Thanks. :-) 5:00 is nothing special, you can skip that part. I'm just showing that the mesh's vertices are not welded and the mesh is broken. @5:20 i'm using the weights assign in the material to select the whole face.
@@jinzane Thank you so much! I already did everything you show in the video!! my meathuman is now playable!!!! Can you teach us more about how to mix the facial animations inside the idles and blendwalk animations? :DD Amazing stuff!!!!!
@@jinzane WHen they change expressions, eye blink for example, the albedo and normals are changed to fit that expression. For example albedo CM1 is for blinking. Check your materials. Apparentlly is not working on merged MH.
SO HELPFUL. ❤🔥
Glad it helps. 🙂
Amazing!!!!! Can you explain the 5:00 ??? I'm lost at this part, and this video is ecxactly what I need!!! Thank youuuu
Thanks. :-) 5:00 is nothing special, you can skip that part. I'm just showing that the mesh's vertices are not welded and the mesh is broken. @5:20 i'm using the weights assign in the material to select the whole face.
@@jinzane Thank you so much! I already did everything you show in the video!! my meathuman is now playable!!!! Can you teach us more about how to mix the facial animations inside the idles and blendwalk animations? :DD Amazing stuff!!!!!
@@luisaodo1 @jinzane please answer this guy !!!
Hey. Have u found out why animated albedo is not woking? Or this is just me.
What is animated albedo? I don't get it.
@@jinzane WHen they change expressions, eye blink for example, the albedo and normals are changed to fit that expression. For example albedo CM1 is for blinking. Check your materials. Apparentlly is not working on merged MH.
this way I can using control rig and mocap
when I try to use the fbx converter it says "not enough parameters", is there anything special at exporting? or is there anything Im missing?
Use fbx version 13 in exporting from Unreal.
just don't use converter for head and it still works fine