#metahumans

1 messages · Page 18 of 1

cobalt saddle
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Export your head mesh then apply any drawing inside Quixel Mixer

brisk stone
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is it possible to create stylized metahumans?

stark wolf
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the secret is LOD9 locking

plain haven
blazing swift
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Can anyone here model me a custom character? im trying to find someone who is a pro at it. I will pay lol i need it to look exaclty like a real person in real life

misty quest
plain haven
brisk stone
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Yeah like ff7

plucky kelp
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What’s the go with metahuman, if I upload say 10 into my scene it freezez up lol, and my pc is good

frozen bolt
frozen bolt
plucky kelp
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Damn, I had planned to use heaps in my war game but nope

frozen bolt
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topology, skeleton and blendshapes are too heavy for a "game"

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you can get away with only 1 player controlled metahuman thats it

plucky kelp
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Yeah, hopefully they have it working on their full release and with the UE5 release

frozen bolt
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I wouldn't expect much (:
it's really hard for current and probably the next gen gpu's to deform that high res topology in realtime and nanite works only in static meshes.

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but considering the game assets are mostly clothing and realistic faces, similar results to mh achievable with a custom rig

plucky kelp
frozen bolt
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cc3 looks promising

plucky kelp
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Cheers ! Will go with that.

hollow arch
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1 post on UE4 reddit claim to have manually removed "extra bones" and reimported from maya with game-ready results. however i dont think these posts are being genuine

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as their self-described work flow would be game changing

vague juniper
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Hey. My first metahuman looked like trash. How long did you guys take to make a decent one?

sinful quiver
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Hello, does anyone know if we have an alternative application for Live Link Face that works on PC? let's say I have a depth camera on PC and I'm looking for a way to use PC camera rather than a mobile phone, is it possible?

lusty cape
warm cobalt
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This is potentially a really stupid question, but is it possible to use MetaHumans with your own models/graphic styles? I'm sure you can apply post and everything to it, but can't go from that uber realistic to stylized is my thought.

If not, is there a system out there already to let you do the standard char creation/avatar stuff?

lusty cape
warm cobalt
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That's interesting, thanks! I'm not married to metahumans either, is there a simpler plugin/tool that even handles something as basic as presets rather than "ultimate customization"

lusty cape
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Check out Reallusion's Character Creator software. It has a lot more customization features for stylized characters. CC4 is due Spring 2022, which demos digital humans that look close to metahuman quality.

warm cobalt
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This is exactly what I was looking for that my googlefu wasn't returning. Much appreciated!

lusty cape
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👍

sand bronze
sinful quiver
spark flare
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Where is the metahuman documentation for the fabric materials models use? What exactly is each RGB mask in its textures affecting, features, etc?

sinful quiver
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hello, anyone here tried using iPhone X with Live Link Face? if yes, mine overheats in 2 minutes is that normal?

cobalt saddle
sinful quiver
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thank you very much! I will wait for your feedback!

sinful quiver
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also I have a weird problem here, idk if anyone encountered this before but

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this is my original character:

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after I try to record it, the result comes out like this:

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somehow I end up making Gru out of my totally normal character, what could be the cause here?

simple forge
sinful quiver
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I'm selecting the whole character, I should select my character mesh right?

simple forge
sinful quiver
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apologies this is the first time I'm recording something here, I'm using live link face, so the only thing being animated is the face if that is what you are asking about.

simple forge
sinful quiver
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correct.

simple forge
sinful quiver
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yes.

simple forge
sinful quiver
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yes it does, everything looks normal when I press play, for the whole duration of recording, but when recording is done the character in playback changes like that.

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I haven't recorded anything before in Unreal Engine

simple forge
sinful quiver
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thank you very much I appreciate it!

mossy pecan
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Hey there everyone! Any idea why my metahuman textures look like this when importing them into my scene? I moved the Metahumans folder (everything) to a new location in the project. Is that what is causing it? It looks like a mipping problem with the textures

plain orbit
plain orbit
digital atlas
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I was doing that same tutorial and got to the bit where you retarget animations and the body parts under the mesh just werent listed at all. Dont know what I missed.

weary dawn
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Assalam u Alaikum everyone.
I'm facing this issue where metahuman face is not syncing up with the rest of the body when integrating with Third Person Template BP, any idea how can I fix it?

verbal marlin
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Youre a legend

verbal marlin
weary dawn
ivory lava
mossy pecan
sinful quiver
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I made an animation using a metahuman for the face only, using Live Link Face, the animation I recorded is fine and it has all the data for the face, but when I add the animation to "Face" in sequencer to "Face\Animation" movement of neck is missing, the character neck is not moving at all, what can be the cause?

ivory lava
sinful quiver
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oh no I found the problem I forgot to change the animation mode

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but just one question does Live Link Face use those tracking dots on face? is there any point in marking the face of character? I don't see any information about this anywhere.

plucky kelp
# mossy pecan Hey there everyone! Any idea why my metahuman textures look like this when impo...

I’m pretty new to all of it but I ran into that problem, myself. It turned out that it had something to do with texture streaming. I just allocated more memory using “r.streaming.poolsize x” where x is the amount of memory you want. I used 3000 but I had a bunch going on in my scene, though. Like I said, I’m new and I was getting streaming errors. Another idea would be to check your export settings from Bridge. Make sure they’re on the highest quality.

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I’ll try to think of other ideas. I’ve been using metahumans a bunch lately and run into issues frequently where I have to discover solutions like this. I’m also still really new and learning the ins and outs of it all.

plucky kelp
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I generally make sure my face is well lit when I use it in case the lighting makes some sort of difference.

sinful quiver
plucky kelp
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Honestly, I don’t think you’d see any improvement whatsoever if you use tracking points because the software doesn’t recognize them

sinful quiver
plain orbit
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How do I fix metahuman eyes from doing this?

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It only shows in the world viewport, when I view the face mesh it looks fine

cobalt saddle
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Hello, I have a question!
Is it possible to use skeleton mesh from metahuman to another simple character?

worldly orchid
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Yea people have done it, there a bunch of videos on YouTube about it

cobalt saddle
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Can you suggest one please?

worldly orchid
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in this tutorial, I'm going to show you how you can easily apply the amazing metahuman face rig to any 3d face
this is the link to the model on my Artstation page
https://www.artstation.com/artwork/oOZ204
if you are interested in changing the body of a Metahuman please watch this tutorial
https://www.youtube.com/watch?v=yeUBJ27dhdE
please subs...

▶ Play video
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Here's one for the face

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this is a long and detailed tutorial on how to apply a metahuman body rig to a cartoony character.
in the next tutorial, I'll teach you how to add Metahuman facial rig to the character.
facial rigging part 1: https://www.youtube.com/watch?v=-K_jVU6gRZQ
facial rigging part 2: https://www.youtube.com/watch?v=1f_cS2-eUMM
facial rigging part 3: htt...

▶ Play video
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Kinda the same idea

slow solstice
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Guys I am trying to make character models for a horror game. I was thinking of doing the base model in Blender. Then refining, sculpting it in Zbrush. It turns out Zbrush is paid, is there a good alternative that is free for someone with no prior experience?

plain haven
cobalt saddle
fervent ivy
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Hey guys, I'm in the metahuman base skeleton viewport and for some reason I cannot manipulate the camera at all. I can't change the perspective or anything in the viewport. Any ideas why this might be?

fervent ivy
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@simple forge yes! I'm actually doing your tutorial for retargeting XSENS FBX onto Metahuman... it appears that i was clicked on the 'anim curves' box instead of 'animation notifies' and that solved it!

fervent ivy
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@simple forge I've also had an issue where when importing the FBXs, the thumbnail will initially show a pose that represents my animation but will then convert to a t-pose and when I open the animation FBX in unreal it wont have any animation data. Any ideas on why this might be?

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(conversely I tried this same thing in UE4 and did not have the same issue)

fervent ivy
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All my FBXs from xsens seem to break as soon as I bring them into UE5 though this does not happen in 4.27. I've also tried migrating them from 4.27 after importing there (where they are working) but the folder shows up empty... any idea as to why this could be?

simple forge
north wedge
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Hey guys a small question. Ive followed the docs and tutorials but my animation from a Mannequin to a metahuman still doesnt match up 100% is that just a normal thing that happens?. Im using Mr mannequin for blender to import and export animations for the ue4 mannequin.The animation on the mannequin looks amazing but once i do retargeting the hands seem to be at different locations compared to the mannequin. Any idea where i can look for answers?

plain orbit
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I used the control rig to pose my metahuman inside of the level sequence, and when I do this, live link no longer outputs the face, it does the head rotation from ARKit but not the facial ARKit animations

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Does anyone know how to fix this?

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I am just trying to make it where the MH is posed but can still use live link from iOS to do the facial animation

green shoal
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www.gamedays.sk

Luka will showcase a comprehensive workflow for editing facial skin textures of a MetaHuman (how you can add tattoos, edit wrinkles or insert a scar that propagates to all character expressions).

Luka Lakić (SR)
Luka has graduated from the Faculty of Technical Sciences in Novi Sad. Meanwhile, he gained several Autodesk Certific...

▶ Play video
fervent ivy
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@simple forge thank you for the hot tip! it worked!

simple forge
green shoal
strange pecan
long violet
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whenever i click install on bridge in epic launcher the launcher crashes any suggestions ?

chilly atlas
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Is it possible to adjust texture sizes?

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Say I want 1k max for the facial textures. Would I have to batch process textures or is there an ini somewhere?

blazing swift
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so what skeleton do i use for a animation blueprint?

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is there like a master one for all metahumans?

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or do i have to make a new bp for every character that is different than my main character

simple forge
simple forge
# chilly atlas Is it possible to adjust texture sizes?

you need to locate the head synthesized material, locate all the texture maps for the base, normal, height, roughness, change the texture size to the quality you want and you should be fine. Otherwise you have the option to download 1K resolution meta in bridge

chilly atlas
spice plaza
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Is it possible to have an exported MetaHuman face animation from Unreal, either in the form of a normal fbx or curves baked down to control rig and tweak the animations using the same face control board in Maya?

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My mocap solutions stream directly into Unreal. I know you can edit it using Sequencer but wondering if its possible to edit it within Maya

green shoal
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Very useful Houdini tips applied to Metahuman

untold ibex
short pelican
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Hey guys! Dropping in on behalf of the Faceware team! In partnership with Epic Games and course author Nick Jushchyshyn... we launched the FIRST-EVER facial solutions partnered Unreal Online Learning course!
(feeling so proud... *heavy sobs)

Course is free with 30-day trials or we have our $179 Indie license. Learn how to execute real-time facial workflows for MetaHumans using Faceware Studio / Unreal Engine! https://www.unrealengine.com/en-US/blog/learn-how-to-create-real-time-facial-animation-for-your-metahumans

Unreal Engine

Ready to make your MetaHumans more realistic? Take the first in our new series of courses on creating facial animation with Faceware Studio.

spice plaza
worn patio
mossy pecan
bold fable
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anyone know how to fix this glitch?

