The short 30 seconds of explaining where the custom events go in the blueprint could have saved me DAYS if I came across this video a few days ago, thank you!
Hello Hello, this is a great video but I'm encountering same issue with tangents from neck to chest, and tweaking the material settings doesn't really do the job :S I tried different techniques : repainting vertex colors to standard MH ones. recomputing tangents on the seperate skeletal meshes, nothing really works... If anyone has an idea I'm keen to have it :) Thanks!
This is great info. Are these material settings only found in Metahumans? Could I find the same in other characters in the marketplace possibly. Thanks for sharing the knowledge.
Aww thank you! Those material settings can be created, however the Metahuman materials are pretty complex. I do not think you would find those sort of material setups on other marketplace characters.
Hi, when I re-import a metahuman body and apply some animation a gap (not a seam) appears between the head and the body, even when I dont make any modifications, do you know how I can solve that?
@@FeedingWolves Every Metahuman has additional 3 normal maps that are triggered by certain controls/blendshapes. Have you made all the additional expressions and baked textures for each animated normal map or have you replaced normal maps with base normal maps only?
@@m1sterv1sual That is a very good question. We used the base normal only. However, the ideal scenario would be to modify the other normal maps as well in the same way shown in this video by the Lead Texture Artist from 3Lateral at 10:33 th-cam.com/video/vjhzMfxxb18/w-d-xo.html
I tried to act according to the lesson of Dr Hippo, (How To Make Morph Targets | Character Customization) he changed the character's head there, but I changed the body, and it turned out that the body was taken from Bridge Maya, there the body is whole without breaks at the joints of the seams, now I will try to animate using Mixamo, I don’t know if it will work
@@FeedingWolves Mesh Morpher is expensive, and you can't buy it from Russia because of the restrictions of 15 000₽ but there is an easier way: in Sequence, you can reduce or increase the yellow hoop around the neck in the "Control Rig"
hi, i have a question, when i import the morphed model into unreal, works well. But when changing the bluprint body with the imported one, the head goes nuts and gets deformed. Any clue?
If this is in 5.1, check your metahuman blueprint for compiler errors and fix those. See if that works. When you say the head gets deformed, can you elaborate?
@@FeedingWolves the first problem may be that im running it on 5.0.3 version. ive seen that the problem may be when i add the default animation rig, the post process anim blueprint on the body, moves all the head breaking the form. i'll try first upgrade my version, maybe corrects all the issues. thanks for sharing the process its aweasome
@@alexduran364 When you added the body morph, did you make sure to assign the body control rig? I would check the control rig itself and make sure the female medium preview mesh is in the control rig. Is the issue happening when you add the metahuman to sequencer? Or when you bake an animation to control rig?
@@FeedingWolves yes, i do assign the body rig. importing has no issues. its only when i have to modify the metahuman blueprint to put the morphed body. ill keep investigating to get more info, thank u so much for answearing
@@alexduran364 In that case, is it possible you might have accidentally modified the skeleton in any way outside of Unreal? When you import it you assign it to the MH body skeleton, and perhaps Unreal is not noticing anything wrong, but if it is behaving that way when you assing it in the blueprint, it could be that there is an issue with the skeleton.
The short 30 seconds of explaining where the custom events go in the blueprint could have saved me DAYS if I came across this video a few days ago, thank you!
Dang, so much I didn't knew about the material settings, thanks for this video :)
Amazing work!
Hello Hello, this is a great video but I'm encountering same issue with tangents from neck to chest, and tweaking the material settings doesn't really do the job :S
I tried different techniques : repainting vertex colors to standard MH ones. recomputing tangents on the seperate skeletal meshes, nothing really works...
If anyone has an idea I'm keen to have it :)
Thanks!
It will be so nice when we no longer have to jerry-rig the bodies and mesh it together like that.
This is great info. Are these material settings only found in Metahumans? Could I find the same in other characters in the marketplace possibly. Thanks for sharing the knowledge.
Aww thank you! Those material settings can be created, however the Metahuman materials are pretty complex. I do not think you would find those sort of material setups on other marketplace characters.
Hi, when I re-import a metahuman body and apply some animation a gap (not a seam) appears between the head and the body, even when I dont make any modifications, do you know how I can solve that?
How do you get the height map to work in the cavity slot? Is the process explained in one of Sackmann's courses?
Yes we put the height map in the cavity slot.
@@FeedingWolves But don't you have to make changes to some blueprints to get the height map to work in the cavity slot? I couldn't get it to work.
What about animated normal maps? Have they been iterated or?
Hmm not sure what you mean. Can you explain your question a bit more please?
@@FeedingWolves Every Metahuman has additional 3 normal maps that are triggered by certain controls/blendshapes. Have you made all the additional expressions and baked textures for each animated normal map or have you replaced normal maps with base normal maps only?
@@m1sterv1sual That is a very good question. We used the base normal only. However, the ideal scenario would be to modify the other normal maps as well in the same way shown in this video by the Lead Texture Artist from 3Lateral at 10:33 th-cam.com/video/vjhzMfxxb18/w-d-xo.html
I tried to act according to the lesson of Dr Hippo, (How To Make Morph Targets | Character Customization) he changed the character's head there, but I changed the body, and it turned out that the body was taken from Bridge Maya, there the body is whole without breaks at the joints of the seams, now I will try to animate using Mixamo, I don’t know if it will work
Is it possible to correct the head in the same way? for example to make the neck thicker-thinner?
I would look into Mesh Morpher if you are going to do any modifications to the head as it is non destructive.
@@FeedingWolves Mesh Morpher is expensive, and you can't buy it from Russia because of the restrictions of 15 000₽ but there is an easier way:
in Sequence, you can reduce or increase the yellow hoop around the neck in the "Control Rig"
Can these morphs be animated somehow?
hi, i have a question, when i import the morphed model into unreal, works well.
But when changing the bluprint body with the imported one, the head goes nuts and gets deformed. Any clue?
If this is in 5.1, check your metahuman blueprint for compiler errors and fix those. See if that works. When you say the head gets deformed, can you elaborate?
@@FeedingWolves the first problem may be that im running it on 5.0.3 version.
ive seen that the problem may be when i add the default animation rig, the post process anim blueprint on the body, moves all the head breaking the form.
i'll try first upgrade my version, maybe corrects all the issues.
thanks for sharing the process its aweasome
@@alexduran364 When you added the body morph, did you make sure to assign the body control rig? I would check the control rig itself and make sure the female medium preview mesh is in the control rig. Is the issue happening when you add the metahuman to sequencer? Or when you bake an animation to control rig?
@@FeedingWolves yes, i do assign the body rig. importing has no issues. its only when i have to modify the metahuman blueprint to put the morphed body. ill keep investigating to get more info, thank u so much for answearing
@@alexduran364 In that case, is it possible you might have accidentally modified the skeleton in any way outside of Unreal? When you import it you assign it to the MH body skeleton, and perhaps Unreal is not noticing anything wrong, but if it is behaving that way when you assing it in the blueprint, it could be that there is an issue with the skeleton.