This series has been exactly what I needed, thank you so much! They are so easy to follow and concise, and you speak clearly and at a normal speed! Thank you, thank you, thank you!
hey Great tutorials! quick question can you save all the things you are talking about and create a .exe file to have a second person coming into the environment remotely if we create a multplayer session? and then they put on their ipad or iphone or use webcam? or must we create two separate files, then get the livestream view team viewer or zoom or google meets and use our unreal screens are virtual cameras?....am trying to create s show with two people in it and trying to avoid having to capture two different set of footage for editing later. thanks so much!
I was able to get it to track in unreal but the arms are crossing into the body of the metahuman. To get around the compile error in the animbp, i deleted the control rig node, was that important to accurate tracking?
I'm new to all this so so far so good when setting up face with LiveLink. But now with this one, I'm unable to add the VMC blueprint even though it's showing up in the list and also am not finding the util folder even after following all the steps! I did ask as well in the Discord :)
Hi there, thanks for your comment! To find the Util folder you will need to check that in your content browser settings you have ‘show plugins content’ checked. Once this is showing, you will be able to find VRMrU plugin folder and the Util will be inside For VMC blueprint, I would double click to open the VMC blueprint, in class settings, check that the skeleton is set to your meta human blueprint and compile again
Hey! amazing tutorial series! Thanks mate How do you mirror live link camera feed? We have a option in XRanimator to mirror camera, but not on live link. Is it possible?
What settings do I have to make so that the movements are transferred smoothly to Unreal Engine? The movements are very choppy and have nothing to do with fluid movements. Have I possibly forgotten a setting or do I need to adjust something in the MOCAP app? I would be very happy if someone here could help.
Hi - it’s hard to know what’s happening for you but you can get support on our Discord if you like and you can share your screen etc: discord.gg/E7HFup6yBE
I'm using UE 5.2.1 and done everything but it doesn't recieve the animation. I found that metahuman_VMC blueprint has error. It shows "Linked graph node Control Rig has no valid instance class to spawn." and if I try to compile it it crash UE. It maybe the problem why it doesn't recieve OSC but I'm not sure.
Hi there! There's a solution for this. When you click on the Control Rig, in the details panel on the right, scroll down and find Ctrl Rig Class and select the Metahuman T Pose solver! Compile and it should work :)
@@offworldlive Thank you for an answer ❤! That could be it, but I can't find "Metahuman T-pose Solver" in my project nor under your link to google drive under 5.2 folder. And the one in main folder on your google drive doesn't appear in my content after copy it to my project so I assume it's not for UE 5.2.1. Am I missing something 🤔?
@@offworldlive and others, FWIW, I had a problem where I would select TPose Solver for the Ctrl Rig Class or the VMC AnimBP on the MetaHuman body but the selection wouldn't appear as selected. After multiple restarts, I found that selecting another Anim Class or AnimBP that happens to work and then selecting the desired Solver or VMC AnimBP....then would it work. Compiled and saved. Thanks.
Hey! Thanks for the hard work! It works great! However, I did some custom clothes for my metahumans, and they dont follow the animation at all. I tried setting leader pose component, adding the same animationbp and control rig to the clothes, even setting the clothes as the new skeletal mesh for the body. Still doesnt work. I´m sure the clothes have the correct metahuman rig assigned to them, so I am a little bit lost. Also, there seems to be an infinite loop in the VMC_animbp. Starting on the lower side, just before the blendshape values = false. Startint on the "for each loop" node, through 3 branch nodes, then to the add node on the bottom. I don't know if its bad or not, but unreal told me that :D
Hi thank you for your message! Yes I think we spotted the error yesterday, we'll try to update the BPs asap. In terms of clothes, if theyre skeletal meshes inheriting the same skeleton, that BP should work completely fine as it has worked for metahumans with clothes or static meshes assigned to sockets. Do you want to join our discord to let us know your issues?
this was perfect, except there was one small issue. for me, the blueprint for the receivers and the tick were bad. idk if its just the version of UE im using, but im not able to do this and i do not know how to fix it.
have you added them correctly as plugins? I had same had to add them correctly as plugins so they could be resolved, neverthless I was not able to run it up because for me the vmc metahuman blueprint would not compile
Hi both, I’d try clicking into the EUB_VMCTick blueprint and try compiling! Feel free to also join our Discord session tomorrow and we should be able to sort this out together!
pasting these uassets in my project folder does not make them appear in the content browser. Is it possible that these assets will only work with UE 5.3 or later?
