When you attached the forward solve to the backwards solve nodes I had to clean my shorts. Saving me soo much time, even having a different skeleton, changing the joint names isn't too big of a deal. Thanks man
@chinhcle
3 жыл бұрын
Amazing, have been looking for this solution forever.
@willpace9556
2 жыл бұрын
Wow, is this actual magic? The most perfect and easiest rig set up I've seen. Now I can finally animate within Unreal.
@chris_carrigan
3 жыл бұрын
Thank you for presenting this so clearly and concisely - with a focus on the new things we need to know how to do not things we already know.
@TrySomeCG
2 жыл бұрын
Bro you're a life saver, taking forward solve and attaching to backwards solve was genius
@capodisinverse1798
2 жыл бұрын
The easy control rig part did me a huge one!
@Dante02d12
3 жыл бұрын
Exactly what I was looking for, thank you! I'm going to use this for CGI clothing in movie production. In the scene, I just have to sync the position of the CGI clothes with the position of a live video footage, and control these virtual clothes with Mocap. I'm pretty sure I don't need the control rig step, but the video shows how to use Metahuman animation with any mesh, that's perfect!
@thejetshowlive
3 жыл бұрын
Well done David!!! New standard.
@speedymacky
2 жыл бұрын
Thanks for sharing. Its now clear for us to use this feature. Hope more videos to come.❤❤
@Megasteakman
3 жыл бұрын
This was incredible! Very well done! Thank you so much for this.
@IndyStry
Жыл бұрын
THIS IS SO GOOD! Perfectly explained. Quick question, I have everything working as you showed. However I also want to scale my metahuman head a little smaller. However if I scale it smaller and re-adjust the position and play some animation on the body, the head starts drifting away. How do you fix this? EDIT: ANSWERING MY OWN QUESTION: If you have a head that needs to fit into a helmet like mine, you can't scale it in BP or move it as it will make the head drift away once the body animates. The solution is open the Anim BP for face, go to AnimGraph, go to the very end before Output Pose and create a Tranform (modify) bone node. Connect it right before the last output node. Select the node and in the details, under "Bone to Modify" set it to head, set "Scale mode" to replace existing and now in the node itself you can set the scale to any number, I set mine to 0.75 as this makes the head slightly smaller so the hair and all can fit inside the helmet snugly. ALSO BONUS TIP: You also might want to select the hair component and under Simulation settings, check Override Settings as this will stop the hair from simulating inside a helmet, this is useful otherwise the hair will get stuck in the helmet collision box. Thanks again and hope it helps!
@klovver
3 жыл бұрын
This is gold, thanks!
@3dchick
2 жыл бұрын
This was fantastic!!! Worked so much better than the other methods I tried! Thank you!!!!
@dylanwainwright8644
3 жыл бұрын
Great tips and perfect timing! Thank you sir!
@illyay1337
2 жыл бұрын
Nice backward solver trick. That'll save me so much time!
@AyahAnimaya
2 жыл бұрын
This is super useful thank you .. Setting control setup worked with my character but it was quite weird, then I fixed it by refreshing the root to my character's mesh and it worked perfectly.. thank you so much!!
@FeedingWolves
3 жыл бұрын
You are AMAZING!!!!!!
@aiarch
2 жыл бұрын
big thanks for making my life a lot easier. u just earned a sub 🙂
@SolomonJagwe
3 жыл бұрын
Thank you 🙏🏾
@angrybonobro8711
3 жыл бұрын
love the anim in the intro
@cgescapist
2 жыл бұрын
thank you this is the best head solution on youtube. Been looking for at ll the day!
@willzo4026
2 жыл бұрын
Thank you, this helps.
@NTBro
Жыл бұрын
Im trying to do this with the UE5 mannequin and the process is similar but after I set the Initial Transform, it breaks. Would you know why?
@guillermofleitaspulido
Жыл бұрын
same here
@SporkTheBOATGaming
3 жыл бұрын
Great video. Thanks mate
@garrettcorona
3 жыл бұрын
Your a genius thank you
@PIPOXO
2 жыл бұрын
Great video, thank you. Please do more videos about the control rig!
@Chetan_Hansraj
2 жыл бұрын
Thanks amazing
@johnnyjohnson5640
3 жыл бұрын
This is an amazing video, solves some great issues with MH head I've been having. If you want an idea for future video, how about optimizing the MH face with iphone livelink? I know the face capture can be improved with with dynamic curves in the animgraph (this like mouth pucker need help to be improved) but its tricky stuff!
@johnnyjohnson5640
3 жыл бұрын
Just seen you did a trailer on this subject. Tutorial please!
@DesignsbyElement
3 жыл бұрын
For some reason, I can't change the opacity clipping mask value. It's greyed out even after clicking the check mark. Has anyone found another method of fixing this skin issue getting pulled down? ...update.. I was using UE5 and got it to work by doing it in 4.26 and then migrating character..subscribed!
