character can be animated in Unreal Engine.

Requires:
1 Metahuman
A custom character mesh (Greystone Paragon character in this case)
The Mannequin Control rig (https://www.unrealengine.com/marketplace/en-US/product/co...

โ–ถ Play video
#

not even going to attempt this.

#

i need to worry more about my game code lol

inland marlin
#

lol ohk

inland marlin
#

Is anyone a rigger here ?

waxen compass
#

@north glacier did you retarget the metahuman to ue4 mannequin?

north glacier
#

i need to stop sidetracking and doing 10 things at once xD

waxen compass
#

i will try to retarget animations to metahuman

#

see if i can make a simple controller with my emtahuman

#

then i will import animation starter pack and work from there

north glacier
#

if you have any issues with retarget i can help

waxen compass
#

ok

waxen compass
#

@north glacier can u help me with retargeting

waxen compass
#

keep crashing when trying to import the assetpose

barren hearth
#

Can anyone steer me in the right direction to assign a full metahuman preview mesh to the base skeleton? Will help in the animation preview window ๐Ÿ™‚

#

Thought about combining Feet, Body and head meshes in Blender but thought there may be an easier way

inland marlin
#

@dawn sandal actually i am looking for an fbx export of MH from maya to MD , so i can get some in specific poses u know, to ger the folds

nocturne grove
#

The character I made in MHC exported to UE in pieces, head, body, hair, etc.
How can I get it in a single skeletal mesh?

nocturne grove
#

Jesus, it also has been generating and downloading an update for the last 2 hours

#

What a fiasco

rose current
#

Has anyone had issue where metahuman crashes ios game with them in

plain haven
#

I would be surprised if MetaHumans actually work on mobile.

rose current
#

it did when it first came out and its suppose to

waxen compass
#

try to keep it as modular as possible

north glacier
#

Don't bother much with meta humans other than just using them. Just learn the base and use them in your project. don't do to much with the editing. Sometime soon they will fix all of this, no reason to spend 10+ hours on something thats almost guaranteed not to work.

waxen compass
#

and the one who designed metahuman's skeletal system is one genius man i gotta say that

north glacier
#

freaking loving it ๐Ÿ™‚

#

so many things you can do, so many bones you can modify

waxen compass
#

even though its not compatible with retargeting to the mannequin skeleton its still a really good skeletal system

north glacier
#

You can literally layer every single bone.

#

only needing about 1 set of animations

#

lol

waxen compass
#

oh yeah atomik what did you do to your metahuman?

#

i made a watch for mine

north glacier
#

i did nothing

#

she is still nakey

#

lol

waxen compass
#

lol

#

did you get a controller running?

north glacier
#

I have been working on Aimoffsets, and spine rotations the for last 3 days...

#

THIS is harder with metas

waxen compass
#

oh thats a really long time for aimoffsets and spine rotations

north glacier
#

Yuppp......

#

Hand popping is the issue i got it working tho

waxen compass
#

tbh i think its pretty much the same steps just more time

north glacier
#

I was thinking it was harder than this LOL

waxen compass
#

oh you got it working?

north glacier
#

Yeah

waxen compass
#

do you know how to retarget the mannequin animations to metahuman?

#

everytime i try to use the pose imported from epic games metahuman project my project crashes

north glacier
#

hmm im missing my details

waxen compass
#

what details exactly?

north glacier
#

spine like this in retarget manager

#

oops same pic

#

in pose asset look for your retarget pose of the shape

#

retarget.

waxen compass
#

ok

north glacier
#

make sure the skel is humanoid for the other one too.

#

and remove any IK

waxen compass
#

removing ik hurts bro

north glacier
#

IK does not work this way with metas

#

yeah

#

this is why i have been having issues with spine adjustments with bending

waxen compass
#

i wanted to try and make a shooter controller with meta

#

it will be meta asf

#

metahuman needs more optimization

#

doing a mobile port is like setting your phones on fire

winter sphinx
#

Can someone explain to me how to properly setup the procederal hair cards for groom hair? The gerneration works fine, but I can't get my material work properly... it always looks very ugly:

#

Strands:

#

Cards:

lone hollow
#

Has anyone ever had the face rig controls lock up on you in UE4? Was just tweaking a face and now I can't change any of the options.

amber topaz
#

my metahuman refuses to export into unreal, the program is running and everything is set up right. it literally will not upload.. help please lmao

dawn ginkgo
# north glacier

how did u make her naked? kinda need for uhh- gameplay reasons...

plain haven
dawn ginkgo
#

i was joking lmao

#

ty tho

#

tryna see if anyone would bonk me

plain haven
#

And I'm serious, as someone who also dabble with lesser safe for work for actually research and development purposes.

round storm
#

Idk if i should ask it in here, but anyone maybe knows how i export character creator 3 to mixamo? When i try to do it, it has an error.

remote flower
#

Hey all, just looking for some opinions from anyone who's used any forms of live full/upper body motion capture with MetaHumans? What was your method or does anyone know of cheaper ways to achieve this than a Rokoko suit? I've got 2 Apple LIDAR devices, a vive and a quest 2 setup. My first thought would be a way to hook up the vive for upper body control, and then recording facial track separately. Has anyone attempted this?

muted crag
#

Hi guys , has anyone seen this before ? I get a blond Afro at a distance , something to do with the LOD ing maybe ? Iโ€™ve got a heavy LOD bias (4) to keep things running smoothly.

north glacier
#

or delete the lods in groom

muted crag
north glacier
north glacier
#

just change all the lods to 1

muted crag
#

Thanks , thatโ€™s an easy fix.

smoky hawk
#

Hi ๐Ÿ™‚ I'm new to this server. I've been using Unreal for a few months and making games for years. I downloaded MetaHuman for a game I'm developing. I set the download & export settings to only download/export LOD1, 3, 5 & 7 to try to keep the file size down and for optimization. However, when exported to Unreal project, it seems to have included all the LOD's. Any suggestions for optimizing MetaHuman for game development? I'm thinking both quality of the model (hair cards instead of groom for example) but also file size since downloading just a few different characters (4 male & 4 female) means 10gb for the project

clever sedge
#

Hi @smoky hawk maybe you could force the number of lods to match your needs in these settings in metahuman blueprint

muted crag
smoky hawk
clever sedge
#

Yes, I tell you this because I saw this tips yesterday in order to correct some hair glitch. It's not the best if you want to keep lowest lods, that's true...

