thanks for the vid. for those that just wanna do it.... open metahuman base mesh > skeleton > retarget manager > humanoid rig spine1 -> spine2 spine2 -> spine3 spine3 -> spine4 show adv EVERY FINGER except THUMB index1 -> index_metacarpal index2 -> index1 index3 -> index2 Skeleton tree -> options -> show retargeting options root and pelvis -> animation change rest to "skeleton" (right click and set recursive) modify pose > use currentpose SAVE reparent Metahuman bp to character Retarget animations from original ue4 skel to new byt right clicking the anims OR the anim BP -> uncheck show only compat -> choose metahuman base skel profit
Nice one! while following the steps I found out you can also reparent the blueprint to skip some steps and not have duplicate code. Just go to File -> reparent blueprint and select the original blueprint
I really appreciate the kind words! Few free to join us on discord at bit.ly/matts-discord if you ever want to share your progress, ask questions, or just hang out!
Thank you! I have a feeling I understood and actually made it. I still have my hands hanging as I skipped few instructions - but I will get them right - and your video made my day. Next I will try to get my CC3 characters replace the mannequin and then I need to get this act into Omniverse - I wish equally good directions there.
@@MattShull Now I got all ok, first time I skipped some steps as I only wanted to see if it worked. And this is what I came up with your instructions. And I added a link to this video tutorial of yours to help others find it too. th-cam.com/video/qNJZ-B41QjE/w-d-xo.html
That’s great! Would love to hear what your working on and any other topics you’d like to see explored. I’ve been doing all this to use it as a vtuber setup on my twitch channel 😄
@@MattShull Yeah I've also wanted to use this for a vtuber setup for twitch as well, if you did a video on how you'd set it up, that would be cool. I have a little something set up witch works well enough but I still have a lot to figure out.
@@TheWillskiTheory what are you stuck on? Working with OBS from unreal? Getting your display to appear in Unreal engine? Getting twitch donators to appear as AI characters in the level?
Happy to help! Let me know if there's anything else you'd like to see how to do. Currently working on a video about getting the MetaHuman to use multiple hand animations based on the Oculus motion controller buttons I press.
Excellent video!! I appreciate the help. The only problem is the metahuman body won’t actually turn or face the camera it’s just forward motion with the back of it body always in screen. How do we fix this?
Will you make a video on this exact topic for the verson 5.0.3 because they removed the retarget managwr and replaced it with retarget source and i have no idea how to use it thxx
Question: Should my Meta Human need a separate Animation Track for Short and Vest and Body and Face? Is there any way to have one animation track (Third Person Walk for instance) that drives the whole body? If it does require multiple animation tracks to animate The Head and the shirt and the body and things separately what might I have done wrong I'm pretty sure they shave their same skeleton cuz they're using the same animations do I have some sort of hierarchy problem I made sure that the hair and the fuzz and the eyebrows were a link to the Head in the tab is linked to the body in the blueprint, ... I seem to have taken a wrong turn somewhere... Thank you!
I can't get the face mesh connected. It float independently and is using a different skeleton. And the fingers are crooked on the left hand, even though I set them each in retargeting.
Thank you so much, super helpful easy to understand. I do have a question, when i use mannequin and rotate the camera it rotate around the player but when i use a character folowing your video and then rotate the mouse the character rotate with it, how can i stop that. and have it rotate around player.
Yes it should. It’ll allow you to do anything you could do with the mannequin. Feel free to join the discord and share your project! I’d be interested to see what you come up with. bit.ly/matts-discord
why does my metahuman doesn't behave like the the character from the player start
3 ปีที่แล้ว +3
Really great tutorial, except the left side of the video being cut :D I would love to see some tutorials about how to use the control rig in combination with these animations. Does the MH come with a working control rig?
Thanks for the feedback! Yes, it comes with a working control rig. I’ve not messed with that much (since recently I’ve been using it as more of a vtuber setup), but I’ve got use for working with it for some upcoming stuff on stream. I’ll mess around and get a tutorial up for it.
When using a text to speech synthesizer in UE5, is there any way to map it to a MetaHuman mouth so someone trained in lip reading could understand what is being said?
I'm using unreal 5 so this might explain some of my issues. But the head on my metahuman is completely still and is floating while the rest of the body is functioning right. I can't control the metahuman to turn toward the camera either and when I run in different directions the body stays positioned forward while the run animation plays.
