#metahumans
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Without Mesh Morpher, which is $200, you can't do anything with the base body/face, really
It would be nice to have a workflow that is completely free, but that'd be too good to be true
hmmm fair enough , thanks for the help
hi guys! is it possible to use metahumans in mobile games?
Tried EVERYTHING ๐ฆ
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.
opps. wrong link.
Correct one.
https://docs.metahuman.unrealengine.com/en-US/metahumans-unreal-engine/requirements-configuration/
Anyone know why the face look like this when using emissive material and how to fix it please ?
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.
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Hey, anyone from Germany?
I will have a look today, thanks @woeful totem
Nicht Deutschland, aber gleich daneben.
i am facing a problem using metahuman when click export in bridge my preset are blender it never says exporting successful
I would suggest try selecting a preset and then going to the creator and making a custom one. The custom ones download without issues.
could it be FUZZ groom? trying hiding it and see?
Blender is not supported, only Maya
Blender is not supported because Blender users have higher chance of leeching out of MetaHumans
ok thanks everybody
Epic can not stop us ๐
Good luck on not getting caught making final render of MetaHumans in Blender.
I am not rendering anything on blender. I am using it to custimeze metas
How would I make an old metahuman look old from a distance(talking about the wrinkles)?
Then it'd still allowed
Go into the bp find the lod sync component. And set the lod to 0
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.
have done so, I'm asking cuz it doesn't make much of a difference
Yeah but you can still export from unreal to fbx and still get them to blender or any other 3rd party.
Are u sure coz the hair seems not lod 0
100%
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?
Also it is just me, or is MetaHuman really tied to Mesh Morpher plugin, to get it more customised beyond the stock faces?
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.
Does anyone know why hair is not included in my packaged project? All of the characters are bald. In the editor it plays fine,
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. ๐ 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
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?
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.
is there a way or website where i can find clothes for my metahuman?
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 ?
Again.
Anyone know why there are red patches on my metahuman?
This is a stupid bug in this basically you have to remove the groom component and put it back on manually with the proper material and it will work
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.
Good to know - thanks for the tip
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...
Feeding wolves sever has people working on this all the time a group of us there figured it out
Thanks for the info! โบ๏ธ
I think I actually remember seeing people there talk about that issue
looks like the normal maps baking needs to be adjusted
how do i make a buff metahuman in the creator without any outside work? i dont see an option for it
"Outside work" as in modification with DCC tool is mandatory.
k thanks
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.
Yes.
Is it using the Preintegrated Skin or the Subsurface shading model?
Also, is there a bright light in your scene (such as the sun) that happens to be occluded in the screenshot?
No idea, just imported it directly from quixel bridge and got this.
Tried it in different scenes and it's the same.
Well, if it's anything like this squirrel, it's because PreIntegrated Skin and Subsurface don't seem to respect shadows cast from the environment. The ears are glowing because it is picking up light from the sun, which obviously should be occluded.
Subsurface Profile shading model seems to work with shadows, and I've actually had a lot of recent success with the Two Sided Foliage shading model.
Did you have the red patch in your texture as well? That's the issue I have
I see now... it was in the texture. Then no, it's a different issue, sorry.
@junior birch Hey bro, been watching ur yt vids for a while now - super cool stuff
@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 ๐
would metahumans lag out a multiplayer game if every player was a metahuman?
Not really, but it can tank down the performance of the client itself
yea im doin that with facegood right now broski
is that scarjo?
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?
Hello Guys I just found this channel and looks nice
it's cool to find a place to talk about metahuman and not look weird XD
I just created Hellboy using Metahuman Creator and please let me know your toughts
I have created Hellboy with Metahuman Creator and looks very cool. Creator is a great tool, in a short time you can create HQ characters for video games or films, I'll keep experimenting!
ah legend mate 100% post it here when its up bro
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.
i made couple of vids on my channel i even did a live mocap stream its cool
The one and only :p
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 (:
Thank you ๐
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.
can someone point me in the right direction .. i want to change my metahuman's clothes..
Make it yourself.
still new to unreal. not sure how i would do that
@worthy crest Iโm using uDraper plugin to customize MetaHuman clothing. Iโm also new but it wasnโt difficult to use their sample garments.
Awesome! thank you i will try it out.
anything u make with metahuman looks chinise...
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?
for Emanuel, you need to hit the plus sign and select the body so you have a body track in sequencer. Then you can use the plus sign again, locate control rig, asset based control rig and select that. Then, in the picker you can reselect the actor.
Alredy solved, but ty. I just create a new project and it starts work
Has anyone solved the noisy shadows caused by the groom on metahumans
did you try increasing the sampling in the render (in ue is Temporal Sample Count: 64 is recommended)
Take a look to this info https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/RayTracing/MovieRenderQueue/
@oak flare Iโm at 32 in the Temporal sample count, adding more or less doesnโt seem to make a difference, this issue also occurs at all times in the engine, not just at the render
I saw that you're using a single light (keylight), try changing the shadow settings on the light. A better option to me is adding a fill light and lower the exposure, using a PP volume or in the lens properties, this will maintain the contrast that you are looking for in the image
@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.
got it I hope you find a solution soon . In the meantime if a get something useful I will let you know
@oak flare thanks
You are welcome!
Does anyone know why the hair turns white in a render? It looks fine in the editor
Is it an issue with static lighting or reflection captures perhaps? That strands don't work with them? Still...it works in the viewport
Accelerated aging, that's why
๐
Just bumping this again, as I have yet to find a solution ๐ฆ
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.
