#metahumans

1 messages ยท Page 19 of 1

plain haven
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If anything, MetaHumans should be used as a starting point on making realistic looking characters, though it do came at a cost.

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Without Mesh Morpher, which is $200, you can't do anything with the base body/face, really

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It would be nice to have a workflow that is completely free, but that'd be too good to be true

sharp elk
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hmmm fair enough , thanks for the help

main tartan
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hi guys! is it possible to use metahumans in mobile games?

trail chasm
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Tried EVERYTHING ๐Ÿ˜ฆ

fathom mortar
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you can change he texture with any of the bodies like nrw_srt_m, etc to use a specific texture called m_synthetic something something. that one is the full body and under garment.

fathom mortar
unreal gorge
woeful totem
# unreal gorge Anyone know why the face look like this when using emissive material and how to ...

How to set up lighting when rendering a MetaHuman hair groom in Unreal Engine 5 Lumen. We also show what causes some nasty looking hair. UPDATE: We noticed similar problems in UE4 as well (thanks to Virtual Filmer for the tip), although they appear slightly different than in UE5 Lumen.

โ™ฃ Our Website: https://newmanimotion.com/
โ™ฃ Discord: https:...

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jovial yacht
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Hey, anyone from Germany?

unreal gorge
woeful totem
ebon falcon
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i am facing a problem using metahuman when click export in bridge my preset are blender it never says exporting successful

simple forge
azure glacier
rigid hamlet
plain haven
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Blender is not supported because Blender users have higher chance of leeching out of MetaHumans

ebon falcon
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ok thanks everybody

rigid hamlet
plain haven
rigid hamlet
rose stump
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How would I make an old metahuman look old from a distance(talking about the wrinkles)?

plain haven
rigid hamlet
plain haven
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The EULA prohibits final render made on anything but Unreal Engine, and I'm inclined to think Blender users are more likely to leech MetaHuman to make final renders outside UE.

rose stump
rigid hamlet
rigid hamlet
rose stump
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I've tried increasing the normal intensity, but then it looks weird up close, so I would have to build LOD logic on tick to change normal intensity by distance, which would majorly suck, any way around this?

plain haven
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Also it is just me, or is MetaHuman really tied to Mesh Morpher plugin, to get it more customised beyond the stock faces?

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I want to know if it's possible to build a more stylisted photorealistic characters by modifying it in Blender, and without using Mesh Morpher plugin at all.

echo oyster
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Does anyone know why hair is not included in my packaged project? All of the characters are bald. In the editor it plays fine,

fresh monolith
# plain haven Also it is just me, or is MetaHuman really tied to Mesh Morpher plugin, to get i...

Not really, there are various ways to customize Meta Humans. Meta Humans are officially tied to Maya to customize at will. Mesh Morpher is just a plugin that allows users to create/edit Morph Targets for any skeletal mesh either in-engine or by importing them from OBJ/FBX meshes. The fact that Mesh Morpher works fine with Meta Humans is just an extra perk. ๐Ÿ™‚ Some people prefer Mesh Morpher because it's easy to use and allows to use the same workflow by bringing in engine Morph Targets despite the 3rd party software(blender/zbrush etc) they used to sculpt

drifting jay
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I'm using the Matrix awaken sample city in UE 5 and my metahumans hair gets extremely bright and flashes in renders. When I remove the Skylight and and add a point light next to their heads it looks normal. I'd like to be able to use the skylight and have the hair look normal. Anybody came across this problem?

visual wing
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Can someone help me figure out how to turn on collisions for the MH legs? I have the exact same settings on the legs as on the rest of the body (Collision preset: BlockAllDynamic, Enable per poly collision), but the legs do not seem to have collision no matter what I do.

worthy crest
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is there a way or website where i can find clothes for my metahuman?

dusk topaz
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Unreal is such an amazing piece of crap. I spend hours setting things up - only to have it CONSISTENTLY crash. Yeah, it's amazing at doing certain things - but it has to be the most unstable software I have ever worked with. Also, what's up with needing to always re-attach groom assets to metahuman after every crash ?

dusk topaz
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Again.

sleek radish
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Anyone know why there are red patches on my metahuman?

gusty storm
dusk topaz
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I had Head/neck data working yesterday - today it doesn't work... Any ideas on troubleshooting that one. I've tried everything I can think of, including starting a new project.

subtle peak
bleak oasis
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why cant i open up metahumans, i want to make a metahuman for a game/test but it just gets stuck loading at 45%... im launching it from the epic games launcher...

gusty storm
drifting jay
subtle peak
blissful lagoon
spiral trail
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how do i make a buff metahuman in the creator without any outside work? i dont see an option for it

plain haven
swift burrow
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Is there a way how to just update already created metahuman inside Quixel Bridge? I made some minor changes to metahuman, then I had to update it inside Unreal Engine but when I click on "Add" nothing is happening. Do I have to delete the whole metahuman folder and reimport it again? That seems pretty annoying.

rigid zodiac
sleek radish
rigid zodiac
sleek radish
rigid zodiac
last sentinel
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@junior birch Hey bro, been watching ur yt vids for a while now - super cool stuff

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@junior birch is there anyway from the research you've conducted to drive the metahuman rig via a video clip? like I input a video and it drives the animation based on the facial expressions in the video? Cheers ๐Ÿ™‚

plucky kelp
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would metahumans lag out a multiplayer game if every player was a metahuman?

plain haven
plucky kelp
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ill probably do lower quality humans

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or graphic options

junior birch
tepid rapids
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For some reason my metahuman's legs dont move when playing through selected viewport, but if i play through standalone game they work when i walk/run. Has anyone experienced this?

oak flare
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Hello Guys I just found this channel and looks nice

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it's cool to find a place to talk about metahuman and not look weird XD

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I just created Hellboy using Metahuman Creator and please let me know your toughts

last sentinel
mellow skiff
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Hello, does anyone have optimization advise for using metahumans in game? I feel like I'm missing something because even without strand hair, every metahuman drops my fps by about 10 and lowering scalability settings or turning on dlss doesn't affect it at all.

junior birch
drifting jay
frozen bolt
# mellow skiff Hello, does anyone have optimization advise for using metahumans in game? I feel...

face has 12 weight influences "per vertex" + a heavy blendshape rig logic running, moving those vertices behind the scenes
body has 8 influences + RBF solver for those beautiful deformations so a metahuman is kind of resource expensive,
it is a heavy rig/skinning for a realtime high fps situation. with a modern gpu running 1 metahuman for a main character and mannequin simplicity for the rest should run fine with baked animations, good scene, culling optimizations, proper use of LOD's and all. I'd say 3 metahumans running at 60fps is a dream come true (:

swift burrow
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Is there any roadmap to MetaHumans if we can expect new updates such as new default characters in MetaHuman Creator, clothes for MetaHumans, etc?
Or a place where I can buy MetaHumans models and accessories for them? Tried to search Unreals Marketplace but didn't find much.

worthy crest
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can someone point me in the right direction .. i want to change my metahuman's clothes..

worthy crest
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still new to unreal. not sure how i would do that

neat jasper
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@worthy crest Iโ€™m using uDraper plugin to customize MetaHuman clothing. Iโ€™m also new but it wasnโ€™t difficult to use their sample garments.

worthy crest
plucky kelp
storm imp
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I can't select my character in MH_CR_Picker, and I also don't have these tracks in the sequencer. What should I do?

simple forge
storm imp
radiant harbor
oak flare
oak flare
radiant harbor
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@oak flare Iโ€™m at 32 in the Temporal sample count, adding more or less doesnโ€™t seem to make a difference, this issue also occurs at all times in the engine, not just at the render

oak flare
radiant harbor
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@oak flare thanks for the tips, Ive tried endless light combos and shadow settings. I really think the issue is coming from the shadows that are being cast by the groom. I raised all the lumen setting to the max in the post process volume and everything else looks better but the groom shadows stay noisy.

oak flare
radiant harbor
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@oak flare thanks

oak flare
spice plaza
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Does anyone know why the hair turns white in a render? It looks fine in the editor

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Is it an issue with static lighting or reflection captures perhaps? That strands don't work with them? Still...it works in the viewport

spice plaza
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๐Ÿ™„

visual wing
barren carbon
# spice plaza ๐Ÿ™„

I'm having the same issue -- it only happens when looking through a translucent material (glass). I'll let you know if I find a solution.

spice plaza
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Using UE5 and baked lighting btw

unreal gorge
north glacier
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MetaHuman Plugin is out guys

plain haven
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I really hope this means I can bring custom human models that are more stylised and turn it into rigged MH

north glacier
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im not going to mess with it until i see some tutorials by the meta humans experts lol

plain haven
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My current gripe with MH is that the faces are too realistic (at least to my liking)

Trying to make waifu in MH ends up looking like a horrible cosplay lmao

north glacier
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lol

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I cant wait to see what the community does with this I know @junior birch will have a nice tutorial soon

plain haven
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Expectation: metahuman looked more stylised ala Square Enix/Final Fantasy characters

Reality: shitty cosplay

north glacier
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hahah

spice plaza
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If its working for you in the viewport, then in movie render queue add game overrides and uncheck cinematic quality settings. In the viewport, I'm using Epic settings

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Oh no, its not GI cinematic setting, its due to the shading cinematic setting

worldly dove
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This latest release introduces an exciting Mesh to MetaHuman featureโ€”part of a new MetaHuman Plugin for Unreal Engineโ€”as well as support for the new character rigging, animation, and physics features in Unreal Engine 5. MetaHuman Creator also gets new options for hair and clothing, together with additional facial animations and body poses. Find ...