Keep getting Could not find a variable named "Face" in 'BP_Character_Player_C '. Make sure 'BP_Character_Player_C' has been compiled for Get Face , any idea whats causing this ? TY ;)-0, ok NVM, I figured it out, variables were missing, so you copied and pasted from one to the other , so I should be GOOD> Pls if you would go a tad slower, this is medium complexity but still, I'd rather you explained a tad more is all, so I don't have to slow down the video :) TY regardless~!!
1:05 lotsa windows just setup and it allways you need do it. why cant make these default setting LOL after all its metahuman same as fuse/mixamo we allready had with some new basically same lol
@@MattShull it's not doing it the same way the mannequin does - it must be something in the master pose or construction scrip - if i delete them, the camera works well, but the upper body of my meta human is a mess in this case - i am already struggeling for hours with that. Anyway a very good tutorial. do you have an idea how to fix that?
@@ICircosta please explain how you fixed this!? For me everything works except his body doesn’t turn at all. Like I can pan the camera but when I jump he doesn’t spin the camera just moves and same for turning please help me out, and thanks in advance!
@Innertain XR - DevOps feel free to join the discord. I have it pinned but don’t have it in front of me. If I get to my computer before you join I can post it here. We ended up figuring it out though! bit.ly/matts-discord
@@MattShull I fixed the clothing not following the body, but now the head will not follow the body.
3 ปีที่แล้ว
One thing I noticed after migrating one of my mocap anim bp is that the skeleton pose for MH compared to the Manneq. is "death by a thousand cuts". I've spent some time readjusting the MH pose to match the Manneq. one, becaue the mocaps I was using had the legs going into each other, arms going through the sides, etc. You'd wish the skeletons would be the same. Is there an easier way to align two skeletons' poses than just trial and error and is there a quicker way to "retarget" or "refresh" animations after adjusting a skeleton's pose?
Not that I've found but I'd love to hear if you find anything. You might check with the discord and ask the question in the unreal-engine channel bit.ly/matts-discord
3 ปีที่แล้ว
@@MattShull I should read the UE documentation more. Apparently if you download the MH sample project you get poses to use when retargeting animations depending on if it's a female or male character: docs.unrealengine.com/4.26/en-US/Resources/Showcases/MetaHumans/RetargetingAnimationsOntoMetaHumans/
after copying the third person event graph, I get the following error: "this blueprint (self) is not a character, therefore " target must have a connection.. would you please help me with it?
Off the top of my head, I’m wondering if you retargeted the MetaHuman so that Humaniod Rig Spine 1 is targeted to MetaHuman Spine 2, Spine 2 to Spine 3, and Spine 3 to Spine 4.
I did the spine adjustments like you said. I did figure it out though! It was from me messing with stuff before the tutorial on my Metahumans mesh. So I just reverted and it worked. Thanks for the response! I'll join your discord for sure.
Oh no 🤔 not too sure how to help from the comments. Want to hop in the unreal-engine channel on discord and we can chat about what you’re seeing? bit.ly/matts-discord
The mannequin comes from the starter content. When you create the new project you should have been able to select “starter content”. If you have any more issues feel free to comment here or join the discord where we can talk more bit.ly/matts-discord
9:44 still copying. you think we remember all. why not replace model on original lol would be so much easier if metahuman import default and just replace model LOL. unity remember. i not try sell anything... but LOL
thanks for the vid.
for those that just wanna do it....
open metahuman base mesh > skeleton > retarget manager > humanoid rig
spine1 -> spine2
spine2 -> spine3
spine3 -> spine4
show adv
EVERY FINGER except THUMB
index1 -> index_metacarpal
index2 -> index1
index3 -> index2
Skeleton tree -> options -> show retargeting options
root and pelvis -> animation
change rest to "skeleton" (right click and set recursive)
modify pose > use currentpose
SAVE
reparent Metahuman bp to character
Retarget animations from original ue4 skel to new byt right clicking the anims OR the anim BP -> uncheck show only compat -> choose metahuman base skel
profit
Im so glad I finally did this after so many hours lmao. thanksss
Nice one! while following the steps I found out you can also reparent the blueprint to skip some steps and not have duplicate code. Just go to File -> reparent blueprint and select the original blueprint
Happy to be your 315th subscriber since your tutorials really help me cross those rivers in front of me. Keep it up!