I'm not looking through anything though, just plain air
Using UE5 and baked lighting btw
oh yeah didn't think about it, I will verify because was not solve yet since last time ๐
MetaHuman Plugin is out guys
custom facial mesh to metahuman
Holy shit
I really hope this means I can bring custom human models that are more stylised and turn it into rigged MH
im not going to mess with it until i see some tutorials by the meta humans experts lol
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
lol
I cant wait to see what the community does with this I know @junior birch will have a nice tutorial soon
Expectation: metahuman looked more stylised ala Square Enix/Final Fantasy characters
Reality: shitty cosplay
hahah
I found the problem, its due to one of the Cinematic scalability settings. Maybe global illumination cvar, idk.
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
Oh no, its not GI cinematic setting, its due to the shading cinematic setting
Thanks for the tip!
This latest release introduces an exciting Mesh to MetaHuman featureโpart of a new MetaHuman Plugin for Unreal Engineโas 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 ...
i had a feeling lastyear this was coming. i didnt think it would be free brava epic
u were able to do that before
https://www.tiktok.com/t/ZTd3HCtfb/?k=1 - my work in progress just got leveled up!!!
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...
โค๏ธ this Plugin !
I'm not exactly sure if I missed anything, but how do I import texture as well into metahuman?
Or to give a basic texture at least
You only can use MH Creator textures , but with Substance or Texture wrapping you can add your own
Yeah, I think I just read that, but I don't see anywhere in creator how to assign a base texture
I just have it in polygroups
Oh wait, nevermind, it's on the skin panel
@junior birch have you come across any tutorial on how to import other players as metahuman avatars in the matrix sample city?
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?
whay do u mean? like ur own metahuman?
Whats your preferred method for making a face mesh? Is there a handy phone capture tool?
Are Unreal devs planing to make a standalone version? Not everyone has very fast internet to tweak parameters๐
is that a custom control rig?
doesnt anyone know how to reset the trackers
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
resorted to creating a new project
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.
unfortunetly it is still fancy face generator
for such standard features use Character Creator from Reallusion
Finally something fun!
My goal is to use as little paid software as possible, so yeah
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
i mean some prebuilt metahuman models as avatars controlled by different humans (multiplayer in matrix sample city)
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.
hey guys, when i try to install the plugin, it says unavailable, anyone knows why?
fixed it : signed out of epic games account and signed back in
Does anybody how i could import Metahumans to Blender ?
for making Animations, Morph targets etc.
@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!
That's a tricky one, there's no out-of-box support for Blender
You can of course export the mesh with skeleton, but that also means you need to make rig from scratch
Would be awesome if things like Auto Rig Pro could support Metahuman
Meta Rig is fine if you have a good base mesh
Oh I haven't used this one
I do still hope that we eventually get some sort of plugin that allows to have Metahuman rig just like in Maya
its a pretty good plugin in blender for rigging
gonna try if i can export the Metahuman mesh as FBX file and create my own Rig for it
Is it on Blender marketplace?
its free ... never used it before, only saw some videos
@merry jacinth
This is a step by step guide to setting up the human meta rig in Blender 3.0 Alpha. This tutorial is not about how to use the controls of the rig, but rather how to line up the rig, generate the controls, and parent the system to the mesh of a human model.
Get Moreโบ
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its called rigify in blender addons
Youre familiar with Blender Rigging ?
@merry jacinth
Sorta, yes
Let's not get into LOD authoring xD
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?
I would suggest yes... contains material functions. I've included it in my source control
anyone knows why downloading a character takes ages?
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
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.
windows 11
?
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
Mesh to Metahuman Eye Fix
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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.
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.
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?
Does anyone else have a problem with getting stuck in a redirect loop while trying to access MetaHuman in browser?
i had mustache strand dislodged on metahuman creator but it was gone on next session
Where can I apply raytracing setting in mesh and which mesh do I need to apply? The FaceMesh?
How do i get my custom metahuman in ue5 with bridge? it does not show up in ue5 ๐ฆ
all that shows up now...
Looks like morphs in new Metahumans are definitely broken
https://forums.unrealengine.com/t/live-link-facial-animation-deformed-after-new-metahuman-release/578853
Iโm been testing the new Metahumans release with the Live link app and all of them have the exact same facial deformation when using Live link to drive the facial animation. Even the ones from the new sample Metahuman project you can get from the store. (see attached picture. This is when Iโm just smiling, it deforms to the side. I have tried wi...
yeah these new meta humans are awful.
spawned 10 of them in, and i am getting 20 fps.
How to create expressions for meta human without any Live link, that can be used in anim BP ??
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?
That's the skin fuzz hairs.
Fuzz
Everyone has it, those tiny hairs all over the skin.
But its black (char has brown hair) and very thick
The lighting with fuzz hairs can be weird at times, so yeah.
On my face they are blonde ๐ And I have black hair
Lady D Meta human
there is bugs on new metahuman so that hair could be also a bug
Still lots of issues anyone having a scaling problem?
taking the character from the bp and adding to your bp changes it scale and you have to size it up by 10
mesh to metaBug
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
can u show where they said that please?
pose presetes bro
ready made poses
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
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iClone Live Link (Live Face / iPhone) to new Metahumans works fine for me. Will try Live Link Face app next
Interesting...
I'll try Faceware and Dynamixyz tomorrow as well to see if anything changed vs older RigLogic
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.
with this new plugin.
Most important: the content is non-commercial and not defamatory
Yep, that was it actually after hiding the Fuzz he just look good_ Thanksss ๐๐ฝ
Hi! This is the first time i am making a Question, hope someone can help me :c I am using the new Hair Groom System in 4.26, made everything like the documentation said: 1.Imported alembic groom, 2.Binded Skeletal mesh and added a Groom Component where i specified the groom the Bind and the Physics asset. The thing is now, when i play in e...
Hitting this problem in 4.27 and was surprised to see posts about it from 2020 in 4.26
Has this ever been resolved? Groom collisions just don't work in packaged?
@errant sentinel
Forgive the ping, wondering if you're the author of hat topic above, and if you ever found a solution
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.
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...
