UE5 The New Animation Sharing, Including MetaHumans!

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  • เผยแพร่เมื่อ 18 พ.ย. 2024

ความคิดเห็น • 79

  • @steliosstavropoulos499
    @steliosstavropoulos499 2 ปีที่แล้ว +2

    Thanks man its great seeing channel like yours growing!!

    • @GUMLIVES
      @GUMLIVES  2 ปีที่แล้ว

      To the moooon!!! hehehe, Ty ty!

  • @WrathOfAl
    @WrathOfAl หลายเดือนก่อน +1

    OK so... making the skeletons compatible is not the only step here. you also need to have the AnimBlueprints _Retargeting dynamically in order for those animations to be truly shared, looking good. Is that correct ?

  • @CommanderColson
    @CommanderColson ปีที่แล้ว +1

    Is there a way to utilize this to create large, optimized crowds of bots? As in make hundreds of zombies follow the player around like in Days Gone or something?

  • @bluetrianglestudios1741
    @bluetrianglestudios1741 2 ปีที่แล้ว +2

    This is great dude! thanks for your time in sharing.

    • @GUMLIVES
      @GUMLIVES  2 ปีที่แล้ว

      You are welcome!

  • @WrathOfAl
    @WrathOfAl หลายเดือนก่อน +1

    Hi Gabriel. Thank you for this very instructional video! Maybe I am doing something wrong on my side, but I did exactly what you did in your video and when I try to use these animations on the "new" skeletal meshes, the animations look completely distorted. Example, if I had 10 animations on my SK_Manny. Then I bring in a new skeletal mesh called SK_NewCharacter, then add SK_Manny as a compatible skeleton to SK_NewCharacter, I can see all 10 animations. But then when I actually play them, they don't look right. Also, 100% that SK_NewCharacter is either similar to identical in skeleton hierarchy. Any suggestions ?

    • @GUMLIVES
      @GUMLIVES  26 วันที่ผ่านมา

      Set to skeletal all the bone retarget options in the Skeletal Mesh Editor squeletal tab. The Retargeting options are in a flywheel setting of the bone list.

  • @RandoYoutubeAccount
    @RandoYoutubeAccount 2 ปีที่แล้ว +1

    Thank you very much for all of the excellent & informative videos!

    • @GUMLIVES
      @GUMLIVES  2 ปีที่แล้ว +2

      Next stop is to create agents in the matrix map!!

  • @bernhard.rieder
    @bernhard.rieder ปีที่แล้ว

    a simplified Mixamo to UE Metahuman would be nice. And custom clothing for Metahumans. 😁👏

    • @GUMLIVES
      @GUMLIVES  ปีที่แล้ว

      Lets tackle that next year in one of our Live Streams!

  • @KWang-yy2qk
    @KWang-yy2qk 2 ปีที่แล้ว +1

    Thanks for sharing, the hand ik and foot ik are off for the old epic skeletons, and thoughts on how to fix that?

    • @GUMLIVES
      @GUMLIVES  2 ปีที่แล้ว

      They provided the retarget to the old skeleton, maybe give it a try and retarget yourself.

  • @coolboysentertainment5846
    @coolboysentertainment5846 2 ปีที่แล้ว +1

    hi, what if i use my own 3d models like the skeleton is not base on ue 4. i also have my own animation. i tried but it wont play. applied the animation on the abp_ weapo rifle or pistol. replace some animation there but it wont run theres a message that says, unable to adjust playrate for animation with no root motion delta. what does this error mean?

    • @GUMLIVES
      @GUMLIVES  ปีที่แล้ว

      GUM will start doing only Live content in 2023! We will be able to handle all this questions live, so be on the look for the Live Streams announcements. In the mean time please help me with this: th-cam.com/users/postUgkx34kBzBe8OO9Ez5b4TYD7avI75XPQAmTx

  • @samnwakefield2032
    @samnwakefield2032 2 ปีที่แล้ว +1

    my metahuman character legs aren't moving in the characterBP how can I retarget properly swap the ue5 mannequin with a metahuman

    • @GUMLIVES
      @GUMLIVES  2 ปีที่แล้ว +1

      Retarget is not necessary for the new Mannequin and Metahumans. Just foolow the video and let me know.

    • @ericanthony5650
      @ericanthony5650 2 ปีที่แล้ว +2

      You'll need to use the Master Pose node and assign all the body parts to it.

  • @KWang-yy2qk
    @KWang-yy2qk ปีที่แล้ว

    it looks like the compatible skeleton doesn't work for 5.1 anymore.