I really appreciate the kind words! Few free to join us on discord at bit.ly/matts-discord if you ever want to share your progress, ask questions, or just hang out!
Thank you! I have a feeling I understood and actually made it. I still have my hands hanging as I skipped few instructions - but I will get them right - and your video made my day. Next I will try to get my CC3 characters replace the mannequin and then I need to get this act into Omniverse - I wish equally good directions there.
That’s exciting! Thank you for the kind words
@@MattShull Now I got all ok, first time I skipped some steps as I only wanted to see if it worked. And this is what I came up with your instructions. And I added a link to this video tutorial of yours to help others find it too. th-cam.com/video/qNJZ-B41QjE/w-d-xo.html
This was insanely Helpful. Thank you!
Thanks Bro, came here just to learn how to retarget anims and got my answers!
That’s great! Would love to hear what your working on and any other topics you’d like to see explored. I’ve been doing all this to use it as a vtuber setup on my twitch channel 😄
@@MattShull Yeah I've also wanted to use this for a vtuber setup for twitch as well, if you did a video on how you'd set it up, that would be cool. I have a little something set up witch works well enough but I still have a lot to figure out.
@@TheWillskiTheory you bet! I’ll pump out the video this week. Drop your twitch name too and I’ll come by!
@@MattShull I haven’t really built up the channel yet, but when do I’ll let you know. And I’ll wait for the video because I’m stuck
@@TheWillskiTheory what are you stuck on? Working with OBS from unreal? Getting your display to appear in Unreal engine? Getting twitch donators to appear as AI characters in the level?
Thanks!
You’re very welcome!
Great tutorial, thank you.
Thanks Joel!
the metahuman run, it runs in the same forward and backwards.
Thanks! This solved my issue with crooked fingers
Great! Glad I could help. Running into any other problems?
Thanks for that helpful tutorial!
Happy to help! Let me know if there's anything else you'd like to see how to do. Currently working on a video about getting the MetaHuman to use multiple hand animations based on the Oculus motion controller buttons I press.
amazing thanks
you just saved my game jam thank you!! (-:
algorithm this man is a life saver give him some love
😄 I appreciate it! The best thing you could do is sub and like the video, so thank you for your support!
nice
I have no idea what I got wrong, I've watched your video like 500 time and I still have crooked fingers...
How does one add a animation sequence as 3rd person has, for looking updown ( rotation) ? Ty for very helpful video to get beyond the robot ;))
Excellent video!! I appreciate the help. The only problem is the metahuman body won’t actually turn or face the camera it’s just forward motion with the back of it body always in screen. How do we fix this?
The best things to learn right now are what are in your videos.
Thank you for such a nice comment! I’m glad I could be helpful 🙂
"skeleton metahuman_base_skel needs to be saved' for me. I cannot figure out why.
However your tuto is very cool
Thanks great tutorial, Took me a few times, but it's spot on!
Really appreciate it! 🙏
why is the metahuman running around like the player starter animation
Will you make a video on this exact topic for the verson 5.0.3 because they removed the retarget managwr and replaced it with retarget source and i have no idea how to use it thxx
Question: Should my Meta Human need a separate Animation Track for Short and Vest and Body and Face? Is there any way to have one animation track (Third Person Walk for instance) that drives the whole body? If it does require multiple animation tracks to animate The Head and the shirt and the body and things separately what might I have done wrong I'm pretty sure they shave their same skeleton cuz they're using the same animations do I have some sort of hierarchy problem I made sure that the hair and the fuzz and the eyebrows were a link to the Head in the tab is linked to the body in the blueprint, ... I seem to have taken a wrong turn somewhere... Thank you!
3:04 still doing some
Merci
You’re welcome! Let me know if there are any topics you’d like me to cover in a future video.
@@MattShull id watch pretty much anything metahuman and VR related : )
@@JD-od6tw you’re in luck then! More coming next week.
Nice man you got my sub!
Appreciate it! Feel free to join us on the discord at bit.ly/matts-discord
I can't get the face mesh connected. It float independently and is using a different skeleton. And the fingers are crooked on the left hand, even though I set them each in retargeting.