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junior birch
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i had a feeling lastyear this was coming. i didnt think it would be free brava epic

junior birch
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u were able to do that before

celest sparrow
plucky kelp
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https://www.youtube.com/watch?v=xOVyme4TFZw
Hi, with the new Mesh to Metahuman update, do we also get the Maya files when downloading? It's not mentioned anywhere and I seem to be able to download only the UE files
Thanks

In this tutorial, Senior Technical Product Manager Raffaele Fragapane takes you through the process of turning your own custom scan, sculpt, or model into a MetaHuman using the Mesh to MetaHuman feature in the new MetaHuman Plugin for Unreal Engine. He also covers further refining your MetaHuman in MetaHuman Creator. Download the plugin here: ht...

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sudden berry
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โค๏ธ this Plugin !

merry jacinth
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I'm not exactly sure if I missed anything, but how do I import texture as well into metahuman?

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Or to give a basic texture at least

sudden berry
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You only can use MH Creator textures , but with Substance or Texture wrapping you can add your own

merry jacinth
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Yeah, I think I just read that, but I don't see anywhere in creator how to assign a base texture

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I just have it in polygroups

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Oh wait, nevermind, it's on the skin panel

empty thicket
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@junior birch have you come across any tutorial on how to import other players as metahuman avatars in the matrix sample city?

grand prawn
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Question. How do I create a new pose with Metahuman without using sequencer? I'm placing drivers in my scene with cars, but its a runtime pose without animations. Any suggestions?

junior birch
fossil oak
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Whats your preferred method for making a face mesh? Is there a handy phone capture tool?

past ice
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Are Unreal devs planing to make a standalone version? Not everyone has very fast internet to tweak parameters๐Ÿ™

worldly dove
broken lake
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doesnt anyone know how to reset the trackers

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I generated one but I had to many eye lashes and it freaked out now when I try and generate it its the old trackers

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resorted to creating a new project

past ice
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This plugin is awesome. Great work Epic devs. I am guessing the plugin uses some sort of AI to generate the proportions. It would be cool if it could used photos/sketches/drawings to generate proportions as well.

edgy fjord
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for such standard features use Character Creator from Reallusion

merry jacinth
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Finally something fun!

broken lake
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Victoria 1 daz3d and Victoria 1 unreal engine

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The Girl Daz3d and Unreal Engine

plain haven
plucky kelp
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hi guys
I would need some help.
every time i package my project the metahuman inside creates an error.
I send you a video to make you understand better.
I bought a teleport plugin to make it move and every time it reappears it creates this mesh disintegration problem.
from metahuman's BP i understood that disabling the post process blueprint in the head mesh creates this problem.
does anyone know how to help me
thanks

empty thicket
frozen bolt
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now we are talking (:
the wrapping algorithm is insane and really fast! this is results on cleaned up mesh. I love how the algorithm works around lips and especially the eyes. correcting any bad deformations from the sculpt.
I'll try downloading the new source mesh and develop further in maya.

fresh parcel
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hey guys, when i try to install the plugin, it says unavailable, anyone knows why?

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fixed it : signed out of epic games account and signed back in

tulip cove
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Does anybody how i could import Metahumans to Blender ?

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for making Animations, Morph targets etc.

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@fresh parcel Metahuman Creator can be used in your browser! and the Plugin can be enabled/disabled inside of Unreal! Once creaed and saved in Metahuman Creator you can download them Trough Quixel Bridge!

merry jacinth
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You can of course export the mesh with skeleton, but that also means you need to make rig from scratch

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Would be awesome if things like Auto Rig Pro could support Metahuman

tulip cove
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Meta Rig is fine if you have a good base mesh

merry jacinth
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Oh I haven't used this one

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I do still hope that we eventually get some sort of plugin that allows to have Metahuman rig just like in Maya

tulip cove
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its a pretty good plugin in blender for rigging

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gonna try if i can export the Metahuman mesh as FBX file and create my own Rig for it

merry jacinth
tulip cove
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its free ... never used it before, only saw some videos

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its called rigify in blender addons

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Youre familiar with Blender Rigging ?

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@merry jacinth

merry jacinth
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Sorta, yes

plain haven
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Let's not get into LOD authoring xD

grand prawn
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Quick question. When working with a team and using source control + MetaHumans, should I include the "MSPresets" folder along with the "MetaHumans" folder to checkout to source control?

azure glacier
main hill
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anyone knows why downloading a character takes ages?

silk onyx
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Does anyone else crash with the Metahuman demo?

Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 859] hr failed at D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Resources.cpp:629 with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG

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I have an RTX 3080 GPU with the latest drivers. I tried rolling back to older drivers, and it still crashes when I move the camera around.

junior birch
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some peeps were askin me how to fix the eyelid problem with mesh to meta. im not sure if this is official way but it works. https://youtu.be/5u2NExMQ0Aw

radiant harbor
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I feel like this might be useful for people since I figured it out. To get clean shadows from the metahuman groom you have to use ray tracing shadows and apply the raytracing setting in the mesh area of the metahuman blueprint.

merry jacinth
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Did anyone had a problem with using Live Link on new Metahumans? It seems like the wrong morphs are triggered when for example I just open mouth.

plain haven
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For those who messing with Mesh To MetaHuman, I'm curious, can you use a plane with a photo of the face as the texture?

small goblet
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Does anyone else have a problem with getting stuck in a redirect loop while trying to access MetaHuman in browser?

coarse stump
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i had mustache strand dislodged on metahuman creator but it was gone on next session

plucky kelp
neat jasper
plain haven
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That'd be done externally.

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If you're using Maya, you're in better luck.

north glacier
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How do i get my custom metahuman in ue5 with bridge? it does not show up in ue5 ๐Ÿ˜ฆ

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all that shows up now...

merry jacinth
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north glacier
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new meta human scale is amazing!!

north glacier
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yeah these new meta humans are awful.

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spawned 10 of them in, and i am getting 20 fps.

cursive wigeon
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How to create expressions for meta human without any Live link, that can be used in anim BP ??

ripe latch
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I tried the new metahuman. But my female human has a lot a black hair in the face. But I have turned beard off.
Any Idea what went wrong?

plain haven
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Everyone has it, those tiny hairs all over the skin.

ripe latch
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But its black (char has brown hair) and very thick

plain haven
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The lighting with fuzz hairs can be weird at times, so yeah.

ripe latch
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On my face they are blonde ๐Ÿ˜† And I have black hair

cursive wigeon
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Lady D Meta human

coarse stump
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there is bugs on new metahuman so that hair could be also a bug

north glacier
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Still lots of issues anyone having a scaling problem?

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taking the character from the bp and adding to your bp changes it scale and you have to size it up by 10

junior birch
long lava
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mesh to metaBug

cursive wigeon
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Can any1 tell me whats use of these ctrl rigs

junior birch
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you all able to create manual trackers in the mesh to meta plugin? the docs said we can make our own tracker points but nothing is poppin up. prolly a bug

long lava
long lava
sudden berry
cursive wigeon
sudden berry
# cursive wigeon how do i use it

UE5 FIRST LOOK:

A first look at the brand new MetaHuman Plugin for UnrealEngine5
In this video, I take a DAZ3D character and turn it into a MetaHuman
using the Mesh to MetaHuman functionality.

MetaHuman Plugin:
https://www.unrealengine.com/marketplace/en-US/product/metahuman-plugin

#UnrealEngine #UnrealEngine5 #MetaHumans

โžฅโžฅโžฅ SUBSCRIBE FOR M...

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proper ridge
proper ridge
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I'll try Faceware and Dynamixyz tomorrow as well to see if anything changed vs older RigLogic

north glacier
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I feel like there is going to be a lot of big people trying to sue creators soon enough when they 3d render someones face like a big artist and make a look alike character.

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with this new plugin.

proper ridge
unreal gorge
cunning bronze
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Hitting this problem in 4.27 and was surprised to see posts about it from 2020 in 4.26

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Has this ever been resolved? Groom collisions just don't work in packaged?

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@errant sentinel

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Forgive the ping, wondering if you're the author of hat topic above, and if you ever found a solution

simple forge
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If anyone is interested in sharing your Metahuman UE5 bugs, you are welcome to share them in my Discord channel. I created a section just for bugs to see how many we can find.

broken lake
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https://youtu.be/7Av0L4bhrXY video I put together with some other trackers on how to adjust faces and make some stylized characters please excuse the pop I dont record often

I wanted to go a bit more in depth on unreal engine metahuman than just what the auto trackers give you. I select a more stylized character and go over the process of moving the different markers for the eyes nose and ear to get interesting results. please excuse the pops as I did notice until after the recording and I don't often upload to yout...

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cursive wigeon
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Is there a nude body option for meta human. ?? Default outfit really sucks

plucky kelp
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Short question: What would be the best affordable way at this time to make a face scan, to create a mesh for Metahumans? I've seen multiple tutorials. Some use a photo and Character Creator to create a simple mesh, others go outside and take lots of pictures with a DSLR (I have one) and then there is photos with the iPhone X where you have true depth camera technology. I don't have an iPhone yet, but was thinking of getting an old one for MOCAP anyways. Which path should I take? ๐Ÿ˜„

simple forge
jovial talon
cursive wigeon
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ya no uunderwear and top

simple forge
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oh ya, no thats not possible lol

junior birch
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yo epic gave us a premade Metahuman IK RIG in the recent update looks like! YAY! Check it out!https://www.youtube.com/watch?v=MoT4sPY0RVE

Unreal Engine 5 Metahuman Animation Tutorial

buy my courses to support the Channel!
https://jsfilmz.gumroad.com/l/mdwrk
https://www.artstation.com/a/7481092

Sign up with Artlist and get two extra months free when using my link below.
Artlist
https://artlist.io/artlist-70446/?artlist_aid=Jsfilmz_1682&utm_source=affiliate_p&utm_medium=Jsfilmz_1...