    • @GUMLIVES
      @GUMLIVES  ปีที่แล้ว

      It does, tested it recently.

  • @PIPOXO
    @PIPOXO 2 ปีที่แล้ว

    Sweet! I'm going to make some animations for the new mannequin to get in the rush

    • @GUMLIVES
      @GUMLIVES  2 ปีที่แล้ว

      Take that free money to the back!!

  • @draco9y9
    @draco9y9 2 ปีที่แล้ว

    hi everyone,i was looking for some help with lyra and metahuman...every time i build the project i get the following error and game crash'' assertion failed schemalt!= schemaend....etc etc''

    • @GUMLIVES
      @GUMLIVES  2 ปีที่แล้ว

      I wouldnt know, sorry. Try theforums.unrealengine.com/

  • @Nowayjosedev
    @Nowayjosedev 2 ปีที่แล้ว +1

    Hi there, would you like to help me find a way to create an ability system that allows executions on other players.

    • @Nowayjosedev
      @Nowayjosedev 2 ปีที่แล้ว

      Please and thank you!

    • @GUMLIVES
      @GUMLIVES  2 ปีที่แล้ว

      The new Lyra template has a lot of that covered, i would go through the documentation and videos from the devs:
      th-cam.com/video/Fj1zCsYydD8/w-d-xo.html
      th-cam.com/video/N1X7BgIQ4QY/w-d-xo.html

  • @EricOlorunfemi
    @EricOlorunfemi 2 ปีที่แล้ว

    Awesome video. How can you use the Lyra locomotion (only the locomotion and shooting animation, no powers or poses) on a metahuman in a totally different project?

    • @GUMLIVES
      @GUMLIVES  2 ปีที่แล้ว +1

      You can migrate the Animation BP to any other project.

    • @EricOlorunfemi
      @EricOlorunfemi 2 ปีที่แล้ว

      @@GUMLIVES That's great then...

  • @mch43856
    @mch43856 2 ปีที่แล้ว

    Thank you!!

  • @deioo1965
    @deioo1965 2 ปีที่แล้ว +1

    I might be wrong, but it doesn't look like the retargeting rig is that perfect between UE4 and UE5.
    For example on a fresh project, if I switch the character to the Tinplate one without any other changes, when testing the aim offsets (look up and down), the gun moves around quite a lot.
    Is that just me?
    Also thanks for the videos, they're really useful!

    • @GUMLIVES
      @GUMLIVES  2 ปีที่แล้ว

      You might need to change you retargeting options, mind that hand contatcs might need to be set to animation so they get a perfect gun contact.

  • @7_of_1
    @7_of_1 2 ปีที่แล้ว

    I just do cinematics, are there any videos on full IK body rig and goals for animation you would recommend? thanks

    • @GUMLIVES
      @GUMLIVES  2 ปีที่แล้ว

      Will this work? or are you talking about rigging?

    • @7_of_1
      @7_of_1 2 ปีที่แล้ว

      @@GUMLIVES no, I meant just setting up IK chains and goals to use the full body solver control rig, to manage things like foot contact on terrain etc.

  • @daveblack3900
    @daveblack3900 2 ปีที่แล้ว

    I'm new.... lol I've spent the last 12 hours trying to figure out how to make these Marketplace packs work. (MultiAnim - Mantling, Shooter Rifle Anims) Just work period. Specifically Mantling. Could you help a noob out and maybe link a couple videos on what exactly I have to do. I've searched and searched and most of the stuff doesn't apply anymore because its UE4. End result is I want to add animations that are for the UE4 mannequin to the new mannequinn. I've been watching your videos and trying to make it work but I'm missing something. Button mapping or something.

    • @daveblack3900
      @daveblack3900 2 ปีที่แล้ว

      I would do some questionable things for a full video, start to finish, blank 3rd person template to getting an animation pack (specifically climbing and shooter packs), to making everything compatible with the new mannequin, to mapping the buttons.

    • @GUMLIVES
      @GUMLIVES  2 ปีที่แล้ว

      Take a look at this:
      th-cam.com/video/m80NJzUWq8A/w-d-xo.html
      th-cam.com/video/xy2J-KnuzQs/w-d-xo.html
      th-cam.com/video/Fj1zCsYydD8/w-d-xo.html
      th-cam.com/video/wvBnZHkd1iY/w-d-xo.html
      th-cam.com/video/vBtJV9TUUW4/w-d-xo.html
      th-cam.com/video/C-q3COu2r74/w-d-xo.html

  • @ericanthony5650
    @ericanthony5650 2 ปีที่แล้ว

    I have been working on it but I don't understand some of the connections that are made when a "compatible skeleton" is selected.
    Fingers, arms, and in some case scaling issues across some animations are things I've been trying to fix. Besides recreating the animation and baking another with control rig, are there any other settings I can look at to clean up some misaligned bones?

