I just have to say that your videos are, by far, the best ones on Unreal I've come across. Not only their usefulness but their pacing and focus on not making Unreal unnecessarily hard. Lots of Swedish thanks!
Instead of rotating the joints into position, there is an anim sequence you can use to move your target character into the T Pose. It's much faster and easier. Use the 'create' option, choose 'import from animation sequence' and search for the animation called 'MM_T_Pose' and it's included in the third person content pack
Quite handy if you have the T pose already! If not, the long way is good to know too (for those reading, you can also save your handmade T pose and use later as commenter here suggests!) Thx for adding the tip!
When re-targeting, just create chain for all the left side first (except head, neck spine), select all left limbs, right click and select Mirror Chain, the editor will automatically chain all the right side limbs...hope this helps! 😉
So I know the new Control Rig thing is beyond insane, and just looking at it makes me wonder what they were thinking. Do you plan on releasing a tutorial on how to make that.... gigantic thing? lol
@@3dJC Just curious, what are your thoughts on it? Do you think it has a future? or do you think they were being unrealistic in expecting people to make all that, and that people are just going to keep making the older one that's pretty straight forward?
Thanks for the tutorial! Mostly it works great, however when using root motion the animations break. There must be something with the root bone. Is there a way to fix it and if so can you make a tutorial about it? Thank you in advance!
My fingers still look like crap. I have a really good match in my viewport. All rotations and look like they should align, but the fingers are still broken
thank you so much, great video! Is there a particular reason why we used the UE mannequin as the "middle man" between the mixamo IK rig to the Metahuman one? Rather than duplicating the retargeter and swapping out the target, could we have just retargeted straight to the metahuman?
Thank you for this video. I was already on the verge of giving up trying to learn animations since it always becomes jumbled up. Thanks again, subscribed.
i came here to try and figure out how to fix a problem with the retargeting animation not being proper, went to my chains and removed most of them and just simply left spine head left arm right arm left leg and right leg chains, all things are 100% proper on my retargeting animation now, so all i really needed to add was the ones i mentioned on the target ik rig, looks good in retargeter but not after retargeting animation
Thanks for this! The one issue I have is that after leaving Edit pose mode my MH skeleton knees are slightly bent so my MH walks in a slightly crouched position. Any suggestions to correct welcome!
Same for me. Mixamo run animations appear ok, but for walking, looking, bowing etc. where the figure should be erect, it is crouched. It appears in the sequencer the base animation can be corrected, but it would be better if it just worked. Have rechecked ikrig and ikretargeter and they appear to follow your instructions.
@@3dJC I managed to figure it out, the option wasn’t there, after restarting the program i was able to select the skeleton. Not sure why it suddenly worked but not complaining
Man i've been trying to retarget (new to unreal) a animation for holding a gun for the last 5 days. Nothing really worked. Read documentation, watched tutorials, dug into it by myself, but your Video was really helpful. The arms and fingers were always off, but i got it done with your help. Thanks man
Hm.. My mannequin's legs stay at it's place of origin whenever it walks so it glitches out and the legs stretch. Everything else is fine.. I don't understand Q.Q Edit: Well, I fixed the legs on the mannequin but now my metahuman just T-Poses instead of doing the animation.
are you planning on making a video on how to make facial movements with audio? so the character is talking? I want to make films with UR5 but I don't see really any videos on how to do so.
I won’t have time myself anytime soon, but this is a great video, talking about face, mocap and animation from the recent animation fellowship that’s available for a limited time from the unreal engine education pages… th-cam.com/video/-zkeML_v60Q/w-d-xo.htmlsi=02xZbpH_mWsCwdUh
i'm following all of the steps in the beginning, but when i got to select my Metahuman character, it only has the face part and not the whole body. how do i fix this? Thanks! Awesome videos!!
Hi good peeps. A technique I discovered to speed up your process. Instead of aligning and rotating joints, make sure you're on the source and click on the create button. When there select "export pose asset". Save it where you'd like. Now go to the target and click on create. From there you can load the pose asset you just exported. It should perfectly align. Hope that helps.
Is there a way to migrate a retargeted metahuman to a new project WITH the imported animations? A test project worked fine, but the migrate utility did not bring the animations along with the metahuman. Looks like you need to redo the retargeting in every new project.
