Metahuman Facial Animation, LiveLink, FK Control Rig, & Trimming Animation | Lsn 5 | Ch 7| UE Course
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- เผยแพร่เมื่อ 10 ก.พ. 2024
- Working with Metahuman Facial Animation using Live Link and FK Control Rig, and Trimming Existing Animation | Lesson 5 | Chapter 7| Unreal Engine Cinematics Full Course
Description: Discover advanced techniques for facial animation using Live Link and FK (Forward Kinematics) Control Rig in Unreal Engine, and learn how to trim existing animations for precise results.
Tags: Facial animation techniques, Live Link integration, FK Control Rig, animation trimming, unreal engine 5,unreal engine 5.2,unreal engine 5 tutorial,unreal engine tutorial,unreal engine 5 beginner tutorial,unreal engine 5 ai,unreal engine tutorial 2023,unreal engine tutorial cinematic,unreal engine tutorial animation,unreal engine tutorial series,unreal engine tutorial for beginners,unreal engine 5.3 tutorial,unreal engine 5.3,English,virtual production,unreal engine for filmmakers,how to, English, language
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This tutorial just saved my butt!
Glad it was helpful
i really do enjoy your style of teaching...
Glad to hear that!
@@zinteractive HI! Can I ask you a question? Is there a way to invert the head rotation values of a metahuman while animating it via LiveLink in the editor? I'm not talking about recording the animation, I just want the head of my metahuman to rotate left when I rotate my head right, and vice versa. This would allow me to recreate a mirror-like esperience for an interactive installation I am developing. I tried to open the blueprint of my metahuman, but I really cannot find something like "head rotation/pitch, yaw" or anything like that. Thank you !
@@VittorioBaldini1997 To make your MetaHuman’s head move in the opposite direction of your head in Unreal Engine using LiveLink, you’ll need to adjust the blueprint. This might sound tricky, but I’ll explain it step by step.
First, open your MetaHuman’s blueprint in Unreal Engine. In the blueprint, you need to find the nodes that control the head rotation. These nodes are usually called “Pitch” (up and down), “Yaw” (left and right), and “Roll” (tilt).
To create the mirror effect, you will need to invert the values for the “Yaw” and “Pitch” nodes. This means if you move your head left (positive yaw), your MetaHuman’s head should move right (negative yaw), and if you look up (positive pitch), the MetaHuman should look down (negative pitch).
Here’s how to do it:
1. Find the nodes in the blueprint that receive the head rotation data from LiveLink. These are the nodes that get the real-time tracking information from your head movements.
2. Add a “Multiply” node for both the “Yaw” and “Pitch” values. You can do this by right-clicking in the blueprint editor, typing “Multiply” in the search box, and selecting the multiply node from the list.
3. Connect the “Yaw” and “Pitch” values to the “A” input of the multiply nodes.
4. Set the “B” input of the multiply nodes to -1. This will invert the values.
5. Connect the output of the multiply nodes to the head rotation nodes in your MetaHuman’s blueprint.
6. Compile and save the blueprint.
Now, when you move your head left, your MetaHuman’s head will move right, and when you look up, it will look down, creating the mirror effect you want for your interactive installation. This is how i understood your question.
@@zinteractive Thank you kindly for your answer! In the end I found Yaw and Pitch values inside the Face_AnimBP. Now it works like a charm!
Amazing work man
i don't have a iphone, is there any other way to motion capture facial animation?
you can do that with any stereo lens camera
Make complete tutorials of film making in unreal engine 😊
I will try my best
Hey! I just saw money heist clip of you and i want full tutorial on it please do it if you can...
sure soon
hi i did the exercise but when i rendered it only seems to render the same frame over the duration of the video.. seems like frame one rendered 1700 times .. where did i go wrong?
try to set frames manually