I'm wondering how to swap in my metahuman for the player character, its just giving me each part individually instead on a full character skeletal mesh lol
How to change the distance on which the LOD loads? I want the highest LOD when camera is close and a little bit lower LOD when the camera is far away so the player can t see it anymore. The way it changes the character by default is not satisfying, it loses the detail right in front of a player and i want to hide it by adjusting camera to LOD
It seems that Metahuman Ettore that I exported from Bridge to a default 4.36 project does not compile correctly with missing requirements according to the Load Errors message log.
@@tristanbaker8198 Drag metahuman into the scene > create a sequence > add metahuman to the sequence by dragging it or adding with the top left + button.
Thank you so much for explaining a very complex subject! A couple questions, Justin: Can you Export as .DUF (DAZ) format? And, are there any "canned" expressions (anger, joy, sleepy) available for these MetaHumans?
Awe, dang, I was hoping to learn how to use the Metahumans in the game (like swap them in for the default 3rd-person avatar). This video ends right at the point I'd already reached :-/
Thanks for the info , couldn't see how to get from Bridge to scene in UE5 , & Kendra shows up pretty well , doesn't go bald @ 200' or whatever ( just took hours to download & set up but thats my connect'n & rig I guess ). Thanks again for the great vid
Hi everyone! Let me know what you think about Metahumans so far in the comments below! :)
Simple and useful....
I'm wondering how to swap in my metahuman for the player character, its just giving me each part individually instead on a full character skeletal mesh lol
How to change the distance on which the LOD loads? I want the highest LOD when camera is close and a little bit lower LOD when the camera is far away so the player can t see it anymore. The way it changes the character by default is not satisfying, it loses the detail right in front of a player and i want to hide it by adjusting camera to LOD
Guys how comes I can't open metahuman creator it says some thing about early access and nothing about using the creator please help
why cant i find unreal engine 5 in the versions ?
7;29 how do i get mine in there though
Great video! Yes please on the Metahuman control rig video!
Did you figure out the meta human control rig?
It seems that Metahuman Ettore that I exported from Bridge to a default 4.36 project does not compile correctly with missing requirements according to the Load Errors message log.
Is it compatible with Unity?
Hey there! You can just drag your metahuman into the sequencer and it will show the body and face rig automatically!
Seriously? That's fantastic! I'll give it a try :)
How do I do that, if you don't mind me asking?
@@tristanbaker8198 Drag metahuman into the scene > create a sequence > add metahuman to the sequence by dragging it or adding with the top left + button.
thanks for this great tutorial
Thank you so much for explaining a very complex subject! A couple questions, Justin: Can you Export as .DUF (DAZ) format? And, are there any "canned" expressions (anger, joy, sleepy) available for these MetaHumans?
do u figure out for the control rig?
7:40 my character doesn't even show up here (yes i am logged in)
Same
Awe, dang, I was hoping to learn how to use the Metahumans in the game (like swap them in for the default 3rd-person avatar). This video ends right at the point I'd already reached :-/
Underrated
Thanks for the info , couldn't see how to get from Bridge to scene in UE5 , & Kendra shows up pretty well , doesn't go bald @ 200' or whatever ( just took hours to download & set up but thats my connect'n & rig I guess ). Thanks again for the great vid
My beard isn’t showing… any fix?
slow interface seems half baked thanks for making the experience less crappy
You just screw my unreal engine by installing quixel program.
This is useless now because bridge is built into unreal. Look for another video for the updates because this video does not apply to the 5.1.1 update