Tips from 4:50 Blender: > Name your Body Mesh's Armature layer and Bone layer to "root" > Export FBX with the settings as shown in the video. IMPORTANT: > Rename your Body Mesh's ARMATURE layer and BONE layer to "root1" > Name your Face Mesh's ARMATURE layer and BONE layer to "root" instead. (Or else you'll receive an error message in Unreal: "FAILED TO MERGE BONES") > Go to your Face Mesh's OBJECT DATA layer, then select the SHAPE KEY "Face_Morph" > Press Tab/Switch to "EDIT MODE", Select all vertices of the Face Mesh (SELECT ALL). > On the menu, click VERTEX, then PROPAGATE TO SHAPES. This will ensure that the original mesh will not be used when importing back to UE! UE5: Note: There are no longer Import Settings, you can tick off "Import Morph Targets" by scrolling down in the ASSET DETAILS window. (UE5.4, Blender 4.2) Seen a few people struggle with this part in the comments, I hope this helps.
@@juank_marganth thats bc you fuck the shape keys when modeling, i think that happens when you add or substract mesh. i fix it re importing the face and only moving mesh around but again no adding or substracting. Also another thing i do was always be checking if face morphs (shape keys on blender) where working after exporting
For UE5.4, on the duplicate mesh you must reimport with new file. Then the option import morph target appears. Check it. And re-import this same mesh again. No need to rotate the head and no need to propaged the shape key in blender. Thanks for the video.
This tutorial is so nice i can't believe it it's free. This has so much information that i thought i can never get on a single video. Thank you so much bro I can't thank you enough 🙇🙏
@@Haniverse_00 Can you please make a tutorial about Game Clothing for Metahumans? I have learnt this much you taught, but I want it to not be naked but have some custom clothes. Is it possible to model it according to the character?
Thank you so much for this: really appreciate the steps about export and import. So well explained: I think its the perfect amount of information. Much appreciated!
hey man this is an absolutly amazing tutorial, but I wanted to let you know there is a plug in for blender I use that automates a lot of your workflow called MetaReForge. It might help speed up your workflow when working in custom metahumans. Very impressive that you figured this whole process out by yourself though, amazing job! I'm definitely subscribing to see what other amazing techniques you come up with!
Before sculpting, create each shape keys for the the head and the body meshe. Right? But what about Eye balls and other things like lashes and catilage?? Bit confused that I should merge them all together or not..........😢😢
You can make shape keys for eye balls and other things but I recommend not to make it and just place eye balls in the right way after editing face mesh. And import all together into unreal. Cause I don't think we need to modify shape of the eye balls
@@Haniverse_00 Hey dont worry i manage to solve it! I did something while sculpting that fucked up the shape keys. did all again with new face exported and everything works now. Great tutorial! thanks
I have a question regarding the LODs. So I make a metahuman with an athletic body and I want it to be muscular like yours here, I bring the FBX into Blender and I work on the LOD0 (highest detail), I modify the mesh and so on. How do I get these changes also on the other LODs? I see you have a high and low poly version of the character but I am missing how this is done. Anybody knows? Total total noob here.
The high poly and low poly versions I have is only for normal map baking, so I technically have only highest LOD in Unreal. I remember watching some plugins deform all LODs altogether, but I haven't tried so don't know much about that. I think it would be very hard and painful to do that in vanilla Blender and Unreal haha I mean having all deformed LODs
Hi, I want to do a VR application with a optimized Meta Human is it possible to delete the details around the eyes and merge the materials on the face into one on the face to reduce draw calls ?
You mean delete materials around the eye and then merge into the face material? Yes it’s possible but you need to check that looks okay for you. For example, the eyelash color can be flesh color if lash has face material. Im not sure I understood correctly haha if Im not, please let me know again))
Umm you mean there's no import option for the head? Double click the MH face mesh, and search 'import' then you might find import location things that set the deformed face mesh location. :)
When I click 'add' at 1:54 I get a 'DNA Import Options' window. And there's a drop down for 'Mesh' with the 'Skeletal Mesh' section having 'None' in it. Should I leave it as 'none' before importing to UE5? Thanks!
so im on the 3:00 mark how did you make the polys disappear so I can see the face deleting remove the entire head so I was wondering what did you click or type to hide the bones
Any tips on how we might clean up the mouth animations? Do you just repeat the steps for the other morph targets that exist? For example in your video it seems like the mouth pulls downwards when speaking and looks a bit unnatural.
Yes as I know, iterating morph target is the way to clean up. And the character on this video is made little grumpy expression as a default haha. So if I fix this, I would push mouth up little in Blender shape key, or make a new shape key to push up a bit and then in unreal, tweak the morph target value)
Hi, can a Meta-human be changed without morphtarget? will the animation and the rest work correctly? I imported the model into the engine by removing the morph layer, as I had difficulty combining the morph layer and chaos cloth. what problems can there be with this, thank you.
Hmm without morph target, I don't think so. Even a metahuman plugin morphing shape (I used MeshMorpher) imports morph targets first to change meshes, bones. Seems like morph targets pretty essential to be morphed
Thanks a lot! I really wish Epic made it simple to go back and forth easily between softwares. That's a really annoying process (through no fault of your own
Hi, Are you sure your facial blend shapes are connected to the rig after importing the custom head? Can you do an experiment? Create a custom blend shape for any rig movement. For example, move the mouth open controller and modify the blend shape "jaw_open" to, say, make the nose grow. When the character opens their mouth, the nose should grow. Then check if, after importing to UE, you get the same result when using the mouth open controller. Many people who import custom heads don’t realize that the connection between corrective blend shapes and the rig is broken because facial movements are controlled by joints.
Hello , I know this is a pretty late comment but I’m really stuck at 8:00. For some reason despite me adding the nodes on the blueprint so the face morph targets could appear in the scene. It doesn’t change anything about the model’s face? Her body did change but not her face? I also realise me importing the skeletal mesh for the new altered face did not effect or mess up the hair binds. I’m using version 5.2 ! :-)
For the hair, new groom binding needs to be created and replaced. For the face, not really sure but you might check the imported mesh and nodes again :)
Your custom mesh is being overridden by the original mesh. You can propagate your blendshapes in the modelling software you used to make sure it's only carrying the new mesh, then reimport back to Unreal. This only happens with the Face Mesh as it has Shape Keys unlike the Body mesh.