@MarisFreimanis
3 жыл бұрын
Good tutorial! 👍
@UNTAKAru
2 жыл бұрын
TY
@FlyingLotus
2 жыл бұрын
thanks for this, wish it wasnt such a pain in the ass to get outfits on the metahumans, but I predict epic games will definitely streamline this process and find more ways to get our money
@savingthewow5792
2 жыл бұрын
I was following along just fine until I got the Face_AnimBP....mine does not have the Cache Pose box in the event graph. Do you know why that would not show up?
@lezheboka7350
2 жыл бұрын
Супер ! Спасибо
@mihaiwilson
2 жыл бұрын
This works like a charm - makes this process quick and easy. Thank you so much. I just noticed on thing I can't seem to correct. My dest skmesh is smaller (child) and the body_ctrl does not snap to his proportions like the other controllers. I can move the controller using ctrl +. but its axis stays in the original position. I tried zeroing out its transforms using the method for the other controllers, but it doesn't seem to work?
@damnosaur
3 жыл бұрын
Really nice
@elartistadelosfamosos
7 ай бұрын
The initial Metod of the Backward Solver doesn't seem to work on my end, it does the same thing even after setting the Set Initial Transform/Offset from Current on UE5 5.3. It almost works for most of Body Parts but some of them seems to not work, they are distorted or seems broken. Do you know why?
@jonny-dn
3 жыл бұрын
Thanks for this. Any idea why the Metahuman neck gets folded up in this way? Perhaps if we could solve that problem then we wouldn't need to mask.....
@UnrealFilmAcademy
3 жыл бұрын
Its something to do with the match pose node, I think it goes off the body skeletal mesh and tries to match the shape of it. It's the same reason the neck fits perfectly in the first place.
@ailanezz
Жыл бұрын
Can I add extra controllers for extra bones that i import as custom body ? like a wing or something?
@TheChrisNong
Жыл бұрын
everything goes back after I put the backward/forward nodes where they belong... what am I doing wrong? UE5.1
@ZiggyGameDev
Жыл бұрын
I have the same issue. putting the nodes back and compiling resets everything. UE5.1 also doesn't have a ""Set Initial transform from Current" and I couldn't find an alternative.
@96ubme
3 жыл бұрын
awesome tutorial, thanks!. What would the process be if you were not using a UE rig on your character?
@UnrealFilmAcademy
2 жыл бұрын
All the nodes on control rig reference certain names so you'd either need to change all of those or retarget to a ue4 skeleton. Trying the headswap between two different skeleton structures seems to not work more often than it does
@guillermofleitaspulido
Жыл бұрын
6:51 when i put the forward solver in the backward solver sequence my controls are gone, they just disappear. Someone know how to solve this?
@willgriffith4863
2 жыл бұрын
I'm using UE5 and for the life of me can not get this to work. I am using a character with the same skeleton, but whenever I follow these steps and compile at the end the fingers go missing
@Romeo615Videos
3 жыл бұрын
any chance you know how to add the vr hands on the metahuman via index controllers
@UnrealFilmAcademy
3 жыл бұрын
Sorry I haven't tried this yet. I may look at it in the future
@Romeo615Videos
3 жыл бұрын
@@UnrealFilmAcademy well i have a mo cap suit does that retarget trick you did work with the suits? the suit has a ue4 robot
@jimmygu9811
Жыл бұрын
Thank you for this amazing tut man,i really need this.I have another question about the facial animation,when i bake the body control rig to my character exported for character creator,facial animation is gone,can you give me some pointers?
@brenolad
3 жыл бұрын
Did you manage to get the MetaHuman face rig working on top of the Epic skeleton rig? That's where I'm having trouble. Is it a certain setup you have in the sequencer? Great tutorial btw!
@UnrealFilmAcademy
3 жыл бұрын
Yep it doesn't change from the normal Metahuman way of using it. Add the face component to sequencer then add the control rig track to that
@brenolad
3 жыл бұрын
@@UnrealFilmAcademy Yes! I was missing adding the body track completely and wayyy too eager to search for the control rig. Thanks a million dude!!
@stur734
2 жыл бұрын
G'day mate, thanks for this Tutorial it's definitely the best method I have seen. I still had one issue with my metahuman head. There was still a "fleshy weird collar thing" coming off the back of the neck - the solution would be to increase the mask, but that made it cut off too much neck. I couldn't find an equilibrium point at which there was enough neck but no flesh collar... Any thoughts?
@UnrealFilmAcademy
2 жыл бұрын
Try experimenting with the bone listed in the animation blueprint node, having it one bone lower or higher might help.