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plain haven
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No kink shaming btw

graceful storm
# tulip cove its a pretty good plugin in blender for rigging

The entire point of the meta humans is pretty much just them being prepackaged and Modular. I tried taking it to Blender and Rigging the face again, adding the 52ARKit blend shapes, baking em, exporting back to Unreal.
Certainly works, but feels pointless because itโ€™s tedious and the performance is pretty much identical to what they already had.

plain haven
tulip cove
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@graceful storm I don't care for performance, I care for having the freedom to make animations in blender and custom morphs ... Would be nice if there was a seamless workflow...

snow token
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Just Restored an old Character With Mesh to Meta Humans Body really need Help!https://youtu.be/OK8BwvDZGN0

In this Video I will demonstrate the use of Mesh To Meta-Human, in UE5.
I also will show you a quick way to test and fix most hand IK in Lyra Starter Game!!! This method can cost and is no means the real answer so use it with caution!. I will first show the results Renewing an old Character Using Mesh to Meta-Human and then I will show how to us...

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meager saddle
#

any idea why the hair is still up in the air even when it's parented to the face?

proper ridge
meager saddle
proper ridge
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Your Common files directory might be corrupted, out of date, or overwritten - it's missing references that should be promoted/in-scope by default. How did you import the MH?

meager saddle
cunning bronze
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@magic siren Yo sorry for the ping

#
#

Is this you, and did you ever figure out a solution to this?

hollow monolith
proper ridge
meager saddle
verbal mantle
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I'm sorry for spam I don't know what channel to post this in. but I'm having a problem getting the metahuman plugin for ue5

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says unavailable

hot yoke
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can i not add metahumans with WIP grooms? becuase the add button doesn't do anything right now?

dire vortex
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hi guys, just a quick question

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is it possible in a straightforward fashion to use whole custom mesh model in metahuman to UE5?

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or just a head...

tough pine
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hello all. Is there a good tutorial in how to import metahumans to blender? I tried but my eyes and eyelashes looks very weird.

willow trench
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live link works for my metahumans but they always smile "to the left"

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and I cannot figure out why

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has anybody else experienced this so far? any clue how to fix?

verbal mantle
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I don't think we're gonna get answers guys. I tried two different servers. First one everyone just avoided my question all together

tiny bobcat
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Are metahumans something we can use on XR2 of Quest 2 and the like?

junior birch
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I think epic is tracking this issue. Well just have to wait for an update

glacial talon
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Metahuman using Face Scan Iphone 12 ProMax

rigid hamlet
glacial talon
plain orbit
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Has anyone been able to fix the metahuman live link issue? Currently trying to use my metahuman from mesh to metahuman but the live link looks horrible lol

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control rig is fine but not sure how to fix it in live link

novel plank
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what is fastest way to create vismemes for metahuman?

novel plank
noble light
narrow spindle
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GROOM . Hi Guys, how can i prevent that if Groomhair gets light on it , that it glows like on fire?

north glacier
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most of these retarget guides do not work on youtube, anyone have a solid tutorial that does not break the hands location and does not curl them up?

frozen bolt
north glacier
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followed a whole guide, everything from root to toes are exactly the same.

frozen bolt
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screenshot your retargeting poses for both

north glacier
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in a moment went back to the old way in ue4. Trying to remember how to set this up

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if i can just do it it in ue4 and just export the fbx and reimport, this can work too

frozen bolt
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I do poses in maya before doing any retargeting work. pose metahuman from A to T and import to ue as a pose asset

north glacier
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i cant remember how to retarget in ue4.

frozen bolt
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also once you pose the rig only by changing rotation values and reimport to other bodytypes for getting them to T pose as well, it just works

north glacier
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this is driving me nuts lol

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well UE4 manny to meta

frozen bolt
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those will be history pretty soon

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new manny for ue5 has same naming conventions with mh etc..

north glacier
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Yeah but these are old animations

frozen bolt
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I see the fingers yeah so you have to make sure hands look very similar if not exact. fingers are the trickiest part for retargeting bipeds

north glacier
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i thought this was right

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metacarpal goes first then 2,3

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guess not

north glacier
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what a pain in the ass that was

minor gorge
willow trench
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no word at all so far about if thereโ€™s anything to do besides wait

junior birch
# north glacier

not sure if this will help but metahuman ik rig is included in common folder now. I showed how to fix hands maybe it will work for u too https://youtu.be/MoT4sPY0RVE

Unreal Engine 5 Metahuman Animation Tutorial

buy my courses to support the Channel!
https://jsfilmz.gumroad.com/l/mdwrk
https://www.artstation.com/a/7481092

Sign up with Artlist and get two extra months free when using my link below.
Artlist
https://artlist.io/artlist-70446/?artlist_aid=Jsfilmz_1682&utm_source=affiliate_p&utm_medium=Jsfilmz_1...

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north glacier
minor gorge
sick knoll
tiny bobcat
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What the hell is this

sick knoll
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โ€” " Metahumans " at lod 7 for mobile !!

tiny bobcat
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This is so bad lmao, I only need to render max 3 metahumans at a time

plain haven
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Remember that the counting start from 0

tiny bobcat
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Whatโ€™s the max?

sick knoll
#

How are you animating them ? I started trying iclone " live link " but the learn videos don't match up with what I'm seeing in the imported anim bp. I'm pretty close and can see link is receiving data - but just not animating the skeleton. Theres a " reallusion " 3 - parter which goes into blueprint changes but it doesn't match what I have ..

plain haven
#

Mobile won't survive LOD 0 & LOD 1 tho

tiny bobcat
#

Maybe on the apple M3

#

Which will be in their MR headset next year

#

Metaโ€™s next 2 headsets will be weak.

tiny bobcat
sick knoll
#

I should just go all in on " lod 8 " woo !
Been up all night reading out of date documentation ..

tiny bobcat
#

I need high LOD because itโ€™s for like a psychiatry AI thing so photorealism is important

sick knoll
#

Yeah thats good push the " uncanny " aspect ! Similar thing am working on an animation for health department here, To run a - b testing against filmed humans to see if the learnings are different ..

#

โ€” Ziva is more muscle sim I thought ?
Trickle down from expensive " maya " pro stuff ..

tiny bobcat
#

Unity bought them to me it seemed more realistic but yea for movies not games

#

Iโ€™m sure they will have a lite version

sick knoll
#

Ah the " weta " stuff won't make it into unity any time soon ..
I think it was all showboating to try and push their stock price up ..

tiny bobcat
#

I see. Unity been a bit strange lately on some of their decisions.

sick knoll
#

Ah I remember this one !
โ€” The nose conspicuously doesn't move :
[ https://youtu.be/xeBpp3GcScM ]

Unity acquires Ziva Dynamics, leader in sophisticated simulation and deformation, machine learning, and real-time character creation.

At Unity, we are laser-focused on democratizing tools for creators, so that the industryโ€™s most brilliant gems are available to all, not just a select few. And we are continuously focused on helping artists make...

โ–ถ Play video
tiny bobcat
#

How far can u extend metahumans? Like can u easily connect facial expressions of metahuman to ur AI code? How would that look like?

sick knoll
tiny bobcat
#

Thanks will do!

sick knoll
#

IIRC " metahumans " was based on 6 - actual head scans ..
That " 3lateral " " cubic motion " worked on to make the 600 shapes ..

#

I find the " creator " shapes a bit limiting but thats also to do with how hard it is at the moment to make new grooms or clothing for that matter. I don't have access to a good mocap suit , and built a diy facial rig. So " iclone " is good for hand animating keyframe and then layered with facial mocap ..

sick knoll
tiny bobcat
#

Exciting

sick knoll
#

โ€” That was really rough and mentally tough ..
But did it somehow , covid hit again , and only 100 people saw it ..

#

Now I have a job where I get paid to do " metahumans " , ar - xr work so on ..

#

[ Bit its not quite the same ride lol ]

tiny bobcat
#

XR is just beginning

#

20+ year mega trend

#

In 3 years everybody will be looking for devs

#

Haha way early

sick knoll
# tiny bobcat Haha way early

Its always " too early " then its '' too late " ? The first two years were great and everything was up for grabs. The great equalizer as anyone who knew " unreal " or " unity " could pretty much start a company and land some projects. Its not been easy but somehow managed to keep busy working for myself or stints with other places ..

sick knoll
# verbal mantle

Sometimes epic store will do that ..
Until you have updated epic launcher to latest ..
โ€” There should be a dot on " settings " on launcher home ..

sick knoll
plain haven
north glacier
#

Instead of using the meta human skeleton, retarget every single piece of the character except head to the new ue5 manny. this way you have ik placements too. you can then bulk edit the UE5 IK_Mannequin and all the meta human in there. Bam perfect results.

#

now its a real meta human.

neat pier
#

Has there been anyone trying to modify metahumans or make it so you can make more than humans in it? Like Elves or Aliens? I've been googling a bit but haven't found much. Curious to see if there is any talk or plans to expanding what its capable of.

plain orbit
#

Has anyone fixed the live link issues with metahumans?

elder tusk
neat pier
kind fern
#

where be the plugin?

plain igloo
hexed pawn
#

hi guys I'm doing runtime retarget and it seems that either the IK or the hands positions are off, how can I go about fixing this

north glacier
hexed pawn
#

that's not an optimal solution, I want the fidelity of meta humans for cinematics but the simplicity of the UE5 mannequin for gameplay

north glacier
#

I have every single option for meta human still working 100% with ue5 skel. all control rigs and everything work.

#

i thought the same thing.

#

and just tried it and it works.

#

only issue is pose drivers

#

they need to be updated per driver

kind fern
#

Just dipping my toes in with meta humans. is there a way to use photos as the skin textures?

hexed pawn
# kind fern Just dipping my toes in with meta humans. is there a way to use photos as the sk...