Ive imported a head from blender and replaced the face mesh, everything looks good close up but when you zoom back and the next LOD kicks in it switches to the old face mesh lod and so the face completely changes back to the original, any ideas please ?
Hi! Could you tell how correctly import new body and face meshes back into UE ( time in you video: 5:34 ). Importing mesh with sceleton and other staff - how to do it in correct way?
Yes some of others said same thing. It seems like something changed in ue 5.4 when I have some free time, I'll figure it out. If you find solution for this, please share :) I think I saw some comments about that they found the solution but couldn't find now. Maybe I saw wrong haha
Your custom mesh is being overridden by the original mesh. You can propagate your blendshapes in the modelling software you used to make sure it's only carrying the new mesh, then reimport back to Unreal. I have a comment somewhere up there that you can follow to repair this step.
when i toggle propotional editing on, it is moving the whole body instead of the single vertex. how can I fix that? 😅 and is there a way to use propotional editing on sculpting?
Probably your proportional radius is too big, when you input G for moving, scrolling up you middle mouse button, then you can see the guide radius getting smaller (When the proportional editing on). In sculpt mode, Grab brush is kind of same thing with proportional editing in edit mode :)
Hey man! Thank you for this video! Any tips on how to move the mesh symetrically or very similar on both shoulders like you do in 03:56? From what I can understand from my basic blender knowledge, the model needs to be perfectly symmetrical for "enable mesh symmetry" to work but the metahuman is not perfectly symmetrical? :D
Yeah somehow X symmetry doesn't work on metahuman mesh when I tried in Blender. What I come up with right now is using lattice? It would be more time consuming but probably work :)
Hi! Thanks for the tutorial! I got a question. What would be the difference in the process if I decide to re sculpt the metahuman on Zbrush? Have you tried it?
The pants I made for this character is weight painting from Blender basically, but you can simulate clothes with Chaos simulation in unreal and might be using Marvelous Designer as well :)
Hi, great video, thank you for your hard work. I can follow everything but i'm stuck after setting up the morphs in the Construction Script and Event Graph. When i compile and look in the viewport the character and morphs all work. But when i drag the BP Character into the level no morphs are applied? Do you have any advice?
If you're using Blender or similar, what happened to me was that the Shape Keys had the original mesh hidden under my custom mesh. Whenever it was imported to Unreal, it would switch back to the OG mesh in the Viewport. Make sure your blendshapes are propagated to the new sculpt instead of the previous.
That's a great tutorial, thank you so much for sharing this with us. I'm sorry for asking you this, but do you know why when I try to activate the binding asset UE totally crashes?
You might try changing rhi setting from directX12 to 11? Edit - project settings - search 'rhi', then there is a setting for that on the bottom It works for me sometimes
2nd problem that i've found is that after retargeting this camera face animation to our custom mesh it deforms a little bit wird while extreme face expressions
When is on non manifold in select all by trait,so many vertices are getting selected which are near and combine with vertices of the eye and teeth so how can I fix it ?
Great vid and super clear, than you very much for this. Running issue where on import Unreal crashes or stops at 0% despite following all steps. On 5.2, any ideas?
Have you tried to change hri setting from directX 12 to 11 or Vulcan? For my case, directX 11, Vulcan works. And what did you import when Unreal crashed?
This was repeated inputs of the Head mesh. I did try Vulcan. No luck there. I’ll try 11. I have done this successfully in past but am now marred with crashes, getting stuck at 100%, and “failed to merge bones” errors despite the root being named correctly and file untouched other than the new morph target.
Seems like a good video but I had to stop and rewind every 10 to 15 seconds to try and follow what you were doing. THis video seems designed for those that already know Blender inside out. I'm at the 4:30 min mark and been trying to follow this for nearly over an hour. Maybe I'm just dumb. Good video though. I got a bit of theory from it.
Yeah I tried to put info as much as I can in a short amount of time 😂 if you're not familiar with Blender, it's totally natural to take some time. you're not dumb at all haha. Maybe I'll make videos longer for next time :))
Basically you make any character in this workflow but since we should start from metahuman, if you deform a lot, it would be unnatural. Because we have to preserve every vertices, only move locations so there must be some areas stretch a lot if you make lizard face from human face and also for the bodies as well
when I import the converted mesh into blender, the shape keys dont work but I followed every step, is there a workaround or is it something Im missing?
It's basically same I think. Just custom mesh and texture from metahuman to anime style character. But metahuman is very realistic so not the best option I guess? You might search some plugin for anime style character in Unreal :))
Great tutorial man! How far can you Push the custom model and it will still adapt the rig. For example could I scale the human body in Blender down to the size of a dwarf or bigger to an orc and then sculpt on it ?
It might be little hard. I found the solution for that but using MeshMorpher which is paid plugin.. I might upload soon that MeshMorpher workflow. Or you can search Meshmorpher and there are bunch of tutorials by PuglifeStudio which is the developer of MeshMorpher
아니에요 괜찮습니다. 요즘 좀 바빠져서 답변이 늦네요ㅠ 1. 포스트프로세스는 최종 아웃풋 후의 작업을 의미하는데 이게 켜져있으면 변형된 메쉬가 디폴트로 돌아가게 되더라구요. animation - postprocess blueprint가 기본으로 켜져있는데 이 부분을 따로 에딧해주지 않으면 디폴트로 돌아가는 것 같습니다. disable 해주니 몸과 머리가 다시 붙어서 disable을 체크해줬습니다. 2. 네 맞습니다. 최대한 플러그인을 안쓰고 작업하려다보니 조금 복잡한 부분도 있어서 저도 요즘 종종 새 버전과 플러그인들도 테스트 해보려고 합니다. 더 나은 워크플로우가 있다면 테스트해서 추후에 업데이트 하겠습니다 :)
@@Haniverse_00 빠른 답변 감사합니다. 포스트 프로세스 블루프린트 체크 한 후에도 작업을 하다보면 다시 몸과 얼굴이 분리되는 현상이 계속되는데 일시적으로만 몸과 얼굴을 붙여주는 것인가요? 이 부분 해결이 안되어 답답한 상황인데요. 혹시라도 해답을 얻으시면 답변 부탁 드립니다. 답변이 없으셔도 지금까지의 정보로도 감사드립니다!
