This is a gamechanger for everyone wanting to use Metahumans in games, movies, and TV. It was so frustrating with the floating heads and not syncing with body animations, but Gabriella got everything explained clearly!
28:49 High level process for stripping out head/neck rotation data and adding it to an intended body animation. Prep 1. Export MetaHuman Performance with head rotation and replace skeleton 2. Export MetaHuman Performance without head rotation 3. Have intended body animation ready Summary 4. Bake intended body animation (from 3.) to Control Rig (MetaHuman 1 Body) 5. Bake performance animation with head rotation (from 1.) to Control Rig (MetaHuman 2 Body) 6. Copy Control Rig head/neck rotation data from MetaHuman 2 Body and paste it to an additive Control Rig layer in MetaHuman 1 Body 7. Add MetaHuman Performance without head movement to MetaHuman 1 Face Thanks so much!
Thank you for the breakdown, I think I may be doing something wrong though. 'replace Skeleton' on step one?.. not sure i understand this part? And the part where she says she copies the animation from the face to the body skeleton and makes a body component, how is she getting the animation from the face to the body? How do you get 'Bake to body control rig' from the face component? Thanks in advance
@@terry9183 Clarified below - my original comment was more of a bookmark to myself and admittedly very clunky looking back in hindsight. I also posted a step-by-step video on my channel to follow along as I made minor process changes to the above tutorial for efficiency purposes. Prep: 1. Export Animator Performance animation sequences - one with head rotation data, one without head rotation data 2. Have two Metahumans added to a level sequence and remove default control rigs - one is the "finished product", the other is a staging ground for extracting head rotation data. Process On the "finished product" Metahuman 1. Add the intended body animation to the body and bake to control rig 2. Add the animation sequence without head rotation to the face On the "staging ground" Metahuman 1. Add the animation sequence with head rotation to the BODY - "Allow Incompatible Skeletons" should be ticked on in order to see the animation sequence. Bake to control rig 2. Scroll down and expand head_ctrl, neck_01_ctrl, and neck_02_ctrl keyframes. Copy Roll, Pitch, and Yaw keyframes contained within each (hold CTRL-SHIFT while highlighting keyframe rows) Back to the "finished product" Metahuman 1. On the body, add an Additive Control Rig Layer 2. Paste keyframes to this layer 3. Bask in your glory
You're a Legend! thank you for the more in-depth explanation. Just one thing i'm stuck on finding, where is the "Allow Incompatible Skeletons" option?.. i think i'm being super blind here but i just cannot see it haha Thank you again! @@emdo.unlimited555
great thanks that helped me much specially how u easily assign head w/ body + showed how to adapt head to existing body w/ additive control rig I was searching that so long :))
0:30 Is the facial rig panel on the right a framed viewport, or another window where the facial controlers are available on ? The in-scenes controllers are giving me a hard time.
Appreciate your videos Gabriella, always very thought out and informative. This one is much the same, except that this is a far less than ideal solution to use in general. I don’t understand why a layered blend per bone node in the Face Anim BP does not work properly - if it did, that would be far simpler and more modular. Also fixing things in sequencer with additive tracks and such is fine for sequences, but what if I want to blend various face animations for the player character during gameplay? I need to be able to do it through the anim graph, and Layered Blend Per Bone nodes not working correctly with MetaHuman face anim BP is really all that’s preventing it as far as I can see.
When i duplicate the face animation and retarget it to metahuman base skeleton, i see everything is distorted and is not working as expected.. not sure what is the issue
Any idea how to keep the facial animation and have the Metahuman stare at the camera the whole time? I know how to do both separately but the moment i try to do both together it fails. Thank in advance.
Where do I find a video tutorial on how to import the initial setup video taken on your latest Live Link Face iOS App using an iPhone 15 Pro Max and have a solid understanding of the MetaHuman Creator latest release.
Hello thank you very much for this tutorial! I have a question, is it possible to control and manipulate the face control rig through OSC data received ?
At 27.59, when replacing base skeleton the result for me is a deformed skeleton that does not function properly or join head to body. any body can help with the issue?