En estos momentos pienso "POR QUE MIERD... NO HABLO INGLES"
great tutorial sir,,,thx u
Hello everyone, I work on unreal 5, I did everything just like in the video, twisted my arms,,,,, tell me what is the reason?
good explanation man. Thanks. I was wondering, is it possible to use a DAZ3d pose in UE4?
Thank you so much, super helpful easy to understand. I do have a question, when i use mannequin and rotate the camera it rotate around the player but when i use a character folowing your video and then rotate the mouse the character rotate with it, how can i stop that. and have it rotate around player.
hey look up "How To Create A Free Look Camera "
Thanks Bro!
great vid
Thank you!
@@MattShull you got a discord ?
@@andrematthiessen5406 I do! bit.ly/matts-discord
I'm tryna use my metahuman in a short cinematic clip, will this allow me to make one with my meta?
Yes it should. It’ll allow you to do anything you could do with the mannequin. Feel free to join the discord and share your project! I’d be interested to see what you come up with. bit.ly/matts-discord
thanks!!
No problem!
Matt, I need your help. I would like to see if you help me to set a MetaHuman that I can work with it in TwinMotion presentations. Is that possible?
how to get performance about Montage Animation which i made??
why does my metahuman doesn't behave like the the character from the player start
Really great tutorial, except the left side of the video being cut :D
I would love to see some tutorials about how to use the control rig in combination with these animations. Does the MH come with a working control rig?
Thanks for the feedback! Yes, it comes with a working control rig. I’ve not messed with that much (since recently I’ve been using it as more of a vtuber setup), but I’ve got use for working with it for some upcoming stuff on stream.
I’ll mess around and get a tutorial up for it.
12:38 all this make it work LOL. how much think it take someone follow and do it. like hour. developers should say NO! not this way
Yeah MetaHumans are in beta so it makes sense that it’s a little clunky. I bet as time goes on we’ll get better features and default imports.
4:45 all this should be default
When using a text to speech synthesizer in UE5, is there any way to map it to a MetaHuman mouth so someone trained in lip reading could understand what is being said?
Why the mesh is like that? How can i make it to a full body?
I'm using unreal 5 so this might explain some of my issues. But the head on my metahuman is completely still and is floating while the rest of the body is functioning right. I can't control the metahuman to turn toward the camera either and when I run in different directions the body stays positioned forward while the run animation plays.
Hmmm it should still work in UE5, are you sure the head is under the root node? Sounds like maybe it got misplaced somehow?
Keep getting Could not find a variable named "Face" in 'BP_Character_Player_C '.
Make sure 'BP_Character_Player_C' has been compiled for Get Face
, any idea whats causing this ? TY ;)-0, ok NVM, I figured it out, variables were missing, so you copied and pasted from one to the other , so I should be GOOD> Pls if you would go a tad slower, this is medium complexity but still, I'd rather you explained a tad more is all, so I don't have to slow down the video :) TY regardless~!!
Ok , got it, was just missing variables, sorry about that ;)!!
It is very difficult to explain and too fast. also not the whole screen is visible.
everything can be done much easier!
Bro retarget manager is not available for me in unreal Engine 5
1:05 lotsa windows just setup and it allways you need do it. why cant make these default setting LOL after all its metahuman same as fuse/mixamo we allready had with some new basically same lol
Thanks for the tut! How do you get the camera to rotate around the character like it did with the mannequin? Just stay locked behind the character
It was doing that by default, I was just loving the mouse around and it would rotate the camera
@@MattShull weird, mine didnt. Figured it out tho!
@@MattShull it's not doing it the same way the mannequin does - it must be something in the master pose or construction scrip - if i delete them, the camera works well, but the upper body of my meta human is a mess in this case - i am already struggeling for hours with that. Anyway a very good tutorial. do you have an idea how to fix that?
@@ICircosta please explain how you fixed this!? For me everything works except his body doesn’t turn at all. Like I can pan the camera but when I jump he doesn’t spin the camera just moves and same for turning please help me out, and thanks in advance!
Great tutor, to bad left side was cut :( thnx a lote
10:15 im not try sell nothing ,but unity you drag script all variables there then drag things to it lol. in same window
I can't seem to look up/down by using the mouse up/down movement. Any idea why? everything else seems to be working great. Great video!!