The arms are working fine but in the Third Person Character the legs are not rlly going anywhere and the animation is in slow motion until it reaches max speed, 500.?
Great tutorial. I got to the end, after exporting the animation sequence from the Manny to MH retargeter, and tried to add the animation to my MH body in sequencer, but, doesn't show up in the list of available animations. I know it's something I'm doing wrong, but can't figure out what. UE 5.3.2 if that makes a difference. Maybe this video only supports 5.2.
hmmm... if you double-click the exported anims in the content browser, does it load and preview fine? Should be same for 5.2/5.3... if looked fine in the retargeting editor, I think it should work fine for the character... interesting...
@@3dJCYep, I tested the exported animation, works fine, but for some reason doesn’t show up in the list when I try to add an animation to my MH body in sequencer. I dunno, I followed your every step, but maybe I’ll go back and redo the targeting steps. Never know!
@@3dJC Went back over the retargeting to the MH IKrig, and resaved the animation. Now it works! No idea what I did differently. :P Thanks for the tutorial.
There were some things you did that made me itch all over while watching this video, like not saving till almost the end. Lol. I was genuinely scared especially seeing how UE5 crashes like no man's business. Overall, the tutorial was simple and clear. Thank you for sharing your knowledge.
@@3dJC while I've got you. I'm in the sequencer and when I add my character to the timeline it only comes up with a face rig. No tab for animation. Any idea what's going on?
Hello, am new to UE. And i already download and import the metahuman. But they dont seem to have an IK Rig by default. Been looking in the folder with no luck. The one i download seems to be consists of multiple skeletal mesh, like hands only, leg only, and body only. How do i join them
@@3dJC It was Bryan but i mix n match the face and the outfit as well. And i download it on medium quality. idk why, should i download original with out using MHC first?
Thanks for this. I really appreciated the fact that you went through everything in real time, and explained the functionality you were demonstrating. Subscribed.
Not if you mean, say, you downloaded 20 anims from mixamo, you can export them in the IKRetargeter all at once (select as many as you want and press the button to copy them over to target…). You can also right click on the animation sequences in the content browser to kick off a retarget as well…
It shouldn’t matter, but if you want them the same size to be able to line up their skeleton, there is a scale parameter in the retargeter interface details tab.
I just have to say that your videos are, by far, the best ones on Unreal I've come across. Not only their usefulness but their pacing and focus on not making Unreal unnecessarily hard. Lots of Swedish thanks!
Wow, thanks! We proudly have our Dala horse in the dining room too 😀
Want to give the same shout-out from another part of Sweden. Keep up the good work!
Instead of rotating the joints into position, there is an anim sequence you can use to move your target character into the T Pose. It's much faster and easier. Use the 'create' option, choose 'import from animation sequence' and search for the animation called 'MM_T_Pose' and it's included in the third person content pack
Quite handy if you have the T pose already! If not, the long way is good to know too (for those reading, you can also save your handmade T pose and use later as commenter here suggests!) Thx for adding the tip!
Nice tip to know. Didn't know there was a T-pose that comes with the third person pack.
Thanks for tip!!
Worked like a charm!
When re-targeting, just create chain for all the left side first (except head, neck spine), select all left limbs, right click and select Mirror Chain, the editor will automatically chain all the right side limbs...hope this helps! 😉
Hero comment 😊
So I know the new Control Rig thing is beyond insane, and just looking at it makes me wonder what they were thinking. Do you plan on releasing a tutorial on how to make that.... gigantic thing? lol
Eventually… working thru it now!
@@3dJC Just curious, what are your thoughts on it? Do you think it has a future? or do you think they were being unrealistic in expecting people to make all that, and that people are just going to keep making the older one that's pretty straight forward?
Thanks for the tutorial! Mostly it works great, however when using root motion the animations break. There must be something with the root bone. Is there a way to fix it and if so can you make a tutorial about it? Thank you in advance!
My fingers still look like crap. I have a really good match in my viewport. All rotations and look like they should align, but the fingers are still broken
same. Did you find a solution to fix the fingers?
No I couldn't find any solution@@CloudStrife4
thank you so much, great video!
