Animate Your Metahuman Character Inside Unreal - Tutorial

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  • เผยแพร่เมื่อ 17 ม.ค. 2023
  • Today I show the right way to retarget your Metahuman Character
    Fix IK rig
    I forgot to mention about the hair glitching by distance, so just fix it by: Select the hair and change setting Forced LOD -1 to 0 on the LODSync Setting.
    My old video about animating Metahumans: • Replace your Mannequin...
    👇Follow me on social media:
    Discord Server: / discord
    Twitter: / locodev7701
    Instagram: / devloco
    #metahuman #unrealengine #locomotion

ความคิดเห็น • 24

  • @countblacke
    @countblacke ปีที่แล้ว +3

    I absolutely love your voice bro you sound exactly like Mattson from Succession. Perfect voice for tutorials, very calming and I love it!

  • @LOL1423derp92
    @LOL1423derp92 ปีที่แล้ว +6

    this is not necessarily retargeting right. this is just copying the live animations from the third person character, and hiding that mesh

    • @LocoDev
      @LocoDev  ปีที่แล้ว +3

      Yes fastest method

  • @killrblue
    @killrblue 10 หลายเดือนก่อน

    Man was not prepared for this video😂

  • @jivtihus
    @jivtihus ปีที่แล้ว +2

    Thank you so much for this.

    • @LocoDev
      @LocoDev  ปีที่แล้ว

      You are so welcome!

  • @ShyrikRyss
    @ShyrikRyss ปีที่แล้ว +2

    Cool!
    You're making great progress with character animations on UE!
    Once in GTA 4, this was a real breakthrough and magic. =)
    And now you know how to do it, well done!

  • @gamedev2717
    @gamedev2717 ปีที่แล้ว +1

    Good one Man Keep Uploading more stuff like this

  • @roystonwilson6846
    @roystonwilson6846 ปีที่แล้ว +2

    Great Video bro. Super simplified. Got it right first time - thanks to you I made my first Metahuman animation in UE. Please share more videos on meta human complete character animation end to end e.g., just like iClone software app does

    • @LocoDev
      @LocoDev  ปีที่แล้ว

      Nice work!

  • @Scairp
    @Scairp 7 หลายเดือนก่อน

    Hello
    Unreal Engine version 5.2.1
    I have a metahuman blueprint class, BP_Scairp, tied to standard mannequins.
    how to change ABP_Manny blend space
    on ScairpBlendSpace
    then set the target offset to
    My metahuman blueprint class is BP_Scairp.
    Don’t create a new animation project
    I couldn’t find the video on TH-cam
    there is nothing there that suits me
    Documentation Unreal Engine version 5.2
    no for me either
    THANK YOU

  • @recursivedreamer3149
    @recursivedreamer3149 ปีที่แล้ว +1

    The solution I found when it complains about a lack of target was to move the root hierarchy, along with the body and all additional parts into the mesh slot. Not moving root and deleting it was what was causing the missing target message for me. Hopefully this helps someone.

  • @marcapouli7805
    @marcapouli7805 6 หลายเดือนก่อน

    I'm trying to make my own locomotion so I don't need to retarget or copy pose in real time, I just need the foot IK system. I've copied (rather created a new one and copieds all nodes, values and var) and assigned it in my anim BP exactly like in the manny ABP, but that doesn't work it messes the locomotion and corrupts the character (locomotion messed even if I reassigned manny and his ABP, I have to delete the character each time), very strange problem that I will never find a solution since everyone uses the same technique than in the video.

    • @LocoDev
      @LocoDev  6 หลายเดือนก่อน +1

      Strange bug, can you tell exactly what really happens weirdly?

    • @marcapouli7805
      @marcapouli7805 6 หลายเดือนก่อน +1

      ​@@LocoDev The character was alternating beetween stop and go every frame which was due to my code in anim bp, but that should happen only with my methahuman mesh/anim bp, not with Manny.
      I have deleted everything in anim bp exept control rig and the problem disappeared but the ik placement was crappy with feet being placed randomly above or below the ground, feet bones don't exacly match ik bones. I fixed that by deleting their full body IK setup in the control rig and replaced with basic IKs (and added controls for pole target of course). Now my feet are correctly placed, I can continue :)

  • @abdulazfar687
    @abdulazfar687 ปีที่แล้ว

    which UE5 version did you use for this video? is it 5.1?
    Edit: I tried this in UE5 5.1 and im getting this error "Get Skeletal Mesh: Usage of 'Get Skeletal Mesh' has been deprecated"
    i cant compile without this error popping up~

    • @LocoDev
      @LocoDev  ปีที่แล้ว

      I always use 5.0.2 to not get such errors, I don't need 5.1 + for now

    • @LocoDev
      @LocoDev  ปีที่แล้ว

      Try asking ChatGPT 😄

    • @abdulazfar687
      @abdulazfar687 ปีที่แล้ว +2

      @@LocoDev God dangit! i made my entire world using 5.1 cuz i needed that nanite foliage haha~ oh well guess ill just wait for an update for metahuman 5.1 cuz apparently im not the only person facing this issue 😮‍💨

    • @Karltyyy
      @Karltyyy ปีที่แล้ว

      ​@@abdulazfar687 Click the error in the error log, it will take you to the error, disconnect the one with the error. then where it says enable master pose( thats one of the errors) delete it then you drag out a pin and search for 'get skeletal mesh asset', connect them to where the error was. For it i connect Enable master pose, skeletal mesh component i connect that to skeletal mesh component, the i connect that to Is valid, object. then from the same pin connect skeletal mesh asset to target (post process anim blueprint.

  • @robertcrystals
    @robertcrystals ปีที่แล้ว

    My mannequin isn't a blueprint, just a skeletal mesh, can it still work like this?

    • @LocoDev
      @LocoDev  ปีที่แล้ว

      I think you may have to create a blueprint

  • @kashifhussain7388
    @kashifhussain7388 ปีที่แล้ว +1

    thank You Sir, now i have found my solutions

    • @LocoDev
      @LocoDev  ปีที่แล้ว

      Great!