흠 몇 가지 체크를 해봐야할것 같은데요 일단 1. Morph target 관련 노드 설정이 맞게 되어있는지 2. 재생 시켜보셨을때도 분리되는지 (재생되었을때 제대로 나오면 괜찮습니다) 3. 그래도 안되면 몸이나 얼굴 애니메이션 구간 맨 앞에 키프레임을 한 번 넣어보세요 많이 답답하셨을 것 같아요. 아직 메타휴먼이 Experimental 플러그인이고 아무래도 이런저런 자잘한 오류가 언리얼이 많다보니 똑같은 과정으로 했는데도 안될때도 있더라구요. 분명 제가 모르는 부분도 있을거구요. 앞으로 나오는 버전들이 점점 안정화가 되었으면 좋겠습니다 저도 새로운버전으로 추후에 계속 새로 테스트해볼 생각입니다 같이 화이팅하시죠 :)
Damn Han thanks for this awesome tut. I'm hoping to follow along but try with c4d... before your vid I was ready to sub Maya and get Meta Pipe 2, but hopefully your method will save me some $$ 🙏
haha thanks@@Haniverse_00 I just learned about Meta ReForge (blender plugin) might be of interest to you. Seems it will save some steps. It substitutes having to buy/sub Maya and Meta Pipe - I'm not against those programs.. I just have enough expenses lol
You need to join the head and body then switch to edit mode, press a to select all, press m, select by distance. Then you can merge all vertices in the same position))
Can you please help me while importing metahuman into Blender my body mesh and root of it coming in different place it is not arranged with the body properly in blender, my first step is getting wrong. Plzz HELP??
@@Djonsing I reverted back to 5.3 since I much prefer sculpting in Blender to Mesh Morpher, but now my Unreal crashes every time I go to reimport the duplicated skeletal mesh with the new sculpted version. Maybe I'll just have to get used to using Mesh Morpher, LOL.
when I play the level in a new window (PIE) the Metahuman character is moving his face with my motions very good, but when I click in any window other than the PIE window it starts to lag. and when I click again on the PIE window, the character moves normally ! what should I do ?
Brother just a small doubt after converting mesh fbx from autodesk and importing the model into the blender can we instantly start making hair and cloth simulation in blender? Or do we have to first join the mesh by ctrl j and then we have to proceed it? Please brother help me out i am really in very much anxiety pls help me.
@@Haniverse_00 Brother please can you create a video on how to create clothes of metahuman in blender I am not talking about custom clothes Plsss bro I really really need it, it's a humble request from me to you pls upload one video about it ASAP brother if you want I will even pay for it pls pls pls bro
Maya does this thing sometimes where it'll add a second bone/layer which freaks UE5 out. Seek it out and delete it and try again before Reimporting to Unreal to merge the bones!
Holy lord, great tutorial, but i honestly don't know if the final results are worth the 800 steps required to make it work, unreal really need to spet up and simplify this process to make it more accesible
That's a great point. I honestly think same. So I'm developing workflow with AI slowly, so next tut for metahuman would be more simple than this :) I hope! haha thanks!!
@@Haniverse_00 Thanks I figured that out shortly after. Appreciate the reply. Do you have a discord? I'm so close to having this done. I have the model in unreal and got him all set up with my animations and logic but I never took him into substance painter. I just went back to get some higher quality textures and replace him in unreal and every time I try to import him into Substance Painter it won't import. Any ideas?
@@stormsowards1318 I'm using discord for some projects I joined but not having my own discord channel yet. Might be having soon when I get more free time) You can basically export your model and textures from unreal and put them in Substance Painter. I showed how to do this on this video so you might be able to follow this mate)) simply, export mesh, then textures from materials. and import them into Substance
You can use zbursh as well but since I'm not a Zbrush expert, I don't know how to put morph data in Zbrush. In Blender, there's mesh morph data called 'shape key' so it's converted into morph target (maybe layers and morph target brush does this?). So every rig is preserved. I'm pretty sure Zbrush has that function as well. Please let me know how to do in Zbrush if you don't mind :)
I'm pretty sure you need metahuman plugin.. I've heard unreal is not very stable in Mac (also in my pc even it's window😂) if you don't use Metahuman plugin, you might lose rig data in Metahuman which is the main reason we use metahuman in this workflow ((
do the first reimport, then check the settings again and it will appear. Then checkmark it and reimport again. For some reason, it wont show the first time you reimport.
Yes basically you can make clothes in Blender and export it with metahuman body rig together. I will make some videos about the detailed process later soon))
This is an amazing tutorial! Thank you for sharing! How would you create morphs if youre not a modeler? For example , if I have a mesh of Kazuya that I can import into Blender, how would I use it to create morphs for the Metahuman Mesh? Would I have to incorporate a program like Wrap4D into the workflow? And if so, where would it fit?
Hmm since we have to start from the original rigged metahuman mesh, I don't think that would work from the mesh which is not from metahuman. But I tried only vanilla blender for this workflow so far, if you use paid plugin or addon, maybe there's something we can try! I haven't try Wrap4D yet so I'm not sure that works sorry haha but Mesh Morpher which is paid addon is also used for creating morphs. So you can check this as well))
@@Haniverse_00 Thank you! I figured as much. I have Metapipe and Mesh Morpher Lite so I'll try those, but your workflow seems alot easier than using those plug-ins that's why i was wondering.
You can copy the Armature + Bone + Shape Key data from the Metahuman FBX import, join it to your custom mesh, and ensure your head and body are exported as separate meshes. To replace the meshes hidden in the Shape Key, select your Face_Morph/Body_Morph Shape Key, select your custom mesh in Edit Mode, then Vertex > Propagate to Shapes. Follow the steps or find my previous comment explaining Blender > Unreal exports.