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the wrists deforming

simple forge
# bold fable anyone know how to fix this glitch?

go into skeleton retargeting options, change everything except the first two to skeleton. In the top left tab go to skeleton tree, use the little arrow to select retargeting options. Leave root and pelvis as is, and right click on the rest and change to skeleton 😉

quartz chasm
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Will metahuman hair ever have strands support on macOS? is it on the roadmap?

silver current
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WIP: 20fps with 4 metas in a scene...yikes 😅

plucky kelp
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has anyone tried to use metahumans on Unreal 5 preview 1?
The controlrig looks broken and the livelink doesn't work.
On 4.27 I have no problems

fervent ivy
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Hey guys, im doing a cinematic sequence and I have a wide shot with some Metahumans that have hair w LODs for 0 & 1 and I need the mesh to remain in this shot. Any ideas on how I can keep the mesh for these type of shots?

bold fable
silver current
main hill
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will they release a client side application from metahuman rather than making it saas ?

mellow skiff
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Hello, I'm trying to export a metahuman into ue5 preview but I get an error saying that unreal isn't running. Anyone know a solution?

plain haven
arctic rivet
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@plain haven i also doubt it...but not because of those reasons...because meta human will be paid usage at some point.

plain haven
chilly atlas
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Maybe ya'll can help. I made animation sequence using ctrl rig + sequencer. It's a simple closed hand animation. For some reason, the fingers look all jank when applying the baked animation to my character.

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I believe the retargetting is setup correctly

chilly atlas
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Nvm key was to use a base meta skeli and not my metahumans

austere prairie
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Is it possible to edit the metahuman skeleton inside ue, i mean move bone separate from mech, or replace only skeleton with imported edited skeleton.not using maya.

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Second question, any rumors of updated control rig for metahuman. Fotroll etc, know i can do it myself, but better to have it standardiced.

silver current
fresh parcel
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Hey guys, anyone has issues with metahumans being buggy, hair is just goes blond/full white out of nowhere, super bad artifact even in final renders, super unusable at this state, me and the guys at the company has the same issue on UE 4.27.2, anyone knows a way to fix that?

silver current
# fresh parcel Hey guys, anyone has issues with metahumans being buggy, hair is just goes blond...

Very quick workaround tip for culling issue with metahuman hair. If you are having an issue with your metahuman hair disappearing too quickly or culling when you don't want it to, follow the steps in the video to troubleshoot. Stop your metahuman going bald!

Follow me on instagram
https://www.instagram.com/flip2ide/

My showreel
https://youtu...

▶ Play video
spice plaza
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Anyone know how to export an anim from Maya to get these curves? I believe these are the curves which the face control rig uses. I would like to add my own curve so I could add a control onto the control board and adjust a new blendshape

junior birch
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hey team. just uploaded a new tutorial using move.ai with ue5 preview 1 metahuman https://youtu.be/GtT9VJA6snE

fading juniper
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Might be a bit weird to ask, but is it somehow possible to remove the shoes from a meta human ?

fresh parcel
plain haven
fading juniper
plain haven
fading juniper
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Now that changes everything, thanks :D

plain orbit
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I am watching a tutorial on how to use Metahumans with Mocap and I am unable to find the body anim blueprint

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Anyone know what this might be labeled as now?

plain orbit
plain orbit
# junior birch hey watch this website

Thx! I installed that but it seems idk what animBP to apply to my body inside of my metahumans BP so I am unable to see the mocap inside of UE, do you know what animBP I need to use to enable the mocap? I appreciate the help so much!!

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Nevermind I believe I found a solution

rigid tinsel
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Those are not default enabled in Preview 1 and some project settings are set "false"

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I don't know will there be a better implementation or not but it is diffirent than EA version of UE5

plucky kelp
noble light
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Hi, i'm trying to record a sequence in take recorder with my meta human, i'm using xsens + live link, i'm getting this error, then i click yes, the recorded sequence comes like this where the head is displaced and the hairs are glitching, does anyone know how to fix this?

plain orbit
simple forge
plain orbit
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Is it possible to have emission on a groom asset on a metahuman? Trying to make my eyebrows and eyelashes glow

rigid tinsel
rigid tinsel
# rigid tinsel

here Top Plugins, middle and bottom are project settings about shading and niagara

rigid tinsel
echo oyster
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Is there a way to batch import metahuman animations into ue4 from maya? I have about 100 animations that I can't be bothered to import into the sequencer xD

fading juniper
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Will it be ever possible to somehow integrate MetaHumans into Unreal itself ?
As in that you can create and adjust your MetaHuman in game time

plain haven
fading juniper
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Sadge, but i'll just hope for the future where we casually have 1tb RAM, 1tb upload/upload and similar 😹

simple forge
rigid tinsel
simple forge
rigid tinsel
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Indeed. I am waiting a better implementation of MH. It is still in very early development.

lethal minnow
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Hi is there a way to get 8k or 4k textures from metahuman ? imported them from ue5 and they're 2k even tried it with bridge app on 8k but still it has 2k textures in the engine the weird thing is the normals are 8k but the FaceColor_Main is set at 2k

cobalt saddle
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Hello guys,
Can you please tell me how to render metahuman characters with transparent background?I’ve tried to export it in png format with keeping only the character in the scene and still didn’t work for me!

plucky kelp
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Can I use metahuman for commercial use if I publish the game on Epic?

plain haven
cobalt saddle
rigid hamlet
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Does anybody experienced problem using more then 3 metahumans in one scene. The grooms change color and translucency. I have deleted all the the lods, deleted cards. Metahumans are lod0. I have tried everything regarding lod. It has something to do with world normals. When I debug the scene in world normal display. I see thet the normals change when moving the camera. This does not habe with 2 metahumans

rigid hamlet
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Just tried it on ue5 all is good. I think it is a 4.27 issue

ornate python
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Hey guys, has anyone found a solution the UE5P broken facial rig problem?

austere prairie
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While we waiting for the new 5 preview documents. Is it possible to import hole or part of control rig from external dcc, is there a struct or json table to use.

jaunty sable
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Is it possible and practical to rig the metahuman to the default Epic skeleton, then just copy the skin weights of metahuman onto the newly rigged character that's using the Epic skeleton? I know the skeletons are similar but I dont want to retarget because I have lots of characters that use the Epic skeleton with lots of anims already. Anyone think it would work if I did it in Maya tonight?

cobalt saddle
clear isle
echo oyster
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So there is no way of importing a metahuman face-animation into unreal as a regular animation rather than having to go through the sequencer?

cobalt saddle
cobalt saddle
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Unfortunately, didn’t work for me. I’m still getting a black bg behind my character (I think I’m missing something!)

rigid hamlet
plain haven
abstract reef
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anybody knows why metahumans are performing extremely bad on 1K textures in Maya?

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when I try to move spine bones, fps drops to 3

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best case 5

plain haven
cobalt saddle
plain haven
noble light
simple forge
rigid vapor
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Do you guys know why the head isnt reacting to the Controlrig? (Fresh import)

simple forge
plucky kelp
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Hi everyone - I'm stuck on something that should be pretty simple, but I can't figure out.
Regarding groom UV's - I want to change the root color of a metahumn hair driven from a texture map, (like how you might color a tigers fur)
In maya / max this would be pretty easy, can't seem to figure it out in UE.

craggy root
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does anyone know how to use take recorder within a sequence whenever I record using take recording it records the world map rather than within sequencer

sudden garden
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sequences are always associated with a specific map

craggy root
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I'm trying to record my metahuman data within a sequence level

sudden garden
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when you use take recorder how does it save it?

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I'm just trying to understand the issue you are having

craggy root
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ill make a recording

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its hard to explain it with words lol

sudden garden
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the way take recorder works is that it records the list of things you tell it to, then it creates a sequence based on the date or it populates a sequence based on your data depending on how you set it up.

craggy root
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thank you for your time by the way

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I apologizes for the audio however is there a way I can record within sequencer do I add a level sequence in take recorder how would it be possible

sudden garden
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create a clips track within the sequence it recorded to

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the take is automatically recording into a new sequence

craggy root
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I'll try it out thank you :)) @sudden garden

ornate python
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downloading it rn and it's pretty slow download so im curious while i wait, before my facial rig just wouldn't work, editing facial parameters had no effect on the actual mesh

simple forge
ornate python
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yeah just chceked, still not working, damn

dusk idol
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After recording face mocap in live link app I exported it out now I'm left with this excel table, how do I import this into UE?

rigid hamlet
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You are supposed to use take recorder to record

dusk idol
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I didn't have access to a pc with ue where the talent was

junior birch
latent trench
grand cedar
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Anyone got any idea how I can get rid of this hoodie string going berserk?

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oh I managed to hack it and now it stays like this all the time

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just got rid of this node on the hoodie AnimGraph if anyone is curious

lapis charm
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does anyone know how i can add my metahumans face to a mesh and rig a skeleton to it

gusty storm
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Anyone know if 4.27 will get metahuman groom pathtracer ability like ue5 or will they not update 4.27 anymore and it will be 5 all the time?

gusty storm
plain haven
# gusty storm Will we get 4.28?!

If you want to build master branch of UE4, then yeah. But it's kinda lying, since the commits ended up in 4.27-chaos anyway.

TL;DR: No.

gusty storm
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Man I want that pathtracing in 4 if it’s finished why even have it in ue5 preview first

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It should have gone to a 4.28

latent trench
gusty storm
spring shuttle
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Anyone knows if there's a fix for this eyelashes/eyes thing when doing raytraced refractions?

uncut ledge
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Can anyone tell me if Metahumans use Bones or Blendshapes for face animation? Seems they have both set up, what's the use of both?

latent trench
gusty storm
maiden sorrel
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i've just tried using metahumans for the first time and i think i'm about to have an identity crisis

gusty storm
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anyone notice that metahumans suck in the directional light?

gusty storm
gusty storm
junior birch
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absolutely

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i avoid exterior day shots for a reason with metas

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just like real filmmaking avoid noon lighting. heres one i did when metas first came out https://youtu.be/euO-gOFa5kU

Unreal Engine 4 Metahuman Live Link Face App vs Faceware,ue4 metahuman live link face app vs faceware,live link face vs faceware,faceware vs live link face ios app,unreal live link face tutorial for metahuman,faceware tutorial for metahuman,live link face app for android,unreal live link android,live link face ios app,live link face android,live...

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uncut ledge
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Hey JS. Do you have any idea about transferring metahuman face bones to a different/custom head geo?

gusty storm
junior birch
gusty storm
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with raytracing its alright

junior birch
gusty storm
junior birch
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exactly

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im actually goin to do a lumen metahuman livestream this weekend i want to see if its improved

gusty storm
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yeah i saw your last live im mb.3d

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good info

junior birch
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oh cool man

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yea i havent tested the new lumen with meta im curious as well

gusty storm
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I was starting that today and Im just concerned with this right now one sec pls

junior birch
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that shot u shared can work ur just gonna have to cinematography the crap out of it

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backlight is the way

gusty storm
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im a big fan of raytracing

junior birch
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yea man its awesome

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path will replace it eventually im sure

gusty storm
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yeah I wish that was available on 4 already not just in 5

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for grooms

junior birch
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oh yea

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it will worth the wait man give it couple years

gusty storm
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And im so confused as to how raytracing will work if I just want native raytracing with ue5 but its deprecated. The rtx gi plugin is also great.

junior birch
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yea u can still use it that deprecated part just means it will be removed in the future. similar to how they marked sequence recorder as deprecated to be removed

gusty storm
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right but when its removed will it just be lumen + raytracing? Idk if I make any sense, like i just want regular raytracing

junior birch
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@scenic dagger made a course in the unreal learning talking about raytracing with meta although its in 4 i think.

gusty storm
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yeah im in four all the time

junior birch
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i might take my cyberpunk short to ue5 eventually

gusty storm
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Im also finding that one of my monitors is set to a higher brightness and thats annoying

junior birch
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u can compensante it in the viewer

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but yea judging brightness vs output is one of my kryptonite

gusty storm
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just messing around

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2.5 lux seems to be a good spot

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for directional light

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on face

gusty storm
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directional light deep shadow then reduce gives more realistic shadow also i did turn up the shadow of the groom

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and removed the specular of the m_lacrimal_fluid

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also this is 2k

gusty storm
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rtxgi enabled

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studio lighting looks the best

calm prawn
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When baking an animation to control rig (from mocap) the proportions of the Metahuman get distorted. This problem is similar to the one that happens when playing take recorder recordings and that can be solved by setting a retarget asset with the proper proportions in the animation, but this doesn't seem to be used when baking to control rig. Does anyone know a solution to this?