Is there a nude body option for meta human. ?? Default outfit really sucks
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? ๐
Yes, there is an option in the creator to not select any clothes.
I think they were referring to without the default underwear.
ya no uunderwear and top
oh ya, no thats not possible lol
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
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You have to make one yourself and stitch it with the metahuman head.
No kink shaming btw
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 itโs tedious and the performance is pretty much identical to what they already had.
If you can go further with your modification, why not.
MetaHuman have nice faces, but as it is, the body is rather lacking.
@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...
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...
any idea why the hair is still up in the air even when it's parented to the face?
Check your binding asset to make sure it's set for that hair groom asset. Click the hair component in the BP and below the groom asset will be the "bind asset"
yeah, all the bindings were set correctly. Could the problem somehow be related to this compile error im getting on Face_AnimBP?
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?
Yeah, I think that's the problem. Is there a way to completely reset / reimport the common files directory? because every time I redownload the metahuman it seems to import those same corrupted files.
@magic siren Yo sorry for the ping
Hey so im trying to understand setting up collisions for UE4 4.26. My characters hair is colliding into the head. So when I go to set up bodies for it to collide to, it only seems to be compatible with spheres. Which is fine, but when I scale the spheres, it has no effect on hair/groom collisions. So im basically just stuck with the size of the ...
Is this you, and did you ever figure out a solution to this?
Booba
Depends on genetics irl sometimes. For example, my mom can occasionally have a noticeable fuzz. I have a permanent 5 o clock shadow on my upper lip I can only get rid of with makeup.
The common files are located here in your Megascans directory: ...\Downloaded\UAssets%MetaHumanName%\Tier0\asset_ue\MetaHumans\Common
Copy and paste that into your matching Content Directory for your project
That worked! Thanks for the help!
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
says unavailable
can i not add metahumans with WIP grooms? becuase the add button doesn't do anything right now?
hi guys, just a quick question
is it possible in a straightforward fashion to use whole custom mesh model in metahuman to UE5?
or just a head...
hello all. Is there a good tutorial in how to import metahumans to blender? I tried but my eyes and eyelashes looks very weird.
live link works for my metahumans but they always smile "to the left"
and I cannot figure out why
has anybody else experienced this so far? any clue how to fix?
I don't think we're gonna get answers guys. I tried two different servers. First one everyone just avoided my question all together
Are metahumans something we can use on XR2 of Quest 2 and the like?
I think epic is tracking this issue. Well just have to wait for an update
Metahuman using Face Scan Iphone 12 ProMax
Are u using 5.02 and windows?
Yes. But the Face Scan is in Iphone.
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
control rig is fine but not sure how to fix it in live link
yes same
what is fastest way to create vismemes for metahuman?
you need to close already running unreal editor windows and then try
i have same problem with my new updated metahuman in unreal engine 5 but its work with my old metahuman (ue4 ver.) in unreal engine 5
GROOM . Hi Guys, how can i prevent that if Groomhair gets light on it , that it glows like on fire?
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?
your retargeting pose for both skeletons should look identical for it to work. you have to setup them correctly and hands need extra care/precision. if fingers are sticking together and fully flat hands you should pose them exactly on the retarget skeleton
trust me it is. lol
followed a whole guide, everything from root to toes are exactly the same.
screenshot your retargeting poses for both
in a moment went back to the old way in ue4. Trying to remember how to set this up
if i can just do it it in ue4 and just export the fbx and reimport, this can work too
I do poses in maya before doing any retargeting work. pose metahuman from A to T and import to ue as a pose asset
i cant remember how to retarget in ue4.
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
those will be history pretty soon
new manny for ue5 has same naming conventions with mh etc..
Yeah but these are old animations
ue4 does it right, now i just have to fix the fingers and try to export the fbx and import to ue5.
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
Any news on the live link issues with 5.0.2?
the consensus seems to be that metahumans made in late enough editions have something wonky going on w the morphing
no word at all so far about if thereโs anything to do besides wait
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
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thanks i will take a look at this tomorrow ๐ drunk playing some val right now lol
Thanks a lot! Would appreciate to hear if you find out something more about this eventually. Gonna check the hand method out as well.
Hi , thats a " snap xr2 " mobile processor and then " quest 2 " also has prime + gpu cores underclocked. This was the result of using the same mould with a much hotter chip. Technically theres nothing stopping you from using the lod 7 - 9 characters. However its probably not the reason you are after ..
What the hell is this
โ " Metahumans " at lod 7 for mobile !!
This is so bad lmao, I only need to render max 3 metahumans at a time
LOD 9 exists?
Remember that the counting start from 0
Whatโs the max?
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 ..
LOD 0 (highest detail) to LOD 8 (lowest detail)
Mobile won't survive LOD 0 & LOD 1 tho
Maybe on the apple M3
Which will be in their MR headset next year
Metaโs next 2 headsets will be weak.
Iโve not started if this is for me. Just checking how metahuman tech rendering compares to Ziva dynamics tech
I should just go all in on " lod 8 " woo !
Been up all night reading out of date documentation ..
I need high LOD because itโs for like a psychiatry AI thing so photorealism is important
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 ..
Unity bought them to me it seemed more realistic but yea for movies not games
Iโm sure they will have a lite version
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 ..
I see. Unity been a bit strange lately on some of their decisions.
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 industryโs most brilliant gems are available to all, not just a select few. And we are continuously focused on helping artists make...
How far can u extend metahumans? Like can u easily connect facial expressions of metahuman to ur AI code? How would that look like?
Hegelson has been looking for an exit ..
For quite a few years now I think - fatten the pig ..
You should have a listen to the Mike Seymour ,
Jay Busch podcast about making " meet mike " which was his research ..
โ That kind of kicked off " metahumans " at " epic " :
[ https://www.chaos.com/blog/cg-garage-podcast-135-jay-busch-and-mike-seymour-wikihuman ]
Thanks will do!