#

however maybe you can correct lod settings directly in BP ? Anyway don't delete lods you don't want, I tried this and it crashed my project :/

smoky hawk
#

Yeah, I scrolled up and saw that comment too, thanks ๐Ÿ™‚ However, having 8 characters take up 10gb of data is a problem of its own, which is why I only wanted LOD1, 3, 5 & 7. My P4V AWS cloud service only allows for 30gb and this would be 1/3 of that, which is a problem.

plain haven
#

Also I think most of the file size of MetHums are in the textures

#

Though MetHums being complex rig could be the reason for huge file size. I think Daz models without textures can go up to 100 MB

smoky hawk
wary sphinx
#

I wonder, will Metahuman ever becomes offline for people with slow internet and sometimes offline at all as whole word never gets super speed internet, even after 100 years i am sure. Or it is just wise to invest time in some other offline character software? Yes i have friend in city who has optics cable internet and there i can use Metahuman sometimes.

#

I am rock solid sure that after hundreds of years there still will be people who own good powerful pc, but internet is never fast and stable.

plain haven
north glacier
plain haven
#

I thought that was official from Epic lol

north glacier
#

has anyone tried this with metas?

muted crag
muted crag
smoky hawk
muted crag
smoky hawk
#

There were several things that I noticed. I downloaded few males & few females, all medium and normal weight because plan was to share a skeleton for the game. However, for some reason, it downloaded all skeletons, height and weight, even though none of the models use them

narrow spindle
#

I hope its right here... I made Hair for my Character. Now when i hit simulate the hair jumps in another postion for a sec and dissapears. Anyone know this issue?

north glacier
#

This tutorial will demonstrate how you can customize your Metahuman assets only using Quixel Mixer and Unreal Engine. You can alter existing clothing and face assets using this method.

Metahumans Tutorial:
https://www.youtube.com/watch?v=hxs5jatmySE

Alternatives to PhotoShop:
https://krita.org/en/
https://www.gimp.org/

Quixel Mixer:
https://q...

โ–ถ Play video
stoic cargo
#

anyone sharing an idle animation for metahuman?

north glacier
#

Has there always been feet mesh?

#

spine now has all the feet bones

#

idk if this is new, but i never seen this!

plain haven
#

There wasn't.
Safe to say this was a new addition.

north glacier
#

IK now works too if you set it up correctly and remove thumb bones.

gaunt kraken
#

I created a Japanese woman.
This metahuman model took me six days to make.
I hope you like it.
Modeling : Metahuman Creator, Blender
Hair : Particle hair
Makeup : Substance Painter
UE Plugin : Mesh Morpher
Rendering : Unreal Engine 4
Texture : Metahuman Creator, Texturing xyz

agile vessel
#

Is there anyone who can export my meta humans as FBXs so I can load them into blender? My OS currently does not support UE. I will give them to you, than you export them as FBXs

plain haven
plain haven
# agile vessel Linux

Linux can run the Unreal Editor natively, albeit you have to build it from source code.

agile vessel
plain haven
plain haven
# agile vessel Yes

Then forget about it. Making final renders of MetaHuman outside of UE is against the EULA.

#

That includes leeching MetaHumans to be made final renders of them in Blender.

#

If you want some photorealistic humans in Blender, other solutions are available.

agile vessel
rose current
#

Does anyone no y binding card meshes dont work on ios but do on mac

quartz hollow
#

Can I bake multiple animations at once with the Metahuman control rig? Instead of doing that one per one manually.

north glacier
#

that was easy wow

waxen rover
#

how do i set uo my metahuman to an existing project

plain haven
waxen rover
#

no i mean retarget

#

i speant a long time on this project and i wanna use my metahuman on it

noble inlet
#

my metahuman looks like this in ue4, anyone know how to fix it?

chilly gulch
# waxen rover no i mean retarget

This video shows a quick and easy approach to copying an animation from the Unreal Engine Mannequin to Metehuman body animations.

Note, that this quick and easy approach works specifically for UE Mannequin animations and is likely to NOT work for animations from other sources such as Mixamo or even Paragon characters.

There is a complete Unre...

โ–ถ Play video
#

youtube exists

fresh dragon
#

Hey, can metahumans be used for first person too? Do they come with arms separate?

wooden timber
steel pollen
#

Can metahumans be used for an in-game character creator? If so, are the resources to learn how?

north glacier
# steel pollen Can metahumans be used for an in-game character creator? If so, are the resource...

Character Editor and Modern MIlitary Bundle support Metahuman tal_nrw anatomy type.

Keep in mind this update is just a beta support of Metahuman costumes.
Things might change when Metahuman creator developes further.

Editor functionality is mainly made for Epic Skeleton support - some sliders like weight/muscular does not apply on the Metahum...