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Before the bake:

gusty storm
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raytracing rtxgi deepshadows 8k is a must

gusty storm
gusty storm
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sorry for the spam

latent trench
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Helpful to see your process of trial and error.

timber pagoda
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Why the metahumans are taking so much time to download?

gusty storm
timber pagoda
gusty storm
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Yeah when I see it’s not doing to right I restart the program

haughty bear
#

Hi everyone! Does anyone know why the software doesn't work properly on my computer? After being opened it goes black out then when I open any element it's the same window opening showing the software screen ... I hope it's something I can fix... here my settings: NVIDIA GeForce RTX 2070 8GB

gusty storm
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are you on mac?

north wedge
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Anyone here know why i keep getting a crash because of hair on metahumans. its gotten abit boring after 90 crashes.

plain haven
woeful spire
#

Does anyone know if metahuman animations made using live link are interchangeable?

#

Like, can i make one animation in ue4 using a base metahuman head, then pass it into ue5?

#

and have my worked on head use that animation?

#

i have a custom head that uses the metahuman rig. So that should be possible right?

haughty bear
haughty bear
plain haven
haughty bear
haughty bear
north wedge
#

anyone know how to stop the whole hair strand crash with metahumans?

plain haven
north wedge
#

3070, With a ryzen something.

#

32gb ram too

north wedge
plain haven
north wedge
plain haven
north wedge
tepid lion
#

Hey, hope to get some help here. I am attempting to export a metahuman to 3ds max via unreal. The results I get is very low poly, but statistic says that I got 250k polys.
What am I doing wrong here?

plain haven
uncut ledge
#

Is there a preference between bones vs blendshapes for face animations? Metahuman has hundreds of bones, wondering which is preferable

plain haven
tepid lion
uncut ledge
uncut ledge
#

Does anyone know how Metahuman faces are handling bones vs blendshapes? I see that it has both but am confused how they are being driven

cosmic fox
#

Do you have any resources for implementing other models? Definitely a game changer for me 🙏

junior birch
#

Was able to merge my Zin Cyberpunk Short Film to UE5 Preview 2 but am getting crashes. Also I thought groom in reflections works now?

plain orbit
#

When I import my custom MH from Bridge into UE5 P2 (via the method of copying files downloaded inside of Windows Explorer and pasting into the project's content folder since the plugin doesn't work rn with custom MHs) my metahuman is no longer playing the arkit animation or able to use Live Link, does anyone have any fixes for this? Thanks!

uncut ledge
#

I can make a video about it if it's successful, @cosmic fox

#

There's a pretty nice way of doing it in Maya I saw but their method doesn't export to unreal because it uses a deformer

soft crescent
#

is there any existing download for retargeted metahuman animation skeletons? I am not a rigger or animator and would like to be able to use animations I find online, but all require me to retarget... which I've read tutorials on and seems like it'd basically be a few hour process with trial and error on it's own

I also looked into livelink but couldn't get it working with ue5 preview

cosmic fox
uncut ledge
#

What do these values refer to

#

Control Rig?

uncut ledge
#

If you're not aiming to profit from it (or if you have money to spend) I recommend Advanced Skeleton, it makes retargeting to Metahuman very easy

#

The main premise is pretty simple... you put them both in a common pose, you tell the tool Char A's hand is called CharAHand and Char B's hand is called Hand_L_Character, and then it understands that these two are related, then it connects the rotation of that bone to the other!

#

So once you've established that link in UE4 you can use that same profile for any clip that comes from the same source (e.g. Mixamo)

merry barn
merry barn
#

Its the RBF interpolation inside the eyebrows, if anyone else encounters it

sinful nimbus
#

anyone had these problems?

#

its lagging my server as hell

#

multiplayer is impossible with hairstrands plugin active

north glacier
#

Has anyone removed the body of the meta human, and used the arms as Fp arms?

#

Downloading the fbx now and trying this out. I am sick of bad looking arms.

grizzled basin
#

Hey folks, has anyone found any solutions to grooms not appearing on the second player in a splitscreen multiplayer game?

north glacier
#

groom has a lot of issues.

#

Try messing with the LOD's

grizzled basin
#

I've tried forcing the LODs to the point where the grooms should always be visible but no luck unfortunately

north glacier
#

Sorry i cant help you further. I have no idea about split screen. The only thing i can think of is, it might not be replicating if you are not seeing it forced on.

grizzled basin
#

No worries at all, thanks a bunch for trying to help out! I'll keep prodding it

north glacier
#

If anyone figures out how to retarget anims to meta humans with the IK rig, please make a tutorial. I have a feeling you have to do every single bone in the IK retargeter.

grizzled basin
north glacier
#

example

grizzled basin
#

Ahh gotcha I'm only just getting to grips with UE myself, plenty to learn!

north glacier
#

yeah every update is a pain in the butt!

#

lol

steep valve
#

can anybody say what else should i try.. frustration city, simple sht not working.
It got installed automatically with bridge.
I've tried downloading manually, restarting everything, overwriting the 4.27 version from zip from quixel webpage.. what the f is wrong with it?

steep valve
#

"clear support and restart" from help menu ended up in same place, after it reinstalled plugin..

#

finally got it.. geez.. after clears and stuff, manually deleted megascans folder from plugins and then reinstall and finally it stopped claiming missing plugin.

gusty storm
#

@junior birch hey! how do you record audio in unreal, ive been looking that up and there isnt anything ive found that simple. Do you do it in post?

junior birch
#

yea i dont record audio in unreal man

gusty storm
gusty storm
junior birch
#

ur using one machine to do everything?

gusty storm
# junior birch ur using one machine to do everything?

Sorry, had to finish up some work. Yeah we have a ryzen 24 threads and a rtx3090 so it’s doing fine. We have some intense movement style mocap to capture live but after some test today it seems the groom really hurts and creates lag. Making it invisible I’m the blue print and doing the live it’s perfect. So I just enable the groom after the live recording with tape recorder. We are probably going to just recorte in mvn animate pro instead for it. There is some lag that seems to be just latency no matter what we do too. Will keep testing. Only had this awinda for three weeks so lots to do

#

Grooms are just expensive overall. I’ve created my own but they are never really optimized no matter what we do.

#

The next thing we need to set up is the audio, would like to to be live as well looking into options

junior birch
#

hair looks good but yea groom is intense. i can ask miko how shes doin her new hair it looks pretty good idk if its groom though

gusty storm
junior birch
elfin tusk
#

are there any detailed tutorials on how to integrate a metahuman head (that will be mocapped using something like faceware studio) onto a paragon skeleton? i've found this so far: https://www.youtube.com/watch?v=7iCMspltj24
but i also require the paragon character to be used in full body mocap + finger tracking so i'm not sure this will work (im a mechanics and tools programmer dabbling with animation so my understanding of the animation side of things is still somewhat limited)

A slightly different method to the one I used in this video:
https://www.youtube.com/watch?v=C7S3vv6-7V0
This one keeps everything in one blueprint. Also, how to hide the neck and shoulders of the Metahuman using opacity masks.
Zip file containing 3 different opacity masks (more black=less neck): https://drive.google.com/file/d/1GnAavFEmSfAlCpqe...

▶ Play video
gusty storm
rigid hamlet
#

Anyone using metahuman control rig in a sequencer with 4.27. Once I apply the rig to the body, character gets longer and strange deformations occur. Does not happen with 4.26

cobalt saddle
#

Hello, can you please tell me how to make my metahuman head look like this one. I tried changing it from MHC but still doesn't look like it!

#

here is what I got

#

thanks in advance!

gusty storm
#

look at the groom settings click open the head groom you can shorten tthe hairs

cobalt saddle
#

Alright, I’ll try it now!

cobalt saddle
#

It worked, thank you so much for your time!

neat jasper
#

I'm having trouble with MetaHuman hair in UE5 Preview 2 sequencer animation.
MetaHuman’s hair disappears at some specific frames in sequencer but because it happens even when the MetaHuman comes close to the camera, it doesn't seem the well-known LOD issue.
I have just moved from EA2 to Preview 2 and am testing to run a copy of an EA2 project now, and EA2 doesn't have this issue.
Do I need to change some setting in Preview 2 to avoid this?

north glacier
#

@junior birch Hey man do you know what is the correct bone chain for manny anims to meta humans? I watched your Iclone video, but that did not help

junior birch
# north glacier <@!421829807790227489> Hey man do you know what is the correct bone chain for ma...

hey man ill be making new tutorial when documentation comes out but for now check this out https://youtu.be/8yJuZWIZyBU

UE5 TUTORIAL - Animation Retargeting for MetaHumans.
A BRAND NEW way to retarget your animations.

In this video I quickly explore more by retargeting animations onto MetaHumans using the new IK Retargeter.
The third tutorial of the series, this one is slightly more advanced and assumes you already know how to setup IKRigs and the IKRetargeter ...

▶ Play video
north glacier
#

Thanks a lot! I will be trying this out asap

north glacier
#

Worked perfectly, the only thing that wont work is the pose asset. makes the arms crisscross. (using for a shooter not CGI or other stuff) The anims retarget, without any limbs or bones broken, nothign stretched, everything is a okay. Just those damn arms. lol

junior birch
north glacier
#

That is what i was thinking, im going to back back to the marketplace assets and retarget in 4.27 and try it that way

#

rebuilding source 5.0 rn 😦

scarlet nymph
#

Does anyone know how can I make my own custom hair style for metahuman?

plain haven
sudden berry
#

Hey folks , here is the way how "Epic" is doing the IKRigs for UE4 Mannequin and MH Skeleton :

uncut ledge
#

Hey guys. I tried to create my own metahuman character with a custom mesh and use a facial animation curve data on him but it's not working. Anyone have any tips?

I tried to match everything exactly.... same skeleton, same blend shape with same shapes and names, added the post process BP, but so far when I play the curve data on my mesh nothing happens!

craggy verge
#

I don’t expect any help (as far I tried tons and tons of things), probably I will keep as this. (With some workarounds like suspend/pause rag doll or remplace it with a UE4 Mannequin, all this via CVars)
But any easy solution for this issue?
Probably I could fix it making a Physic Assets and limit the head rotation but I am expecting a work of various days of testing and bug fixes)
(If somebody ask for context, It’s a false suicide because It’s a murder case)

north wedge
#

Anyone here know Why The animations from a MOCAP on Mannequin dont look 1:1 after retarget. I Know a few of the things are fixable But why does the hands move so differently. The mocap on mannequin Hands are still but after retarget the hands would move around?

rigid hawk
#

hi. how can export metahuman face animation from maya to ue4? i wanna use animation like animation montage in game

karmic sable
#

Hey guys hope you’re doing fine! I just released my latest short film entirely made in UE4 with motion capture! Hope you like it! - https://youtu.be/iyxZSPHBJpw

CGI 3D Animated Short Film: Till This Day Animated Short Film by Nako Baev. Featured on CGMeetup Gallery https://www.cgmeetup.com/project/till-this-day

A man with a haunted past visits a town where an accident took place that claimed his brother, he returns to face his past, but not all is what it seems.