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 ..
Thats a good approach and I made a " gpt - 3 " api powered digital human ..
That was trained on an actual biographical text ..
โ Raising the dead I suppose :
Exciting
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 ]
XR is just beginning
20+ year mega trend
In 3 years everybody will be looking for devs
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 ..
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 ..
Hi did you have to edit the " metahuman " blueprints ,
To add " RL live link " input ? I have 1.3 re - installed and trying to pose them ..
Connection is good but I still get an error , plus no movement ..
I didn't edit anything
Screw Meta/Facebook.
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.
Now the meta human is now my default UE5 manny skel. Way better than the MH skel.
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.
Tested the new MHC plugin with stylized character sculpted from Zbrush instead of scanned 3d model
#metahumancreator #metahuman #unrealengine5 #zbrush
Has anyone fixed the live link issues with metahumans?
Hi, I have the same issue here, still no solution?
lol closer. I havent had a chance to play with Metahumans yet but I'm, guessing you can't do odd skin colors like green or blue...
where be the plugin?
Edit the textures in substance painter or photoshop.
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
dont use meta skel.. use ue5 manny skel
that's not an optimal solution, I want the fidelity of meta humans for cinematics but the simplicity of the UE5 mannequin for gameplay
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
simple video, meta humans and everything to lyra in minutes.https://www.youtube.com/watch?v=I78o0BrGo8M&feature=youtu.be&ab_channel=atom1k
thats the end result.
Just dipping my toes in with meta humans. is there a way to use photos as the skin textures?
Learn how to edit MetaHuman textures by adding unique attributesโlike tattoos and scarsโto their face.
By practicing on an older character, youโll 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...
Ahhh, i had been googling some things but didnt see this one. Thank you
Fixed the issue with the hands this is how is looking now
removed metacarpal?
Nice catch looks better now, no ?
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?
Yes. That way you can swap outfits around if you want to, without replacing the head or hands.
It's also fairly common workflow even in AAA space.
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.
And then how to do animation for this kind of character? Only through Runtime Retargeting as it was written in the documentation?
Anyone know how to modify the ARKit mapping animation, then apply it to the pose asset without breaking the face?
Hi, has anyone tried using metahumans for first person instead of third?
https://www.reddit.com/r/unrealengine/comments/vdqpjj/metahuman_advanced_skeleton_error/ anyone know how to solve this error? (Metahuman + AdvancedSkeleton) IK rig was exported to maya, but not FK, so we are using AS
any ideas?
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.
Wait, MH now supports Zbrush?
no, in Bridge UE4 you could download the uasset + source file and also have access to these download options.
But in Bridge UE5, those options are no longer there.
I always use older version of Bridge, because thereโs something missing in every update!
Is there a way to export facial animations from Metahuman online creator?
Heya guys ๐ 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.
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
hello ppl ๐ 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 ๐ฌ
Here's a little problem I'm having transferring metahuman to ALS, can someone help?
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?
You could try e-mail Epic directly on the subject matter, but you might as well render the entire thing within Unreal Engine.
UE5 also has seemingly okay path tracer if you have capable GPU.
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?
is there a way to make head smaller with mesh to metahuman thingy?
you mean in the creator?
go to body dimensions, right above there is a level adjustment for the head size in the creator
is there somewhere i can grab all the base meshes for metahumans ? kinda slow to have to download one of each body type ๐
Ue5 isn't that great for foliage. Thats why. A lot of ppl who use UE for cinematics use compositing software to improve things. I will just avoid using MetaHuman if it is not allowed.
Some of the devs are on here. Thats why I posted here to get info from them.
5.1 is slated to have Nanite on foliages.
I know. I have tried the 5.1 build from github and the overdraw is huge. They are probably working on improving it.
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
Foliage can deform, right? Like grass in wind etc. That might also mean Nanite could work with spline meshes in 5.1. I would love that.
Is there a way to split a metahuman into separate body parts? Like different meshes for hands, arms, legs,
There are already separate meshes for the head, arms, legs, hands, and torso. Arms are part of the torso tho
Where are they? when I import it I can only find body and head
If you open up the blueprint that comes with a metahuman, there should be each body part shown in the viewport. If you click on legs, feet, etc. you can see their meshes in the details panel (on the right)
The feet mesh seems to be just sandles, the legs are nothing
And there are no arms or hands meshes
Sorry it had been awhile since I looked! The Body contains the hands and feet together, the Feet are the shoes, the Legs are the pants, the Face is the head, and the Torso is the t-shirt or hoodie.
Unfortunately, it doesn't come as very modular... It's designed more for swapping clothes than swapping body parts
Right, okay thanks, I'm just gonna have to make it work anyway
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.
I'm not too sure, but Epic released the Metahuman crowd system from the Matrix Awakens demo to us as a separate download. It's pretty efficient, considering, so you could maybe reverse-engineer or reuse their system? https://www.unrealengine.com/marketplace/en-US/product/city-sample-crowds
Look into #mass.
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.
Nevermind, solved it
I've looked into this, was looking for a non-C++ solution. The Mass system is pretty complicated and to reverse-engineer it is going to be pretty rough if I don't use C++.
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
Is he T posing and sliding?
Sounds like you forced the retarget and they arenโt actually compatible. You will have to create a Ik retarget asset and make sure they actually go over
5 lets you preview
Ue5
Hi guys, I'm designing first human (homoerectus) on Metahuman I need a new body but where do I export it as obj?
Maybe move it to a DCC first like Maya?
Hello ppl ๐ 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 ๐
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
omfg so glad I'm not the only one ... I mean, it sucks it's happening, but at least now I know it's not just me ๐
Frustrating as hell...