Opened Quixel bridge. Looking for UE5 MH. "The UAsset version of this MetaHuman is not compatible with UE4. You can download it in Bridge for UE5." Wtf?
Best Custom Meta-Human tutorial...
Thanks!))
This is the best metahuman customisation tutorial, thanks 🙏
Clear and concise.
Please make more tutorials on Metahuman customisation.
Thank you so much! More tuts are coming))
Tips from 4:50
Blender:
> Name your Body Mesh's Armature layer and Bone layer to "root"
> Export FBX with the settings as shown in the video.
IMPORTANT:
> Rename your Body Mesh's ARMATURE layer and BONE layer to "root1"
> Name your Face Mesh's ARMATURE layer and BONE layer to "root" instead. (Or else you'll receive an error message in Unreal: "FAILED TO MERGE BONES")
> Go to your Face Mesh's OBJECT DATA layer, then select the SHAPE KEY "Face_Morph"
> Press Tab/Switch to "EDIT MODE", Select all vertices of the Face Mesh (SELECT ALL).
> On the menu, click VERTEX, then PROPAGATE TO SHAPES. This will ensure that the original mesh will not be used when importing back to UE!
UE5:
Note: There are no longer Import Settings, you can tick off "Import Morph Targets" by scrolling down in the ASSET DETAILS window.
(UE5.4, Blender 4.2)
Seen a few people struggle with this part in the comments, I hope this helps.
Thank you so much for sharing this Dylan!
You just saved my life, thank you so much!!!!!!!
I cannot see the "Face_Morph" shape key, what could be wrong?
@@santomakestech i have the same issue
@@juank_marganth thats bc you fuck the shape keys when modeling, i think that happens when you add or substract mesh. i fix it re importing the face and only moving mesh around but again no adding or substracting. Also another thing i do was always be checking if face morphs (shape keys on blender) where working after exporting
This is Gold, you are doing a great service to artist community. Hope to see this channel grow fast. All the best. 😃👍
Glad to hear that! Thanks a lot!))👍
well my friend , you'll never how much i wait for this turtorial..thanks for advance
Glad it helps!
Just an astonishing amount of info. Thanks man.
I'm glad you found it helpful!
thanks for this... you squeezed in a lot of useful info in 20mins... kudos to you
Haha yes that’s what I tried in it)) thanks!
For UE5.4, on the duplicate mesh you must reimport with new file. Then the option import morph target appears. Check it. And re-import this same mesh again. No need to rotate the head and no need to propaged the shape key in blender.
Thanks for the video.
Thank you!
At what timestamp are you referring to for this steps? Sorry, new to Unreal and I'm using UE5.4 as well.
Incredible tutorial, my friend. Thank you very much!
Glad it helped!
This tutorial is so nice i can't believe it it's free. This has so much information that i thought i can never get on a single video. Thank you so much bro I can't thank you enough 🙇🙏
Glad it helped bro! :))
@@Haniverse_00 Can you please make a tutorial about Game Clothing for Metahumans? I have learnt this much you taught, but I want it to not be naked but have some custom clothes. Is it possible to model it according to the character?
@@saifialeem8255 Yes I might make tutorials about clothing later :) thanks!
Really good stuff. Thank you for the tutorial
Thank you so much for this: really appreciate the steps about export and import. So well explained: I think its the perfect amount of information. Much appreciated!
Glad it was helpful!
This is great tutorial on metahuman I hope to see more of your videos about metahuman cloths and animation related . Thank you.
Thanks! Yeah clothes and anim will be included in the future tuts))
hey man this is an absolutly amazing tutorial, but I wanted to let you know there is a plug in for blender I use that automates a lot of your workflow called MetaReForge. It might help speed up your workflow when working in custom metahumans. Very impressive that you figured this whole process out by yourself though, amazing job! I'm definitely subscribing to see what other amazing techniques you come up with!
Thank you so much for letting me know! I was actually thinking of trying mesh morpher plugin so I'll see MetaReForge as well. Appreciate it!
Shockingly perfect tutorial!This is really useful.
Glad it was helpful!
if you're not getting the right menu @9:46 make sure the emitter mesh is not visible when you export from blender
Extremely useful tutorial, a million thanks!
Glad you enjoyed it!
this is such a detailed explanation !. subscribed!
Appreciate it! :)
You are probably tired of hearing this, but i will say it anyways. You are awesome! :)
Im not tired of hearing this kind words at all haha thank you so much!))
Great tutorial! Thanks!
Glad it was helpful!
how to fix failed to merge bone will reimport file :(
Hmm did you move bones? only vertices should be edited to avoid the error
@@Haniverse_00 i hide the bone to sculpt the vertices, or i not sculpt in the right shape key🤔
I have a comment above that explains how to fix this. Good luck
Before sculpting, create each shape keys for the the head and the body meshe. Right? But what about Eye balls and other things like lashes and catilage?? Bit confused that I should merge them all together or not..........😢😢
You can make shape keys for eye balls and other things but I recommend not to make it and just place eye balls in the right way after editing face mesh. And import all together into unreal. Cause I don't think we need to modify shape of the eye balls
@@Haniverse_00 Thank you for your reply! I'll try as you said! And it's really great tutorial.👍
When i import the face again to blender i dont have the morph target info, what could be the issue? PLEASE HELP
What Blender version are you using? If it's old one, try the newest one!
@@Haniverse_00 Hey dont worry i manage to solve it! I did something while sculpting that fucked up the shape keys. did all again with new face exported and everything works now. Great tutorial! thanks
If a low-poly model is all that's needed, is it okay to stop at the above steps (00:18 - MHC, 02:30 - Blender, 09:08 - Hair)?
Yes sure you can take only things you need from it :))
Thanks, will try it in the near future🎉
I have a question regarding the LODs. So I make a metahuman with an athletic body and I want it to be muscular like yours here, I bring the FBX into Blender and I work on the LOD0 (highest detail), I modify the mesh and so on. How do I get these changes also on the other LODs? I see you have a high and low poly version of the character but I am missing how this is done. Anybody knows? Total total noob here.