Realistic CG Animated Short Film ''Til...

▶ Play video
worn patio
worn patio
simple forge
trim knoll
#

I take it metas arent crashing everyone's macine... UE4.27 on Mac. disabling groom physics gets my meta in the scene but I don't want a bunch of bald people. . Any known fixes?

plain haven
trim knoll
plain haven
#

Well, strand based hairs can be quite expensive compared to the older hair card method

trim knoll
#

cheers

#

Are all the materials and meshes under the Card tab supposed to be empty?

trim knoll
amber arrow
#

does anyone know where i can get the metahuman preview animations?

plain haven
trim knoll
plain haven
tepid lion
worn patio
worn patio
worn patio
amber arrow
simple forge
worn patio
spice plaza
#

Anyone know how to apply a motion effect setting like in Faceware but using the face live app? I made a small thing for testing purposes (of course you would repeat it for the other poses in the pose asset) i feel its should work but it doesn't.

#

Once I have access to the values, I can put multipliers onto them, add offsets and so on

spice plaza
#

Lighting

#

Change ur source radius

plain haven
#
Unity

Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.

hasty dust
#

Currently I see iClone, Mocap, livelink as options for lip syncing in Metahumans - there is also an Nvidia tool, I was curious about using? What is the "simplest" method for when you don't need ridiculous fidelity you would recommend to start with?

#

also, wth is wrong with quixel bridge

plain haven
hasty dust
plain haven
hasty dust
#

same error, restarted computer

#

I can't locate the plugin in the 4.27 folder so it obviously didn't install but how do I reinstall it- there is no option to uninstall it or remove it from Quixewl

plain haven
weary bone
#

Can i get some hintos on how to apply the facial animation in the metahumans sample to a different metahuman?

#

i cant figure out where the animation is stored or what its stored as

#

from the sample i see its the Face_controlBoard_CtrlRig

#

but i dont understand how to plug the facial animation from say the first metahuman in the sample to the second one

vagrant patio
#

anybody have issues with lower lods causing something around the pecs to stick through the default clothing?

hasty dust
craggy root
#

I'm trying to animate my metahuman however the skeletal mesh is in pieces I created a bp for the head but I didn't mess with the skeletal mesh but the body for some reason it is in parts and I cannot retarg the animation

merry spoke
plucky kelp
#

question
Unreal crashes when I try to move MetaHuman bp with transform inside sequencer. Anyone else have this problem?

error message:

Assertion failed: RootLOD == MeshComp->GetPostProcessInstance()->GetRequiredBones().GetCalculatedForLOD()

EDIT
I think i have a work around by forcing the LOD trough the Metahuman_BP. but not sure if this will hold up in the future.

worn patio
worn patio
acoustic inlet
#

I'm pulling my hair out with quixel bridge, bridge reports that the plugin is installed, yet there is not plugin in the folder, and clicking export says the plugin is not installed

#

I removed all the bridge related things from roaming to try installing again, nothing happens

rigid palm
#

Ok, so lets say I want to publish a game on steam using metahuman. Can I do that or is it against the rules?

#

Do i have to publish the game on Epic Games?

plain haven
rigid palm
#

Ahaa, well that makes things clear. Thank you!

plucky kelp
rose stump
#

Hey, I'm trying to retarget the postprocess anim bp from metahumans using the IK retargeter in UE5 P2, the anims get correctly retargeted, but the pose assets don't seem to work, has anyone encountered this before? Is Pose Asset retargeting now broken? I successfully did it in UE5EA before.

ivory belfry
#

Have you tried to model yourself. I tried but i dont think that what i created look like me

rose stump
ornate python
#

Hey guys, is the MetaHumans facial control rig working correctly on release UE5?

golden girder
toxic nymph
subtle pagoda
#

is it possible to make a titan from attack on titan with metahuman?

#

weirdly shaped sort of human looking creatures

mortal cradle
silver badger
#

Hi folks 🙂 ,
I'm here to ask you about a problem with combining metahumans and physical animations in UE4.27, one I've had a tough time trying to solve for quite some time now.

To summarize it as best as I can : using an animation which implies the rotation of the spine bones, as a physical animation (in the Phat f.i) ends up causing the physical asset skeleton to get some sort of impulse as soon as the simulation starts, offsetting it from the animation skeleton
And this happens when simulating in the phat as well as when in the scene

How to reproduce :

  • import any metahuman to your project
  • duplicate one of the already existing animations (in this exemple I took one with "thumb_01" in its name I believe), set a new key in the yaw of the spine_04 bone and save it (see image 🇦 )
  • open the default physical asset, disable the gravity, and set the rest as I did if you wish (not doing so will have the physical asset spinning out of control when simulating later on I believe, making the problem kinda harder to observe imo) (image 🇧 )
  • set the animation ( 🇨 ) and show the animation skeleton to better compare ( 🇩 )
  • hit simulate ( 🇪 )

In addition, and I'm not sure how related it is but if in-between 🇨 & 🇪 you check the constraint called "spine_05 : spine_02 Constraint" you can see that it is the only one for which its pivot's position seems to be broken as it does not follow the animation

Thanks for taking the time to read this, and if you happen to have anything that could be of some help, please do share it, I'd be forever grateful 🙏

plain haven
slate seal
#

ok.. long story short.. I'm automatically re-rigging metahumans using Houdini where I have an HDA that can swap out a entire/partial skeletons and re-weigh everything and all. Using that I put the default xSens mocap skeleton into the metahuman body and kept the facial bones/blendshapes in tact. the facebones' root is linked to the xsens head joint, all works fine, I can now use houdini-processed xsens mocap clips in the sequencer without the hassle of retargeting etc. In the image you can see the new setup

#

Now for the hard part.. how to get ARKit facial mocap to work on this new setup? Facial bones/blendshapes are named identical as the original meta human head but I can't seem to make the face anim blueprint work

#

I also tried copy-mesh-pose approach, to copy the animated facial bones tranforms of a dummy ctrl head on to the main one. But that doesn't really work well since it always copies the static face restpose

#

left two are working with arkit face capture, the new right on the right refused to do anthing at all

slate seal
#

nevermind, got it 🙂

rigid palm
#

My Unreal crashes as I open my metahuman viewport in the blueprint class. I am wondering, what is the recommended LODs for metahumans in games? Currently I am using LOD 3 and it crashes.

plain haven
rigid palm
#

Ryzen 7, 3060

plain haven
#

Might be driver issue then

ornate python
# ornate python Hey guys, is the MetaHumans facial control rig working correctly on release UE5?

https://www.youtube.com/watch?v=j-iiFctHfEQ I FINALLY found a solution to my problem

UE5 FIX the Metahuman Facial Control Board
In UnrealEngine 5.

#UnrealEngine #UnrealEngine5 #Metahuman

Metahuman Face Control Rig Board Library:-
https://www.youtube.com/watch?v=Ca5jNZu1-3I

➥➥➥ SUBSCRIBE FOR MORE VIDEOS ➥➥➥
Please support my channel and help me bring more content.
Like and subscribe and hit the bell icon for notifications.
Su...

▶ Play video
south fulcrum
plain haven
plain haven
#

I had to modify it with 2K textures, and LOD 0 starts at 2.0, and LOD 1 starts at 1.0

#

LOD 1 is like the acceptable level

south fulcrum
#

I don’t understand how the city demo can use so many meta humans I haven’t tried it on my 1070 but I suspect I’ll get like 2 fps

#

3 if I’m lucky

slate seal
#

@south fulcrum a low LOD version is quite easy going.. no real hairs, low res mesh etc

icy cobalt
#

Hi! I am trying path tracing on metahumans un UE5 stable release, but Hair seems not to be rendered yet, except for textured hairs on the head...any suggestion? Thank you!!

icy cobalt
#

oooki I have found out that reference depth of field on solves the issue

south fulcrum
cobalt saddle
#

Hello!
Can you please tell me how to copy the lightings from the MHCL sample project into my project, because every time I put my metahuman characters into some ready made environment it doesn’t look that realistic! Any suggestions will be appreciated too, thanks!

icy cobalt
#

Vivian is an example who is not converging...

icy cobalt
#

issue seems to be connected to hair...changing hair groom asset solve it, although charact remains without hair...

#

disabling Simulation in the grrom asset solves the issue (but bye bye simulations...)

quartz hollow
#

How do I delete these 18000+ pose curves from the Metahuman Skeleton? 😅

plucky kelp
#

Am I the only one to run into hair scale problems ?

#

whenever I scale down the metahuman his hair is all messed up

#

this does not happen when using lod 5 6 7, but I wanna be able to use lod 2 3 4

plucky kelp
#

Question
How can I make my MH's Hair react to a WindDirectionalSource? I want to some wind affecting the characters hair, for a cinematic.

stiff meadow
cobalt saddle
uncut harness
#

Any good tutorial how to export MH ftom Maya to UE5? I have skeleton issues lol. Even if I don't make any changes and import MH to maay and export right away, im getting missing bone error

plain orbit
#

I am using UE5 and I attached my metahuman's head to a modular character's body inside of a blueprint (attached to the head bone), but when I run mocap on the body, the head is not staying connected to the body.

#

Is there any way to fix this?

spice otter
#

Am I just terrible at Unreal, or is it actually a huge pain to get a Metahuman to be 3rd person controlled/animated for UE5?

#

I just keep getting either graphics crashes, floating movement, or nonstop animations

plain orbit
#

UE5 with metahumans is a pain in general i guess

#

can't get the head movement to stop being so WACK

#

STILL

heavy gust
#

I created a metahuman xter with a hoodie on . And the hoodie is going nuts. Moving on its own and I'm not sure how to stop it .

heavy gust
spice otter
#

The hoodie strings just go wild and whip all around

#

I found a cheap add on to animate and fix it

heavy gust
hollow heron
#

Hello good people!

what is better to use with Live Link, iphone or ipad?

spice otter
#

iphone, it's the Lidar that they have for faceID that makes it amazing

#

@heavy gust M Human Character Base Tool is what I used

hollow heron
#

So... it's the LIDAR that is responsible for the magic behind Live Link... that's interesting and now i know why my Android phone does not work with this app.

#

thank you @spice otter

spice otter
#

If you have a pro your ipad may have lidar

heavy gust
green shoal
#

No, it isn't Lidar, it's the 3d camera and is available from iphone X. Lidar is used for large scan like building and is not accurate, is only quick.

neat blade
#

metahuman is ok to use for commercial use correct?

plain haven
floral loom
#

can i like convert metahuman people to cardboard cutouts?

plain haven
steel epoch
#

Hello! Does anyone here know the easiest way to change clothing of metahumans? apart from the standard clothes provided by UE5? Would really appreciate your help, thank you so much ❤️

plain haven
fresh monolith
#

Bruce Willis as a Meta Human. Just sharing it, it's made by some other user.

acoustic sphinx
#

will meta human retain face 3-5 morph data when downloaded

graceful rose
#

is metahuman opening in ur browser? for me i cant open anymore

coarse stump
#

had to accept changed contract to it open

tidal escarp
#

Hello guys, is there a difference in the integration of metahumans between ue4 and ue5?

gloomy palm
#

Will metahumans get updates?

plain haven
dusk topaz
#

Are there default face poses that you can load onto your metahuman?

dusk topaz
#

The metahuman creator has a preview animation. Can I load this into my project?

dusk topaz
#

Yeah, I found it. It's currently working.