โ–ถ Play video
#

only option for this as of right now.

#

Added additional anatomy support for Metahumans - basecostumes have been converted to Metahuman tal nrw. Editor logic is not compatible with Metahuman BP base structure - we are looking into streamline our Ue4 Mannequin with a full release of Ue5. Baseproduct is Ue4 Epic skeleton structure.

plucky kelp
#

Why is MetaHumans free? Is there a catch? will it dissapaer soon?

zealous dagger
#

catch is that it's unreal engine exclusive

waxen compass
smoky hawk
#

It's free because Tim Sweeney is building up his empire. Free to use as long as you use his empire products.

plain haven
#

It's not that conspiratorial lmao

smoky hawk
#

lol, I know ๐Ÿ˜‚ and not complaining! At my company, it's the products I chose to use

#

I support his empire. He's taking on Apple. His lower percentage cost for Epic games sales has lowered Steam percentages. I'm just sitting back and enjoying the fruit of his labour

smoky hawk
#

Exactly! Publishers usually take 30% of profit, Steam used to take 30% of profit, leaving 40% left before tax for the developers. It takes dozens, if not hundreds of people to make a game, and they are often years in development. Publishers come in during last year/last months of development with significantly lower risk. Platforms (steam and Epic) taking on no risk since game has already been published at that point. There's no reason for a platform to take 30%. Epic lowering their take to 12% forced Steam to rethink their cut, allowing game development studios a better chance of recouping development cost. That's just recouping, not profit.

#

The game I'm making will require me to hire 3 full time and 6 freelancers and development will take 18-24 months. The cost is about ยฃ1m on development alone. For me to recoup, I have to sell 100k copies if I sell the game for ยฃ25. That's just recoup cost.

elder oracle
#

honestly wouldnt be surprised at an epic games metaverse

plucky kelp
#

I see, yeah i am very happy too

#

But my PC is not so fast, i made a MetaHuman, and tried to import it. Took almost 60 minutes, and i have the feeling it imported way too much. Is there some good tutorial on how to import a metahuman.

I only need it for Cinematics and intent to mix it with mixamo animations.

smoky hawk
#

Yeah, when I imported it also imported way too much. I've yet to submit the MetaHuman data to P4V project

plain haven
smoky hawk
#

I personally haven't tested this, but my guess is you could maybe export to Maya and do a strip in Maya. Then export from Maya to Unreal.
Things to consider would be removing groom and do hair planes instead. Reduce all texture sizes. Reduce max skin weight influence to 8. If no facial animation, remove facial skin weight and paint all to neck and head. Not use highest LOD. Could also simplify shader.

plain haven
#

Windwalker Echo that uses Groom asset also crashes on me, but not when opening the Groom asset itself.

plucky kelp
plain haven
plucky kelp
plain haven
plucky kelp
#

I just want the lowest possible/useable

smoky hawk
#

In Bridge, you can export to different software. The final software needs to be Unreal, but you can export to other software pre Unreal from Bridge

#

Export Settings in Bridge

plain haven
smoky hawk
#

I got a MetaHuman selected when I took the ss

#

I'm currently prototyping the game, so not personally gone through the process of 3rd party optimization for the MetaHuman stuff

rose current
#

Has anyone had the issue where hair doesnโ€™t bind on mobile at all

quartz hollow
#

How can I share one Animation Sequence with different Metahuman characters that have different body types? Small thin and Tal overweight for example.

opaque compass
#

Does anyone know why Metahumans through bridge (2K) is incredibly slow to download? its been 1 hour and 30 min and its at 51% now.

trail chasm
#

Hey Does anybody know how to control the eye & head Look direction in realtime When I move eye bones nothing happens

royal gazelle
#

Is it normal for meta humans to take so long to load in unreal? It took a lot of time to load.

proud trout
#

Been trying to sign up for metahumans creator, but the submit button stays none-active. I filled the form in but no luck. Does anyone know solution? and how to fix this? thanks

plain haven
proud trout
#

Thanks, tried that but nothing ๐Ÿ˜ฆ

smoky hawk
#

Try different web browser? Or delete cache/cookies, etc.

proud trout
rose current
fresh monolith
dry wadi
#

Hi there, does anyone know how to export specifically the roughness texture from UE4 to edit in an external app? I'm only getting the red channel and all the detail seems to be in green which is then weirdly missing from the .tga

hot kite
#

Creatures and Magic: Sparks of the source its a role-playing game with a beautiful world, a good story, leveling up your character, the ability to tame animals, and control them, including playing for them :)
A large number of unique skills, abilities and spells. You can combine them and create your own style of game.

โญโญโญโญโญโญโญโญโญโญโญโญโญโญโญโญโญโญโญโญโญ
LETS...

โ–ถ Play video
junior birch
#

how to get realistic facial animation with unreal engine metahuman using facegood https://youtu.be/1_uCxoBDDXE

how to get realistic facial animation with unreal engine metahuman,unreal engine 5 realistic facial animation,realistic metahuman facial animation,realistic facial animation using ai,Facegood to Metahuman Tutorial,Facegood to Unreal Engine Metahuman Tutorial,facegood tutorial,facegood metahuman tutorial,facegood facial capture,avatary tutorial,a...

โ–ถ Play video
fossil garnet
#

@junior birch I love your vids, youโ€™re doing great work

junior birch
#

@fossil garnet no way bro thanks! i hope i dont get banned for posting tuts here hahahah

clever citrus
#

Hello everybody and nice meeting you all virtually.