The high poly and low poly versions I have is only for normal map baking, so I technically have only highest LOD in Unreal.
I remember watching some plugins deform all LODs altogether, but I haven't tried so don't know much about that.
I think it would be very hard and painful to do that in vanilla Blender and Unreal haha I mean having all deformed LODs
@@Haniverse_00 oh I see. yeah, ChatGPT told me to use a shrinkwrap modifier for the other LODs, we'll see how that goes. thanks man
Can you explain in detail how to create a frown effect using shape key?
I remember I did high poly sculpt and baked normal map for the frown effect :) so it's basically textures
Hi, I want to do a VR application with a optimized Meta Human is it possible to delete the details around the eyes and merge the materials on the face into one on the face to reduce draw calls ?
You mean delete materials around the eye and then merge into the face material? Yes it’s possible but you need to check that looks okay for you. For example, the eyelash color can be flesh color if lash has face material.
Im not sure I understood correctly haha if Im not, please let me know again))
nice video, but as a import morph its vertex counts show 0. please help me
Could you explain more detail? what stage are you stuck?
Why does the body have the import deformed mesh option but the head doesn't? Thanks for the tutorial
Umm you mean there's no import option for the head?
Double click the MH face mesh, and search 'import' then you might find import location things that set the deformed face mesh location. :)
@@Haniverse_00 Thanks for your answer! I have solved
언리얼 5.5 사용 중인데 다른 분들이 많이 겪었던 것처럼 임포트 했을 때 모프 타깃이 같이 들어오지 않습니다. 댓글 중에 먼저 reimport with new file을 하라고 하셔서 이것도 해봤지만 여전이 모프 타깃 임포트 옵션이 보이지 않습니다...ㅠㅠㅠ
최근에 바빠서 업데이트를 못했네요ㅠ 일단 블렌더 버전도 최신으로 업데이트 됐는지 확인해보시고, 밀린 일들 좀 쳐낸뒤에 업데이트 해보겠습니다 고생 많으십니다 감사합니다 :)
When I click 'add' at 1:54 I get a 'DNA Import Options' window. And there's a drop down for 'Mesh' with the 'Skeletal Mesh' section having 'None' in it. Should I leave it as 'none' before importing to UE5? Thanks!
Hmm I remember there was no any option for that. It might be changed in the newest version. I think you can leave it as none :)
so im on the 3:00 mark how did you make the polys disappear so I can see the face deleting remove the entire head so I was wondering what did you click or type to hide the bones
I pressed 'h' to hide :)
@@Haniverse_00 OOhh ok im still a newbie thank you now i can go back and retry the tut lol Thank you!
Great, thank you so much!
my pleasure!
Any tips on how we might clean up the mouth animations? Do you just repeat the steps for the other morph targets that exist? For example in your video it seems like the mouth pulls downwards when speaking and looks a bit unnatural.
Yes as I know, iterating morph target is the way to clean up. And the character on this video is made little grumpy expression as a default haha. So if I fix this, I would push mouth up little in Blender shape key, or make a new shape key to push up a bit and then in unreal, tweak the morph target value)
Hi, can a Meta-human be changed without morphtarget? will the animation and the rest work correctly? I imported the model into the engine by removing the morph layer, as I had difficulty combining the morph layer and chaos cloth. what problems can there be with this, thank you.
Hmm without morph target, I don't think so. Even a metahuman plugin morphing shape (I used MeshMorpher) imports morph targets first to change meshes, bones. Seems like morph targets pretty essential to be morphed
Wow. Well done tutorial.
Thanks a lot!
I really wish Epic made it simple to go back and forth easily between softwares.
That's a really annoying process (through no fault of your own
I agree, that's a major pain point for sure! thanks mate
Hi,
Are you sure your facial blend shapes are connected to the rig after importing the custom head? Can you do an experiment? Create a custom blend shape for any rig movement. For example, move the mouth open controller and modify the blend shape "jaw_open" to, say, make the nose grow. When the character opens their mouth, the nose should grow. Then check if, after importing to UE, you get the same result when using the mouth open controller. Many people who import custom heads don’t realize that the connection between corrective blend shapes and the rig is broken because facial movements are controlled by joints.
yeah. Is for me also interesting.
I didn't touch any rig, just tweaked the mesh :) so the blend shapes make the mesh move, rigs stay
Hello , I know this is a pretty late comment but I’m really stuck at 8:00. For some reason despite me adding the nodes on the blueprint so the face morph targets could appear in the scene. It doesn’t change anything about the model’s face? Her body did change but not her face? I also realise me importing the skeletal mesh for the new altered face did not effect or mess up the hair binds. I’m using version 5.2 ! :-)
For the hair, new groom binding needs to be created and replaced. For the face, not really sure but you might check the imported mesh and nodes again :)
Your custom mesh is being overridden by the original mesh. You can propagate your blendshapes in the modelling software you used to make sure it's only carrying the new mesh, then reimport back to Unreal. This only happens with the Face Mesh as it has Shape Keys unlike the Body mesh.
why i cant see morph target in UE, even tho I tick this option
May I ask what version are you using? Blender and UE
@@Haniverse_00 Blender 4.0 tried 4.2 also and UE 5.4.3
@@SakamiMura I have the same problem, did you solve it?
Ive imported a head from blender and replaced the face mesh, everything looks good close up but when you zoom back and the next LOD kicks in it switches to the old face mesh lod and so the face completely changes back to the original, any ideas please ?
Ive tried regrenerating LODs but it still returns to the old mesh on LOD 01 onwards
You mean in the unreal viewport, right?
Hi! Could you tell how correctly import new body and face meshes back into UE ( time in you video: 5:34 ). Importing mesh with sceleton and other staff - how to do it in correct way?
check selective objects and uncheck add leaf bones. You can watch 5:00 on video! :)
So I'm following along and I'm stuck @7:12 and the shapekey for the face and body morph isn't showing up in Unreal Engine. I'm using 5.4.3.
Yes some of others said same thing. It seems like something changed in ue 5.4
when I have some free time, I'll figure it out. If you find solution for this, please share :)
I think I saw some comments about that they found the solution but couldn't find now. Maybe I saw wrong haha
Your custom mesh is being overridden by the original mesh. You can propagate your blendshapes in the modelling software you used to make sure it's only carrying the new mesh, then reimport back to Unreal. I have a comment somewhere up there that you can follow to repair this step.