Learn how to edit MetaHuman textures by adding unique attributesโ€”like tattoos and scarsโ€”to their face.

By practicing on an older character, youโ€™ll learn key tricks for dealing with skin variations that will be even easier to pull off on a younger asset.

Our workflow will also cover Substance Designer / ZBrush edits, map selection, understandi...

โ–ถ Play video
kind fern
hexed pawn
north glacier
hexed pawn
heady shore
#

Guys, why does the metahuman body consist of separate components? Separate skeltal mesh for hands, feet and other body parts. Why didn't they just make one SkeletalMesh for the character? Does this have its advantages or not?

plain haven
north glacier
#

IF ANYONE IS HAVING ISSUES REGUARDING IMPORTING YOUR CUSTOM META HUMAN TO UE5, HERE IS THE SOLUTION:
In quixel bridge go to my UE5 Metahumans, Favorite the ones you want. Go to UE5, Go to quixel bridge, sign out of your account and resign back in. It should reregister the meta humans. Might even skip step one, just sign out and sign in.

heady shore
plucky kelp
#

Anyone know how to modify the ARKit mapping animation, then apply it to the pose asset without breaking the face?

fresh dragon
#

Hi, has anyone tried using metahumans for first person instead of third?

prime mantle
#

any ideas?

simple forge
#

Does anyone know how to change the download settings for Metahumans from UE5 to include the zbrush file? I cannot seem to find where in UE5 Bridge the download settings for that are.

plain haven
simple forge
#

But in Bridge UE5, those options are no longer there.

cobalt saddle
#

Is there a way to export facial animations from Metahuman online creator?

north glacier
#

so nice to have this again ๐Ÿ™‚

hexed pawn
#

Heya guys ๐Ÿ‘‹ I had my first experience with meta human this week and as such I bump into many issues, I decided to record a video going through the simple process of retargetting the animation from the 3rd person template into any metahuman. Hope you like it https://youtu.be/jRJP2lqMvi0

In this video you will see how you can integrate your MetaHumans in the 3rd person template.

โ–ถ Play video
plucky kelp
#

Loving the new mesh to metahuman plugin, has anyone tried a character with larger eyes? Curious how that works, on my latest test eyes have stayed the same size, while the eye sockets are scaled correctly

halcyon stream
#

hello ppl ๐Ÿ–– is it normal for a metahuman to come with facial hair (eyebrows, beard, moustache) missing a groom binding asset? The only one that has it is the main hair ๐Ÿ˜ฌ

verbal mantle
past ice
#

If you render out an animation done with Meta Human from ue5 and composite the rendered images using After Effects or Blender Compositor or Kdenlive with rendered images from Cycles of environments for examples. Is that within UE license use of Meta Human?

plain haven
fallen walrus
#

The MetaHuman Plugin on the Epic launcher is currently unavailable, anyone know what thats about or how to get it? I have access to the metahuman creator but, /shrug

#

Lol, I used the feedback thing to submit a bug report and then suddenly my epic launcher refreshed on its own and now says Install to Engine? :o Coincidence?

rose sedge
#

is there a way to make head smaller with mesh to metahuman thingy?

simple forge
#

go to body dimensions, right above there is a level adjustment for the head size in the creator

gusty radish
#

is there somewhere i can grab all the base meshes for metahumans ? kinda slow to have to download one of each body type ๐Ÿ˜›

past ice
#

Some of the devs are on here. Thats why I posted here to get info from them.

plain haven
past ice
heady shore
#

Guys, how do I do animation for such a type of skeleton as metahuman (which is presented as separate skeletal mesh)? Only Runtime Retargeting or are there other ways

supple monolith
hallow pine
#

Is there a way to split a metahuman into separate body parts? Like different meshes for hands, arms, legs,

signal mist
hallow pine
signal mist
hallow pine
#

And there are no arms or hands meshes

signal mist
#

Unfortunately, it doesn't come as very modular... It's designed more for swapping clothes than swapping body parts

hallow pine
#

Right, okay thanks, I'm just gonna have to make it work anyway

grand prawn
#

Quick question. Im population an area with hundreds of repeated characters and the characters are 3 random Metahumans and they are spawning via "Spawn Actor of Cllass" via Blueprints. But they are taking up a lot of memory. Is it possible to instantate them somehow? Or what is the best way to memory manage them? I did select the "Low Poly" version.

signal mist
steady timber
#

Hi, I have an animation that I made with Nvidia's Audio to Face and the animation is working when I play it in the editor but when I put it in sequencer it's not. If someone can help me find what is the problem here than I will appreciate.

steady timber
#

Nevermind, solved it

grand prawn
bright venture
#

Hey, I would appreciate some help on this issue Im having with a character pawn I replaced from the Collab Viewer Template.

I retargeted the animations from the ALS Character onto a metahuman successfully, all the animations play correctly and the animbp is compiled and looks correct. However on runtime the character does not play the animations, but it does move locations correctly, just as a still character with no animations.

It print this

LogPhysics: Warning: COLLISION PROFILE [ALS_Character] is not found

which I believe is what is showing on the picture attached

graceful storm
#

Sounds like you forced the retarget and they arenโ€™t actually compatible. You will have to create a Ik retarget asset and make sure they actually go over

#

5 lets you preview

#

Ue5

winter iron
#

Hi guys, I'm designing first human (homoerectus) on Metahuman I need a new body but where do I export it as obj?

graceful storm
#

Maybe move it to a DCC first like Maya?

halcyon stream
#

Hello ppl ๐Ÿ™‚ I'm having a bit of trouble getting my metahumans to work with Live Link face ... it works, but it seems the blendshapes don't work correctly, specially in the mouth area ... has anyone experienced something similar, or is it just me?

#

and to be clear, I don't mean the mouth slightly open, I mean the mouth distorted in wrong ways ๐Ÿ˜…

worldly depot
#

Just posted about samenissue in animation channel

#

I use ipad pro and i get really derpy faces, mouth opens when i blink etc

#

Youtube tutorials from year ago with iphone seem to get fantastic results out of the box in comparison

halcyon stream
worldly depot
#

Frustrating as hell...

halcyon stream
#

I'm trying to troubleshoot this, but it takes a damn long time to delete all gtraces of metahumans from the prroject, and then redownload

#

My best guess right now is ... it's the new metahumans

#

currently testing with a clean download, see if the problem persists ... if it does, which I think it will, next move is trying to use the old metahuman editor

worldly depot
#

Please keep us informed , personally I just thought I could use it for a quick demo project which could help me get some client work but reality check that it doesnt work like it does on videos ๐Ÿ˜…

halcyon stream
#

I know exactly the feeling ... I was so confident, cos it's all so simple ... apparently ... and then this ๐Ÿ˜ฐ

worldly depot
#

I would do something simple like just have some life in the eyes for the time being but the damnnthing sneezes everytime i just blink

#

๐Ÿ˜†

halcyon stream
#

I was expecting to have to deal with the small calibration issues like mouth slightly open and such ... not with a friggin stroke victim ๐Ÿ˜…

bright venture
clear isle
halcyon stream
# clear isle I've been seeing a lot of reports about Live Link, the consensus seems to be tha...

thank you ๐Ÿ™‚ I'll look into that ... the problem is this takes sooo damn long to troubleshoot ... each new/redownloaded metahuman takes an eternity to download, and compile ... and right now I'm not even certain this "old" metahuman is really old, because Bridge insisted it had to be downloaded ... so I'm not even sure it's possible to get an "old" metahuman right now, apart from migrating an existing one

#

hopefully I can find a way ... I don't even need any of the new features, I just need a plain old metahuman to work

#

still, there must be a way to make this work correctly ... cos the guys at Epic/Trilateral did it for that Shaman presentation. I just wish it was possible to have a chat with them so they could tell us what are the fixes ๐Ÿ˜…

bright venture
halcyon stream
clear isle
halcyon stream
#

ok, ty anyways ๐Ÿ‘

halcyon stream
#

@real charm yes! ๐Ÿ˜‚

#

and I see you also have some groom binding problems on the right metahuman too ๐Ÿ˜„

halcyon stream
#

@worldly depot @clear isle @real charm I think it's fixed ... it is indeed the arkit pose mapping asset ๐Ÿ˜… specifically, the one located in Content\MetaHumans\Common\Common\Mocap, named mh_arkit_mapping_pose

#

now this doesn't solve the lack of calibration, mouth slightly open, etc ... but it fixes the awful twisted facial expressions ๐Ÿ™‚

real charm
halcyon stream
#

yup

#

gonna test with another metahuman just to double check

#

yup, double checked

#

now I just need to find out why the damn grooms keep loosing the binding asset on the BP

clear isle
#

nice, glad that worked!

real charm
#

Awesome! Thank a bunch!

halcyon stream
#

here's a virtual beer @clear isle ๐Ÿป cheers! thank you!

clear isle
#

(it's too early for beer so have my coffee)

worldly depot
#

@halcyon stream hey thanks I'll check that out !! thanks a ton

bright venture
plucky kelp
plucky kelp
worldly depot
#

after replacing the mh_arkit_mapping_pose asset with old MH one, do I need to something special to hook it up? it asked me to assign skeleton and I gave it the face_archeytype_skeleton, but live link doesnt work now

#

works now :D

#

big big thanks again AF01 and MrDoge

halcyon stream
#

now, I'm going crazy with these groom assets loosing binding every time I close and reopen the project ๐Ÿ˜

#

I just can't figure out why ... only the hair groom keeps its binding asset ... all the other ones revert to none every time I close and reopen the project ๐Ÿ˜

#

has anyone experienced something like this?

halcyon stream
#

well, fwiw, I "solved" it ... I assigned them on the construction script. at least this way it works ๐Ÿ™‚ so if anyone ever bumps into this, here's a workaround ๐Ÿ˜…

barren carbon
worldly depot
#

how do I fix my MH head stops going with rest of the body

barren carbon
# worldly depot how do I fix my MH head stops going with rest of the body

I can't tell you how to make it stop -- I've similarly found MetaHumans to be a bit buggy -- but to get it back in position, select your MH then in the details panel select face, and in the animation twirl down set 'animation mode' to 'use animation blueprint' with the relevant anim class -- defaults to Face_AnimBP_C. Good luck!

halcyon stream
worldly depot
#

@barren carbon thank you !

nimble quartz
#

Hey peeps, was just wondering is it possible to customize metahuman eyes after creation in a similar fashion to how you can export and customize the skin? Or should I replace the eyes with my own eye mesh and textures?