I currently face an Issue with Rokoko Motion Capture being streamed to Unreal via Live Link from Rokoko Studio to animate a Metahuman. But while the animation looks so far so good in Rokoko Studio the Metahuman looks kind of messed up as the arms are to tight to the body and partly reach through the body even though we made sure that we do not put them to close to the body during recording.

Has anyone an idea on how to offset the arms from the body. The arms look good in Rokoko but end up in the body in unreal. Ideally I would like to modify the curve just like with the lower lip so that the arms are offset from their current position by a few degrees so that they don't end up somewhere in the body or maybe a workaround like collision. Anything you have would be helpful. Thank you.

I followed the standard workflow: https://www.youtube.com/watch?v=cbWYQfXV6k0

  • T-Pose uasset
    -Metahuman Bonelist
  • Face Curve modified for the lower shrug
  • Retargeting to the right body template of the Metahuman - in this case f_med_unw_body

Ignore the sound in the video

In this episode we'll look at the workflow for using a Metahuman as a VTubing avatar with our Rokoko mocap. We'll cover how to export our Metahuman from Quixel to Unreal, and also how to fix a notorious ARKit / Metahuman issue for facial mocap.

Free Project Files: https://bit.ly/3dhTfG2
VTubing Resource Doc: https://bit.ly/329WHjM
Rokoko Discor...

โ–ถ Play video
cerulean haven
rose current
#

When build I used the desktop render engine and it works better

light ingot
clever citrus
#

I am in the Rokoko Discord as well trying to figure this out. So they are aware.

#

But since we have so many smart minds in here I figured maybe somebody knows issues like that.

high fox
#

Has anyone tried to transfer the metahuman rig to a custom head on maya? I followed a YouTube tutorial and I'm stuck.

simple forge
finite finch
#

anyone know how i can export these lighting setups to ue?

plain haven
simple forge
junior birch
#

Unreal Engine 5 Realistic Custom Metahuman https://www.youtube.com/watch?v=dTYbU-fP_uk

Unreal Engine 5 Realistic Custom Metahuman,unreal engine 5 realistic metahuman,unreal engine 5 next-gen 2022 realistic human,ue5 next gen realistic humans,metahuman creator,metahuman download,metahuman unreal,metahuman to blender tutorial,metahuman export,metahuman release date,metahuman unreal engine 5,metahuman ue5,unreal engine 5 for beginner...

โ–ถ Play video
dusty cairn
#

Hey Y'all is there a way to export the metahuman's face back into unreal engine ( from blender) and still be able to use the facial animation rig? Whenever I reimport it after sculpting it or doing anything with it the Control rig doesn't do anything anymore. Do I have to work with retargeting or am I just exporting wrong? I also get a lot of missing bones on import but I didn't modify the rig

plain haven
empty cypress
#

Is allowed to sell a game that use metahuman characters as NPC, players, etc ?

plain haven
empty cypress
#

Ok, thx

plain haven
#

See #instructions on how to post to the job boards channel. Don't post job vacancies outside those job boards channels.

wet badge
#

@plain haven ok nice nice thanks! Iโ€™ll check this now

plain haven
#

Also consider deleting the post, else you got strike by the mods

wet badge
#

@plain haven Ok awesome noted!

simple forge
dusty cairn
#

@simple forge Tried both, creating a new skeleton and assigning the control rig, aswell as choosing the archetype skel. Blender seems to mess with the hierarchy of the bones, which isn't a problem for the body skeleton.

#

Also if you try to replicate it, you need to use an fbx converter just to get the shape keys into blender, otherwise they just get lost on it's way there

#

But it seems like they don't even do anything ๐Ÿ˜„

swift lotus
#

Anybody experienced with Groom? No matter what I do, I can not get over 40FPS, Even if I reduce resolution, always only 40FPS with VSYNC ON or OFF does not matter. Something its definitely not working right with rendering groom or smth.

plain haven
dusty cairn
#

@swift lotus Did you create the groom yourself?

#

I could take a look at it if you send over the groom file

swift lotus
#

Yes, groom was created inside Maya Xgen

#

@dusty cairn

swift lotus
static delta
#

Hi all, anybody having anyissues with the deformation of hair with Metahumans? I've attached mocap to the model and the hair goes all funky.

craggy parrot
#

Hello! I've created a level sequence with a Metahuman. I captured face animation with LiveLink and manually adjusting the ControlRig for the body. It works perfectly when I play sequence in the sequence editor, but it won't play the facial or body animation in the selected viewport or in stand alone. All the other elements in the sequence play (camera movement, audio, etc) just not the metahuman's animations.

cloud kiln
#

Anyone here that can model an accessory for a metahuman?

#

its pretty much just a belt

full flume
#

Hello everyone ๏ผ๏ผThere are some questions about Groom. I try my best to fix it but do it not good . When my metahuman moving too fast, The hair will be left behind and torn into strips. And I try to debug those parameters to stable it, but my wind is can't working too. I wish I can keep my wind, it is very important to performance speed . Does anyone know how to solve this problem ๏ผŸ Thanks๏ผ๏ผ

#

Test B ๏ผŒ I try to debug those parameters to stable it, but my wind is can't working too

#

I modified these parameters on test B

#

I want to stable it and keep my wind working

simple forge
simple forge
simple forge
simple forge
cloud kiln
junior birch
#

for you guys interested you can use nvidia audio2face to maya to metahuman https://youtu.be/sru6I0WkCrA

In this video I will show you how to generate facial animation in NVIDIA Omniverse Audio2Face and export it to Maya. I will then show you how you can tweak the animations in Maya then export the animations to an Unreal Engine Metahuman.

More information about the Omniverse:
https://blogs.nvidia.com/blog/2022/01/04/omniverse-available-free-to-cr...