@@offworldlive was using 5.2.1, currently downloading 5.3.2 though I think this means I may have to start from scratch. nbd but i'll ask around for tips on opening my previous project in the new version. (though also I feel like showing the user how to migrate their files to the latest version would be a good video since UE changes so often)
@@offworldlive Hello,i'm using ue5.4, and i have an error on the "Control Rig" node in the "Metahuman_VMC_animbp.uasset" file. I don't know which class I have to put une the "Control Rig Class" property, i guess the problem is there. (EDIT : After some research in my head, i found that it's the "MetaHuman_TPoseSolver" class to use XD => but still don't work )
This series has been exactly what I needed, thank you so much! They are so easy to follow and concise, and you speak clearly and at a normal speed! Thank you, thank you, thank you!
hey Great tutorials! quick question can you save all the things you are talking about and create a .exe file to have a second person coming into the environment remotely if we create a multplayer session? and then they put on their ipad or iphone or use webcam? or must we create two separate files, then get the livestream view team viewer or zoom or google meets and use our unreal screens are virtual cameras?....am trying to create s show with two people in it and trying to avoid having to capture two different set of footage for editing later. thanks so much!
I found the issue, the blueprint doesn't compile for animation class . UE 5.4 ...
hey , great video , can we use this with a custom character or maybe manny , or this only works with metahumans
?
I di same setting but not working.
doesn't work at all, vmc on, mocap runnig unreal engine metahuman just doesn't move anyhow
I was able to get it to track in unreal but the arms are crossing into the body of the metahuman. To get around the compile error in the animbp, i deleted the control rig node, was that important to accurate tracking?
Thank you, but any video for vrm for make vmc?
I'm new to all this so so far so good when setting up face with LiveLink. But now with this one, I'm unable to add the VMC blueprint even though it's showing up in the list and also am not finding the util folder even after following all the steps! I did ask as well in the Discord :)
welcome - thank you - better that we help in the discord :)
Hi there, thanks for your comment! To find the Util folder you will need to check that in your content browser settings you have ‘show plugins content’ checked. Once this is showing, you will be able to find VRMrU plugin folder and the Util will be inside
For VMC blueprint, I would double click to open the VMC blueprint, in class settings, check that the skeleton is set to your meta human blueprint and compile again
Hey! amazing tutorial series! Thanks mate
How do you mirror live link camera feed? We have a option in XRanimator to mirror camera, but not on live link. Is it possible?
cant find the vrm 4 u plugin
What settings do I have to make so that the movements are transferred smoothly to Unreal Engine? The movements are very choppy and have nothing to do with fluid movements. Have I possibly forgotten a setting or do I need to adjust something in the MOCAP app? I would be very happy if someone here could help.
Hi - it’s hard to know what’s happening for you but you can get support on our Discord if you like and you can share your screen etc: discord.gg/E7HFup6yBE
It might be that the lighting is dim on your webcam so capture on it might be choppy!
Which UE version is used in the demo? 5.1.1?
Does it work in Unreal Engine version 5.4?
This doesnt works whit UE5.4 version :/
I'm using UE 5.2.1 and done everything but it doesn't recieve the animation. I found that metahuman_VMC blueprint has error. It shows "Linked graph node Control Rig has no valid instance class to spawn." and if I try to compile it it crash UE. It maybe the problem why it doesn't recieve OSC but I'm not sure.
