For better control of the head with control rig I suggest trasfer keys from head to body head_ctrl instead of mha_head_ik_ctrl that way we can addjust head position later by UE rig Only problem that Rotation.Yaw will be mirrored, so I simplify keys and manually add (-) or (+) to the values
After trying to find a solution that works - this is the only one that works for me. And now I understand the difference betweeen baking and real-time, that was key for me - thanks!
Hey 2 things to check imho : make another export of the head ensuring that the export head movement is correctly checked. Second option : close editor. Close the projec Rand reopen it, open the animation editor once more, it may resolve issues ! (Looks dumb but it saved me a couple of times from getting crazy )
THX for sharing~ Have you tried to use large body movement animation? Because when I use large body movements, it makes me kit a lot of keyframes to the body_offset. While this solves the head, the feet don't stick to the ground🥲. What should I do?
Hey, new solution for moving bodies, no keyframe, but still workarounds to play with: th-cam.com/video/h_oOZkI47io/w-d-xo.html . Hope it may help you :)
It worked for me the first time but I am trying it for another character and it's not working. As soon as I paste the keys, the head just gets stuck right where it was. Any fixes?
nice tutorial, what iphone do you recommend for metahuman animator with a sufficient truedepth camera to capture most of facial features / animations ? is iphone X enough or 13 with it's new camera seem mandatory ? I really wish i didn't have to break the bank on buying an expensive iphone just to animate quests characters so close to christmas :/
Hi ! Thanks for appreciation 😊 not totally sure, but any model using truedepth sensors should fit. I’ve not found a clear answer, but it seems 11/11 pro is a good balance on budget and quality. Let me know, I’m interested
i cant thank you enough for this great tutorial. But I faced one small problem, after correcting the offset of the head to the body (14min) it jumps straight back to the wrong offset after the animation is over.
Hey 👋 seems odd, have you checked in your performance everything was correctly playing back ? You may try making another anim export without head rotation to see if it does read lip sync anim ?
Hey Eros, I’m trying to reproduce your error, but I do have the MH controlrig at all times. Did you check your body was correctly selected at the base level to assign the baking ? Other possibility, trying to swap with a different metahuman, delete the current and re-download it. Corrupted MH file info may be an option … good luck 🤞
This is really helpfull video than i seen on the youtube of others, but i have different problem because i using body animation from Mixamo so it doesn't have the same rig of Metahuman instead it has maniquin rig which Mixamo converter provides, what should i do?
Thanks Krishna ☺️ actually, I'm making next video longer than I expected because of large body movements, and Mixamo related issues is part of the question. Stay tuned ! 🤞 hope it's online this weekend
After following the tutorial to a tee, (several times) my head is still detached from the body. It is standing completely still in the air while the body is moving as it should. Any suggestions?
I'm so sorry for you :( Did you have your keyframes all baked? That was my most common unlucky move on the first days. Also try saving/rebooting Unreal in the middle of baking process, it saved me a couple of times . Cross my fingers for you !
@@super3studio Yes all the keyframes are baked, also in the right position, the keyframes of the different headtracks are copy pasted, and deleted as prescribed. the weights (1 and 0) should be set correctly as well. I have followed your tutorial about 8 times, but each time with the same outcome. Well. Back at it I guess ;)
Hi, hard to know out of the project, but it normally cames straightforward when adding your character. Try deleting your Metahuman, add to the scene again, and track its blueprint, make sure to search for "mha_head_ik_ctrl" and "mha_head_ik_switch_ctrl"
Hi, no it doesn’t. MHA is another way to animate, like capturing an actor performance and playing it again later, but not for live production. But it means that the performance precision is way higher, too
spent 1week non stop to find acceptable solution at gameplay, blueprint driven dynamic lipsync, not in sequencer (basic talkative NPC), so far I failed to blend head and body animations.
Quick tip if someone got stuck on bake to control rig, Just uncheck filter asset by skeleton and it will show up.
I watched 4-6 videos on this issue, only this solution is working perfectly without any bug, thank you so much
Very pleased to hear that ! I'm still working on a more straightforward version, hope to give some news soon 😊
Tried 3 other tutorials to fix this problem and none of them worked. this was the first one that did. thank you for sharing.
I watched 8+ videos on this issue and exactly zero worked for me until i found this one. Thank you SO MUCH man!!!
Thanks for watching and taking time to reply Ethan ! Glad It helped you
For better control of the head with control rig I suggest trasfer keys from head to body head_ctrl instead of mha_head_ik_ctrl that way we can addjust head position later by UE rig
Only problem that Rotation.Yaw will be mirrored, so I simplify keys and manually add (-) or (+) to the values
After trying to find a solution that works - this is the only one that works for me. And now I understand the difference betweeen baking and real-time, that was key for me - thanks!
Hey Michael, glad to hear that, took me some time to get the difference too, this is why I decided to record this one. Enjoy !
Best video! Fix my problem. I tried about 5 videos only this one work and keeps the neck movement. Thanks a lot!
@@innersolyu9981 thanks for the feedback. So many parameters may vary, happy to know this workflow did the job for you
Clear and to the point, which most Metahuman / Unreal videos are not. Goldmine, so thanks!
Thank you so much Michael 😊
9:40 If you can't bake to MetaHuman rig then try turning off "Filter Asset by Skeleton"
Cool ! Thanks for the precision
Thank you for your work. I do everything identically, but at 3:28 my head does not move. How do I beat this?
Hey 2 things to check imho : make another export of the head ensuring that the export head movement is correctly checked. Second option : close editor. Close the projec Rand reopen it, open the animation editor once more, it may resolve issues ! (Looks dumb but it saved me a couple of times from getting crazy )
Hi Paul,
Really helpful video .. well presented. Thanks for the time and effort.