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
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 ๐
I know exactly the feeling ... I was so confident, cos it's all so simple ... apparently ... and then this ๐ฐ
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
๐
I was expecting to have to deal with the small calibration issues like mouth slightly open and such ... not with a friggin stroke victim ๐
noo, the metahuman just stays in idle position. I did the retargetting with the ik rig and retargeter, so Im pretty sure its not that
I've been seeing a lot of reports about Live Link, the consensus seems to be that it's bugged currently after the Mesh to Metahuman update. Some fixes I've heard about (but haven't tested myself) was to download a Metahuman UE4 or migrate one from an older project where it was working for you. The specific asset if you don't want to pull the whole thing was I believe the ARKit pose
thank you ๐ 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 ๐
Im pretty sure they are compatible, because I did the same retarget process in an ALS project and it works perfectly
do you happen to know the exact name of the pose asset? I think I know whcih one, but just wanted to be sure
I do not, I just remember it had to do with ARKit
ok, ty anyways ๐
Is it anything like this lol. https://youtu.be/ELQCnHbr2ho
@real charm yes! ๐
and I see you also have some groom binding problems on the right metahuman too ๐
@worldly depot @clear isle @real charm I think it's fixed ... it is indeed the arkit pose mapping asset ๐ 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 ๐
So you just replace it with the old metahuman asset and it should work OK?
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
nice, glad that worked!
Awesome! Thank a bunch!
here's a virtual beer @clear isle ๐ป cheers! thank you!
(it's too early for beer so have my coffee)
@halcyon stream hey thanks I'll check that out !! thanks a ton
anyone seen this before? the head is dettached from the animation
whats that
link to my problem ๐
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
oooof ๐
now, I'm going crazy with these groom assets loosing binding every time I close and reopen the project ๐
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 ๐
has anyone experienced something like this?
well, fwiw, I "solved" it ... I assigned them on the construction script. at least this way it works ๐ so if anyone ever bumps into this, here's a workaround ๐
Yes, this was happening to me constantly, and then it went away when I cleaned up some unrelated memory-pig functions I'd implemented.
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!
weird stuff ... I hate it when I can't find a reasonable explanation ๐
@barren carbon thank you !
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 ๐
Did you fix this problem?? I've been stuck on it since the update ):
Nvm just saw the rest of convo. Someone should pin this solution here tbh
until it's fixed
Thank you for posting location to old pose mapping asset! Helped a lot
@plain orbit ๐ also, it's funny, a couple hours after we had this convo here, I saw a YT tutorial with basically the same solution ๐ I guess it reached a point where enough ppl banging heads would get to a solution ๐
I was honestly about to try replacing files so glad I didn't have to go through that trial and error mess ๐ตโ๐ซ
Would you mind posting that video if you can find it btw? Might be good for others trying to search for solutions
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
Live Link Facial Animation Fix ~ In this video I walk you through How to Fix Live Link Face, Facial Animation for the Updated MetaHumans ~ Epic Games has updated the MetaHuman Creator for Unreal Engine 5 ~ New Mesh Sculpting, Clothing, Hair, Shoes ~ Check out the release details at this link https://www.unrealengine.com/en-US/blog/new-release-b...
here it is ๐
Thank you so much!
I just know it helps me to remember, have a playlist of tips like this ๐
I don't know if this author is here on this discord, but if he is, thank you also ๐
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
what would be the best # for live link face specific questions? plugins?
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
I'm having some trouble that might be related to that ... now, after working correctly for days, my project crashes 4 out of 5 times whenever I play ๐ฌ again, it's another of those weird things that I can't find the cause ... but I'm also using the MH light presets ... although heavily changed, I'm using Lumen, not legacy raytrace
https://docs.unrealengine.com/5.0/en-US/how-to-fix-a-gpu-driver-crash-when-using-unreal-engine/ I found this and I'm about to try it to see if it helps
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 ๐ฌ
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 ๐
Please help! #ue5-general message
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
Might try and answer this myself, i wonder if you need to export it from UE5 as an FBX and take it from there... ?
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?
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.
Hello, Unreal is telling me to update my ue4 metahumans to ue5 metahumans. How do I do this?
Have you tried re-importing them via Bridge when launched from UE5? (as opposed to the old way of loading Bridge independently.)
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
That did it, thank you ๐
Check if the live link var is valid then toggle the light
You can use an event dispatcher
how do you check if the live link "is valid" ? I'm a n00b at all this, but as far as I could check, even if no face is present, the live link is still valid
Wdym by the live link is valid still even if no link is connected, you should use print statements to see itโs value then plan from there how you could monitor the change
that's basically what I did ๐ probably not in the most efficient and clean way, but hey, it works ๐ if you check that link, an Epic dev even replied with some more pro suggestions ๐
Has anyone working Metahumans animation in packaged game with UE5.02?
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
did you check the link I posted?
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...
Try game driver 516.40 solved all my crashes not a single crash in two days. Normally I would get 50 crashes per day
Damn nice I have been using studio driver
Gonna try it
literally on my 12th crash of the hour LOL
anyone ever figured out how to do the ears in mesh to meta humans?
i mean promoting additional frames with just the ears
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?
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
@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 ๐
Thank you! Im trying right now, but i didnt get the frame counter part in your text yet๐ Im kind of new to Unreal
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? ๐
@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)
Could you explain how I catch the last frame value?
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
The thing is, i dont get my head around how LastFrameValue actually gets its information, im really new with node things here๐
I can share my BP, but it's definitely not clean or optimal ๐
If you want to, that would be great! ๐
Thank you! Do I need to create some Variables for that or just drag & drop?
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
Nono, im only stuck at creating the funtions or variables to store the last frame, i have just never done that
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
Oh so there doesnt need to be any logic behind it? I thought i needed to create some custom functions for that๐
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 ๐
ill try that, thanks ๐
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
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
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
then your logic is not working as intended ๐
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
I assume you're doing IK retargeting ... did you set up IK goals on your metahuman IK rig?