Help!
I'm at 19:06
When I add the keyframe and disable post process blueprint, it just desactivates both my animation. They don't move anymore...
Would you save it and restart? Then sometimes it works..
@@Haniverse_00It worked!! Thanks 🙏
Hm, Kazuya from the Tekken series?!
It is!
when i toggle propotional editing on, it is moving the whole body instead of the single vertex. how can I fix that? 😅
and is there a way to use propotional editing on sculpting?
Probably your proportional radius is too big, when you input G for moving, scrolling up you middle mouse button, then you can see the guide radius getting smaller (When the proportional editing on).
In sculpt mode, Grab brush is kind of same thing with proportional editing in edit mode :)
Hey man! Thank you for this video! Any tips on how to move the mesh symetrically or very similar on both shoulders like you do in 03:56? From what I can understand from my basic blender knowledge, the model needs to be perfectly symmetrical for "enable mesh symmetry" to work but the metahuman is not perfectly symmetrical? :D
Yeah somehow X symmetry doesn't work on metahuman mesh when I tried in Blender. What I come up with right now is using lattice? It would be more time consuming but probably work :)
Hi! Thanks for the tutorial! I got a question. What would be the difference in the process if I decide to re sculpt the metahuman on Zbrush? Have you tried it?
I'm not sure in Zbrush still have morph targets and rigs from Unreal when it's imported. If it's possible, you can do same things on Zbrush as well!
@@Haniverse_00 Alright! Thanks for the infos!
okay but what about clothes + cloth simulation?
The pants I made for this character is weight painting from Blender basically, but you can simulate clothes with Chaos simulation in unreal and might be using Marvelous Designer as well :)
Hi, great video, thank you for your hard work. I can follow everything but i'm stuck after setting up the morphs in the Construction Script and Event Graph. When i compile and look in the viewport the character and morphs all work. But when i drag the BP Character into the level no morphs are applied? Do you have any advice?
Sometimes it doesn't look right in the level. Maybe you can try restart? Sometimes that works for me
If you're using Blender or similar, what happened to me was that the Shape Keys had the original mesh hidden under my custom mesh. Whenever it was imported to Unreal, it would switch back to the OG mesh in the Viewport. Make sure your blendshapes are propagated to the new sculpt instead of the previous.
@@dylan1867 i'll give this a try thanks
@@Haniverse_00 No it doesnt seem to be this
That's a great tutorial, thank you so much for sharing this with us. I'm sorry for asking you this, but do you know why when I try to activate the binding asset UE totally crashes?
You might try changing rhi setting from directX12 to 11?
Edit - project settings - search 'rhi', then there is a setting for that on the bottom
It works for me sometimes
Can i export this recorded face rig somehow to blender agian and use metahuman textures? Basicly by that I want to render this in blender not in UE
You mean with the whole animation, right? I think in vanilla Blender, UE it wouldn't be possible but could be possible with some add on
@@Haniverse_00 what about exporting animation as fbx/abc and texture manually in blender?
alright it works, last problem is texturing, raw pngs from UE doesnt work well;/
2nd problem that i've found is that after retargeting this camera face animation to our custom mesh it deforms a little bit wird while extreme face expressions
@@SakamiMura How did you fix them?
When is on non manifold in select all by trait,so many vertices are getting selected which are near and combine with vertices of the eye and teeth so how can I fix it ?
You can hide eyes and teeth in edit mode as well by using L(Linked select), H(Hide). So, you can hide parts you don't want first :)
@@Haniverse_00 thanks bro
Great vid and super clear, than you very much for this.
Running issue where on import Unreal crashes or stops at 0% despite following all steps. On 5.2, any ideas?
Have you tried to change hri setting from directX 12 to 11 or Vulcan?
For my case, directX 11, Vulcan works.
And what did you import when Unreal crashed?
This was repeated inputs of the Head mesh. I did try Vulcan. No luck there. I’ll try 11. I have done this successfully in past but am now marred with crashes, getting stuck at 100%, and “failed to merge bones” errors despite the root being named correctly and file untouched other than the new morph target.
Hmm that’s weird. Send me your blender project file if you don’t mind. I will have a look
How would I do so?
hannn3d@gmail.com
Thank you very much...
Welcome!
Seems like a good video but I had to stop and rewind every 10 to 15 seconds to try and follow what you were doing. THis video seems designed for those that already know Blender inside out. I'm at the 4:30 min mark and been trying to follow this for nearly over an hour. Maybe I'm just dumb. Good video though. I got a bit of theory from it.
Yeah I tried to put info as much as I can in a short amount of time 😂 if you're not familiar with Blender, it's totally natural to take some time. you're not dumb at all haha. Maybe I'll make videos longer for next time :))
Great video
Glad you enjoyed it!
Please make an updated workflow update 😍
Will do :) thanks for watching!
nice~!
Thanks! 😄
Amazing video!! Thank you ☺️ can you please make a video on how to make custom clothes for the character of this video !!
Thanks! Yeah more videos are coming!))
Great stuff, subscribed! Mind if I ask, is there any way to retarget those shapekeys/bones in a custom geometry?
There's a paid plugin called MeshMorpher, it's the another way to do it :)
Can this works with an charater with a non human head like an lizard warrior or something else?
Basically you make any character in this workflow but since we should start from metahuman, if you deform a lot, it would be unnatural. Because we have to preserve every vertices, only move locations so there must be some areas stretch a lot if you make lizard face from human face and also for the bodies as well
Does this pipeline work to make the eye enlarged with the eye sockets?
Yes it does. Also you can tweak values in the eye material in Unreal to enlarge pupil, sclera if you need :)
@@Haniverse_00 Cool. Thanks for the reply.
when I import the converted mesh into blender, the shape keys dont work but I followed every step, is there a workaround or is it something Im missing?
Hmm what unreal version are you using?
@@Haniverse_00 5.1.1
@@MrCh4iN Did you converted with fbx converter?