Is there a particular reason why we used the UE mannequin as the "middle man" between the mixamo IK rig to the Metahuman one? Rather than duplicating the retargeter and swapping out the target, could we have just retargeted straight to the metahuman?
Thank you for this video. I was already on the verge of giving up trying to learn animations since it always becomes jumbled up.
Thanks again, subscribed.
Glad I could help! Have fun animating!
Nice tutorial!
My fingers are all mixed up however, any got this issue?
i came here to try and figure out how to fix a problem with the retargeting animation not being proper, went to my chains and removed most of them and just simply left spine head left arm right arm left leg and right leg chains, all things are 100% proper on my retargeting animation now, so all i really needed to add was the ones i mentioned on the target ik rig, looks good in retargeter but not after retargeting animation
I have a strange issue, when I go to the retargeter the entire left panel is missing. Where can I find it? Any help would be greatly appreciated
How do you add the retargeted animation to an existing third person character blueprint?
Thanks for this!
The one issue I have is that after leaving Edit pose mode my MH skeleton knees are slightly bent so my MH walks in a slightly crouched position. Any suggestions to correct welcome!
Same for me. Mixamo run animations appear ok, but for walking, looking, bowing etc. where the figure should be erect, it is crouched. It appears in the sequencer the base animation can be corrected, but it would be better if it just worked. Have rechecked ikrig and ikretargeter and they appear to follow your instructions.
would definitely like to know more about goals and weights and how they improve retargeting
there’s no edit mode option when i’m trying to move the skeleton
Ah what version of UE you using?
@@3dJC I managed to figure it out, the option wasn’t there, after restarting the program i was able to select the skeleton. Not sure why it suddenly worked but not complaining
Thank you for all your amazing tutorials! Can I use this same method to retarget animations to characters made in Reallusion's Character Creator 4?
Thanks!! Yeah you should totally be able to mix and match characters.
Man i've been trying to retarget (new to unreal) a animation for holding a gun for the last 5 days. Nothing really worked. Read documentation, watched tutorials, dug into it by myself, but your Video was really helpful. The arms and fingers were always off, but i got it done with your help. Thanks man
That’s great!
hollly shit im staying in 4 SOOOO MUCH quicker and easier
this bs of ik chaining in 5 is a joke
You get used to it 😀
Hm.. My mannequin's legs stay at it's place of origin whenever it walks so it glitches out and the legs stretch. Everything else is fine.. I don't understand Q.Q
Edit: Well, I fixed the legs on the mannequin but now my metahuman just T-Poses instead of doing the animation.
are you planning on making a video on how to make facial movements with audio? so the character is talking? I want to make films with UR5 but I don't see really any videos on how to do so.
I won’t have time myself anytime soon, but this is a great video, talking about face, mocap and animation from the recent animation fellowship that’s available for a limited time from the unreal engine education pages… th-cam.com/video/-zkeML_v60Q/w-d-xo.htmlsi=02xZbpH_mWsCwdUh
Bro thanks so much!😁
You're welcome! 5.4 has some new tricks too, I’ll need to make an update eventually for that too…
i'm following all of the steps in the beginning, but when i got to select my Metahuman character, it only has the face part and not the whole body. how do i fix this? Thanks! Awesome videos!!
Hi good peeps. A technique I discovered to speed up your process. Instead of aligning and rotating joints, make sure you're on the source and click on the create button. When there select "export pose asset". Save it where you'd like. Now go to the target and click on create. From there you can load the pose asset you just exported. It should perfectly align. Hope that helps.
Is there a way to migrate a retargeted metahuman to a new project WITH the imported animations? A test project worked fine, but the migrate utility did not bring the animations along with the metahuman. Looks like you need to redo the retargeting in every new project.
You have a soothing yet entertaining voice and personality for tutorials my guy!
Thanks for putting these out. Just subbed 😎
Aww, thanks!!
The arms are working fine but in the Third Person Character the legs are not rlly going anywhere and the animation is in slow motion until it reaches max speed, 500.?
Dude I would pay good money for this sort of video courses! Amazing stuff
Thanks!!
This was a really really awsome video. Thank you so much ! I understand a little bit more Skeletons, animations and of course retargeting !
Good and helpful video!