#

Are there any animation libraries available? I'd just like a variety of facial poses.

plain haven
dusk topaz
plain haven
#

Oh wait, you mention facial poses.

#

Well, in that case you'd have to make it yourself

dusk topaz
icy cobalt
#

Hi, is it possible to export an fbx from sequencer with time dilation applied? Thanks!!

fair wagon
#

How do I stop the metahuman homepage from redirecting me in a infinite loop?

ripe siren
#

can i use metahumans + motion capture for a youtube animation ?

#

or is it not allowed

plain haven
plucky kelp
#

For anyone wandering why they can't package their game after adding metahuman, try disabling mesh distance fields or planar reflections
Can't believe Epic still hasn't fixed this issue when it's known since 12 months at least

ivory tusk
#

can we get default metahuman animation in Unreal Engine?

#

I need Unreal Engine Default Idel Animation in Unreal Engine

bold fable
#

I tried adding 3 metas and it made my fps on my custom pc go to 20

#

is this because of the grooms?

#

partially yea the grooms are so taxing

#

ig ill use them for cinematics only

main flame
#

Metahumans crashes my game in play mode. I get InstanceCullingContext.cpp Line1152

main flame
#

I really cant use metahumans

faint frigate
#

Relatively new to UE and having a really hard time retargeting animations from the Advanced Locomotion System(ALS) to a metahuman in UE5.
Any resources recommended to check out for this to complete it easier or am I looking at rebuilding the whole skeleton?

errant beacon
faint frigate
little tangle
#

idk if this is the right place but is there any way to rotate the metahuman editor viewport exactly 90 degrees around the character?

solid bluff
#

Any lucky idea how to get rid of crashing of the windows build when I use metahumans with grooms in UE5? without grooms it seems to work fine.

signal sand
#

Anyone ever had a problem where all hair on metahuman vanishes on a cooked build?

hollow arch
#

Retargeted my model & animations from the default model to the Metahuman. my game is now running in slow motion. what could have caused this?

#

time dilation is printing as 1.0x

#

character moving slow. and animating slow

plucky kelp
cursive isle
#

Hi there!
I have a control rig t pose for Metahumans. Is it possible to make a pose asset for the ik retargeter out of it? Bringing the fingers of a MH into tpose is a pain in the ass 😂
Thx a lot 🙂

fluid locust
#

Hello everyone. Does anyone know how to put a Tshirt on a naked metahuman? My meta human just walks out of the shirt. And the shirt just floating in space even though I put it in the blueprint.

hollow arch
#

I just retargeted to a metahuman. My game now runs in slow motion?? I did not change any code

#

My Global Time Dilation is printing =1.0x

#

My animations are also playing slow in the editor.

hollow arch
#

Specifically drawing and shooting a bow! It worked very well. U can do it

cursive isle
#

@hollow arch thx. I tried that as well. I’m struggling. The fingers are jumping into very odd positions if I try to edit them… I’m very new in unreal, so also the navigation is very strange. It’s different than 3Ds Max 🙂

hollow arch
#

I came from 3ds Max too 🤣 u can do it! I usually have to change camera speed at top right corner of viewport. Good luck

cursive isle
#

Thx 😂 it would be much easier if rotating around selection would be a thing. But with alt pressed it’s working only sometimes…
I’ll give it another try tomorrow. If I fail I have to wait for the new live link plug-in of my mocap suit 😂😂

stoic geode
#

Hi everyone! I'm tasked to create a talking illustrated character for an explainer. Any tip where to start?

cursive isle
#

@plucky kelp yep

cursive isle
#

@stoic geode take a look at audio2face 🙂

agile gazelle
#

Is it possible to edit/create a meta human that your pawn is using? Like the runescape/gta appearance editors

cursive isle
worn patio
rugged acorn
#

Anyone know the camera info for the lens they use in Metahuman creator tool, like mm and distance from the head? I'm looking to shoot reference of the real actor I want to match, and overlay that reference on top of the creator app. If anyone knows, or knows where I could find it, like the source code or something it would be appreciated!

plucky kelp
#

Hi, when I import my Metahuman face mesh to Unreal from Maya, I get these weird shadow glitches on morph targets (blendshapes) around the eyes.
the error is not visible on Metahuman imported from Bridge
(both meshes have the same material and everything in the skeletal mesh settings is set up same)
please any advice to fix the problem? thanks

cursive isle
#

@plucky kelp thx, I’ll try that 🙂

vernal hull
#

Anyone have any proper fixes for beard lods?
Everything I do when editing the lod settings within the beard grooming it spins up crashes.
I’m about to drop metahumans all together. Headache beyond belief.

#

Expected result: User sees full beard at all times

Observed result: Beard vanishes when camera changes distance- to no beard at all at times

#

Some of the options I’ve seen aren’t done correctly and causes the crash, each method I’ve tried

bold fable
delicate horizon
#

Guys, where can i create custom clothes?

plain haven
delicate horizon
#

thanks. do i have to export MetaHumans to blender (for example) or the exporting only works for unreal?

plain haven
delicate horizon
#

ok thank you

simple forge
simple forge
cursive isle
#

@simple forge oh sweet! Can’t wait to try it out 🙂
Thx for the info 🖖

spice otter
#

So for some reason my head moves withe livelink, but the lips aren’t

#

I checked the blueprints and it’s the same as ones that normally work

jovial meteor
#

I'm trying to download the metahuman + source files, but is stuck at 0%. I tried reinstalling Bridge, restarting the PC... And nothing works, somebody knows what can it be?

#

Ok, I needed to open Bridge as administrator

graceful osprey
#

bridge doesn't export metahumans properly in ue5
it downloads fine and creates the folder in the project folder called metahumans but the folder named after my character is empty

plucky kelp
#

Hey everyone, we're running into an issue with a project, and have some googling it seems like a lot of people are having the same issue, with no solve, so perhaps someone in here knows how to fix it.
When we are using strand grooms and DOF, there's quite a distinct halo around the strands, and also the strands seem to be in the incorrect focus plane.
An example would be - the neckline of the character is in focus, but the hairline is out of focus, even though they occupy basically the same space.
Has anyone ran into this?

junior birch
#

testing out the metahuman animation with my custom meta https://youtu.be/pWnbw1YTMy4

Unreal Engine 5 Metahuman Eye Test

My UE5 Course
https://www.udemy.com/course/how-to-create-a-movie-in-unreal-engine-5-beginners-edition/?couponCode=15E90C71F87BAF32E4C8

Buy my courses to support the Channel!
How to make a movie in Unreal Engine 5 Beginners Edition Artstation Link:
https://www.artstation.com/a/7481092
Udemy Link
https://www.ud...

▶ Play video
cosmic hollow
#

Having issue with groom binding to MH in UE5.0. The hair floats 2 units up when imported via Alembic cache from Maya/XGen.

golden girder
#

Hi! Is there a way to use the new IK rigging and retargetter of ue5 to animate metahuman with Optitrack live link without mobu?

vernal hull
arctic locust
#

Can anyone point me in the right direction for finding a t shirt for metahumans? Just a regular white tee.

neat jasper
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In UE5 sometimes MetaHuman’s face texture is replaced with something else when I finish rendering in MRQ. The replacing texture seems to be randomly selected from other material that is totally different from face texture so when I finish rendering my MetaHuman looks like having some paint on her face.

Has anyone experienced this?
I’m using UE 5.0.1 and if I restart UE5 the texture comes back to normal.

rose current
#

When I use meta human with Lyra the hands are not working properly

eternal cedar
#

Same journey here. It should be possible to reverse engineer the .dna files, though. Is anyone trying that?

nova jewel
#

Anyone know how to solve this issue? It appears to happen everytime there is a transparent material (like glass etc) behind the character.

plush gust
#

Hi guys, I would like to make a Metahuman kid (a 5 years old boy), do you have any idea how and where (which software) change the body type from metahuman creator to achieve child body type? I will be grateful for any ideas/tutorials?

plain haven
hallow crest
#

Hello, I am having an issue with the Metahuman hair LODs. I am aware of how to fix the hair popping in and out of existence because of the LODs, and know how to lock the LOD to 0 or 1. However, the hair disappearing starts up again after I apply an animation to the Metahuman's body. I cannot get the hair to persist without disappearing once an animation has been applied to the body. Anyone else having issues like this?

neat jasper
hallow crest
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i have the same issue

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it only happens once an animation has been applied to the metahuman body

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then the hair issues begin

shrewd badge
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I've got an issue, but with something else. I've got an animation playing in the editor correctly and when I package the project it forgets the shirt

#

anyone came across with this issue?

spice otter
#

Anyone know why my torso and feet aren't leaving shadows?

vernal hull
#

Does anyone here know the maximum animation frame allowance for MD?
I have two different mesh/animations I’m doing cloth sim / recording for and around 1200-1400 frames both cloth simulations go absolutely bonkers, artifacting until the animations finish
Doing the sim for metahumans
Animation frames for each run between 4700-5600 frames

valid knoll
#

Any one have input with issues binding LogHairStrands: Error: [Groom] Binding asset could not be built. The target skeletal mesh could be missing UVs. LogHairStrands: Error: [Groom] Binding asset could not be built. Some strand roots are not close enough to the target mesh to be projected onto it. This binding asset won't be used.

junior birch
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Sneak peak of an upcoming metahuman short. All metahumans. Can anyone guess who the 5th one is?

sinful prairie
#

How do you replace the basic 3rd person character in a preset with a metahuman?
While preserving the jump walk animations

hallow crest
# junior birch Sneak peak of an upcoming metahuman short. All metahumans. Can anyone guess who ...

any idea what this issue is??

Hello, I am having a very strange problem while using Metahumans in UE5. The hair on the Metahuman keeps disappearing and reappearing, seemingly randomly. I don't think it is because of the LODs; I have tried forcing LOD to 0, 1, 2, etc. and that helps the hair disappearing because of LOD issues, but as soon as I apply an animation to the BODY, the hair starts behaving very erratically. I have also noticed a very strange glitch; it seems to be using some VFX from the Matrix City Sample pack, where the hair will disappear using the same effect as when you hit a crowd NPC in the City Sample pack. This is very strange, considering I have not exchanged any assets between the two projects.

Any help would be greatly appreciated

https://i.gyazo.com/6bdf97410bf3b07b31549bd44f9072e4.mp4

junior birch
#

im getting this as well its very annoying seems like a bug

junior birch
#

Been meaning to make this tut but here is how you can use the matrix demo clothes with your own meta. https://www.youtube.com/watch?v=WZfVlI4N3ck

graceful storm
#

anyone run into this issue with Metahumans? Trying to body swap the head onto a custom rigged body. Everything goes well until I parent the face to the body and use the Faceanim_Bp anim blueprint.
Then their necks get broken lmao

junior birch
#

yup been battling this issue since release last year lol the neck has excess neck mesh unfortunately. Check this out https://youtu.be/0ueKtuVwtqs

Unreal Engine 5 Custom Metahuman Tutorial,unreal engine 5 metahuman clothes,ue5 metahuman,Unreal Engine 5 Metahuman Animation Tutorial,ue5 Metahuman Animation Tutorial,unreal engine 5 demo rtx 3090,ue5 metahuman animation,ue5 metahuman retarget animation,unreal engine metahuman mocap workflow,Unreal Engine 5 Metahuman Creator Demo,ue5 metahuman ...