    • @ericanthony5650
      @ericanthony5650 2 ปีที่แล้ว +1

      I rewatched your stuff and I see where I'm disconnecting.
      There are a lot of errors when adding the OLD UE4 skeleton to a metahuman because there are a few extra finger bones that don't quite add up. Additionally the rest pose seems to slightly alter the path of the arms meaning every animation is slightly open at the arms (and possibly legs),

    • @GUMLIVES
      @GUMLIVES  2 ปีที่แล้ว

      Ty very much, it's nice to know!

    • @GUMLIVES
      @GUMLIVES  2 ปีที่แล้ว

      Set your chains with care, they may have different numbers of bones

  • @bernhard.rieder
    @bernhard.rieder 2 ปีที่แล้ว

    Thank you. Do you know how to add a custome made Metahuman to your project, and how to load to your custome metahuman the new UE5 animations? Like, showing the process what you need to do in order to make this work? Thank you so much and keep rocking, cheers

    • @GUMLIVES
      @GUMLIVES  ปีที่แล้ว

      GUM will start doing only Live content in 2023! We will be able to handle all this questions live, so be on the look for the Live Streams announcements. In the mean time please help me with this: th-cam.com/users/postUgkx34kBzBe8OO9Ez5b4TYD7avI75XPQAmTx

  • @moosopolismods3972
    @moosopolismods3972 2 ปีที่แล้ว

    When doing this between two Mixamo characters, the original is fine but the second Mixamo character turns into just the skeleton with the textures stretched across it - Does anyone know why this is? (2 Mixamo skeletons have the same naming/animations)
    EDIT - For anyone else with this problem, import your 1st Mixamo exported character into Blender, rename Armature to root then export into Unreal, do the same with the animations and set everything up in Unreal as normal (AnimBP & Blendspace etc). Now any future characters you export from Mixamo only need to have the Armature renamed in Blender and they will be good to go (share animations) in Unreal.
    TLDR - Pass Mixamo exports through Blender and they will all correctly share the same Skeleton/animations in Unreal.

    • @GUMLIVES
      @GUMLIVES  2 ปีที่แล้ว +1

      Why not import the second character and selecting the already imported skeleton? That will add a new skeletal mesh to the skeleton and will share al anim assets.

    • @moosopolismods3972
      @moosopolismods3972 2 ปีที่แล้ว

      @@GUMLIVES Thanks for the reply, I figured it out so I've edited in the solution (Mixamo characters are seen as different skeletons in Unreal, its weird)

  • @steliosstavropoulos499
    @steliosstavropoulos499 2 ปีที่แล้ว

    Can we transfer the als animations into a synty character skeleton and assign the synty character into the visual mesh of the als anim man bp so that it uses the same anim bp?

    • @GUMLIVES
      @GUMLIVES  2 ปีที่แล้ว

      I downloaded the new ALS version for UE5 and am testing right now, you read my mind!

    • @steliosstavropoulos499
      @steliosstavropoulos499 2 ปีที่แล้ว

      @@GUMLIVES Cool!!😂😂

  • @YunZhiLin
    @YunZhiLin 2 ปีที่แล้ว

    Thanks for the tutorial Gabriel. I'm using UE 5.0.1 and when I open up the Skeleton View of the Skeleton Mesh, I can see the Skeleton Tree and Retarget Sources tabs. There is no Asset Details tab and Compatible Skeleton option. Was there anything I need to do in order to get Compatible Skeleton option?

    • @Amoklauf187
      @Amoklauf187 2 ปีที่แล้ว +2

      Had the same issue.. just click window -> and select "assset Details when you are inside the skeleton

    • @GUMLIVES
      @GUMLIVES  2 ปีที่แล้ว

      Ben beat me to the answer! He is our only hope!