@stur734
2 жыл бұрын
@@UnrealFilmAcademy thanks for that. I did try that but unfortunately I couldn't get it to work. I did however, find another solution - Upload an opacity mask png which had a more specific masking shape which perfectly fit to the contours of my mesh.
@katblack
3 жыл бұрын
Great tutorial, thanks! But how terrifying does the face look without skin at 2:05 - eek :D
@UnrealFilmAcademy
3 жыл бұрын
It haunts my dreams
@SuperKelebek
3 жыл бұрын
wooooooooooooooooooow
@eksibugra
3 жыл бұрын
greatt tutorail but ı dont understand 1:22. How do the create this material. Pls tell me.with which shortcut did you create that green material
@darianagreen9082
3 жыл бұрын
That’s a great tip how to customize Metahuman! Thanx a million! I was wondering, what if the Metahuman had a t-shirt or some clothes with open neck ? How would you make the the neck sit exactly on its place and merge with the chest (to blend in the cut line between neck and chest?)
@UnrealFilmAcademy
3 жыл бұрын
I haven't done this but maybe try exporting a Metahuman with clothes removed in the creator and using the body from that
@darianagreen9082
3 жыл бұрын
@@UnrealFilmAcademy but then how I change only the clothes on the body?
@UnrealFilmAcademy
3 жыл бұрын
@@darianagreen9082 you could add another skeletal mesh from a different Metahuman export with just the clothes
@vittoriokondiny2348
3 жыл бұрын
What if i need neck? Some of my armors for example have open neck and right now i have to create additional neck to make it work :)
@UnrealFilmAcademy
3 жыл бұрын
In the face Anim Bp where it says none try and set the bone to something like spine_01 or 02/03, see if that helps.
@FireFrostDevelopment
3 жыл бұрын
@@UnrealFilmAcademy No luck. Probably because metahuman skeleton have additional spine bone.
@samarthyachoudhary2441
3 жыл бұрын
@ddubb Got any other solution?? I also need the arms and shoulder and changing the root bone to copy doesn't seem to work.. Any kind of help will be appreciated. Great video btw.
@vittoriokondiny2348
3 жыл бұрын
@@samarthyachoudhary2441 I might be found a way. First of all you need to isolate head from neck - you can do that by set scale of neck to 0.1 and head to 10 and then apply pose ref. Or you can do it with opacity mask manually removing neck. Then you need other skeleton mesh neck with original skeleton. Remove head same way, keep neck. Set head bone socket to head and set neck to copy pose from main skeletal mesh. Its a bit tricky, but right now its the best solution i found.
@samarthyachoudhary2441
3 жыл бұрын
@@vittoriokondiny2348 Thank you, I'll check it out. Do let me know if you ever find another solution. Best of luck!
@MultiAltan
2 жыл бұрын
Its a great cheat to use Control Rig on different UE skeletons but when I connect the fwd solve back feet goes higher and they look weird. Did you have this? I can't see the feet on your video.
@UnrealFilmAcademy
2 жыл бұрын
Try right clicking the bone list on the left and hitting refresh then go through the steps again
@MultiAltan
2 жыл бұрын
@@UnrealFilmAcademy YES!! thank you! worked.
@chazerlearn7420
2 жыл бұрын
Can i animate two meshes at the same time for like fighting animations?
@steppyhen
3 жыл бұрын
Hi David - Thanks for this tute! I've been trying to record animations of a metahuman driven by a player controller/gameplay rig rather than control rig using take recorder - it looks fine while recording but playing it back in sequencer the body is detached/offset by a huge amount from the main skeletal mesh. Just wondering if you had tried this or had any ideas as to what would cause this as I'm at my wit's end :).
@UnrealFilmAcademy
3 жыл бұрын
I haven't tried this with metahumans yet. A good place to start looking would be in the animation that is recorded. Make sure it isn't being applied twice or in world space with the transform on top of that. Open up the animation asset recorded and see how that looks. I applied animations in sequencer on the skeletal mesh component inside the blueprint instead of at the top level.
@tancen-cp6qp
5 ай бұрын
It does not work for UE5.3
@janjezz
3 жыл бұрын
Whenever I swap the body mesh in BP the body track is nolonger available in Sequencer (only head is available) - This happens with any mesh I try to use..What could the issue be?