@@Haniverse_00 Yes and it was "succesful" but when I checked the shapekeys in blender the face moves just a little bit and not completely
Hi! Great tutorial! I want customize metahuman with LOD's. I see you have solution only for LOD 0. Any suggestions? Thanks!
You might need additional plugin for that. MeshMorpher would be the solution but it's paid plugin though
Can I ask how to do it for anime style texture/stylized for metahuman?
It's basically same I think. Just custom mesh and texture from metahuman to anime style character. But metahuman is very realistic so not the best option I guess? You might search some plugin for anime style character in Unreal :))
Great tutorial man!
How far can you Push the custom model and it will still adapt the rig. For example could I scale the human body in Blender down to the size of a dwarf or bigger to an orc and then sculpt on it ?
It might be little hard. I found the solution for that but using MeshMorpher which is paid plugin.. I might upload soon that MeshMorpher workflow. Or you can search Meshmorpher and there are bunch of tutorials by PuglifeStudio which is the developer of MeshMorpher
19:12에서 얼굴과 몸의 애니메이션 모드에 키프레임을 주는 이유는 무엇인가요?
뷰포트에서 가끔 애니메이션 재생이 보이지 않아서 껐다 켰다 했는데 키프레임을 주면 그런현상이 없어지는것 같더라구요 크게 중요한건 아닙니다 ㅎ
@@Haniverse_00 답변 감사합니다.큰 도움이 되었습니다.질문이 많아 죄송합니다.1.포스트프로세스블루프린트의 기능이 무엇인가요?2.19:30이후에 나오는 블루프린트는 얼굴의 트래킹된 애니메이션이 구현되지 않아서 해주는 것인가요?
아니에요 괜찮습니다. 요즘 좀 바빠져서 답변이 늦네요ㅠ
1. 포스트프로세스는 최종 아웃풋 후의 작업을 의미하는데 이게 켜져있으면 변형된 메쉬가 디폴트로 돌아가게 되더라구요. animation - postprocess blueprint가 기본으로 켜져있는데 이 부분을 따로 에딧해주지 않으면 디폴트로 돌아가는 것 같습니다. disable 해주니 몸과 머리가 다시 붙어서 disable을 체크해줬습니다.
2. 네 맞습니다.
최대한 플러그인을 안쓰고 작업하려다보니 조금 복잡한 부분도 있어서 저도 요즘 종종 새 버전과 플러그인들도 테스트 해보려고 합니다. 더 나은 워크플로우가 있다면 테스트해서 추후에 업데이트 하겠습니다 :)
@@Haniverse_00 빠른 답변 감사합니다. 포스트 프로세스 블루프린트 체크 한 후에도 작업을 하다보면 다시 몸과 얼굴이 분리되는 현상이 계속되는데 일시적으로만 몸과 얼굴을 붙여주는 것인가요? 이 부분 해결이 안되어 답답한 상황인데요. 혹시라도 해답을 얻으시면 답변 부탁 드립니다. 답변이 없으셔도 지금까지의 정보로도 감사드립니다!
흠 몇 가지 체크를 해봐야할것 같은데요 일단
1. Morph target 관련 노드 설정이 맞게 되어있는지
2. 재생 시켜보셨을때도 분리되는지 (재생되었을때 제대로 나오면 괜찮습니다)
3. 그래도 안되면 몸이나 얼굴 애니메이션 구간 맨 앞에 키프레임을 한 번 넣어보세요
많이 답답하셨을 것 같아요. 아직 메타휴먼이 Experimental 플러그인이고 아무래도 이런저런 자잘한 오류가 언리얼이 많다보니 똑같은 과정으로 했는데도 안될때도 있더라구요. 분명 제가 모르는 부분도 있을거구요. 앞으로 나오는 버전들이 점점 안정화가 되었으면 좋겠습니다 저도 새로운버전으로 추후에 계속 새로 테스트해볼 생각입니다 같이 화이팅하시죠 :)
Damn Han thanks for this awesome tut. I'm hoping to follow along but try with c4d... before your vid I was ready to sub Maya and get Meta Pipe 2, but hopefully your method will save me some $$ 🙏
Glad it helped!!)) I also hope it can make you save some $$
haha thanks@@Haniverse_00 I just learned about Meta ReForge (blender plugin) might be of interest to you. Seems it will save some steps. It substitutes having to buy/sub Maya and Meta Pipe - I'm not against those programs.. I just have enough expenses lol
How did you get rid of the line between the metahuman neck and shoulder?
You need to join the head and body then switch to edit mode, press a to select all, press m, select by distance. Then you can merge all vertices in the same position))
@@Haniverse_00 will I still be able to put separate animations on the head and body?
For animation, those have to be separated. So I just keeping the line while editing)
Is it possible to fix the asymmetry of metahuman's face in Blender?
Sculpt mode would help you :)
Can you please help me while importing metahuman into Blender my body mesh and root of it coming in different place it is not arranged with the body properly in blender, my first step is getting wrong. Plzz HELP??
Hmm that's weird. Did you export the whole blueprint?
@@Haniverse_00 Yes if you want me tho show the photo of that i can on your insta, if you want to
*In UE5.4, not a damn thing works!!!, Morphs are not exported, the morph target slot is empty, however, in UE5.3 everything worked without problems!*
Yes in 5.4 somehow it doesn't work.. I'll update workflow when I find the solution
@@Haniverse_00 Thanks in advance, I decided to go back to version 5.3 for now
Same issue here. Frustrating. I'll be following this and some forum threads to see if anyone finds a solution. Good luck and thanks for the tutorials!
@JordinGоff I installed the free version of the Mesh Morpher plugin on UE5.4, basic functions are available there, you can edit both the face and body
@@Djonsing I reverted back to 5.3 since I much prefer sculpting in Blender to Mesh Morpher, but now my Unreal crashes every time I go to reimport the duplicated skeletal mesh with the new sculpted version. Maybe I'll just have to get used to using Mesh Morpher, LOL.
when I play the level in a new window (PIE)
the Metahuman character is moving his face with my motions very good, but when I click in any window other than the PIE window it starts to lag. and when I click again on the PIE window, the character moves normally !
what should I do ?