โ–ถ Play video
full flume
simple forge
clever citrus
junior birch
clever citrus
plain haven
#

@clever citrus @junior birch
Probably won't be anytime soon, as Blender users could leech off of metahumans to make final renders in Blender without going through Unreal Engine.

Maya don't really have good renderer on its own, so not enough to make good final renders of.

#

What I'm getting at from the MH project is that Epic wants to make it a benefit/perk for Unreal Engine, not other renderer/engine. Maya don't have a good renderer on its own, good enough for final renders, so Epic is fine with the source files for Maya.

Blender, however, has it, in the form of Eevee and Cycles (X), and if Epic give generated source files for Blender, it could mean a loss for Unreal Engine, as Blender users will inevitably make final renders of the MetaHumans right inside Blender, without getting themselves through Unreal Engine (and let them see with their own eyes who's boss before trying to export the assets to Blender).

At least this is a theory that makes sense the most to me.

junior birch
plain haven
clever citrus
plain haven
#

Well, Unreal isn't open source, so that's that.

I'm sticking with Blender just because it's free.

rose sedge
#

is that metahuman?

bright coral
#

I try to recreate shots of the cinema history this is Joan of the Arc (1928) with metahuman, I use photoshop to put the tears

fresh monolith
#

Otherwise it's nice

junior birch
#

bridge broken for u guys too?

fresh monolith
junior birch
#

interesting some people are downloading but its not goin all the way

simple forge
simple forge
bright coral
#

This version is better, you see direct metahuman

junior birch
#

yea its the one i got

fierce flame
#

?

blazing swift
#

how in the world do you get better fps with the hair?

#

no matter how low i go in detail its still laggy

#

yet with other hair models from metahumans that support more than 1 lod it works fine

simple forge
simple forge
# blazing swift

you can also try changing the ones set to strands, to cards instead

blazing swift
#

i have not tried that

#

and i cant it disapears on anything other than strands

surreal rune
#

Is there a way to force UE to create a meta humans project for DX11?

delicate panther
#

Is metahuman only on the website

#

or is there a way to use it within the desktop app

surreal rune
#

Oh, is the Unreal Engine library meta humans just a demo project?

faint stirrup
last plover
#

mine always ends up off somewhere more or less useless

old wave
#

is there currently any workflow to transfer metahuman's facial rig in maya to your own head mesh without the same topology? All the ones found online seem like there might be issues bringing it back into Unreal

fading pine
livid cedar
#

stronk

simple forge
#

Has anyone downloaded a metahuman recently and imported into UE4.26. I am noticing the new additional bones (toe and finger bones) are not there. Just want to confirm I am not the only one noticing this.

worn patio
simple forge
valid stump
plain haven
#

AFAIK Arnold is a separate product

valid stump
plain haven
#

I guess only the pro versions then, I don't remember Maya LT has Arnold, nor some version of 3ds Max from 2018 or something

valid stump
spice plaza
#

Hi everyone, I made this not too long ago. Would appreciate if u wanna check it out!
https://youtu.be/8SYam1TvMr4

vls

WATCH THE SIDE-BY-SIDE COMPARISON AND OTHERS HERE: https://youtube.com/playlist?list=PLmCPE88RyNVEHlw7diSRC42goBtTPfM5M

Wasn't sure whether to go peaceful or determined route, so I went 50:50 (determined beginning, peaceful end).

Originally created for the iClone lip-sync animation contest, I went on to improve on the parts already done and fi...

โ–ถ Play video
coarse crypt
#

I'm looking into the metahuman thing a bit, and I have a question. From what I can glean it seems the answer is "no" but I want to confirm;

Is there a way to animate metahumans in Blender, by maybe using something like AutoRig Pro?

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For example if I use the Unreal Mannequin to create animations in Blender using AutoRig Pro and then retarget that to the Metahuman rig in UE4, or something to that effect.

waxen compass
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yes

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check if there is a plugin in blender for metahuman rig that may help you animate

surreal rune
#

Since metahuman is an online webapp. Is it possible that Epic is planning to allow normal gamers to create metahuman characters as part of an epic games profile which can be used in certain supported games? (This is the main reason I can imagine for it being a webapp other than keeping the tech in the backend, or if metahuman requires some sort of render farm to run)

plain haven
surreal rune
#

But theoretically it could have just been a native program?

balmy charm
#

Hi, I cant manage to open metahuman, is it a bad hour for it? Its been stuck on like 50% for almost 30 min already, tried refreshing and adding a new ticket but it didnt help

plain haven
bold lake
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Is it possible to add character costumization to my game using metahumans ? I am in version 4.27

plain haven
ancient hedge
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Character customisation is accomplished by morph targets

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Two extremes, blend between them

blazing swift
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anyone here make custom hair?

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need this metahuman to have a mustache like this photo and new hair that is optimized

last plover
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has anyone had an issue where metahuman's heads are in the wrong position relative to their body?

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this has happened a couple of times when re-opening my project and opening the level sequence. The first time it seemed to fix itself but this one won't go back.

#

the animation on the face rig is there but the head isn't attached to the body at all

grim oracle
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What needs setting to make metahuman import to ue4 from MH, default character on play ?

#

ty

grim oracle
#

M
wh y does my BP_me from metaH export, when shown in content in ue4 , have ? , in upper right of icon ?

#

on play ,metahuman character doesn't have focus , just 3rd person char. how do I fix that

grim oracle
#

ty found the right howto doc at ue

rancid lance
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Hi guys! What can be teh reason a groom only works with a certain skeletal mesh?