Hi there! There's a solution for this. When you click on the Control Rig, in the details panel on the right, scroll down and find Ctrl Rig Class and select the Metahuman T Pose solver! Compile and it should work :)
@@offworldlive Thank you for an answer ❤! That could be it, but I can't find "Metahuman T-pose Solver" in my project nor under your link to google drive under 5.2 folder. And the one in main folder on your google drive doesn't appear in my content after copy it to my project so I assume it's not for UE 5.2.1. Am I missing something 🤔?
@@offworldlive and others, FWIW, I had a problem where I would select TPose Solver for the Ctrl Rig Class or the VMC AnimBP on the MetaHuman body but the selection wouldn't appear as selected. After multiple restarts, I found that selecting another Anim Class or AnimBP that happens to work and then selecting the desired Solver or VMC AnimBP....then would it work. Compiled and saved. Thanks.
Hey! Thanks for the hard work! It works great! However, I did some custom clothes for my metahumans, and they dont follow the animation at all. I tried setting leader pose component, adding the same animationbp and control rig to the clothes, even setting the clothes as the new skeletal mesh for the body. Still doesnt work. I´m sure the clothes have the correct metahuman rig assigned to them, so I am a little bit lost.
Also, there seems to be an infinite loop in the VMC_animbp. Starting on the lower side, just before the blendshape values = false. Startint on the "for each loop" node, through 3 branch nodes, then to the add node on the bottom. I don't know if its bad or not, but unreal told me that :D
Hi thank you for your message! Yes I think we spotted the error yesterday, we'll try to update the BPs asap. In terms of clothes, if theyre skeletal meshes inheriting the same skeleton, that BP should work completely fine as it has worked for metahumans with clothes or static meshes assigned to sockets. Do you want to join our discord to let us know your issues?
@@offworldlive Sure, I will join ASAP
I have followed this to the letter but the character doesnt update. just stuck in t-pose
Update seems to not be recognising the EUB_VMCTick in the level
@@th3d471have you figure this out I’m having the same issue
@@KamaradZoe yes I did it was not set to update live in the viewport. Check if it works when you run the level.
@@th3d471 kk nice I’ll try it later today
@@th3d471 worked thanks
this was perfect, except there was one small issue. for me, the blueprint for the receivers and the tick were bad. idk if its just the version of UE im using, but im not able to do this and i do not know how to fix it.
have you added them correctly as plugins? I had same had to add them correctly as plugins so they could be resolved, neverthless I was not able to run it up because for me the vmc metahuman blueprint would not compile
No matter what I do when I click Server Listen I receive an error saying Error: Place EUB_VMCTick in level, but it is placed in the level.
receiving the same error with the tick being placed in the level :(
Hi both, I’d try clicking into the EUB_VMCTick blueprint and try compiling! Feel free to also join our Discord session tomorrow and we should be able to sort this out together!
Same
pasting these uassets in my project folder does not make them appear in the content browser. Is it possible that these assets will only work with UE 5.3 or later?
i tried this, only UE5.3 appear aseets that they provide us in googld drive
Which version are you working on? I’ll try to have them on other versions and upload them to Google Drive! Thanks!
@@offworldlive was using 5.2.1, currently downloading 5.3.2 though I think this means I may have to start from scratch. nbd but i'll ask around for tips on opening my previous project in the new version. (though also I feel like showing the user how to migrate their files to the latest version would be a good video since UE changes so often)
@@DemsnacksI may have run into the same problem. This worked for me. th-cam.com/video/hmbeKndMd8k/w-d-xo.html
@@offworldlive Hello,i'm using ue5.4, and i have an error on the "Control Rig" node in the "Metahuman_VMC_animbp.uasset" file. I don't know which class I have to put une the "Control Rig Class" property, i guess the problem is there. (EDIT : After some research in my head, i found that it's the "MetaHuman_TPoseSolver" class to use XD => but still don't work )
Hay! form were can I download VRM4U plugin?
github.com/ruyo/VRM4U here you go!
@@offworldlive thank you