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
Someone please tell me why the f... this is not working
Im honestly gonna blow up
It means what it says on the tin
Those metahumans are for UE5, and not compatible with UE4.
Try looking for the presets that is for UE4.
@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... !
I know the "old" metahumans had some retarget same skeleton settings that made it ... a bit tricky... to deal with. I don't know if these new ones have some better settings. Another thing you can try, but I bet will probably lead to similar results, is not retarget at all, and use skeleton compatibility.
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 ๐ฌ
,,. ok! thanks! But, what you mean with "skeleton compatibility"?
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)
o h m y g o d !
are you serious... didn't know that!
Let's see what happens
in your case thou ... the proportions problem might still make it not work too well ๐ฌ
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!
sure, gimme a sec to open up UE5
thanks!
Thanks!
how is it working?
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
well, good luck ๐ 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 ๐ฌ
(that I know of, of course)
I'm trying to offset the offender bones in the rig
@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!
glad it helped ๐
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
try to force the LOD to 2 or 3, and then set it to 0 before rendering, see if that helps
getting rid of all the hair grooms for recording will hopefully help
Is it possible to reduce skin tone/color of your metahuman model after you have exported to UE4
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.
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 ๐
I think perhaps deleting the higher LODS that come with the mesh and using the low level "spiderman 2 npc" looking ones
Good. Thatโs my favorite Spider-Man
https://cdn.discordapp.com/attachments/917260558150029342/990668443198038056/2022-06-26_13-21-58.mp4 I am unable to get my grooms from xgen to stop colliding with my metahuman. I'm new to grooms so must be something I am missing. Can anyone help? Thanks so much ๐
this actually helped a lot thank you, along with disabling grooms until render
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)
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
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...
I know from experience, on some brief things I had to export from blender, that you need to uncheck "Add leaf bones", otherwise it will add some extra bones ... I'm not sure if this could be the problem, but if it is, make sure to disable on the FBX export options
So i tried having the leaf bone section unticked and I get the same result but some more digging and according to what I now understand, Blender is exporting an extra root bone when exporting FBX files which is causing the bone conflict error it seems, trying to figure out if and how to remove that extra root
ah yes .... it's probably adding an "Armature" node ๐คฆโโ๏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
The issue is that the extra root is only being added by Blender after export to fbx, it's so dumb๐ค , i'd do this with maya but i cant get the bridge to export the metahuman to it
how to increase eyebrow Lods. My metahuman eyebrow is only visible when very near
open up the eyebrow BP, and then in the top right, you'll see a LOD tab - delete all the LODs except for LOD 0
Thx it works but is there distance value i can configure??
yep, that same tab, if you fiddle with the values under the LOD 0 ๐
wait wait, you don't need to delete LODs ๐ the metahuman BP has a LOD sync component ๐
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
true actually, forgot about LODsync ๐
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]
Hey man, reimport your metahuman and open the BP for him, then in the right hand pane select the LODsync and change the values on that as @halcyon stream suggested, it's less destructive ๐
This
and this
unfortunately i cant nolonger open the project ๐ญ
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
for this too, go to the LOD Sync component and force it to zero
is it possible to obtain head animation used in metahuman webpage ??
any one know why this keeps happening its happened with 2 models now
i know i seem persitent but ive tried multiple methods different models, different textures and nothing works, please if you have a fix inform me
u better post it in unreal meta human forums
Hey bud, its okay to be persistent just don't go too bonkers otherwise you might be in breach of the #rules . I know it probably doesn't matter too much anymore with the current state of UE, but what is your poly count on those sculpts you're trying?
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
@halcyon stream sorted on the clothing issue bud! ๐
ah great ๐ so what was the problem? where were the extra bones? ๐
The most simple yet most infuriating and dumbest thing ever๐ I had to rename the armature object to Armature instead of root, that way blender exports only that and not an extra root bone
damn ๐ yeah, that's a blender "feature" I always disliked ... why can't it just leave the bone hierarchy alone? ๐
(maybe it does, or there's a way, and I just don't know how to blender ๐ )
I was ready to redo it all in maya, but weight painting put me off.. I love blender but there really are some arbitrary features๐
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?
Personally I just have a script to temporarily rename the object to Armature, export, then change back to what it was
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.
actually a great idea!
depending on the variety of clothes you have, and how varied the sleeves are, the neckline is, etc ... you can just have a few pre-cut body meshes
one with just neck and hands, or neck and lower arms, etc
whats up guys, just made my first render with a metahuman!
I've basically recreated anakin from clone wars XD so quite a few layers
Anyone had a problem where grooms (hairs specifically) were working fine in editor, but were not visible in cooked builds?
layers don't really matter here, what matters is the ammount of exposed skin and if it varies much from clothes set to clothes set ... for instance ... will there ever be shorts? or is it always pants+boots?
Can someone add hats to Metahumans? Specifically hard hats.
Still stuck. The hairs are visible in wireframe in cooked builds, but not visible in lit/unlit. They are visible in lit/unlit when rendered as HairStrands, but not when rendered as Cards/Meshes (due to LOD or force cards).
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?
open up the metahuman BP, add s static mesh component as child of the main skeleton (body I think), and then set its parent socket as the head bone
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 ๐
You can thankfully make your own hair with xgen or blender and export it as an alembic file, as for modifying the default mh hair? no idea๐คทโโ๏ธ
yes ๐ I was mostly speaking of the collisions ๐ sorry I was not specific ๐
Oh yea๐ , also not too sure on that yet myself either
the obvious easy solution is to disable all collision on teh hat ๐ that will work for most of the situations
im not sure if you'll be able to use them in a level sequence with control rig maybe? I'm following a tut where you can add animations to it and edit as well
In this presentation, Cubic Motionโs Senior Technical Animator Riham Toulan takes you through animating a MetaHuman with Control Rig in Unreal Engineโs Sequencer. The techniques demonstrated can also be applied to animating any asset rigged with Control Rig.