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if i change the skeletal mesh the groom goes wild

mellow skiff
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Hello, has anyone else had problems with importing custom clothing for metahumans? I've made an armor in maya lt and transferred the skeleton from the metahuman preview mesh to it. When I try to import the armor into Unreal and select the metahuman skeleton it's incompatible.

static delta
grim oracle
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Trying to understand what I may have wrong here, sent by docs. unrealengine for importing and working with metahuman, so anyone have any idea what I've got wrong here ? ;00

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I copied in from face to feet into BP_metahuman ( duplicated 3rd person), added lod as well so I'm not sure whats up ๐Ÿ˜‰

grim oracle
swift lotus
# rancid lance

Every groom is using binding for a skeletal mesh, u need to click right on groom and create new binding with new skeletal mesh, this might be your case. New skeletal mesh is not binded with groom.

#

After I apply my material on a character this happen (right picture)

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Normals are OK, vertexes are OK, unwrap is OK

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Tesselation on a shader is OFF

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Can not find out what is happening

grim oracle
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I got metahuman in and working ISH, but 3rd person char still shows on play , with meta OVER it, how do I fix that ? ;0-0

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I chose my meta in 3rd person gamemode under 3rd person blueprints so its not that

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nvm got it, a few adjustments ( in duplicated 3rd person BP) and redo of gamemode change of default char, and all good ;))

#

HM my hands are missing ๐Ÿ˜‰

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HMMMMM

grim oracle
#

fixed tho retargeted def'ly needs to happen ;0-0

royal yoke
#

Hi there - Iโ€™m kind of new here and had a question; is MH open for anyone to use right now? If not will it be anytime soon?

plain haven
royal yoke
#

Oh ok- so if I install UE can I use it?

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Or is that something I would have had to already do?

plain haven
# royal yoke Oh ok- so if I install UE can I use it?

Yes, you can. Just don't leech it to be used on another engine. You can export as FBX from Unreal and made some modifications to it as you see fit, but final renders of MetaHuman derivatives can only be made with Unreal Engine, per the EULA

hollow merlin
#

Looks like the beard is... double?

hollow merlin
#

Works in ue5 but not ue 4.27. strange

worn patio
worn patio
worn patio
plucky kelp
#

Is it possible to downlaod only a certain LOD of metahuman, i dont want to download 8K textures, last time it took me 7 hours to download and 2 to import ๐Ÿ˜ฆ

I see the Resolution button now in documentation, i jsut woke up

weary lion
hollow arch
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Retargeting is not the issue. I want the extra bones removed

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Cant seem to figure out the workflow for metahumans described i this reddit post

fresh parcel
#

hi, anyone knows why the mustache is bouncing when trying to record using Live Link Face?

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i even have the simulation disabled on the mustache, but that doesnt help

hollow arch
# grim oracle fixed tho retargeted def'ly needs to happen ;0-0

Retargeting is 100% possible and im in the process of converting all mixamo animations. Some will require manual tweaking to fix neck and hand movements but it will be worth it. Only some animations need to be manually improvedm most work just fine and the limitations of the current best "meta" workflow are not visible.

hollow arch
plain haven
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Still in early access v0.5.0

hollow arch
#

Still pondering if it's possible to do what is outlined in this reddit post

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Well no one else on the internet has claimed to beable to do what they claim and ive tried for 3 days to replicate

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Exporting a fully intact, edited metahuman from Maya is like ..impossible. exporting the Animation alone is very easy

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You cant just delete bones and call it day...right?

mental delta
#

I'm looking into ways to use a webcam to drive a Metahuman in my classroom. Thus far I've come up empty handed. Any help would be, well.... helpful. ๐Ÿ™‚

mental delta
inland marlin
#

Silver Fang Armour set and Runner outfit Concept Art.

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Unreal Engine 5, Marvelous Designer and Metahuman Creator

grim oracle
#

Could not find a variable named "Face" in 'BP_Character_Gaillard_C'.
Make sure 'BP_Character_Gaillard_C' has been compiled for Get Face
, anyone know what would cause this error, was working fine the other day...? Thx anyone ;0-

#

nvm got it tut OP goes a bit fast, anyway so reason is he was copying in ( later) some variables, face included, so all good here .

grim oracle
#

variable content accidentally pasted into component section of character, won't let me delete it. Is that a bug, or just reboot or something ?

grim oracle
#

Fixed via reboot o_0

mellow skiff
soft snow
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How can I change the metahumans clothes? Because there's almost no option in metahuman app.
Regards,Tomas

plain haven
hollow arch
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T pose for metahuman public?

scarlet zealot
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trying to export metahuman but im getting this

manic pond
#

Yeah! They updated the shared files, you need to follow those instructions then it will work!

soft snow
#

i made a metahuman and put als moviment on him but when migrate the bp i cant use on my main project
Anyone know how to migrate the metahuman with als to other project??

scarlet zealot
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@manic pondbut like overwrite as in just drag the files in common from D drive into F drive?

manic pond
#

Yeah! Let it replace them

scarlet zealot
#

appreciate it, works now

slim apex
#

Hey I am new to this site and I am wondering where I can go to find unreal gaming programmers that might be interested in working on an adult oriented metaverse project. We are looking to purchase existing multiplayer game environments and enhance and customize with our own provocative adult oriented characters. We are looking for a few good unreal engine developers, preferably someone that understands blueprint for the game play mechanics.

obsidian vapor
#

@slim apex look under Job board section

warm quartz
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Hi everyone who can help why my metahumans hair is working good while playing animation and binded in head in SM5 preview but in Android ES3.1 hair isnt moving with body and its not bind to my character.

floral gulch
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Metahuman can be used to generate basemeshes, right?

worldly orchid
#

Hello I'm still fairly new to metahuman but I was wondering if there a way to remove the undergarments on the metahuman I sorta found a method but it's probably not the most effective way to pull it off

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I'm currently still trying to experiment with editing the roughness map,

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I masked out the undergarments on the normal map itself in photoshop it was pretty quick and dirty

plain haven
worldly orchid
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Yep

plain haven
worldly orchid
#

I don't really want to affect the skin alphas

plain haven
# worldly orchid Yep

Then no, you'd have to sculpt it out yourself in DCC tool or replace it with a nude body mesh.

worldly orchid
#

DCC?

