That workflow works in UE 5.4 with Updated Metahumans. Thank you so much after countless tutorials that could do one thing but not another this is blessing. All the best.
At 4:25 the face became extreamly creazy, how did you fix that? I faced this problem as well after I set the key on sequencer, Also I lost the face move on the character. Please let me know if you have the way to fix it! THANKS
Hi, I’m not quite sure why the face gets messed up. But I’ve found that if I navigate closer or further away from the character, the face will appear normal at some point. BUT when I render out the character, he will have normal face regardless of distance. It is only inside UE5 the character will look like this. You lost the face move. But the neck movement works? I can remember this happening to me, but I cannot recall why. I suspect It can either be that you forgot to switch to control rig on head movement at 2:40. Or maybe you missed some minor step from 6:40 - 7:20. I really hope this helped you out. Let me know if not, and I’ll try to do a deeper dive. Thanks.
Hello! For me the sequencer is already open when I close the performance window. If it's different for you, you can find the sequencer under content->NEW_META. Or wherever you chose to save it. When you clicked "Export level sequence", there was a box that popped up. This is where you chose to save your sequencer. On 2:55 you can see where i saved mine. Hope this helps :)
Thank you, but I need to know how can we make a skin like Disney? I hope there is a video from your side for this matter and I expect you will do it .. again thank you.
Hey! Do you know of a method to play an anim montage on a metahuman's head during gameplay? For example if the character comments on something in the environment and you want a face animation to match it? I can't seem to get it to work properly - the head will either go into a weird position, he'll get that rubber-neck effect or a range of other weird things depending on what I try in the AnimBPs. Also, I've found that using the blend mask method tends to 'deaden' the expressiveness in the face animations. Have you found that too? Appreciate the video man!
Hello ,I’m afraid I don’t have much experience making games in UE5, so I cant really help in that regard. About the deaden expression. I have sometimes came over this while making films. However, for me it seems that UE5 downgrades the quality of an animation or something similar while I’m working with it. Typically after a long session. If I restart UE, the expression goes back to the original (high quality) state. Not sure if this is the same thing though. Sorry I couldn’t be more of help.
@@UnrealPeik Oh, interesting that restarting the engine has helped you with the facial expression problem. I’ll see if it makes a difference for me. I appreciate the reply!
@@daisylassie280 i managed to do it, but I agree with you that the job needs to be done by more people. When you do all of it alone, you lose on the creative side of things. Yet I'm a beginner so I don't mind it yet 😅
I found that as well. skip ahead to the sequencer section at the end of his video and follow his instructions for keyframes. Thats all i needed to get it to work
That workflow works in UE 5.4 with Updated Metahumans. Thank you so much after countless tutorials that could do one thing but not another this is blessing. All the best.
Hello and thanks! Glad to hear it. I haven’t tried 5.4 all that much, so thats good to know! 😄
Finally! It's like you are one of few ppl actually to have got this working, I've been scaveging for content - so thanks!
So nice to see that it’s working for other people as well. 😄
Thank you. finally got this to work on 5.4..Other tutorials missed steps
Glad I could help you out. :)
Thank you so much 😁
Np mate 😃
At 4:25 the face became extreamly creazy, how did you fix that? I faced this problem as well after I set the key on sequencer, Also I lost the face move on the character. Please let me know if you have the way to fix it! THANKS
Hi, I’m not quite sure why the face gets messed up. But I’ve found that if I navigate closer or further away from the character, the face will appear normal at some point. BUT when I render out the character, he will have normal face regardless of distance. It is only inside UE5 the character will look like this.
You lost the face move. But the neck movement works? I can remember this happening to me, but I cannot recall why. I suspect It can either be that you forgot to switch to control rig on head movement at 2:40. Or maybe you missed some minor step from 6:40 - 7:20.
I really hope this helped you out. Let me know if not, and I’ll try to do a deeper dive. Thanks.
minute 3:00 how did you get that sequencer, did you skip some steps????
Hello! For me the sequencer is already open when I close the performance window. If it's different for you, you can find the sequencer under content->NEW_META. Or wherever you chose to save it. When you clicked "Export level sequence", there was a box that popped up. This is where you chose to save your sequencer. On 2:55 you can see where i saved mine.
Hope this helps :)
THANK SO MUCH
Glad i could help!
Well done. I'll try this and get back to you.
Thanks! Please do :)
cant get it to work with this. The neck rotation is removed and doesn't translate to the entire animation
Hello, does the face animation still work?
Thank you, but I need to know how can we make a skin like Disney? I hope there is a video from your side for this matter and I expect you will do it .. again thank you.
best without water
Hey! Do you know of a method to play an anim montage on a metahuman's head during gameplay? For example if the character comments on something in the environment and you want a face animation to match it? I can't seem to get it to work properly - the head will either go into a weird position, he'll get that rubber-neck effect or a range of other weird things depending on what I try in the AnimBPs. Also, I've found that using the blend mask method tends to 'deaden' the expressiveness in the face animations. Have you found that too? Appreciate the video man!
Hello ,I’m afraid I don’t have much experience making games in UE5, so I cant really help in that regard.
About the deaden expression. I have sometimes came over this while making films. However, for me it seems that UE5 downgrades the quality of an animation or something similar while I’m working with it. Typically after a long session. If I restart UE, the expression goes back to the original (high quality) state. Not sure if this is the same thing though. Sorry I couldn’t be more of help.
@@UnrealPeik Oh, interesting that restarting the engine has helped you with the facial expression problem. I’ll see if it makes a difference for me. I appreciate the reply!
Do you have any solution for making the metahuman look at the cinecamera moving?
Hello, I do not really have a good solution for this myself, though i found a tutorial that might help you. th-cam.com/video/iUySQRbJJ6E/w-d-xo.html&t
I think we have to wait till ue5 is useable. It can‘t be the job of creatores to fix this stuff while storytelling.
@@daisylassie280 i managed to do it, but I agree with you that the job needs to be done by more people. When you do all of it alone, you lose on the creative side of things. Yet I'm a beginner so I don't mind it yet 😅
thers no layered blend per bone
I found that as well. skip ahead to the sequencer section at the end of his video and follow his instructions for keyframes. Thats all i needed to get it to work