Find out more and request Early Access at: https://www.unrealengine.com/metahuman-creat...
this tutorial is for body ctrl rig not for expressions
even thou the tut is for sequencer animating with control rig, it's also valid for the face control rig ๐ not what you were asking for, but you can also animate the face that way ๐
Yea i think the practice can apply to any animations for the MH ๐
but I'll keep researching and let you know if I find another method
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
I agree ๐ I'll let you know if I come across anything, I'm busy with one myself at the moment ๐
Man I completely missed this.. So it's always boots and pants, with a long robe and stuff, basically a full jedi getup
this is what it looks like
so ... you don't need the body at all, except for the left hand? ๐
yea pretty much XD
well then ... export the body mesh (to blender?) and delete all the geometry except the left hand ๐
import and replace the MH body meesh with that new one
damn... I should've thought of that XD
@cursive wigeon I've never done much animBP work, so take my suggestion with a huge amount of salt, but, maybe take a look at the Blend nodes, specifically the Blend poses by int https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/NodeReference/Blend/#blendposesbyint
Bump. Anyone have any ideas?
Thats not soln
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...
Do you know how to solve an attachment not moving with the metahuman rig? I got a lightsaber created with niagara and mesh and socketed to the spine, but it wont move with the character๐
I don't know the specifics of your case, but you can do attach/detach/attach to a different bone in sequencer
Like he mentioned I would try other parts of the body to test. Are you parenting in the outliner or in the sequencer? I'll parent in outliner so if i move the character it will move with. Then in sequencer you need create an attach track to the saber and connect it to the character hand most likely.
Yea I'm parenting it to the torso of the mh under it's bp and selecting the spines to socket to but none of them worked and the saber stayed in place in sequencer, i think I'd need an attach track to move it from the belt to the hand though?
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
I'm gonna test some different bones now aswell
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
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
btw there's an easy and dirty trick that can make your life much easier in this case
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! ๐
any1 knows how to prevent grrom hair from swing wildy while walking??
That's pretty genius if you ask me ๐
This is what I finally call a success, ik retargeting sucks
you really need some cloth physics in there ๐
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
Hey dude, I've never really tried but you can move your pieces to fit closer together in the blueprint there
Yea๐ I started tackling that today. Whats your experience with cloth physics?
for large overcoats and stuff not too close/too fit to the body, like you have there, it should be fine. for the sleeves, you should leave a "strip" of it on top of the sleeve masked off of cloth sim. Then it's a matter of tweaking the physics asset, enlarge some volumes, scale down others, eetc
Should I use low poly to drive the high poly? My clothes were subdivided and solidified, but are super janky to cloth paint. I still have my "thin" clothes
you can use proxies for the cloth sim, yes ... never did it myself, but I know there's tuts and docs for that somewhere ๐
and also, from (limited) experience, "thin" meshes work better
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
I'll tell you now, painting on a proxy mesh is soooo much smoother XD will revert results later
hello guys, new here ๐ 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
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
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
I'll also let you know if I find something that helps
I haven't tried yet, but do the eyes export with the metahuman face mesh?
or should i say, I haven't looked
if they do, try scale them up in blender or maya or something
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
so there is a seperate eyeball mesh connected to the head when you pop inside of it, try grabbing the faces and scale them up?
witness true horror
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 (:
Yeah, the problem I forgot to mention is that in the transform tab, all these pieces were at the exact same location. They are clearly not. But unreal thought they were
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?
you can only use the older bridge app to export to maya sadly ๐ฆ
just make sure to have the mh set to the download and export settings for the models as uasset+source asset
If I look in metahuman/local like in your image I don't see anything. Even in the older bridge.
did you download your metahuman in the old bridge?
ue5 bridge assets and ue4 bridge assets are different and need to be downloaded separately if using older bridge
Hey bud, just checking if you won here?
I gave up last night, I downloaded one of the defaults to local, the export button shows up but when I click it it says it could not export to Maya because it did not have source assets.
ok need some help bro?
@livid solar
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?
No worries, I did this the hard way over the past month so just @ me if you need help. What I think is people are opening UE5, then opening the Bridge App separately instead of using the built in Bridge on UE5 because it was confusing the crap out of me as well XD
but the bridge app doesnt work with ue5, only the built in bridge
Because I am using a custom model for the head it is not letting me bring it into the stand alone bride to export and the bridge in UE5 does not show the little gear for me like it shows in the documentation. I checked the plugins and versions of the software and it says I am up to date with everything.
you sure you dont want me to run you through it quickly? and when you say custom head model, do you mean mesh to metahuman?
or a seperate head entirely?
mesh to metahuman.
yea it should work fine
so download quixel standalone from here
Yup, I already have it.
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.
Yes, but it won't even let me download it to the bridge so I can move it over to Maya
so it is actually very slow lemme show you
ok
That is what I see when I try to download it in the stand alone bridge.
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
^the downside is your models will be either bald or very old ๐
monitor that progress bar until the export button turns blue, then try export to maya
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 :)
I have an alternative method to do it via blender ๐ if this doesnt work and if you specifically dont need maya
LOL XD gandalf and baldakin skywalker base XD
I do see it cued up for download now.
Thanks for your help!
no worries at all man ๐ just shout if you get stuck anywhere else
Yea if you are willing to do the work, you can get them to be pretty much anything you want, clothes - hair, textures - accessories - etc
That's what I am going for.
donno about royalties stuff though, I imagine it the same as their normal royalties
We shall see how it turns out.
afaik it's the same as any other Epic asset
Yea, I managed to remake clone wars anakin as a metahuman
sweet
Trying to get realism with meta. So close but not there
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?
have you tried simply copy/pasting in explorer, making sure to have the exact same folder structure?