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That's a new term I never heard of

plain haven
#

Blender, ZBrush, 3ds Max, those kind of software.

worldly orchid
#

Ah ok I been doing that

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So I need to apply the maps to the model in zbrush and work off of that

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I have been testing some methods in that procces

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@plain haven Thanks for the reply

floral gulch
warm quartz
#

Hi everyone who know is groom working on mobiles too?For some reason hair attachment(binding asset) isn't working on mobile preview.Is there any tick on project settings which I need enable or what?.Thanks:)

knotty jolt
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Does anyone know if we'll be able to download MetaHumans with a simplified skeleton in the future? This one is not game ready, way too many unnecessary bones. If not, has anyone managed to simplify the skeleton in Blender or similar without screwing up the rig?

hollow arch
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Not sure if true or not...

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Everyone knows how to export animation from Maya

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But exporting a skeleton with removed bones that maintains the same mesh transformation? You would need to manually recreate the bone weights I think? Right?

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Not 1 video on the internet showing how to do this start to finish.

knotty jolt
#

@hollow arch I think you could do it without any manual work if you could transfer the bone weights to the parent bone, since all the unnecessary bones are branches from some more important bone.

wraith trellis
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So I'm running into an issue when trying to use this metahumans character. On the right you can see I have it working just fine in certain circumstances, but on the left you can see it's not always correct. I'm using a base mesh which all my animations are using across all characters at the moment with sub meshes to change out the looks. This has worked great up to the point of trying to transition over to metahumans. My question is exactly what is causing the issue on the left? Is it the animation, an issue with retargeting, or something with the weight painting? If I try to retarget the animations and use metahumans as the primary mesh I run into issue across almost everyone of the animations.

hollow arch
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I want to make models that have lower extrmeity extra bones removes. and some with all removed like npcs

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but idk how and there is no content on how to do it online

simple forge
#

it could be the way you are adding the head that is causing that

wraith trellis
#

โ€œYour meshโ€ being the head in this instance and chest the chest.

simple forge
simple forge
worthy briar
#

Hello, groovy people
Has anyone of you experimented with importing a custom mesh for metahuman?
I mean completely different vertices and all without morphing and stuff like that

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does anyone have some info about this? how does meta-human works internally? does it have all vertices' numbers hardcoded somewhere in it's code?

worthy briar
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talking about faces specifically

hollow arch
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Modifying the Metahuman is the next big ?

worthy briar
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how did they build neo/trinity, it must be a custom mesh

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or maybe not

worthy briar
#

https://youtu.be/X3QILs0tkYs?t=1555, here the epic's tech anim mentioned Unified vertex ids
so if she is talking about face ids, this means that all faces have same vertex count and they just morphed neo/trinity from the base shape,
will double check whether all metahumans chars have the same vertex count

With MetaHuman Creator, game devs can start creating high-fidelity digital humans in minutes, removing months from the production process. In this talk, weโ€™ll offer a closer look at the MetaHuman rigs in Maya and Unreal Engine, including how you can customize and create variations to fit your projectโ€™s needs.

Presented by Riham Toulan, Senior ...

โ–ถ Play video
#

although she is probably specifically talks about bodies

sweet marten
#

all the metahuman faces are the exact same vert count and order. I'm not sure about Neo and Trinity as they were custom made, but likely they are also the same vert count.

fresh monolith
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probably teeth as well, they have to be the same

hollow arch
#

Is there anyone i can pay to make a youtube video on trimming down metahuman bone count? To make it less demanding in a video game context.

floral gulch
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Im going to assume you meant the polygon count. Technically you can mess with the LOD but if youre shooting for lower quality, you may want to look at different solutions

cobalt saddle
#

Hi guys, Iโ€™m animating a Metahuman character using take recorder everything is good just the male hair it seems floating around without following the head movement! Can you please help me or tell me whatโ€™s wrong?

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You can clearly see his eyebrows not in the right place!

cobalt saddle
#

Alright, Iโ€™ll give it a try!

cobalt saddle
simple forge
cobalt saddle
#

UE4.27.1

simple forge
cobalt saddle
#

Not yet

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I didnโ€™t receive an update notification!

simple forge
cobalt saddle
#

Yeah, same issue!

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I donโ€™t know if my plugins are compatible with UE5 or not!

simple forge
#

and then i would check for updates for quixel bridge and see if you have the bridge 4.5 plugin downloaded

cobalt saddle
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I have UE5 too, Iโ€™ll update to UE 4.27.2

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Iโ€™ll try it now, thanks!

cobalt saddle
#

didn't work

cobalt saddle
hollow merlin
cobalt saddle
#

You use iClone live link, right?

grand prawn
#

Is his hair floating because of the Groom being Beta?

simple forge
grand prawn
cobalt saddle
#

I have disabled the visibility of eyebrows. No eyebrows better than floating ones!

tawny quail
tawny quail
slate jetty
#

I'm importing some outfits into UE5 to use on metahumans, will I have to bone weight the assets in a 3D app or can I do that within UE?

plain haven
proud trout
#

Hi, I'm using movierender but MTH is softly blurred... been rendering antialias at 64, also turned off motion blur post process.. Anyone have ideas what causing this?

cobalt saddle
#

Hi guys, can you please tell me how to fix his neck? Iโ€™m using iClone for animations!

hollow arch
cobalt saddle
#

I dunno ๐Ÿคทโ€โ™‚๏ธ

#

Iโ€™m using take recorder and iClone

cobalt saddle
#

I just figured it out, someone helped me online. I forgot to choose record to possessable object from take recorder options!