▶ Play video
radiant harbor
#

Having the same camera angle specific disappearing hair as everyone else, I looked back through the thread and it doesn't look like anyone has solved it. Hopefully epic is working on a fix.

junior birch
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i found a fix for it ill make video soon

radiant harbor
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@junior birch Amazing, You're a life saver

graceful storm
junior birch
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watch the video u can mask it

graceful storm
#

right, i was just wondering if we could somehow keep it, but it seems right now the only work around it so make it disappear. I was trying to avoid having to use those neck coverings lol.

#

Every mesh is gonna have to have a chainmail collar lol

junior birch
#

oh yea dude thats why most metahuman videos have all turtleneck clothes hahhh

graceful storm
#

Lool okay cool. I guess I'll try to see if I can help the cause and work on something better

cedar cloud
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how to import Metahuman to Unreal Engine 4.25

plain haven
cedar cloud
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i cant

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i only got 10gb space left

plain haven
#

Delete 4.25, install 4.26

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Also MetaHuman took up 2 GB each, that's just the 2K textures.

cedar cloud
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i got big project running on 4.25

elfin tusk
#

has anyone used the ynnk lip sync plugin before? im trying to apply the lipsync to custom metahuman and im having trouble understanding why the animation sequences arent playing (despite having curves set up)

hybrid girder
thin kettle
#

how to combine the metahuman person into a single skeleton mesh?

rigid hamlet
# radiant harbor Having the same camera angle specific disappearing hair as everyone else, I look...

Having the same exact issue. My LOD is forced to 0 from lod sync. Also the grooms have only one LOD and set to 0. Body and face is also set to custom 0. I do not think it is a LOD issue. I think it is related to somehow root motion since the problem starts occur when the body gets away from the root. If the animation is close to root grooms stay solid. There are many complaints about this case. Also there is long conversation about this on @simple forge ‘s discord as well.

lunar ore
#

Does anyone know if pushing metahumans to perforce is possible?

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I pushed all files related to the metahuman character onto perforce and downloaded everything on another workspace

#

but it seems like the character doesnt want to load in properly

junior birch
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yea thats an understatement lol groom is so damn problematic but they do look good when they work.

gusty storm
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Works perfectly in 4 so guess I’m going back

junior birch
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hahahah yea 4.27 is much stable

bitter crater
#

Wait, you can place metahuman model into your project? Sorry new to unreal engine

junior birch
#

I can't wait to show you all what were making. Metahuman Bats. Which one is your fave

bitter crater
#

That one in the left and in the middle

cold thorn
#

hey guys, anyone work with marvelous designer? i have some problemt to import simulation

twilit eagle
#

Hi

#

I created a workflow video to show how you can adjust/change metahumans via Maya/Zbrush, fix the blendshape in Maya then export to Unreal and work with the face control rig. There are more steps to make it truly perfect such as adjusting the meshes around the eyes and so on but this actually works well this method. https://youtu.be/Y3WjrWPMMEg

Artstation: https://robertramsay.artstation.com/store/00l9B/metahuman-customization-tutorial
Completely customise your Metahuman heads with more accuracy in this 3-part video. Requires Maya2020, Zbrush(optional), Unreal Engine 4.27 or similar and Quixel Bridge with Epic Games account.

▶ Play video
neat jasper
#

@rigid hamlet
I found that it also depends on focal length of the lens. At the timing my MetaHuman's hair disappears in a sequence, the hair comes back only if I change the lens from 85mm to 50mm. And if I very slightly pan or tilt the camera when I am using 85mm and the hair isn't there, the hair comes back.

I was thinking it depended on the distance between the camera and MetaHuman but it doesn't. It is hard to guess what is causing this problem and I've been unable to find any hint to solve this.

rigid hamlet
# rigid hamlet Strange times :)))

Here are some more interesting findings. I am sure now it is related to groom. I have generated cards with procedural option. And assigned lod0 to cards. Same thing happens once the body moves away from the root it starts to disapper, BUT if I add a static mesh to metahuman and assign that generated mesh to the static, that card hair never disappears.

craggy verge
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Could someone said me which bones is that and which is their parent?

#

Because I suspecting about Bones removing because LOD

#

(The removing of some bones delete the attachment of the head)

craggy verge
edgy tangle
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yo i got like.... 5k shaders compiling atm... is there a way to get metahumans that arent 'high quality'? quixel bridge only has the high quality option on everything. i see low and medium quality options on videos and stuff... but its just not there for me?

craggy verge
edgy tangle
#

yeah but i dont want to be compiling shaders for over an hour everytime i add a metahuman to my project

craggy verge
#

Some shaders are common between metahumans

edgy tangle
#

ok buuuuuuuuuuut

#

i want low quality so it goes faster

#

everyone else but me seems to have the option for it

#

well theres only 300 shaders left at this point, if anyone knows why i dont have those options though, please ping me cus this sucks and im not doing it again even if theres slightly less shaders to compile, i want more like... a few hundred, or some other normal number of shaders

simple forge
#

Is anyone else having a lot of crashes with Metahumans in 4.27 with the body control rig?

simple forge
# plain haven What kind of crash?

I think I figured out what my issue was. I am baking an animation to control rig. I go to switch the hand fk to ik on the metahuman. Even if I make a key for it, I have to delete the rest of the keys on the global track. When I do that, it crashes.

lunar ore
#

hey guys does anyone know how i can download 2k resolution models

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I only see an 8k option

glass ravine
#

@junior birch the 2 most right

#

that tech suit on the right is most def best

sullen pilot
# lunar ore

you have to create custom metahumans with the metahuman creator. you can dowload those with a lower resolution

trim roost
#

Hi
I have a question regarding a metahuman's rigging. Me and my team need a custom animation with an extra bone. The bones, weight painting and animation have been created. My problem now is the export / reintegration back to Unreal.
What I've tried so far: 1) FBX export of the rig with the extra bone selected.
That didn't work at all. The import button was greyed out.
2.) Selected the rig again in Maya+ body mesh. (lod 0) When importing into Unreal, an error occurred -> multiple roots are found in the bone hierarchy. we only support single root bone. (but as you can see in my screenshot the rig has only one root bone)

I'm just stuck does anyone have an idea how to get the rig back to Unreal with that one extra bone.

rigid hawk
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hi. i wanna create some additive head animations like blinking. how can i export head animations like body from maya to ue?

junior birch
rigid hamlet
glass ravine
#

i didnt even realize it was based on the originals 😛

#

2 on the right just looks most badass

#

new series : the batman just started... havent watched any ep yet

sullen pilot
#

hey guys, i wanna use multiple metahumans in my level with a low lod level but i noticed that the very existence of those in my content folder consumes a decent amount of ram 👀 🤨
having more than 5 metahumans exported to my project sets my ram usage to 95% whereas having 1 sets the usage just to 45%-50% (i have 16gb)
does anyone have similar experiences or knows how to solve that issue and use many metahumans in your level? 🙏

edit: when starting the project the steps "calculating weights" and "building groom data" seem to bloat it up

twilit eagle
rigid hawk
#

hi. i wanna create some additive head animations like blinking. how can i export head animations like body from maya to ue?

cedar cloud
#

anyone knows where to find hair material for metahuman

worn oracle
#

As a Virtamate user, my expectations for MHC were 10 miles too high. Unreal does everything so well, and they namedropped fancy companies allegedly working on this for decades. Well Virtamate was made by one talented guy, and its character customization is hundreds, thousands of times more powerful than this. MHC models are nicer, but come on - we had more customization in Elder Scrolls Oblivion.

#

Actually correction. MHC models are not nicer. Only the textures are.

plain haven
worn oracle
#

Yeah, I was hoping for one-stop creation. Virtamate gives you dead-simple control over every tendon, ligament, bone, bit of tissue, fat deposit, facial micro-component. Sounds complicated but it is seriously dead easy. I can make a face and body replica of a real person or character from references in under 2 hours. Oh well. Do you mean importing the model into something like Maya and finishing it there?

plucky kelp
#

Question: How to create a Adolescent person?
I struggle to find a good mix between all the humans, it's either and adult or a young child (-13,14). For my project I would like to create someone between 16 and 21, but I cant seem to figure out how. Any tips are appreciated.

radiant harbor
#

To everyone having the camera angle dependent disappearing metahuman groom, I finally have a solution. Go into the metahuman blueprint and under the face search for "include component location into bounds" and check it as true.

cobalt saddle
#

Hello everyone, I have an issue with face animations. After baking metahuman face animation and exporting it as an fbx file, everything seems good until I import it again. The head keeps shaking!

gentle zodiac
#

im animating a MetaHuman character in Sequencer.. just a simple turn around and for some reason the tiny hairs on her face and the eyelashes are falling off? basically not linked to the head?

#

Also what's a possible reason copying baked animation from one MetaHuman to another would not work? Shouldn't they all just be identical using the same CTRL Rig?

gentle zodiac
junior birch
#

my personal custom metahuman vtuber Zion reasy for action

neat jasper
#

@radiant harbor This didn’t work for me …

bright tiger
#

hey everyone. Anybody had problem with metahumans rootmotion animations? I can't make a montage have rootmotion for the life of me. Same settings with UE4 mannequin and it works. Anyone had a similar problem ?

trim hatch
#

I wish i could make it myself

junior birch
trim hatch
#

Your channel plz

junior birch
#

heres video of laptop. im not sponsored but laptop is still runnin good

lethal jetty
#

Heya, I'd like to mask out my metahuman's arms, catch is, it's a part of the cloths (torso). I got to the part where I need to make a mask, I just have no clue where to hook it up in the M_fabric_simpler

The purpose is to hide the characters arms, I just want body and legs for the first person game I'm making
And I'm using another static mesh for arms
@ me if you have masked a metahuman's cloths before

plain haven
# trim hatch i cant render this my laptop just cant

Try setting LOD 0 screen size to be on close up (≥ 2.0) and LOD 1 screen size to be the normal one (1.0). Then use cards on the hair grooms as opposed to strands (except the fuzz)

Also limit the texture size to 4K or below.

#

I think it's a more balanced compromise (I'd say you're getting PS4 quality digital humans with that setup) without shelling out $1000 or more and have nothing to eat for the next few weeks or months

junior birch
trail chasm
#

Help . I need to set a world space look at target to control a meta human eye / head aim in real time, anyone know how? Basically want them to look at another character and track them.

gentle zodiac
lethal jetty
#

Do you guys know how to fix this dang render warping on metahumans?

#

Only happens in runtime. When making the animations with the control rig, they played back fine. Once I launch the game, the fingers go ninja turtle mode haha

neat jasper
#

@radiant harbor
I found turning on “include component location into bounds” works in some cases but not always. It seems MetaHuman hair tends to stay but still it disappears if camera position changes.

radiant harbor
#

@neat jasperYeah, it fixed all of my shots except two. No idea what makes it not work in those cases but it fixes most of the problems.