#

Nevermind, found the exposed params under the material instance ๐Ÿ™‚

plain orbit
#

Nvm just saw the rest of convo. Someone should pin this solution here tbh

#

until it's fixed

plain orbit
halcyon stream
#

@plain orbit ๐Ÿ‘ also, it's funny, a couple hours after we had this convo here, I saw a YT tutorial with basically the same solution ๐Ÿ˜„ I guess it reached a point where enough ppl banging heads would get to a solution ๐Ÿ˜„

plain orbit
#

I was honestly about to try replacing files so glad I didn't have to go through that trial and error mess ๐Ÿ˜ตโ€๐Ÿ’ซ

#

Would you mind posting that video if you can find it btw? Might be good for others trying to search for solutions

halcyon stream
#

sure ... he also copied another file ... but it didn't seem to make any difference for me, at least for the time being ... and this both in editor and on a packaged build

#

lemme find the vid

#

here it is ๐Ÿ™‚

plain orbit
#

Thank you so much!

#

I just know it helps me to remember, have a playlist of tips like this ๐Ÿ˜‚

halcyon stream
#

I don't know if this author is here on this discord, but if he is, thank you also ๐Ÿ‘

plain orbit
#

No but he responds on Youtube very quick!! if you ever have any questions he's pretty experienced and has helped me a lot

#

didn't see this vid from him but glad to know there's a fix, thx again

halcyon stream
#

what would be the best # for live link face specific questions? plugins?

plain orbit
#

Does anyone have this same issue? I am trying to use the metahuman lighting presets and once I added my metahuman to the scene, now every time it tries to compile shaders it just crashes

halcyon stream
plain orbit
halcyon stream
#

I think my problem is the damn groom bindings, again ... I forcefully assigned them on the construction script, and if I check the actor on the level, they are there ... but sometimes, even if they are assigned, apparently they don't show up? I think this is what's making it crash ... the reported crash cause is something to do with hair strands ๐Ÿ˜ฌ

plain orbit
#

Yeah that is most likely it

#

For me I couldn't even get groom bindings to ever work

#

Also that fix did not work, just made my PC freeze on opening UE ๐Ÿ˜„

plucky kelp
native grove
#

Hello hivemind! Does anyone know how to export the new mesh to metahuman UE5 from quixel bridge to Maya? there is no export settings in Bridge in UE5

native grove
alpine patio
#

Does anyone else wonder if mesh to meta human will be expanded to support custom bodies aswell? People have got tons of good results so far with custom faces/heads but think of the possibilities if that functionality was expanded to bodies aswell. What do you guys think?

lament swallow
#

Does anyone know how to detect input from Livelink? I want to set up a light on my metahuman, and only turn it on when someone actually stands infront of my iphone and the screen.

mellow skiff
#

Hello, Unreal is telling me to update my ue4 metahumans to ue5 metahumans. How do I do this?

barren carbon
fair tulip
#

Hi. Have a strange bug. with Metahumans and UE5. Then packaging Metahuman's Control rig doesn't work. Obviously it's working in "play in editor" and standalone play modes.
Can't see any errors or something. What it can be?
Also I checked it with fresh project (UE5 MH lightning) with only one metahuman and simple BP that changing one of face CR controls

mellow skiff
bold fable
#

You can use an event dispatcher

halcyon stream
bold fable
#

Wdym by the live link is valid still even if no link is connected, you should use print statements to see itโ€™s value then plan from there how you could monitor the change

halcyon stream
#

that's basically what I did ๐Ÿ™‚ probably not in the most efficient and clean way, but hey, it works ๐Ÿ˜„ if you check that link, an Epic dev even replied with some more pro suggestions ๐Ÿ˜‰

fair tulip
#

Has anyone working Metahumans animation in packaged game with UE5.02?

lament swallow
#

Well livelink is always valid, its a situation where we have an exhibition and i only want to turn the light on when someone is infront of the screen and it catches a facemesh

halcyon stream
winged wadi
#

Worked up a tutorial for Mesh to Metahuman. Here is the Quick and Dirty version. There is also a longer version available.https://www.youtube.com/watch?v=EUXOHDzgy2E&t=1s

ADVANCED SPEED GUIDE

Here is a Tutorial on how I took Free Marketplace assets of a Stylized Character and turned it into a Realistic Metahuman Character.

Link to Stylized Character :
https://www.unrealengine.com/marketplace/en-US/product/stylized-male-character-kit-casual

MetaHuman Plugin :
https://www.unrealengine.com/marketplace/en-US/pro...

โ–ถ Play video
rigid hamlet
plain orbit
#

Damn nice I have been using studio driver

#

Gonna try it

#

literally on my 12th crash of the hour LOL

dark swan
#

anyone ever figured out how to do the ears in mesh to meta humans?

#

i mean promoting additional frames with just the ears

grand prawn
#

Question. MetaHumans characters come into UE5 with the parent class of "Actor", thus, it doesn't have an option to set the "AI Controller". What is the cleanest way to apply a AI Controller to a Metahuman? Change the parent class to a Character or Pawn?

proper ridge
#

Is there a transparency fix for glowing eye materials? This is view distance specific, even when forcing LOD 0. This seems to primarily occur with volumetrics

halcyon stream
#

@lament swallow @bold fable fwiw, I replaced comparing some facial curve values with last frames, and instead compare "Scene Time Frame Value" ... this value will always report the last "valid" frame ... that is, if your live data stopped at frame 5162, all frames subsequently will have a value of 5162, until it gets a live feed again, and then resumes increasing. So this is a sure way to be certain if there's any live feed incoming or not ๐Ÿ™‚

lament swallow
#

Can I attach that to a Branch or == Statement to trigger a light source?

#

With wich value would i compare the Scene Time Frame Value? ๐Ÿ™‚

halcyon stream
#

@lament swallow I have a LastFrameValue variable (integer), and each frame, I compare with the incoming frame time value ... if they are equal, I increase a counter, if not, I reset the counter to zero... after that, I check the counter, if it reached, say, 50, then I switch modes (or turn on a light)

lament swallow
#

Could you explain how I catch the last frame value?

halcyon stream
#

every frame, after you done the checking, you make LastFrameValue = currentFrameValue

#

so next time when you star the check, lastframe value will have the value of frame -1

lament swallow
#

The thing is, i dont get my head around how LastFrameValue actually gets its information, im really new with node things here๐Ÿ˜„

halcyon stream
#

I can share my BP, but it's definitely not clean or optimal ๐Ÿ˜…

lament swallow
#

If you want to, that would be great! ๐Ÿ™‚

halcyon stream
#

for what it's worth ๐Ÿ˜…

lament swallow
#

Thank you! Do I need to create some Variables for that or just drag & drop?

halcyon stream
#

if you drag and drop it will miss the variables, but I think you can right click in them and create them

#

but the main thing is, follow the logic

#

you probably don't even need anything so complicated towards the end

#

if it's just on and off a light, you don't even need to check for state change

#

just assign the bool value to the light visibility

lament swallow
#

Nono, im only stuck at creating the funtions or variables to store the last frame, i have just never done that

halcyon stream
#

just create a var of type integer, cos that's the frame time data type

#

just that, create it

#

on the left side, where it says variables, there's a + sign ... click it, and it will create a new variable

lament swallow
#

Oh so there doesnt need to be any logic behind it? I thought i needed to create some custom functions for that๐Ÿ˜„

halcyon stream
#

well ... you create the var to store some value ... then you'll use it on the logic on the Tick event, to compare and assign its value ๐Ÿ˜…

lament swallow
#

ill try that, thanks ๐Ÿ™‚

halcyon stream
#

also, when you start breaking down the data output from the Evaluate node, you might also need to split some structures, to get those outputs I have there

lament swallow
#

Works like a charm with a timeline! The only thing thats happening is that it detects a face and sets the Branch to True, but immediately after that to False again

frozen bolt
#

made this hair in xgen but it will definitely hit the performance, considering hair density and 8 CV per primitive for curls.

I'm wondering if it's a good idea to cage the head for short sides/back, baking those short hairs to cage as normal map and all? Is this even a way of doing it?

Does ue5 hair shader do smoothing on primitives so that I might lover CV count for better performance?.. Thanks in advance

halcyon stream
oblique skiff
#

Hi, I'm having problems retargeting ue4_Manequin animations to a metahuman kid. Arms seem to be too close to the body. All the chains are set up in both ik rigs and I tested the engine's retargeter and it has the same problem with Manny.
I don't have any clue about what I should try or look at.. any tips?