  • @mistery264
    @mistery264 2 ปีที่แล้ว +1

    Guys, to be as realistic as possible, we might see these kind of photorealistic ,, AI humans ''graphics practically in games, on Unreal Engine 6 rather than UE5 or the current Unity tools in 8-10 years from now ( or when UE6 will be released ) and I will explain you why:
    Even now ( in 2022 ) the GPU are sadly still limited, yes 4000 / 5000 / 6000 series and so on will improve no doubt of that but imagine : Having so many details in one scene / open enviroment with :lightning, shadows, crowd systems, global ilumination, reflections, but ESPECIALLY destructive enviroment, better AI, dynamic Weather, 4 seasons implemented in games and so on ! the current hardware it is still not powerfull enough yet imo. ( I am not talking about what UE5 can do but what the current hardware can provide for us to run games on really large scale )
    My expectations from any ,, next-gen '' game are these:
    1. Having as much destructive enviroment possible, ( take example from Valheim, Minecraft, crackdown etc. ) I know that UE5 has ,, chaos system '' but i would like to see something even better implemented
    2.better and more Dynamic weather. What we saw so far it is not anything close to revolutionary yet. Imagine a storm / tornado where trees can break, destroy the enviroment, etc. 4 full seasons with the weather specific from each of the seasons.
    3. we need way better AI ( imagine being in an open world game, creating chaos, and each NPC / AI acting differently, each making their own unique decisions, some of them trying to stop you, some of them hiding, some of them calling cops and so on etc.
    Introducing all these things ( or even more )together in a game, COMBINED with photorealistic graphic, it will take some time imo. I am curious what upcoming games can improve on current market, will we see something revolutionary anytime soon ? I guess we'll see

    • @GUMLIVES
      @GUMLIVES  2 ปีที่แล้ว +1

      MetaHumans are in Beta, maybe we should wait till release, hehe.

    • @DarionDAnjou
      @DarionDAnjou 2 ปีที่แล้ว

      this is how it starts. in glimpses. never a full reveal.

  • @Smarty77777
    @Smarty77777 4 หลายเดือนก่อน

    Gabriel can you help me with a game project that I have?

    • @GUMLIVES
      @GUMLIVES  4 หลายเดือนก่อน

      Add me on my LinkedIn and send me a private www.linkedin.com/in/gabrielpaivaharwat/

  • @ARMRgarden
    @ARMRgarden 2 ปีที่แล้ว

    Hi, great job! Have you tested the new skeletons with custom metahumans? Has anyone got that working or does the meta human creator maybe need an update for overall compatibility with UE5? I've been getting some video memory issues. Thank you for your videos!

    • @GUMLIVES
      @GUMLIVES  2 ปีที่แล้ว

      What issues, like the texture memory pool?

    • @ARMRgarden
      @ARMRgarden 2 ปีที่แล้ว

      @@GUMLIVES Thank you for the response. I found the fix/console command for the streaming pool. No, my issue is that my graphics card was running out of VRAM or something anytime I tried to import my custom meta human, but if I use the City Crowds version, it's fine. Even with multiple instances.
      Yeah, I'm going to do some more testing but the MH's I create and import seem to have issues.

    • @GUMLIVES
      @GUMLIVES  2 ปีที่แล้ว

      What video card are you using?

    • @ARMRgarden
      @ARMRgarden 2 ปีที่แล้ว

      I have a 2080 Super

  • @kalubandali2241
    @kalubandali2241 2 ปีที่แล้ว +1

    cheers mate

  • @fmj1337
    @fmj1337 2 ปีที่แล้ว

    Hey thanks for the info. I was wondering up until now how to spawn more ai bots. One question I have is: is there a way to edit the spawns so enemies dont spawn next to another team's player? Sometimes I'll have an enemy spawn right behind me on this map I'm making for it. Only happens sometimes but I feel it could be fixed.

    • @GUMLIVES
      @GUMLIVES  2 ปีที่แล้ว

      You should edit the map, you can set up more spawns.

  • @shokew2241
    @shokew2241 2 ปีที่แล้ว +1

    his name is manny not lyra!

    • @GUMLIVES
      @GUMLIVES  2 ปีที่แล้ว

      Officially Manny and Queen, yes!

  • @Shodan-0101
    @Shodan-0101 2 ปีที่แล้ว

  • @kpo1233
    @kpo1233 2 ปีที่แล้ว

    I've heard the performance is really bad

    • @GUMLIVES
      @GUMLIVES  2 ปีที่แล้ว

      Of Lyra? or the MH Crowds?

    • @kpo1233
      @kpo1233 2 ปีที่แล้ว

      @@GUMLIVES Lyra and every demo they showed.

    • @GUMLIVES
      @GUMLIVES  2 ปีที่แล้ว

      Not at all, i have a very low spec machine and they work pretty well. I have a 3600X, 32GB 3200 Ram with a RTX3060.

    • @2_-
      @2_- 2 ปีที่แล้ว

      @@GUMLIVES that isn't low spec it's literally high end