#

Hopefully epic/quixel fixes the groom soon, even when the hair works, they still cast wonky shadows and light weird

neat jasper
#

@radiant harbor Unfortunately it fixed two shots and most shots still have the problem in my case. Tough problem ... I also hope Epic fixes this as soon as the next release.

sterile jolt
#

Is anyone getting a 'no assets here' in the metahumans tab for bridge within unreal 5? Is there a fix for this?

cobalt saddle
#

Hello everyone,
is there any version of Metahuman lightings project for UE5?

trail chasm
#

I have asked this question too many times without an answer ☹️ I just want to know how I could use this EYE AIM box In an animbp to look at a player character in real time Because it has the blend shapes . cant find a way to access this value and set its world location.

plucky kelp
#

any idea how to fix this shading issue?

cursive isle
#

Hi everybody 🙂
i have a couple of issues with mocap and metahumans. i use xsens and faceware.
first of all my hands are looking very creepy, but i think the t pose is correct.
and then, when i apply animations to the metahuman body and head are seperating...
Can anybody give me a hint to fix those issues? i willing to pay for help as well
cheers

wide gulch
#

Hi hi! New here! I have a problem with metahuman, it turns out that before the packaging there is hair, after the packaging there is no hair, can someone help me? I need to fix this problem soon

hasty moon
#

is metahuman creator downloadable?

wide gulch
hasty moon
wide gulch
#

no, but what if they are planning to do it? we dont know

hasty moon
#

Is there any software like metahuman?

wide gulch
#

a character creator?

#

probably something of reallusion

wide gulch
plucky kelp
#

Question: How do I make MetaHumans Hair blow in the wind?

frozen bolt
# trim roost

root_drv basically "drives DHI:body and it's children" root_drv is only useful for animation retargeting in maya.
You will be adding your extra joints to** DHIbody and exporting full hierarchy**

simple forge
# cobalt saddle Any suggestions please?

Question, why are you exporting it as an fbx? Are you trying to transfer the animation from one UE project to another? If so, then just copy the uasset of that animation from one project and paste it in the other.

cobalt saddle
simple forge
cobalt saddle
surreal sigil
#

Bit of a shot in the dark here lads, but does anyone know where I can find premade pose files? I'm having a really hard time posing my metahuman in a way that doesn't resemble a body horror movie

#

Wait, scrap that. I was being an idiot and figured it out

cobalt saddle
spiral trail
#

how do you customize metahumans?

plain haven
left lantern
#

Hey yall, hope these might be helpful for some folks. I was exploring iclone7 for face animation / livelink to metahumans in ue5 and ran into some hurdles, but after reworking faceware's metahuman bp was able to get something sorta decent coming through. I'm only a few days into the livelink free trial, I might be able to get a cleaner result still but figured this could be of more use to anyone who already has the full software or just considering it.

https://youtu.be/5Xn-dB4gZGY
https://youtube.com/playlist?list=PLE38EMV1Ixr3yUFna78mbrgd9Jia35DVw

A quick preview of the iClone 7 Acculips Lewis Demo on Unreal 5.0.1 Metahuman.

I had to do some custom animation blueprint work to get the livelink working, check out the full Animation Blueprint Walkthrough video on the channel for full details.

▶ Play video
cursive wigeon
#

Is it possible to use Daz Char heads and wrap it in to metahuman Skeleton head ??

trail chasm
#

HELP . Im setting the Ctrl C eye aim box here.! to the world location of this red box. But Im having a issue with the eyes using zero world location and not the eyes location. to decide if it should look in a direction. And Its clearly having a issue when the The box is at world Z value of 0. Video of issue , https://youtu.be/yYoKTiVv7ZA

weary bone
#

anyone know what the cartilage mesh and material are for?

#

seems to just be completely transparent

oblique skiff
#

Ei! Hello!
I'm using a metahuman with a hat but the hair is growing through the hat mesh.
Any advice?

frozen bolt
trail chasm
trail chasm
frozen bolt
# trail chasm Hi, thanks for answering. The box is just there to be a tracked actor for test...

that kind of functionality sounds like RND to me, blueprints, events, vars a lot of stuff to develop and yes, there is a Rig logic behind all of those beautiful deformations. Post Process BP as a driver, RBF solvers and all..
For rig logic to work, you definitely need CTRL Rig.
Your first step should be adding Ctrl Rig as a component inside your blueprint, define CTRL Rig that controls your mh face to it and modify that CTRL Rig to constrain to a scene actor/whatever.
Again this is development. I don't think you can find a tutorial or someone who has the best answer for this scenario (:

trail chasm
# frozen bolt that kind of functionality sounds like RND to me, blueprints, events, vars a lot...

Thanks and yes I do feel like im trying to do something that nobody has thought of trying to do, with this silly zero world space bug . I may try to find a way to control those expression curves in the anim bp and combine them with a bone driven system that already works great, just without the blends. I can see them in the skelmesh But dont know how I could access them in the anim bp graph. If anyone knows Please inform me

frozen bolt
#

Dear UE5 developers, please give us mortals the "Import Pose Asset" button right there or split orthographic views so that we can pose in peace and retarget them bones (: Thanks a bunch

round folio
#

This might be a truly embarrassing question, but metahuman creator always disconnects as soon as I move my mouse. Is there something dumb I’m doing?

glass sorrel
#

Hello everyone,

First of all, thanks for having me here. I wonder if someone could help me and my team with our project? We're working on a project where we are tracking eye movement among other things (brows, nose, lips etc.) using metahuman in UE5 while that certain metahuman in sitting inside a car. We simulate facial movement through Faceware Studio stream using our real life camera shots we recorded earlier sometime. The camera inside our car is placed right behind the steering wheel and so is our virtual camera inside the car in our UE5 project. Sadly, we run into some issues:

  1. For some reason we are unable to calibrate neutral pose for Faceware Studio to use, since our character's head is turned more towards the roof instead of right through the windshield (i.e. straight ahead). Maybe it's because our real life camera isn't place right in front of driver's face? Any advice on fixing that? Retaking the camera shots is not an option, unfortunately, as those are pretty long ones (around an hour and a half usually). Is there a way to "break" the metahumans neck so that they are facing a bit downwards in their neutral pose and to have Faceware Studio stream our motion data at the same time?
  2. We don't know where to look for a way to export 2D and 3D coordinates from a video footage taken in UE5 from our virtual camera for certain points of our metahuman's face (eye centers and edges, lip centers and edges, etc. for 2D coordinates relative to the bottom left corner of the video screen generated by the in-game camera; eye gaze vector coordinates relative to the neutral position of a metahuman i.e. to see where they're looking, to see their vertical and horizontal rotation values). Any hints?

Thanks in advance for reading our post, possible replies and anything, really. Please let me know if you can help us out.
I apologize if I posted this in a wrong channel, just let me know and I'll move the post to another channel if there's a more appropriate one.

frozen bolt
#

one click solutions to all of our mocap problems, highly needed inside ue5's new retargeter.
such a killer (:

#

add reverse solve CTRL Rig on top and it's industry standard animation toolkit easy

simple forge
glass sorrel
#

@simple forge First of all, thanks for your reply and thank you so much for your tutorials which were immensly helpful when we started our project.
Now, to answer your question: No, we are using pre-recorded real life footage, capturing the motion data from it using Faceware Studio and streaming it back to Unreal Engine 5's metahuman character of ours. As for not being able to calibrate a neutral pose, the camera which is recording our real life driver inside a car while driving is positioned behind the steering wheel so it's not exactly right in front of the face (as it is the case with head-mounted camera for example). Therefore, Faceware thinks sees it as if driver's head is slightly tilted towards back (in other words, driver's looking slightly up) which is correct considering where our camera actually is. We thought about moving the metahuman's head down a bit to compensate for that but haven't found a way to do so yet. I'll send you images so that you can see what it is all about (can't post them here due to some of them having real life pictures).

wanton sentinel
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has anyone been able to make the metahumans rig fit the ue skeleton mesh ?

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im working in ue5 and want to use meta humans with my project but when i set the master pose to the meta humans skeletons the backbone and shoulders act really wierd

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has anyone been able to use the meta humans meshes with ue5 skeleton ?

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this is whats happening

frozen bolt
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that looks weird:)

wanton sentinel
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i know right 😂

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i was like okey ehm he broke his neck

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😂

frozen bolt
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kinda looks like body attached to 3rd person while head is 1st

wanton sentinel
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yeah hahah even tho i attached it all to the third person

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it also has like a wierd tumor on the back of his head 😂

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the skin is all streched haah

frozen bolt
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post process anim bp active?

wanton sentinel
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the quality is great tho Xd

wanton sentinel
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it doesnt use a anim bp

frozen bolt
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a mh is not a mh without post process anim bp:P

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but your case is different just make sure you follow that tutorial exactly

wanton sentinel
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what tutorial ?

frozen bolt
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I mean there are tutorials on doing exactly this

wanton sentinel
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my skeletal mesh want even in the list

frozen bolt
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can you display bones in perspective view

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should give better idea whats going on

wanton sentinel
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i have no idea
with skeletons and such i am a big noob

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im good with blueprints

frozen bolt
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ss with bones displayed

wanton sentinel
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mh has 5 spines

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the other one doesn not

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maybe thats why it fucks up ?

lethal jetty
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Hey guys, any of you have this issue where if you use metahuman body skin and retarget it to a UE5 skel, do you guys get this error, if you have a fix, pleas let me know and @ me! Really important I fix this

lethal jetty
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We fixed the problem by deleting the animbp the the metahuman was associated with. I was using my own custom anim bp anyways but it seems like it was still asking for the pose drivers anyways

fathom mortar
# wanton sentinel this is whats happening

If you aren't getting good results with retargeting, you can try this tutorial. I tried it and it gave better results than most. It's the current method I use until I can get IK working with ALSv4 Community edition. I was having a lot of issues with IKRetargeting and had to do an engine patch to fix retargeting in UE5. Otherwise, by default it would scale the MH 100x and distort all it's bones and skin. With this method, you can use the UE5 mannequin IKRigs and IK footing works.

https://www.youtube.com/watch?v=2VXLH-tgh-M&ab_channel=LFA

LFA

https://unrealengine.com/marketplace/en-US/product/lyra?msclkid=df8a7176b91b11ecb8a3df80c750ad7e

An alternative to adding Metahuman to TPS Template.

#Modding
#UE5

0:00 Introduction
0:04 Results
0:22 Create a TPS Project
0:49 Duplicate assets
1:21 Add virtual bones
1:44 Replace IK bones
2:16 Add a character
2:45 Edit Character BP
3:03 They Exp...

▶ Play video
wanton sentinel
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while meta human has

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plus the bone names are difrent

verbal plume
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Hi I am trying to export retargeted animations from a mixamo character to metahuman, I know I had my IK rigs, retargeter, and chainmapping set up correctly since managed to export a few animations. But now whenever I try to export more retargeted animations I get a crash every single time except for once after I changed the export destination to a new animation folder, then it returned instantly. I have tried reimporting the metahuman and mixamo skeleton along with all the animations to no avail, driving me a bit insane!

#

another error message I have gotten a couple times is this

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Assertion failed: Atom1.IsRotationNormalized() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Math\TransformVectorized.h] [Line: 438]

fathom mortar
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@wanton sentinel You must still be on UE4? The new UE5 Manny/Quinn skeletons are pretty similar to the MH ones. They both have 5 spines, etc.

wanton sentinel
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so i think my char is still on ue4

fathom mortar
wanton sentinel
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yeah but can i add the ue5 to my ue4 char ?

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will set master pose work ?

fathom mortar
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Set master pose works. The tutorial shows how to get it working with ue5 mannequin. If you want to use ue4 skeleton, it's alot of fiddling with ikrigs and ikretargeters and it won't have ik foot.

runic canopy
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Hi, I've tried the whole day getting the Metahuman via bridge to Maya, but it doiesn't work. Is there a goiod tutorial that shows how to export the model from Unreal, so I can work with it on Maya or Blender? I did some clothing for the model, so I need the riggs and the skeleton; so I can rig and skin the clothing.

wanton sentinel
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i want it to work with my ccurrent ue4 character

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cause my system is build upon that

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is there a masterpose for child blueprints maybe ?