#

The arms bend in a strange way and the hands end up too close together

halcyon stream
#

but yes, I never managed to do a perfect retarget to a metahuman yet, and I even suspect these new metahumans have differences that may affect it even further

oblique pollen
#

Someone please tell me why the f... this is not working

#

Im honestly gonna blow up

plain haven
plain haven
oblique skiff
#

@halcyon streamThanks for the answer! Yes, the metahuman rig has Ik goals and I'm ik retargeting...
Any clue about where the problem may be? (Or any hack, or something to tweak...)
I have a ton of UE4 animations that I would like to use... !

halcyon stream
#

Still with retargeting, if your problem is something consistent, say, the arms/hands are always a bit too rotated, you can try offseting the arm rotation on your IK rig before retargetting

#

Besides that, the only sure way of fixing that type of stuff is by fixing/cleaning up on sequencer with a control rig

#

but that is time consuming and it's a one by one kind of solution ๐Ÿ˜ฌ

oblique skiff
#

,,. ok! thanks! But, what you mean with "skeleton compatibility"?

halcyon stream
#

go to your metahuman skeleton, and on Window/Asset Details, it will show you a window where you can add compatible skeletons ... just add a new entry, and select the UE4 skeleton

#

from there on, you'll be able to play any UE4 animation on your metahuman

#

(this only works for skeletons that have the main hierarchy and bone names similar)

oblique skiff
#

o h m y g o d !
are you serious... didn't know that!
Let's see what happens

halcyon stream
#

in your case thou ... the proportions problem might still make it not work too well ๐Ÿ˜ฌ

oblique skiff
#

yes.. probably..
I can't see the "add compatible skeleotn" in the methuman skeleton.. can you point me to where it is in 5?

#

thanks!

halcyon stream
#

sure, gimme a sec to open up UE5

oblique skiff
#

thanks!

halcyon stream
#

btw, this is a new UE5 feature, didn't exist in UE4 ๐Ÿ˜‰

oblique skiff
#

Thanks!

halcyon stream
#

how is it working?

oblique skiff
#

ha ha.. not much!

#

As you said.. the "kid" is way too smaller

#

but the feature is super cool!

#

I'll try with the "mom" later

halcyon stream
#

well, good luck ๐Ÿ˜… you might try playing around with the arms on the IK rig before retargeting, or even offsetting just a bit the rest pose on teh retargeter

#

but the only good solution really is fixing up with control rig ๐Ÿ˜ฌ

#

(that I know of, of course)

oblique skiff
#

I'm trying to offset the offender bones in the rig

oblique skiff
#

@halcyon stream Tweaking the metahuman in the retargeter to match the original pose seems to improve a lot the result. Little deviations produce really weird results! Thanks for the solution!

halcyon stream
#

glad it helped ๐Ÿ™‚

plain orbit
#

Does anyone experience a lot of crashes when dealing with sequencer + live link on metahumans?

#

it happens to me whenever im trying to record in sequencer using take recorder

halcyon stream
#

getting rid of all the hair grooms for recording will hopefully help

cursive wigeon
#

Is it possible to reduce skin tone/color of your metahuman model after you have exported to UE4

shell snow
#

Can metahumans be butchered to a quality that runs on a quest2 standalone? I have no idea how to make characters so I'm looking for an easy solution like metahumans.

nimble quartz
#

Hey dudes, anyone got or know of a decent tutorial for custom clothes on a metahuman? I have the base meshes created in Marvelous and already textured, just wanna add them to my dude for anim ๐Ÿ™‚

nimble quartz
shell snow
plain orbit
plain orbit
nimble quartz
# nimble quartz Hey dudes, anyone got or know of a decent tutorial for custom clothes on a metah...

So I tried importing the skeletal mesh for the MH into blender along with the clothes, then i added the armature modifier to each piece of clothing and set MH root. the I parents clothes to MH skeleton and used auto weight transfer (by name), exported clothes and re-imported to UE5 as skeletal meshes and I selected the MH base skeleton, i then get an error that it failed to merge bones, any idea whats going on? (UE5)

nimble quartz
#

Further update, sorry guys, just wanna provide further info for the issue. I am able to move the clothes in blender pose mode with the root skeleton, so the auto weights seems to have worked there atleast

halcyon stream
turbid ether
#

getting this error any fixes

nimble quartz
# halcyon stream I don't know much of Blender, but make sure you're not exporting any extra bones

I think so.. From researching, peeps that had the issue found out that blender was exporting an extra bone but for the life of me, I can't find it. For info purpose, this is the tut I followe d and I spent the evening repainting the weights to morph better - https://youtu.be/12k1gs65tlA

For the past couple of days, I have struggled to find a suitable workflow for adding custom clothes to my Metahuman characters. It frustrates me to sit through hour-long videos that could have been easily condensed down to 10 minutes.

Keep in mind, this is just a step-by-step clickthrough and not a tutorial about "How to create clothes in Marve...

โ–ถ Play video
halcyon stream
nimble quartz
halcyon stream
#

ah yes .... it's probably adding an "Armature" node ๐Ÿคฆโ€โ™‚๏ธ

#

this is just me spitballing, but ... maybe select the mesh and all the bones EXCEPT the extra root, and on FBX check export only selected ... hopefully, if the extra bone does not have any weight binding on the skin, it will work

nimble quartz
cursive wigeon
#

how to increase eyebrow Lods. My metahuman eyebrow is only visible when very near

nimble quartz
cursive wigeon
nimble quartz
#

yep, that same tab, if you fiddle with the values under the LOD 0 ๐Ÿ™‚

halcyon stream
#

you can force set the LODs to whatever you need

#

if you want to get rid of all the grooms, just set that to 3

#

and then you can set it back to -1 or 0, once you're rendering

nimble quartz
cursive wigeon
#

after deleting LODs i am getting this error

#

Assertion failed: StrandsLODCount <= LODScreenSizes.Num() [File:D:\build\++UE5\Sync\Engine\Plugins\Runtime\HairStrands\Source\HairStrandsCore\Private\GroomComponent.cpp] [Line: 2700]

nimble quartz
nimble quartz
nimble quartz
cursive wigeon
verbal roost
#

The hair disappearing at longer distances from the camera was supposed to be fixed in 5.0.2 right?

#

It's still doing it for me after updating

halcyon stream
cursive wigeon
#

is it possible to obtain head animation used in metahuman webpage ??

turbid ether
#

any one know why this keeps happening its happened with 2 models now

turbid ether
cursive wigeon
#

u better post it in unreal meta human forums

nimble quartz
#

also as a side note, are you signed up for access to mh creator? It seems it could be either an account or network related issue

#

but i am not 100% sure

nimble quartz
#

@halcyon stream sorted on the clothing issue bud! ๐Ÿ™‚

halcyon stream
nimble quartz
halcyon stream
#

damn ๐Ÿ˜… yeah, that's a blender "feature" I always disliked ... why can't it just leave the bone hierarchy alone? ๐Ÿ˜„

#

(maybe it does, or there's a way, and I just don't know how to blender ๐Ÿ˜„ )

nimble quartz
#

I was ready to redo it all in maya, but weight painting put me off.. I love blender but there really are some arbitrary features๐Ÿ˜…

nimble quartz
#

alright, so now i have managed to get all my clothes for my MH working, weighted and added to the MH seamlessly, except for one small issue - skin sticking through during certain movement. Will cloth sim and collission fix this or should I mask out the body parts? or both?

plain haven
idle smelt
#

Hey folks. I'm using metahumans in my PlayerCharacter BP and when launching the game, I'm getting this error:

LogProperty: Error: Struct type unknown for property 'StructProperty /Game/MetaHumans/Common/Face/Face_AnimBP.Face_AnimBP_C:AnimGraphNode_LiveLinkPose'; perhaps the USTRUCT() was renamed or deleted?

I'm wondering if anyone knows the fix for this. I haven't tried removing the animBP from the face mesh, which I assume might fix it, but that isn't an ideal solution since I would eventually like to be able to use the face animBP for cutscenes and contextual queues in the game.

halcyon stream
#

one with just neck and hands, or neck and lower arms, etc

languid mortar
#

whats up guys, just made my first render with a metahuman!

nimble quartz
ocean pier
#

Anyone had a problem where grooms (hairs specifically) were working fine in editor, but were not visible in cooked builds?

halcyon stream
pliant nexus
#

Can someone add hats to Metahumans? Specifically hard hats.

ocean pier
nimble quartz
# pliant nexus Can someone add hats to Metahumans? Specifically hard hats.

Yea bud, from my experience with clothes for MH this week, you need to export your hat with whatever torso clothing together - so select hat and torso clothes (shirt, hat, gloves, etc) and export as 1 FBX, then add to UE and add the skeletal mesh to the torso slot of the MH BP. There could be another way, but this is how I've gotten multiple clothes on to my MH - I assume you know about the weight painter for the clothes etc?

halcyon stream
#

this will work for hard hats, because there's no deformation

#

it will possibly not play too well with the hair, but you'll need to figure that one out ๐Ÿ˜…

nimble quartz
halcyon stream
nimble quartz
#

Oh yea๐Ÿ˜… , also not too sure on that yet myself either

halcyon stream
#

the obvious easy solution is to disable all collision on teh hat ๐Ÿ™‚ that will work for most of the situations

cursive wigeon
#

any1 knows how to use these expressions in animtion BP

nimble quartz
#

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

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

โ–ถ Play video
cursive wigeon
halcyon stream
nimble quartz
#

but I'll keep researching and let you know if I find another method

cursive wigeon
#

I am asking for easy way to just use or drag and drop those animations to animation BP. Creating face animation through sequencer is just too tedious

nimble quartz
nimble quartz
#

this is what it looks like

halcyon stream
nimble quartz
#

yea pretty much XD

halcyon stream
#

well then ... export the body mesh (to blender?) and delete all the geometry except the left hand ๐Ÿ˜…

#

import and replace the MH body meesh with that new one

nimble quartz
#

damn... I should've thought of that XD

halcyon stream
winged wadi
#

Part 2 of Turning a Metahuman into a Stylized Character. In this video we create a Blueprint to combine our Stylized Clothing and our Semi-Realistic Methuman into a Body and Facial Rigged and Animatable Character!
https://youtu.be/8l2WRBLYeFk

This is PART 2 of Turning a Stylized Character into a Realistic style MetaHuman.