Madam @Gabriella Krousanio.. Is there a way to make tears flow from a metahuman face? Im making a sad/motivation song with my daughter Aliyah (8 years old)
Hello, when I move my eyes the eyelashes don't move with them, the same thing happens with my facial hair: I move my head but the facial hair stays in the same place. Can somebody help me? thank you
Narrator uses the term "collapse the {x} control" when she is in fact expanding the control. This type of thing can be confusing. Otherwise it is a very good tutorial.
List of things I predict the future. UE version 10 you can zoom in and see microbes, mosquitoes, bugs, AI generated plankton.... Petabyte SSD. I predict Intel Processor 1586, Nintendo uses Renesas Processor, etc. I predict Google attempt to make new game engine similar scratch program or UE blueprint. I also predict UE sues video game engine company (Microsoft or Google parent video game engine companies) for copying free monthly asset idea or business model. UE doesn't allowed any companies copy free monthly asset. They will collect million dollars in IP royalties, business practice, etc. Don't worry just watch the future news...
Yes yes for sure only in version 5.4.4 it didn't work at all and there is some problem. This Head doesn't stick to the body at all. I've watched probably the hundredth tutorial and everyone advises something, everyone is wrong and it results from this that it is an engine problem. Get it together finally. People can't work, they are losing their minds because of your mistakes.
What a long winded process just to keep the head rotations when using body movement. This seriously needs streamlining. The longer the process, the more chance of mistakes.
This is a gamechanger for everyone wanting to use Metahumans in games, movies, and TV. It was so frustrating with the floating heads and not syncing with body animations, but Gabriella got everything explained clearly!
Great tutorial - slow and concise, and very thorough. Thank you!
This is going to help alot of people get going 👏🏾🤙🏾
Im going to leave a like and im going to subscribe =)
@@ijerofei this is the way 🤙🏿🤙🏿
28:49 High level process for stripping out head/neck rotation data and adding it to an intended body animation.
Prep
1. Export MetaHuman Performance with head rotation and replace skeleton
2. Export MetaHuman Performance without head rotation
3. Have intended body animation ready
Summary
4. Bake intended body animation (from 3.) to Control Rig (MetaHuman 1 Body)
5. Bake performance animation with head rotation (from 1.) to Control Rig (MetaHuman 2 Body)
6. Copy Control Rig head/neck rotation data from MetaHuman 2 Body and paste it to an additive Control Rig layer in MetaHuman 1 Body
7. Add MetaHuman Performance without head movement to MetaHuman 1 Face
Thanks so much!
Thank you, your breakdown was helpful!
Thank you for the breakdown, I think I may be doing something wrong though.
'replace Skeleton' on step one?.. not sure i understand this part?
And the part where she says she copies the animation from the face to the body skeleton and makes a body component, how is she getting the animation from the face to the body?
How do you get 'Bake to body control rig' from the face component?
Thanks in advance
@@terry9183 Clarified below - my original comment was more of a bookmark to myself and admittedly very clunky looking back in hindsight. I also posted a step-by-step video on my channel to follow along as I made minor process changes to the above tutorial for efficiency purposes.
Prep:
1. Export Animator Performance animation sequences - one with head rotation data, one without head rotation data
2. Have two Metahumans added to a level sequence and remove default control rigs - one is the "finished product", the other is a staging ground for extracting head rotation data.
Process
On the "finished product" Metahuman
1. Add the intended body animation to the body and bake to control rig
2. Add the animation sequence without head rotation to the face
On the "staging ground" Metahuman
1. Add the animation sequence with head rotation to the BODY - "Allow Incompatible Skeletons" should be ticked on in order to see the animation sequence. Bake to control rig
2. Scroll down and expand head_ctrl, neck_01_ctrl, and neck_02_ctrl keyframes. Copy Roll, Pitch, and Yaw keyframes contained within each (hold CTRL-SHIFT while highlighting keyframe rows)
Back to the "finished product" Metahuman
1. On the body, add an Additive Control Rig Layer
2. Paste keyframes to this layer
3. Bask in your glory
You're a Legend! thank you for the more in-depth explanation.
Just one thing i'm stuck on finding, where is the "Allow Incompatible Skeletons" option?.. i think i'm being super blind here but i just cannot see it haha
Thank you again!
@@emdo.unlimited555
This is the best tutorial so far !!! @FeedingWolves the MHA workflow seems to work far better than arkit (at least from the test I did).
26:06 Official explanation of the head / body detachment issue.