Thanks for the quick response. No, I usually only use the "Migrate" option.
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)
Yes, I can try this. Thanks for the suggestion.
did it solve the problem?
UE5 sure likes to compile shaders ๐
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!
awesome, glad it worked ๐
ANyone else seen this error while trying to use mesh to metahuman. Error while executing the Mesh to MetaHuman service
Make sure final renders are with Unreal Engine.
Finally got a decent cloth sim setting, such a process fidling with the settings๐ฉ
looking good ๐ ... problem is that bit of intersecting between different clothes ๐ฌ
It's finally coming to life ๐ Yea, I still need to set up sim and collision on the other clothes ๐
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.
That is a good question, I imagine it probably overwrites it. You can maybe move your high quality metahuman to a new folder and then import the low quality. I can test in the morning but that's in like 5 hours bud๐
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. ;)
No worries man I'll test it in asap an let you know :)
Import the High Quality, use the engine's scalability feature
Mmmm good point. I should look up Metahuman optimization to now that I think of it
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?
there should still be an underlying skeletal mesh body - maybe try your add your mh to max without clothes
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
Well the undies and bra are just textured on, if you know how to texture, you can just throw the basecolor texture map of the body in something like substance or photoshop and edit out the undies / bra - i did that same thing but for opacity so I can hide the underlying model under the clothes
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...
he specifically deals with shoes in this, i know it is for blender but just follow the import export principles and all that ๐ it should work for max aswell
the bad thing is everyone uses blender yucky
yea 100% ๐
Yea it really has stepped up though, it's just as good as something as maya at the moment (maybe not for hair though XD)
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
Yea and there are loads of education resources too
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
Thats perfectly understandable XD but you can still use max, just follow his principles on the import and export, thankfully he sections his videos
k
๐
Well if max isn't working out for you, message me and I can try see what we can do
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
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
You shouldn't need to hopefully coz it should match
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
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 ๐ฆ
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
hello, fellow old fart/max user ๐
My Latest Metahuman
Hell yea nice! It seems you won then ๐
Hey man did you win with this? How far are you into your project, is it not easier to maybe start a new one and import to using the ue5 bridge?
I haven't solved it yet and I am close to finish up this project so I can't open a new one
Hmmm shit.. Try this, start a brand new ue 5 project - blank, enable all the plugins you need, then save and close the project. Manually copy your content folder from your ue4 directory to your ue5 one, make sure the file structure matches (example: C:/Desktop/MyUE4Project/Content and C:/Desktop/MyUE5Project/Content) then open up the ue5 project
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?
Thanks for trying to help. The content folder is too big and it will take forever, I don't want to risk that something will get broken (I also have cpp files). I think I will stick to the ue4 metahuman version even though it has less features. Thanks anyways
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
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.
how long does it take for metahuman creator to load? ive been on this page for like 5 min
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" 
can't import metahuman into ue4?
You have to specifically use the old MetaHuman Creator.
ohh thanks!
how to enter "old MetaHuman Creator" ? is there a metahuman.unreal.old ??
There is an option for that in the MetaHuman app website, it's a fine print.
"original version" got you ๐ thx for that. because im missing the FBX files. The New one doesn't export FBX or Skeleton
Did it ever have FBX one though? 
also in old version you can say "uasset + source" and choose between ABC and FBX, also export EXR files
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.
huh ... I use metahuman creator in chrome without any trouble ๐ค
weird
ive tried a bunch of different browsers since and edge is the only one thats worked for me
Works fine for me in firefox
I have created an AI that creates metahumans from one 2d selfie
not perfect yet but getting closer
untouched results
How to pimp a Meta Human body : https://youtu.be/itEaKemD_vg ; https://youtu.be/kjHCgNeVZ5U
How to pimp a Meta Human Body
Used Mesh Morpher & Wrap
See part 1 before !
Used Mesh Morpher & Wrap
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?
No. Anything goes, even DSLR cameras, just make sure it has manual controls (especially exposure, no auto exposure), balanced lighting in your scanning environment, and your model to be flat and facing front.
Once you gather the photos, you can make the scan in software like Reality Capture or Meshroom, then bring it to Mesh to Metahuman.
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.
hi does anyone has any idea where i can find the metahuman demo project to download? i cant seem to find it
anyone know how to fix the initial scaling issue
it gets imported into maya way too oversized
any idea whats causing this? had it happen a few times already when opening a metahuman skeleton mesh
change the preview mesh
on the top left
to the full body preview mesh
where on top left? in details tab?
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
i'm on UE5, there is no preview mesh button or they moved it somewhere else
google it
aight, thanks for the help
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.
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
Check the collision size in the groom physics settings ... decrease it and it will work , I had the same problem, it solved it for me.
No , in the groom settings , 5 is default and way too high :
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 ๐
i am still wondering why it is in the render - not the real time
lol ... if you tick simulate or "Alt+S" does the hair look ok ?
jeah - totally
so it does only happen with camera cutz?
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
Try this :
yeah , a higher temporal count is not good for physics , only for motion blur....
I really like your groom stuff on YT, congrats for all teh great vids and for helping out ๐
Thank you ๐
Thanks for your help - was trying to figure this out all morning!
you are welcome....
ok its back
even with your settings
i restart the engine if it still occurs i give up
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
I like your motivation and i am really persistent usually to get my results
but this is a preset from epic from a project from epic for a product from epic and it doesnt work.
UE5 has a lot of bugs ... sadly
ok , let me try it .... which groom hair is it ?
I will do some tests ... give me some time...will let you know....
you can see a giaaant hick up when the cam cut is being rendered and the MH just pops in and the hair reacts
thats really nice but please dont waste your time on my problem any longer ๐ฆ
i really appreciate it