Check out Part 1 here
https://youtu.be/EUXOHDzgy2E

Links to other Helpful Tutorials for accomplishing this :
https://www.youtube.com/watch?v=y42Qej7Bx8g&t=742s
https://www.youtube.com/watch?v=7iCMspltj24

Download the Mask I modified for this specific model crea...

โ–ถ Play video
nimble quartz
halcyon stream
winged wadi
nimble quartz
#

To give an idea, the whole animation of the sequence is the character walking down a hall, bumping into a droid and then grabbing and turning on the saber, making the droid run away. Maybe some angry expressions while he walks etc

nimble quartz
halcyon stream
#

personally I'd keep the lightsaber (mesh+niagara) as a separate actor, add it and th eMh to sequencer, and parent it in sequencer, first to pelvis, and then to right hand

#

you'll need to check the specifics of the attach mode, cos you want it to keep its world position

#

this can also be done with the new anim tools/helpers in UE5 (animation panel that shows up to the left) there's a parent section there ... I've never tested this really thou

nimble quartz
#

This does honestly sound like the easier route, the bp method back and fourth is yielding headaches. I'll try and report my findings :). If I haven't said it yet, thanks for all the input and help so far, it really has made such a difference

halcyon stream
#

have a duplicate of your lightsaber, add it to sequencer too ... attach one to pelvis, other to hand ... add visibility tracks on both ... set the hand one to hidden ... now you need to make the hand animation pick the lightsaber as precise as you can ... at the instant of grabbing it, hide the pelvis one and unhide the hand one ... done! ๐Ÿ˜„

cursive wigeon
#

any1 knows how to prevent grrom hair from swing wildy while walking??

nimble quartz
nimble quartz
halcyon stream
bronze crag
#

Has anyone successful overlayed a metahuamn onto a first person template?

#

I'm trying to do that, and so far all I can get is this mess

nimble quartz
# bronze crag

Hey dude, I've never really tried but you can move your pieces to fit closer together in the blueprint there

nimble quartz
halcyon stream
nimble quartz
halcyon stream
#

you can use proxies for the cloth sim, yes ... never did it myself, but I know there's tuts and docs for that somewhere ๐Ÿ˜…

#

and also, from (limited) experience, "thin" meshes work better

nimble quartz
#

Imma see which works better for me, gonna try both proxy and just the thin meshes by themselves - the solidified meshes look really nice but are way too janky to paint on

nimble quartz
uneven turret
#

hello guys, new here ๐Ÿ™‚ i'm playing around with mesh and meta human et fill in a semi stylized shape i have from a former project but i have a stange behaviour on the "nasogenian sillon" like shown here

#

i dont know why it is appening considering there is nothing much on maps or may be on a specifc position normal map which must not be active now for it'neutral pose

#

any idea ?

#

and another questin, is it possible to change the size of the eyeball in editor may by tweaking the blueprint ? as here it, it have a realistic size

nimble quartz
# uneven turret i dont know why it is appening considering there is nothing much on maps or may ...

Hey man, Im not too sure if it helps, but in mesh to metahuman, you can adjust those points on the model before you process it, can't remember how, I think you lock the cam frame or something and then just move them. Maybe try position them better for your needs. Also on the eyeballs, I know you can adjust pupil, iris sizes, color and all that for them yea - but not sure about the physical eyeball size

#

Eg: stylized char with mesh to meta, and custom texture maps for scar and eye shading, custom sith eyes by adjusting metahuman eyes in ue

#

you can customize the crap out of these guys if you want

uneven turret
#

thank for your answer, i'm aware for iris size alas i need a bigger eyeball and controls are not available right now or may be tweaking blueprint itself, for the lignes i have made several attempt it look like going outward instead of inward, still confusing

nimble quartz
#

I'll also let you know if I find something that helps

nimble quartz
#

or should i say, I haven't looked

#

if they do, try scale them up in blender or maya or something

uneven turret
#

it use metahuman eye based on position of what it found when processing but i think eyeball size is related to the size of the head used for wrapping

nimble quartz
#

witness true horror

frozen bolt
# uneven turret it use metahuman eye based on position of what it found when processing but i th...

eyes was a bit of a problem for me as well. some blendshape work is definitely needed for exaggerated eyes, then comes the other pieces like waterline and reflection meshes and trying to make them deform correctly is another issue.
-exporting face mesh fully with eyebrows and waterline etc, to zbrush, sculpt and scale everything related to eyes and import to maya as blendshapes, then bake the delta face shape to targets/baseshape. (SHAPES plugin from braverabbit can do that) do it for other meshes as well, check the rig, export to ue. This is how I would think if I ever need them anime eyes, never tried, not sure if it will work (:

bronze crag
livid solar
#

I'm trying to export my metahuman to Maya using the UE5 Quixel bridge but the little gear is missing to select Maya. I have read the documentation and have done some searching but I can't seem to find a solution. Has anyone else had this issue?

nimble quartz
#

just make sure to have the mh set to the download and export settings for the models as uasset+source asset

livid solar
nimble quartz
#

ue5 bridge assets and ue4 bridge assets are different and need to be downloaded separately if using older bridge

nimble quartz
livid solar
nimble quartz
#

ok need some help bro?

nimble quartz
livid solar
# nimble quartz <@436949216632242176>

Let me pick at it a little longer and I will let you know. I see videos of people doing it in the UE5 bridge but the gear they are showing to get to the settings is missing for me. Is this something that was there but then taken away?

nimble quartz
#

but the bridge app doesnt work with ue5, only the built in bridge

livid solar
nimble quartz
#

or a seperate head entirely?

livid solar
#

mesh to metahuman.

nimble quartz
#

yea it should work fine

#

so download quixel standalone from here

livid solar
#

Yup, I already have it.

nimble quartz
#

cool open it up ๐Ÿ™‚

#

make sure you are signed in top right

livid solar
#

The meta human I want is only showing up under the UE5 area and it says I need to launch the bridge in UE5 to have access to it.

nimble quartz
#

you want it in maya though?

#

then to ue5?

livid solar
#

Yes, but it won't even let me download it to the bridge so I can move it over to Maya

nimble quartz
#

so it is actually very slow lemme show you

livid solar
#

ok

livid solar
nimble quartz
#

yea dont worry about that error, here we go

#

hit this button

#

make sure export is set to maya or whatever you want

#

this is crucial, make sure to set MetaHumans under download settings to UAsset + Source Asset

#

again under export settings, under Models tab, choose your LOD and make sure to set MetaHumans to UAsset + Source Asset - this is crucial

#

then hit download

#

that message may pop up but dont worry

#

youll see it says generating

#

this takes long

halcyon stream
#

^the downside is your models will be either bald or very old ๐Ÿ˜

nimble quartz
#

monitor that progress bar until the export button turns blue, then try export to maya

dark pasture
#

Hey I have a few question about MetaHuman stuff
Are there any restriction about these ?
Can we make like fighting game with these ?
Is there any right or something or are they royalty free for unreal engine based projects ?
Can we reproduce a rapper, a celebrity with metahuman ?
Is there any fee ?

Thankkks :)

nimble quartz
#

I have an alternative method to do it via blender ๐Ÿ™‚ if this doesnt work and if you specifically dont need maya

nimble quartz
livid solar
#

I do see it cued up for download now.

livid solar
#

Thanks for your help!

nimble quartz
#

no worries at all man ๐Ÿ™‚ just shout if you get stuck anywhere else

nimble quartz
livid solar
#

That's what I am going for.

nimble quartz
#

donno about royalties stuff though, I imagine it the same as their normal royalties

livid solar
#

We shall see how it turns out.

halcyon stream
#

afaik it's the same as any other Epic asset

nimble quartz
junior birch
#

Trying to get realism with meta. So close but not there

grand prawn
#

Question. I have custom scripted Metahuman characters in Project A, but it appears it's not possible to migrate the MetaHumans folder into another project. Is that accurate? Im getting an error:
Unable to determine content folder for asset /CharacterParts/Female/Tall/NormalWeight/Body/f-tal_nrw_body

#

Any solution to this?

halcyon stream
grand prawn
halcyon stream
#

well, worth a try ... just copy the whole Metahumans folder into the new project's Content folder

#

(I'm assuming everything, including your custom scripts, is inside the Metahumans folder)

grand prawn
#

Yes, I can try this. Thanks for the suggestion.

halcyon stream
grand prawn
#

One sec, still testing....

#

Metahumans shader compiling is one complex beast.

halcyon stream
#

UE5 sure likes to compile shaders ๐Ÿ˜…

grand prawn
#

It kind of worked, scene crashed when I hit play and I know it was related to a character. Going to investigate. But this could become a solution.

#

@halcyon stream

#

Works now.

#

Thanks for the suggestion!

halcyon stream
dense bronze
#

ANyone else seen this error while trying to use mesh to metahuman. Error while executing the Mesh to MetaHuman service

plain haven
nimble quartz
#

Finally got a decent cloth sim setting, such a process fidling with the settings๐Ÿ˜ฉ

halcyon stream
nimble quartz
idle smelt
#

So I imported metahumans as high quality and I wanna switch to medium. When I download and import the medium quality are they overwrite the high quality or will I just have a medium and high quality mesh in my project for each metahuman. Sorry for the noob question.

nimble quartz
idle smelt
#

Yeah I wanted to ask because I can't test it until Sunday and my internet will be crap where I'll be so I didn't wanna commit to the download depending on the outcome. ;)

nimble quartz
plain haven
idle smelt
lunar bane
#

So I made a metahuman and exported the head and the body so I could try and use them for clothes but in max there were no feet. was it maybe because I used boots?

nimble quartz
lunar bane
#

no im just trying to get the head and body in. I exported her in undies with boots as I could use them. but after clicking the head then the body and importing there was no feet. Maybe it is another mesh? Ill just be glad when you can get without undies and adjust bodies. most my outfits even scifi have fairly open chests and that ugly bra going across sucks. however I found a tut on texturing metas in substance and maybe I can bake out some texture maps for the abdomen

nimble quartz
#

Metahumans are fully customizable if you know how to

#

try this dude - he is the only guy that got clothing working for me

#

In this tutorial I'll show you how to add custom clothing using Blender and import that clothing into Unreal Engine. Import these NIKES or any FBX or OBJ file and attach it to your Metahuman.