How would you add an “Additive Control Rig” to the Metahuman to polish the Retargeter animation?
ah just click on the + next to the CR track and choose "Additive", then you can make additive changes to the existing animation
Great tutorial. I got to the end, after exporting the animation sequence from the Manny to MH retargeter, and tried to add the animation to my MH body in sequencer, but, doesn't show up in the list of available animations. I know it's something I'm doing wrong, but can't figure out what. UE 5.3.2 if that makes a difference. Maybe this video only supports 5.2.
hmmm... if you double-click the exported anims in the content browser, does it load and preview fine? Should be same for 5.2/5.3... if looked fine in the retargeting editor, I think it should work fine for the character... interesting...
@@3dJCYep, I tested the exported animation, works fine, but for some reason doesn’t show up in the list when I try to add an animation to my MH body in sequencer. I dunno, I followed your every step, but maybe I’ll go back and redo the targeting steps. Never know!
@@3dJC Went back over the retargeting to the MH IKrig, and resaved the animation. Now it works! No idea what I did differently. :P Thanks for the tutorial.
Amazing, this helped so much! Really appreciate your teaching style. :)
Thanks for your videos! Cool, clean and easy as always!
You're welcome!
Fantastic video. Great information.
como es que no llegué aqui antes? tremendo!
mejor tarde que nunca :)
Great video. Any tips on preventing feet sliding? Scale source to target or vice versa?
There were some things you did that made me itch all over while watching this video, like not saving till almost the end. Lol. I was genuinely scared especially seeing how UE5 crashes like no man's business. Overall, the tutorial was simple and clear. Thank you for sharing your knowledge.
Ha ha, yeah, that’s one of my worst habits… not saving… glad you found the info useful!
Thanks for the wonderful tutorial.
Thank you for all of your videos!
My pleasure!
Cool
What an amazing video ! Thank you ! Is their a way that the MetaHuman head link to the mixamo animation?
Thanks! Not sure what you mean? The metahuman’s head should be following the same as the mixamo character animation…
thank you thank you thank you
You are very welcome - got that mouse working?
@@3dJC overtime
@@3dJC while I've got you. I'm in the sequencer and when I add my character to the timeline it only comes up with a face rig. No tab for animation. Any idea what's going on?
I actually added it myself ty
Exactly what i needed, thanks
Hello, am new to UE.
And i already download and import the metahuman. But they dont seem to have an IK Rig by default. Been looking in the folder with no luck. The one i download seems to be consists of multiple skeletal mesh, like hands only, leg only, and body only. How do i join them
What’s the name of the character you downloaded?
@@3dJC It was Bryan but i mix n match the face and the outfit as well. And i download it on medium quality. idk why, should i download original with out using MHC first?
Hello JC, amazing tutorial... Very insightful. I noticed the thumb of the metahuman was looking weird after retargeting. How can that be fixed please?
Could be a slight rotation difference on the T pose, also make sure from the mixamo char you’re not using the last joint for the retargeting chain.
@@3dJC Thanks for the feedback, I'll give it a try. Please what do you mean by last joint. I'm not sure I understand please
thank you very much sir
Thanks for this. I really appreciated the fact that you went through everything in real time, and explained the functionality you were demonstrating.
Subscribed.
You're very welcome!
Very helpful video
Do you know how to retarget from any Paragon character to Metahuman ?
similar process should work, but may be different joint chains needed depending on character
top tier instruction... my new fave channel. straight to the points but keeping it fun and easy to follow along. million thanks to u king
Thanks!!
Wait so do i have to repeat this process for every animation or no
Not if you mean, say, you downloaded 20 anims from mixamo, you can export them in the IKRetargeter all at once (select as many as you want and press the button to copy them over to target…). You can also right click on the animation sequences in the content browser to kick off a retarget as well…
Thank you so much for this amazing tutorial .. its the best and most clear ive seen by far .
@immersyvstudios Here .. Thank you
Thanks for the feedback!
For some reason, my mannequin is about as tall as the source rigs hip... how do I fix this? 😂 Does it matter?
It shouldn’t matter, but if you want them the same size to be able to line up their skeleton, there is a scale parameter in the retargeter interface details tab.
do you have discord?
No but I sometimes read/answer a few channels on Unreal Slackers discord…