It happens to me as well 😂 it's probably because metahuman is pretty heavy I guess
Brother just a small doubt after converting mesh fbx from autodesk and importing the model into the blender can we instantly start making hair and cloth simulation in blender? Or do we have to first join the mesh by ctrl j and then we have to proceed it? Please brother help me out i am really in very much anxiety pls help me.
I think it's fine cause the hair and clothes will be exported separately so it doesn't really matter I think :)
@@Haniverse_00 Brother please can you create a video on how to create clothes of metahuman in blender I am not talking about custom clothes
Plsss bro I really really need it, it's a humble request from me to you
pls upload one video about it ASAP brother if you want I will even pay for it pls pls pls bro
very good tutorial,well done,i would just make it a bit slower some times is difficult to keep up but gg anyway ahah
I'm glad it helps! :)
This is so good. Why don't you make more videos like this?
It's because of many excuses 😂 Will be updating for new versions in September! Thank you for your words :))
I might try this but using maya and Zbrush. Hopefully won't run into big problems 🤞
Definitely works with Maya and Zbrush as well I reckon :)
Maya does this thing sometimes where it'll add a second bone/layer which freaks UE5 out. Seek it out and delete it and try again before Reimporting to Unreal to merge the bones!
Holy lord, great tutorial, but i honestly don't know if the final results are worth the 800 steps required to make it work, unreal really need to spet up and simplify this process to make it more accesible
That's a great point. I honestly think same. So I'm developing workflow with AI slowly, so next tut for metahuman would be more simple than this :) I hope! haha thanks!!
How did you select only the mesh for the eyes?
L to select linked geometry
You can hover your mouse any vertex on the eye and click L
@@Haniverse_00 Thanks I figured that out shortly after. Appreciate the reply. Do you have a discord? I'm so close to having this done. I have the model in unreal and got him all set up with my animations and logic but I never took him into substance painter. I just went back to get some higher quality textures and replace him in unreal and every time I try to import him into Substance Painter it won't import. Any ideas?
@@stormsowards1318 I'm using discord for some projects I joined but not having my own discord channel yet. Might be having soon when I get more free time)
You can basically export your model and textures from unreal and put them in Substance Painter. I showed how to do this on this video so you might be able to follow this mate)) simply, export mesh, then textures from materials. and import them into Substance
Thank you so much!!
My pleasure!)
Do I need to sculpt in blender? I want to bring it to zbrush
You can use zbursh as well but since I'm not a Zbrush expert, I don't know how to put morph data in Zbrush.
In Blender, there's mesh morph data called 'shape key' so it's converted into morph target (maybe layers and morph target brush does this?). So every rig is preserved. I'm pretty sure Zbrush has that function as well. Please let me know how to do in Zbrush if you don't mind :)
Is this possible to follow this work flow without the Metahuman plugin? Mac user here 👋😅
I'm pretty sure you need metahuman plugin.. I've heard unreal is not very stable in Mac (also in my pc even it's window😂) if you don't use Metahuman plugin, you might lose rig data in Metahuman which is the main reason we use metahuman in this workflow ((
can we do this with custom clothes ??
Yes basically it works for clothes as well :)
Bro my hair binding is stuck at 0 percent ?
Did you make a new binding asset?
고마워요!
😁👍
reimport to ue 5.4 missing morph shape key
Sorry for your inconvenience, the new version tut will come in this month :)
do the first reimport, then check the settings again and it will appear. Then checkmark it and reimport again. For some reason, it wont show the first time you reimport.
On importing in Unreal am losing my morph targets or not seeing the new morph target can anyone help??
What version of Unreal are you using?
Is there a way to make metahuman clothing in a Blender 4? This is Awesome tutorial.
Yes basically you can make clothes in Blender and export it with metahuman body rig together. I will make some videos about the detailed process later soon))
This is an amazing tutorial! Thank you for sharing! How would you create morphs if youre not a modeler? For example , if I have a mesh of Kazuya that I can import into Blender, how would I use it to create morphs for the Metahuman Mesh? Would I have to incorporate a program like Wrap4D into the workflow? And if so, where would it fit?
Hmm since we have to start from the original rigged metahuman mesh, I don't think that would work from the mesh which is not from metahuman. But I tried only vanilla blender for this workflow so far, if you use paid plugin or addon, maybe there's something we can try!
I haven't try Wrap4D yet so I'm not sure that works sorry haha
but Mesh Morpher which is paid addon is also used for creating morphs. So you can check this as well))
@@Haniverse_00 Thank you! I figured as much. I have Metapipe and Mesh Morpher Lite so I'll try those, but your workflow seems alot easier than using those plug-ins that's why i was wondering.
You can copy the Armature + Bone + Shape Key data from the Metahuman FBX import, join it to your custom mesh, and ensure your head and body are exported as separate meshes. To replace the meshes hidden in the Shape Key, select your Face_Morph/Body_Morph Shape Key, select your custom mesh in Edit Mode, then Vertex > Propagate to Shapes. Follow the steps or find my previous comment explaining Blender > Unreal exports.
You can import metahuman into blender 4.2 without losing shape keys now.
Thank you for letting me know!
bro please make one more detailed video \
Okay bro I’ll make the longer ones later) also you can follow this video slowly cause all the info is in this))
thanks you king!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Pleasure! skeletonking!!
bro, i can't reimport from my files
Could you explain more detail? what stage are you stuck?
Opened Quixel bridge. Looking for UE5 MH.
"The UAsset version of this MetaHuman is not compatible with UE4. You can download it in Bridge for UE5."
Wtf?
Hmm are you using UE4?
im so sad. in the begining i deleted my bones instead of pressing H to hide them
Ohh 🤣 hope Ctrl Z worked for you!
This is just diamond tutorial never seen so good video about metahuman video. But have u ever heard of blender addon metareforger?
Thanks! Yeah someone told me about metaReforger on the comment as well so I might be checking that and meshMorpher as well))
Thank you so much for the tutorial.
#MainCharacterDotX
Thanks! my pleasure :)
unreal plaug in is free ?
what plugin do you mean?