**RE: MAYA - My apologies on the Maya $ quote. I think I saw $275 / mo and 2k/yr at this link https://www.autodesk.ca/en/products/maya/overview? and thoug...

โ–ถ Play video
lunar bane
#

Black is hide white show for masking right

#

TYVM Ill look it up

nimble quartz
#

he specifically deals with shoes in this, i know it is for blender but just follow the import export principles and all that ๐Ÿ™‚ it should work for max aswell

lunar bane
#

the bad thing is everyone uses blender yucky

nimble quartz
nimble quartz
lunar bane
#

I can see peeps liking blender cause its free but everything max and maya has by default you have to buy or find plugins for

nimble quartz
lunar bane
#

Im an old fart I been using max since it came out so that makes it hard to switch

#

I started with computers in the 70s when there was no pcs only mainframes with tape drives and punch cards

nimble quartz
lunar bane
#

k

nimble quartz
#

Well if max isn't working out for you, message me and I can try see what we can do

lunar bane
#

I can get stuff into max it was just the missing feet thing but that doesnt matter a whole lot as the origin sets the char properly

nimble quartz
#

Yea i think it's coz the shoes are a seperate skeletal mesh, check from about min 6 to 10 in that vid - should be what you need :), import that into max with your body and head mesh

lunar bane
#

yea im 4 mins in now

#

if I set max to cm I dont need to rescale anything ))

nimble quartz
#

You shouldn't need to hopefully coz it should match

lunar bane
#

the trick with max and prob maya too is you have to set max default to cm and the project to cm then everything to do with unreal will bne proper

alpine patio
#

does anyone know how to add the brow trackers for meta human identity? I check the visible and active boxes but it doesn't change anything and epic how no documentation explaining how to do it ๐Ÿ˜ฆ

steady timber
#

I did what it's telling me to do but it's still telling me this

#

If someone knows how to solve it I will appreciate the help

halcyon stream
lunar bane
#

My Latest Metahuman

nimble quartz
#

Hell yea nice! It seems you won then ๐Ÿ™‚

nimble quartz
#

Bit of a janky video but I'd say that's as good a cloth sim as I can get๐Ÿ˜ฌ

nimble quartz
steady timber
nimble quartz
idle smelt
#

Hey folks. I'm getting the following error when launching the game. It doesn't seem to have an effect when launching from the editor but it crashes my packaged builds. Any ideas how to fix this?

LogProperty: Error: Struct type unknown for property 'StructProperty /Game/MetaHumans/Common/Face/Face_AnimBP.Face_AnimBP_C:AnimGraphNode_LiveLinkPose'; perhaps the USTRUCT() was renamed or deleted?

steady timber
vast harness
#

Hello. I am trying to set up some testing with meta human mesh creation. I notice my Components from Mesh option is greyed out. Not sure what is going on to cause it to be greyed out. I'm logged in, w bridge, updated everything. Just doesn't pop up for me

swift burrow
#

Did any of you guys encounter problems with MetaHumans causing constant cooking/packaging ar standalone game crashes?
I basically just imported CitySampleCrowd package to my ThirdPersonCharacter template project, set SK_Manequinn to be compatible with SK_Base, then created custom AnimBP for Quinn now based on new CitySampleCrowd animations. But then after trying to cook/package or run standalone game it keeps crashing.

edgy tangle
#

how long does it take for metahuman creator to load? ive been on this page for like 5 min

edgy tangle
#

ah ok firefox and chrome are unsupported, microsoft edge seems to work fine, shitty a browser as it is. Would be nice if that was mentioned somewhere, only found out cus the forums say even the latest versions of firefox and chrome are "outdated" firsuspicious

frosty pebble
#

can't import metahuman into ue4?

plain haven
frosty pebble
boreal thunder
#

how to enter "old MetaHuman Creator" ? is there a metahuman.unreal.old ??

plain haven
boreal thunder
#

"original version" got you ๐Ÿ™‚ thx for that. because im missing the FBX files. The New one doesn't export FBX or Skeleton

boreal thunder
#

also in old version you can say "uasset + source" and choose between ABC and FBX, also export EXR files

tepid hedge
#

Here is an overview of how to create a perfect clone of yourself in the metaverse. You need a 3D scanner like Revopoint POP2, Blender, Metahumans Creator and Unreal Engine 5.
The POP2 keeps texture (not the best), so you get an accurate 3D model and enough information to export as an OBJ. I clean it in Blender to remove hairs: it helps me to avoid "a big head with bumps" effect.
https://www.youtube.com/watch?v=UKicyCK5TzE

Here is an overview on how to create a perfect clone of yourself in the metaverse. You need a 3D scanner like Revopoint POP2, Blender, Metahumans Creator and Unreal Engine 5.
If you want a full tutorial, feel free to leave a comment.

โ–ถ Play video
halcyon stream
edgy tangle
#

weird
ive tried a bunch of different browsers since and edge is the only one thats worked for me

clear notch
#

Works fine for me in firefox

sharp latch
#

I have created an AI that creates metahumans from one 2d selfie

#

not perfect yet but getting closer

#

untouched results

sharp latch
sudden berry
woeful vortex
#

hey folks, brand new to UE5. is there a list anywhere of iphone versions/models that can be used to do a face scan for the mesh to metahuman pipeline?

plain haven
wheat rampart
#

Hi,
Does anyone having the same issue as me with freezing MaYa while exporting MH character from latest 22.0.6 Bridge?
I've tried MaYa 20.3, 22 and 23 with no luck ans same result of "Not Responding" right after Bridge says "Export Successfull".

#

UPDATE: Rolled back Bridge and it works again like a charm.

golden crest
#

Any idea why my metahuman isnt showing up in mirrors?

shy reef
#

hi does anyone has any idea where i can find the metahuman demo project to download? i cant seem to find it

bold fable
#

anyone know how to fix the initial scaling issue

#

it gets imported into maya way too oversized

dark swan
#

any idea whats causing this? had it happen a few times already when opening a metahuman skeleton mesh

bold fable
#

on the top left

#

to the full body preview mesh

dark swan
bold fable
#

you gotta be in the skeleton

#

you're probably on the mesh

#

you can change it on the top right

#

then on the top left its gonna give you the option to change the preview mesh

#

you cropped it out

#

on the picture you sent

dark swan
#

you mean this?

#

even the little preview icon has the same issue

bold fable
dark swan
#

i'm on UE5, there is no preview mesh button or they moved it somewhere else

bold fable
#

google it

dark swan
#

aight, thanks for the help

clear notch
# dark swan you mean this?

You need to go to Window on the top tool bar and enable "Preview Scene Settings" to be able to change the mesh on the skeleton.
You can even add meshes there.
If you download a metahuman without clothes, you'll get a full mesh also.

gloomy hedge
#

hey guys - when i render the metahuman sample animation with my own creation the hair flies like crazy on the camera cut - i cant figure out how to prevent this!

#

i disabled the camera cut for warmup but that wasnt it.

#

btw - i use epics r ender preset for and from their own project:

#

playing inside unreal doesnt cause this

#

same frame inside unreal

sudden berry
gloomy hedge
#

@sudden berry Thanks! Will look for it

#

did you mean collision radius?

sudden berry
#

No , in the groom settings , 5 is default and way too high :

gloomy hedge
#

thank you - found it - unfortunately it reduces the effect but its still like a baloon exploded right before the camera cut

#

baloon got smaller tho ๐Ÿ˜‰

#

i am still wondering why it is in the render - not the real time

sudden berry
#

lol ... if you tick simulate or "Alt+S" does the hair look ok ?

gloomy hedge
#

jeah - totally

sudden berry
#

so it does only happen with camera cutz?

gloomy hedge
#

jeah

#

when i render a jpg sequence

#

inside unreal its just fine

#

it seems almost like the new camera re-initializes the metahuman

#

like putting it there right in the same frame the new camera is recording

#

thats why i think its not solved with the hair...

#

rather some warmup for the next camera so it has already initialized the actor or something...

#

does this makes sense?

#

it is like if you jump on the timeline and the hair adresses the sudden move

sudden berry
#

Try this :

gloomy hedge
#

that worked!

#

is this
8
1

?

#

because that causes trouble

sudden berry
#

yeah , a higher temporal count is not good for physics , only for motion blur....

halcyon stream
gloomy hedge
#

Thanks for your help - was trying to figure this out all morning!

sudden berry
#

you are welcome....

gloomy hedge
#

ok its back

#

even with your settings

#

i restart the engine if it still occurs i give up

sudden berry
#

ohh ... never give up ! you need warm up for camera cuts ! And switch Anti Aliasing to "None" The spatial sample count will do the AA

gloomy hedge
#

I like your motivation and i am really persistent usually to get my results

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but this is a preset from epic from a project from epic for a product from epic and it doesnt work.

sudden berry
#

UE5 has a lot of bugs ... sadly

gloomy hedge
#

its gettin worse

#

its looking great to be honest but i dont want that

sudden berry
#

ok , let me try it .... which groom hair is it ?

gloomy hedge
#

a preset hair - didnt make it

sudden berry
#

I will do some tests ... give me some time...will let you know....

gloomy hedge
#

you can see a giaaant hick up when the cam cut is being rendered and the MH just pops in and the hair reacts

gloomy hedge
#

i really appreciate it