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i think i need something to retarget all my ue4 character stuff over to ue5 char

wanton sentinel
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Does this actually work ?

cobalt saddle
#

Hello guys, does anyone please know how to generate lip syncing from opera audio for metahuman?

ebon falcon
#

why is it taking ages to download metahuman models

plain haven
ebon falcon
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a 2gb file should be done in less than 4mins

neat jasper
#

I'm having trouble to render custom MetaHuman with Movie Render Queue in City Sample project.
I added my custom MetaHumans to City Sample project's Small_City_LvL and created a sequence.
Then I rendered the sequence with MRQ but:

• Only the background is rendered and my custom MetaHumans don't exist in the rendered image though they exist when I play the sequence in the viewport.

•The following error messages are shown in the middle of the sequence to stop rendering.
"Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetCitySampleGameState_ReturnValue". Node: Bind Event to On Trigger Daytime Graph: EventGraph Function: Execute Ubergraph BP Nightmode Blueprint: BP_nightmode
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetCitySampleGameState_ReturnValue". Node: Bind Event to On Trigger Daytime Graph: EventGraph Function: Execute Ubergraph BP Nightmode Blueprint: BP_nightmode"

I'm not sure if this is MetaHuman issue or UE5 issue or the City Sample project issue.
Is some special setting needed to render custom MetaHuman with MRQ in the city environment?
And what do I need to do to fix these errors?

main tartan
#

Hi guys! Please, tell me short how to use my clothes with metahumans? what ways? clothes with the meta's skeleton, or attach it to skeletal mesh?

wispy salmon
# main tartan Hi guys! Please, tell me short how to use my clothes with metahumans? what ways?...
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This is a starting point. And I think I remember seeing another video from him putting custom clothes on them (if that's what you want to achieve)

wispy salmon
cobalt saddle
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Hello, is there a way to convert live link face app csv data to animations inside unreal engine?

tidal ermine
#

Hi everyone--

I want to figure out how much it would cost to pay someone to make a character for my game using metahuman.

For example, a character like this: https://www.youtube.com/watch?v=9ziTeQ6fvRM with custom hair and clothes.

Can anyone estimate time and cost for me?

Take your MetaHuman to the next Level! Learn how to create realistic AAA characters for Unreal Engine, based on the MetaHuman Technology.

The course is available in Early Access:
Gumroad: https://realtimegraphx.gumroad.com/l/fnrfmc
Udemy: https://www.udemy.com/course/custom-metahuman/?referralCode=B47680BC6708F1800CB5

Discord: https://disco...

▶ Play video
primal pilot
simple forge
plain haven
plucky kelp
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Hey - wanted to apply the metahuman facial rig to a custom mesh. I did a proximity wrap in Maya, but can't seem to get it to export properly. Any tips or tutorials? It has completely different topology and the only tutorials I can seem to find have a similar topology between metahuman from bridge and the changes in Maya.

frozen bolt
# plucky kelp Hey - wanted to apply the metahuman facial rig to a custom mesh. I did a proximi...

different topology body is possible and you can export your own body skeleton with corrective shapes(morph targets in ue) and retarget inside ue etc..
but different topology face is kind of impossible because there is a rig logic file in .DNA format and it is binary. there is no way you can apply metahuman face rig logic and make it work with any other face topo. and if even it was possible, you have to crate at least 500 shape targets for similarly realistic looking face.

your only option is to wrap your generic metahuman face to your own face and go from there, which every custom metahuman tutorial in yt explains step by step

trail chasm
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I'm passing a world location the the metahuman face rig. to control where the eyes look. I have it working But Only while the character is at the world origin. If them move from that the eyes stop looking in the correct location. Anyone know why this would happen

thorn dome
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does anyone know if metahumans will become locally rendered app anytime in future? instead of Epic's servers

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It's a similar case to Nvidia Canvas/Nvidia GauGan, having it on your own machine is something else

plain haven
wispy salmon
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Does anyone knows how we can "easily" modify the texture so that we can put sweat or more reflection on the metahuman's face ?
For example, my character runs, starts with a default looking face and then starts sweating etc.. over time. No need to focus on the temporal aspect of things, just, how would I get a sweaty character

wispy salmon
wispy salmon
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Btw, using Path Tracing with high AA I still get some nice artefacts like this

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Most probably because the clothes render faster than the face

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But it's piss taking

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(If anyone knows of a smooth way to get rid of this, it's very much welcomed)

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The part of the collar that is showing is the part that is supposed to grab the most light, the little neck we see is shadowed completely

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But it's still not supposed to be visible of course

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Clarifying: The neck that we see -> The collar behind is fully black as it's in the shadow. While the neck we don't see is overtaken by the collar that is in the light

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Increased the spatial AA count and reduced the temporal to 1 (since I'm rendering 1 frame only) and I get this

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This gives me an idea of what is happening there ^^

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(Still documenting as it can be useful for some)

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I was at 1024 spatial and 1 temporal

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And my collar description becomes very clear all of a sudden ^^

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trying now with 128 spatial and 10 temporal

wispy salmon
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We can see a bit of an improvement on this one

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Still not perfect, but it seems that the temporal is key, event though there is no motion

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This became a bigger thread than I expected but I hope it's gonna be useful to some of you

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2 Spatial, 100 temporal (because why not?) and the artefact is gone

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We lose other type of information, so I might need to push the spatial a bit higher, but it's a good path

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10 Spatial and 50 temporal is pretty acceptable

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The face doesn't look as warm as the others and I might even be able to reduce the temporal by a bit, since the collar is still not showing. That's pretty good

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Once again, I don't want to pollute the channel, I really hope this is helpful, as I've been looking for answers around this for days, and couldn't find anything. So I guess some of you might be in the same situation and might benefit from this live process

thorn dome
plucky kelp
# frozen bolt different topology body is possible and you can export your own body skeleton wi...

Hey, thanks for the reply. It was exactly the wrapping procedure I was trying to do. Realism doesn't interest me as we have the real world already ;). Trying to make something weird, that still has the humanoid features.
For me, the problem is rather on the wrap/export fase. As soon as I save and quit the project - all the rigging disappears. Exporting to .FBX gives me only the generic face, not my custom mesh, no matter what I try. Anyone has encountered this before in Maya?

frozen bolt
# plucky kelp Hey, thanks for the reply. It was exactly the wrapping procedure I was trying to...

*if you already added your custom face into blendshapes and done the tricky "bake topology to targets" procedure (this is necessary if you are not using mesh morpher plugin for ue), *
to export your face with correct joint hierarchy do this;
-delete everything past DHIbody:spine_04
-delete DHIbody:thigh_r and thigh_l
-move **DHIhead:**spine_05 under **DHIbody:spine_04
-select
DHIbody:**root (as hierarchy) , select your head mesh,
export.

frozen bolt
plucky kelp
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allright - you pushed me onwards and made me realize my mistakes. Thanks a lot already for your help.

uncut harness
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Anyone know why I'm getting weird shadows for metahuman facial hair with raytracing?

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Ok, Lumen is flickering it

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Any fixes?

uncut harness
frozen bolt
uncut harness
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Didnt fix

frozen bolt
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in groom asset there should be an option called scatter scene light or smth similar, try with or without with couple of point lights around the head, just to double check issue.

uncut harness
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@frozen bolt Still same problem

somber stump
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Hi guys, sorry if this has been asked to death but I'm struggling to get my Xsens FBX files onto my Metahuman in UE5. I've tried following guides but I believe they're outdated

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Does anybody know where I might be able to find a working one?

frozen bolt
junior birch
somber stump
dusk topaz
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HDRI lighting? How can I render the eyes? Skin looks fine.

fading juniper
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Is there any reason that my meta human has no IK bones ?

hearty peak
#

Does anyone know a way how i can put a metahuman control rig on a custom character?

junior birch
hearty peak
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damn ok

junior birch
junior birch
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For the people having the disappearing hair. Looks like the hotfix today fixed it 5.02

frozen bolt
# hearty peak Does anyone know a way how i can put a metahuman control rig on a custom charact...

There are ways to customize any CTRL Rig to any skeleton but it's just not worth the trouble. Doing your own would be a faster process.
if you are talking about Face CTRL Rig, that basically works with binary file in .dna format as @junior birch was saying.

If you are not doing a player controllable character for games, you can use metahuman to animate with a CTRL Rig and retarget your own custom character to that Metahuman.

hearty peak
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ok thank you I think that will help me a lot

plain haven
fading juniper
plain haven
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So in the metahuman editor utility widget, there should be a toggle for IK/FK controls. In turn that toggles a boolean variable in the control rig, which conventiently is not the same as boolean controls

fading juniper
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But that would still not add IK bones to the skeleton or do i misunderstand something here

plain haven
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Eh, personally I don't use those so called "IK" bones at all.

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I guess it was for legacy reasons they kept it in UE4 mannequin

fading juniper
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If i'm not wrong (can't check it due to updating the engine atm) the UE5 mannequin has also those ik bones.
This makes me think it's not legacy

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And backwards compatibility is really not a thing UE cares for xD

somber stump
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Does anybody know the new way of retargeting Xsens mocap onto Metahumans?

If not, would Mixamo be the next best place to get animations? I've got my deadline tomorrow and I'm in a bit of a hurry!

dusk topaz
junior birch
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yea i also showed in the video i made u can turn of ray tracing shadow in the eye occlusion material the link is just acouple of posts above to get rid of demon eye in path

modern current
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Hello, i tried to add a meta human from the Quixel Bridge. It imported and then had a bunch of "Missing plugin" messages to which i clicked "Enable Missing" on all of them. It then said i need to restart. So i restarted but now I get this error and cannot open my project. What should i do?

modern current
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Yes

plain haven
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Then you have to recompile the project/engine

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If it's a C++ project it'd be easier, because source engine build's target files often tied to one particular project

modern current
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I think i'm going to try and just undo this; as I was just adding metahuman to see what it was like; didn't bargin for this sort of thing

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Hopefully i can remove the files out and restore the project

deep thistle
#

Not gonna lie, downloading the MH from quixel bridge is quite the pain in the butt... it's been an hour an it's only 9%... The download doesn't even approach tens of KB... Kinda concerned at this point

plain haven
deep thistle
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Downloading

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The Generating was rather quick

plain haven
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The former can take a while, but Quixel servers aren't the greatest either

trail chasm
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HELP! i

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Help! I have been trying to solve this frustrating issue for weeks ,. I got my metahuman to track this box . by setting the crtl_C_EyesAim TO ITS LOCATION. works great Until I move the MH from the world origin. then it breaks . Strange thing is up down works fine still . just left right seems to be based on world origin ( video of issue: https://youtu.be/C6czUmgPsRQ Really need to solve this or I will have to scrap this idea 😦

plucky kelp
#

Hi all! Could someone please help with root motion issues. Made a ticket...but no replies...

ebon falcon
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how to do i export the downloaded metahuman from bridge to blender

tepid rapids
#

Took me several hours of watching videos and trying various things, but I finally got a metahuman with Manny animations. Its actually much simpler after the fact than trying to piece together 4-5 tutorial's worth of info from UE4. (UE5 not having a Set Up Rig section threw me off, but thats where its actually easier.) Also fixed the glitching hair with LOD0. (My character is bald, but the beard was glitching before fixing)

sharp elk
#

is there any way to have a metahuman character without any clothes and accessories ? and is there a way to have the metahuman mesh in fbx or obj files ?

plain haven
sharp elk
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not completely nude but with just a boxer or something like that so i can add my own stuff later in the game

plain haven