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Record type too

dull yoke
frozen bolt
#

I was able to sculpt this extraterrestrial humanoid character in zbrush, wrap to mh basemesh, import to maya and have its bones offset ready for mh face controls. it's working %100, as you can see shapes and wrinkle maps also works perfectly. I can make full tutorial on custom metahuman starting with zbrush/maya roundtrip, setting up lips, eyes and cartilage (which was the hardest part) and import to maya, bones offset and shape retargeting.

what I don't know about is roundtripping maya to unreal. I don't know much about unreal rigging and how they setup metahuman rigs in unreal.

any help or suggestion on maya to unreal workflows would be much appreciated!

copper valley
#

hi everyone. I try to do mocap i nreal time with ipiMocapRecorder and ipi Mocap Studio with a kinect one sensor. I managed to make the connection via live link, opened the metahuman blueprint that i want to animate in realtime and under components i selected body. On the right side under details i found the skeletal mesh wich i double clicked. In the following window i can select a preview controller to livelink preview and choose my instance under live link subject name. So the preview applies the mocap on the skeleton. But in the viewport itself the charakter is not animated. . What am i missing?

rich ingot
#

What are the minimum hardware+software requirements for a metahuman mocap pipeline?

mild dagger
#

Hello guys!
I'm trying to customize a Metahuman in Maya to make it seems like a real person i have as reference and reimport the new custom mesh back in UE 4.27. I duplicated the origina MH mesh, unbinded the skinning, modified it and then copied the skin weight to the modified one, now i'm pretty happy with the result i have inside maya, all the blendshapes are there and the new model its working fine. The problem is now i'm stuck couse i dont know how to properly export it from maya, reimport it in UE and assign the new mesh to the original metahuman (that is already loaded in UE).
Has anyone experimented with this kind of workflow? Do you Have some suggestions for this?
Thanks for you time ๐Ÿ™‚

frozen bolt
#

yeah after 5 hours of work, able to import custom mh from maya to unreal
(eyes missing tho I'll try to find a solution)

reef saffron
#

Has anyone had difficulty with getting the mega scans plug-in to work on UE 4.27.2? Iโ€™ve tried reinstalling it several times and since I canโ€™t get the plug-in to work, I canโ€™t import the metahuman.

hollow arch
#

Btw

simple forge
reef saffron
#

i figured it out. i installed the UE to a different directory

#

๐Ÿคฆ๐Ÿฝโ€โ™€๏ธ

#

Thank you

simple forge
plain orbit
#

I wanted to know if it was really difficult for a beginner in Maya or if it's fairly simple

frozen bolt
#

I have basically tried every approach, Gabriele's script does its job pretty well but "the rig only works in maya" after the joint offset, things gets messy in unreal side.
There is a way to import your edited rig into unreal engine (search manaforce in ytbe and I think he is here @bitter sparrow ) he had success importing into unreal but the change on mesh was a simple blendshape, if you don't mess around with joints and do just blendshape changes, it works just fine in ue. But too many going under the surface for metahumans and to be specific there is this one asset that comes with each mh source folder with the extension of *.DNA and its in binary, no one knows how to edit or skip that asset.
I got the morph targets/blendshapes working but face skel. wont move when that .dna asset working in relation to anim post process bp so..
I'm very close to give up on custom metahuman roundtrip..
Untill they let us mortals do it with simple import/export operations or some Rigging TD wizard like Gabriele Pellegrini does something, we are out of luck (:

spiral sierra
valid stump
valid stump
# knotty jolt Does anyone know if we'll be able to download MetaHumans with a simplified skele...

In this video I will show you have to retarget your mocap data onto the Unreal MetaHuman skeleton using Autodesk Maya and the HumanIK system. I will also be demonstrating how to export the mocap to Unreal and put it onto your character without having to use the retargeting system inside Unreal itself.

-------------------------------------------...

โ–ถ Play video
night iron
#

Does anyone know what would cause the subsurface scattering to create these hot spots on a Metahuman in UE5

knotty jolt
#

@valid stump Nope, but I don't use Maya. I think it could be done in Houdini with a node network for automatically transferring weights to other bones before deleting them, that should do the trick. It's not a priority for me right now tho, but I'll look into it in the future

frozen bolt
# night iron

looks like the lights sampling or shadow settings on that specific light. try playing with those values. disable/enable lumen or rtx whatever there is

frozen bolt
night iron
frozen bolt
#

yeah thats about it unless pathtraced ๐Ÿ‘

distant token
#

Sorry for the cursed image but my metahumans facial hair seems to have separated itself from the skin, this happens with all metahumans import. Any ideas?

frozen bolt
knotty jolt
distant token
simple forge
night iron
digital atlas
#

Once I finish getting a metahuman into my project and fix the bone mappings, etc, whats the best way for me to make a layer of tattoos that fits the same mesh that I can just paste over the skin? Is it a decal? Can I make one by copying the mesh into blender and drawing on it there?

cobalt saddle
#

I think you can use mixer for that!