Thanks for this Gabriella and Epic!
great thanks that helped me much specially how u easily assign head w/ body + showed how to adapt head to existing body w/ additive control rig I was searching that so long :))
0:30 Is the facial rig panel on the right a framed viewport, or another window where the facial controlers are available on ? The in-scenes controllers are giving me a hard time.
Excellent help! For fun: A new drinking game. A shot every time you hear "I am going to..." 😄
Saving this one for later ❤
This is excellent
best video on youtube, thank you
Appreciate your videos Gabriella, always very thought out and informative. This one is much the same, except that this is a far less than ideal solution to use in general. I don’t understand why a layered blend per bone node in the Face Anim BP does not work properly - if it did, that would be far simpler and more modular. Also fixing things in sequencer with additive tracks and such is fine for sequences, but what if I want to blend various face animations for the player character during gameplay? I need to be able to do it through the anim graph, and Layered Blend Per Bone nodes not working correctly with MetaHuman face anim BP is really all that’s preventing it as far as I can see.
Amazing tutorial! Thank you so much!!
Hi, Thanks for the video but How did you add the facial board that big on the screen?
Is the facial animation available to download somewhere ? awesome tutorial !
When i duplicate the face animation and retarget it to metahuman base skeleton, i see everything is distorted and is not working as expected.. not sure what is the issue
Any idea how to keep the facial animation and have the Metahuman stare at the camera the whole time? I know how to do both separately but the moment i try to do both together it fails. Thank in advance.
What do you do if the face is not moving with the control rig inputs?
Is there a way tp get all the settings of your camera please?
Genius. Is there a similar board for the body? Any video link?
Where do I find a video tutorial on how to import the initial setup video taken on your latest Live Link Face iOS App using an iPhone 15 Pro Max and have a solid understanding of the MetaHuman Creator latest release.
Hello thank you very much for this tutorial! I have a question, is it possible to control and manipulate the face control rig through OSC data received ?
It was great, thank you ✨
Nice~!
Thank you !)
How did she get rid of the gap between the neck and shoulders?
Very helpful!
At 27.59, when replacing base skeleton the result for me is a deformed skeleton that does not function properly or join head to body.
merci
At 27.59, when replacing base skeleton the result for me is a deformed skeleton that does not function properly or join head to body. any body can help with the issue?
Madam @Gabriella Krousanio.. Is there a way to make tears flow from a metahuman face? Im making a sad/motivation song with my daughter Aliyah (8 years old)
Is there a plugin for mapping gamepad controllers?
How to adjust C eyes i want my eye in front of camera anyone help me? I try to back face control rig but this c eyes section is not working
When iam bringing my metahuman to sequencer in UE 5.3 iam not able to see the control rig😢 pls help me
I'm going to like this video
27min in replace skeleton to join head to body doesn't work. It ends up all distorted!
Hello, when I move my eyes the eyelashes don't move with them, the same thing happens with my facial hair: I move my head but the facial hair stays in the same place. Can somebody help me? thank you
Narrator uses the term "collapse the {x} control" when she is in fact expanding the control. This type of thing can be confusing. Otherwise it is a very good tutorial.
List of things I predict the future. UE version 10 you can zoom in and see microbes, mosquitoes, bugs, AI generated plankton.... Petabyte SSD. I predict Intel Processor 1586, Nintendo uses Renesas Processor, etc. I predict Google attempt to make new game engine similar scratch program or UE blueprint. I also predict UE sues video game engine company (Microsoft or Google parent video game engine companies) for copying free monthly asset idea or business model. UE doesn't allowed any companies copy free monthly asset. They will collect million dollars in IP royalties, business practice, etc. Don't worry just watch the future news...
Thanks you epic
where can i get a performance capture suit
xsens
Yes yes for sure only in version 5.4.4 it didn't work at all and there is some problem. This Head doesn't stick to the body at all. I've watched probably the hundredth tutorial and everyone advises something, everyone is wrong and it results from this that it is an engine problem. Get it together finally. People can't work, they are losing their minds because of your mistakes.
What a long winded process just to keep the head rotations when using body movement. This seriously needs streamlining. The longer the process, the more chance of mistakes.
yOU CHANGE THE PRICE POLICY, WE CANCEL YOU LIKE UNITY
😂