Check the inputs and make sure you copied all the nodes.
We got it figured out on the discord!
@Innertain XR - DevOps feel free to join the discord. I have it pinned but don’t have it in front of me. If I get to my computer before you join I can post it here. We ended up figuring it out though! bit.ly/matts-discord
@@MattShull can't find solution of this problem in your discord. Can you help me find post with solution?
@@MattShull actually my problem in other thing. I can't rotate camera around character. With mannequin bp that works fine.
I keep having a problem where the clothing does not move with my character when he runs. Any idea on how to fix this?
That would make me think the clothing isn’t attached to the root node. Are you working with a MetaHuman or the default mannequin?
@@MattShull metahuman.
@@MattShull I fixed the clothing not following the body, but now the head will not follow the body.
One thing I noticed after migrating one of my mocap anim bp is that the skeleton pose for MH compared to the Manneq. is "death by a thousand cuts". I've spent some time readjusting the MH pose to match the Manneq. one, becaue the mocaps I was using had the legs going into each other, arms going through the sides, etc.
You'd wish the skeletons would be the same.
Is there an easier way to align two skeletons' poses than just trial and error and is there a quicker way to "retarget" or "refresh" animations after adjusting a skeleton's pose?
Not that I've found but I'd love to hear if you find anything. You might check with the discord and ask the question in the unreal-engine channel bit.ly/matts-discord
@@MattShull I should read the UE documentation more. Apparently if you download the MH sample project you get poses to use when retargeting animations depending on if it's a female or male character:
docs.unrealengine.com/4.26/en-US/Resources/Showcases/MetaHumans/RetargetingAnimationsOntoMetaHumans/
@ download a t pose of the default character. then you can retarget to the t pose. and then retarget a pose to a pose onto the metahuman
When I click select human rig it say skelton metahuman needs to be saved where I can save it?
If it’s the MetaHuman skeleton I’d just save it in the MetaHuman > Common folder
after copying the third person event graph, I get the following error: "this blueprint (self) is not a character, therefore " target must have a connection.. would you please help me with it?
You might try starting from a fresh mannequin. If you’re still having problems feel free to come to the discord and chat bit.ly/matts-discord
does not work. dont waste your time watching this. Anything you previously did with a base character anim will end up breaking the fingers and feet.
yes bro...
Thanks but frame the screen correctly next time 😂
You got it!
I'm having a lot of trouble at 8:02, what keys do I press to select the body.
nvm figured it out
@@thelaw4197 nice! What was it so others can learn from it
Well, I tried to do it again and I couldn’t figure out how I did it before, whenever I press tab to select it, it moves the cursor.
Well, everything worked but my torso and now I'm confused hehe
Oh no! Join the discord if you wanna get some help. There’s several of us that chat about projects with each other. bit.ly/matts-discord
Off the top of my head, I’m wondering if you retargeted the MetaHuman so that Humaniod Rig Spine 1 is targeted to MetaHuman Spine 2, Spine 2 to Spine 3, and Spine 3 to Spine 4.
I did the spine adjustments like you said. I did figure it out though! It was from me messing with stuff before the tutorial on my Metahumans mesh. So I just reverted and it worked. Thanks for the response! I'll join your discord for sure.
Smh it's telling me I need to save the metahuman_base_skel and I'm stuck there 😟
Oh no 🤔 not too sure how to help from the comments. Want to hop in the unreal-engine channel on discord and we can chat about what you’re seeing? bit.ly/matts-discord
@@MattShull sure
2:38 so easy every time bring new metahuman DO THIS untity is so much easier lol all in same window
How do you do this in Unity?
I was fine until you started talking about the mannequin, of which there is no reference to. where do I get it?
The mannequin comes from the starter content. When you create the new project you should have been able to select “starter content”. If you have any more issues feel free to comment here or join the discord where we can talk more bit.ly/matts-discord
@@MattShull got it and it's working, awesome stuff :)
6.34 dont mind me
Wait what?
@@magnumchicken timestamp for me to remember
I love this 😂
9:44 still copying. you think we remember all. why not replace model on original lol would be so much easier if metahuman import default and just replace model LOL. unity remember. i not try sell anything... but LOL
nice tuto4iql thK3W
No problem!