Thank you for taking the time too ! Much appreciated
Can I add an audio recording of him moving his lips automatically the same audio recording
Yes by selecting 'Create Lip sync animation from audio'.
Great tutorial! Thank you for sharing.
Can`t find any mha_head_ik_ctrl or other ik_ctrl in the baked "Face_Controlboard_CtrlRig"- Rig
THX for sharing~ Have you tried to use large body movement animation? Because when I use large body movements, it makes me kit a lot of keyframes to the body_offset. While this solves the head, the feet don't stick to the ground🥲. What should I do?
Process is a bit different for wide body movements, I'm currently editing the movie about it, coming very soon !
Hey, new solution for moving bodies, no keyframe, but still workarounds to play with: th-cam.com/video/h_oOZkI47io/w-d-xo.html . Hope it may help you :)
It worked for me the first time but I am trying it for another character and it's not working. As soon as I paste the keys, the head just gets stuck right where it was. Any fixes?
Thank you very much for this tutorial, helped me a lot!
Thank you for watching ! Glad to hear it ♥️
this tutorial helped me alot...thank you..keep up good work.
Once I bake the body to MetaHuman_ControlRig, the body stops moving :( what did I do wrong?
nice tutorial, what iphone do you recommend for metahuman animator with a sufficient truedepth camera to capture most of facial features / animations ? is iphone X enough or 13 with it's new camera seem mandatory ? I really wish i didn't have to break the bank on buying an expensive iphone just to animate quests characters so close to christmas :/
Hi ! Thanks for appreciation 😊 not totally sure, but any model using truedepth sensors should fit. I’ve not found a clear answer, but it seems 11/11 pro is a good balance on budget and quality. Let me know, I’m interested
i cant thank you enough for this great tutorial. But I faced one small problem, after correcting the offset of the head to the body (14min) it jumps straight back to the wrong offset after the animation is over.
i am having a probllemm when adding the animation to the head in sequencer the neck rotation is there but the lips are not moving.Pls help?
Hey 👋 seems odd, have you checked in your performance everything was correctly playing back ? You may try making another anim export without head rotation to see if it does read lip sync anim ?
when i try to bake the body animation animation there is no option to metahuman controlrig, anyone had the same issue???
Hey Eros, I’m trying to reproduce your error, but I do have the MH controlrig at all times. Did you check your body was correctly selected at the base level to assign the baking ? Other possibility, trying to swap with a different metahuman, delete the current and re-download it. Corrupted MH file info may be an option … good luck 🤞
@@super3studio thank you for your answer, I will try to use anothe MH and unreal 5.2 and see what happen 🙄
I have did the same thing but the head rotation is now freeze even after body head on 1 and face head on 0
Hik, I have head tearing when playing the animation. Any idea how to fix this ?
Hi, did you try disabling post-process blueprint on head IK ?
great tutorial... easy to understand
This is really helpfull video than i seen on the youtube of others, but i have different problem because i using body animation from Mixamo so it doesn't have the same rig of Metahuman instead it has maniquin rig which Mixamo converter provides, what should i do?
Thanks Krishna ☺️ actually, I'm making next video longer than I expected because of large body movements, and Mixamo related issues is part of the question. Stay tuned ! 🤞 hope it's online this weekend
@@super3studio appreciated
Hi, here we go with moving bodies ! th-cam.com/video/h_oOZkI47io/w-d-xo.html
After following the tutorial to a tee, (several times) my head is still detached from the body. It is standing completely still in the air while the body is moving as it should. Any suggestions?
I'm so sorry for you :( Did you have your keyframes all baked? That was my most common unlucky move on the first days. Also try saving/rebooting Unreal in the middle of baking process, it saved me a couple of times . Cross my fingers for you !
@@super3studio Yes all the keyframes are baked, also in the right position, the keyframes of the different headtracks are copy pasted, and deleted as prescribed. the weights (1 and 0) should be set correctly as well. I have followed your tutorial about 8 times, but each time with the same outcome. Well. Back at it I guess ;)
and thank you for all the help!
@@Christenbach oh 8 Times ! So sorry for your time ! Pm me some captures if I may help, my email is on description
Hello, my metahuman body does not have mha_head_ik, only a head_ctrl why?
Hi, hard to know out of the project, but it normally cames straightforward when adding your character. Try deleting your Metahuman, add to the scene again, and track its blueprint, make sure to search for "mha_head_ik_ctrl" and "mha_head_ik_switch_ctrl"
Best tutorials so informative!🙏🙏
Thanks a lot ! Always glad to see it may help ♥️
You can just disable head_movement when Processing in your Performance Windows (FaceCapture). The head will no longer detach
I'll give it a try 🥹
Thanks! Great tutorial!!
thank you
can't find mha_head_ik controls of the body
Give it a try pasting this : mha_head_ik_ctrl
Does this work with real-tike animation with live-link?
Hi, no it doesn’t. MHA is another way to animate, like capturing an actor performance and playing it again later, but not for live production. But it means that the performance precision is way higher, too
Got it. Thank you!@@super3studio
Thanks alot, it worked !! :)
Doesn't work for me.
Great my friend. Tu es français non? je reconnais l'accent. Anycase I tried others tutos, not working but yours did
French indeed i admit 😊 great to know it helped !
Thx! Bro😄
A lot of sarcasm in the comments :'d
spend 15 minutes to fix head detached. How crazy bugy UE, make me sick
spent 1week non stop to find acceptable solution at gameplay, blueprint driven dynamic lipsync, not in sequencer (basic talkative NPC), so far I failed to blend head and body animations.
'promo sm'
wtf