@UnrealFilmAcademy
3 жыл бұрын
You can manually add it by clicking the plus botton next to the blueprint. There's probably some setting that auto adds it in the original skeletal mesh/somewhere in the blueprint if you want to have a look there
@janjezz
3 жыл бұрын
@@UnrealFilmAcademythanks, I'll try that. As for the control rig is it possible to use it on top of an animation sequence that wasn't created using the rig? (as an additive rig) ..because it seems to disable any animations when they are added
@UnrealFilmAcademy
3 жыл бұрын
@@janjezz yep in a roundabout way. You bake the animation to the control rig and then add an additive control rig track
@janjezz
3 жыл бұрын
@@UnrealFilmAcademy hmmm..but that way seems to take away the ability to control neck rotation for a head that was independent from the body..or maybe I'm doing something wrong
@UnrealFilmAcademy
3 жыл бұрын
@@janjezz The body pose should drive the head pose so make sure you don't have a control rig or animation track for the head mesh
@tcrproductions7508
3 жыл бұрын
This is great, but the problem I'm having is with a Paragon character with an open v-neck collar so your masking technique doesn't work. The MH ends at the base of her neck and I need her chest and a bit of shoulders to show. Any idea on a fix for this? I see others are having the same problem. Just wondering if a better solution as come to light.
@UnrealFilmAcademy
3 жыл бұрын
If my other comments below about exporting a naked metahuman and possibly changing the bind bone don't help then i'm afraid not. You most likely need to export to a dcc like maya or blender and reskin it
@tcrproductions7508
3 жыл бұрын
@@UnrealFilmAcademy Yeah, I've been roundtripping to Maya, and picking up Mixamo animations along the way, which works, but I thought this could save me a lot of time.
@TheMillets
2 жыл бұрын
Hey man! when I put my meta human into my level sequencer the animation settings and control rig does not show up on my sequencer, would be awesome if you could help me out, thank you
@UnrealFilmAcademy
2 жыл бұрын
In sequencer you need to click the plus track on the body skeletal mesh then asset based control rig and select it from there
@DodaGarcia
3 жыл бұрын
3D character animation looks so cool once it's done but god do I wish it didn't have so many horrifying moments
@dpredie
3 жыл бұрын
when i do the set initial transform from current UE consistently crash. ( im trying it on metahuman skeleton), did you have same issue for MH skeleton?>
@UnrealFilmAcademy
3 жыл бұрын
You shouldn't need the Metahumans rig, it is a lot more complicated and has many more bones than any non Metahuman body will use. I haven't tried using it with this
@7_of_1
3 жыл бұрын
I like the mask,idea but if you chant the master head with the gradient it affects all Metahumans in that project, not just that one?
@UnrealFilmAcademy
3 жыл бұрын
You can do it on the immediate material instance rather than the parent one but you will need to do it for the other material LOD's too
@7_of_1
3 жыл бұрын
@@UnrealFilmAcademy ok, but you would still have to put gradient into master parent but leave as surface and opaque yes, then override it in LOD instance?
@UnrealFilmAcademy
3 жыл бұрын
@@7_of_1 yeah so you would just leave the material as surface an override mask in each one or change the clipping value to 0
@7_of_1
3 жыл бұрын
@@UnrealFilmAcademy Also on that masking, instead of a gradient from that node, i see there is a UV slot, would you be able to plug this into a texture mask created in PS from the head UV map as to get 100 percent accuracy on opacity, for character with tight collars etc?
@UnrealFilmAcademy
3 жыл бұрын
@@7_of_1 Yep. So if you plug the mask texture in that same opacity mask slot it'll work like any other DCC
@A_RayChan_Joint
3 жыл бұрын
great tutorial, I'm a bit of a noob here with the metahumans so maybe you or someone can help me. I've managed to capture the body and face of my metahuman, also managed to not have the head and body separate or explode (winning). In the sequencer I've baked the anim to the control rig, this means it keys every frame. I don't want to go through the process of tweaking every frame in graph editor. Is there a way I can animate on top of it? Like how you would in motion builder or using animation layers in Maya. I've seen some people duplicate the anim then use additive layers. Curious to know what your approach would be. Cheers, Ray
@UnrealFilmAcademy
3 жыл бұрын
Hey Ray! Sure thing! You want to click the +Section track and then click additive. Then 2 more things: Then drag that additive track above the other track in the timeline. - This makes it so the changes affect this track rather than the other. Go into the first section called Global controls and then tick on all the boxes in the additive track there that are on the base track in the same global controls area. That should let you animate on top!
@A_RayChan_Joint
3 жыл бұрын
@@UnrealFilmAcademy awesome, thank you so much for your help. Da Man.
@HyperGalaxyEntertainment
3 жыл бұрын
thanks you so much!! do you know how to show metahuman hair when camera is far away for movie render queue?
@UnrealFilmAcademy
3 жыл бұрын
Sure! You need to go inside the groom asset, under the LOD section find LOD2 -8 and for each section check the "Visible" checkbox and set the geometry type to "Strands"
@HyperGalaxyEntertainment
3 жыл бұрын
@@UnrealFilmAcademy WOW!! Great Thanks~~~ this is my new video kzitem.info/news/bejne/sXtqy4VjcXiFeoY you can see the girl has no hair in distance (you safe her career) by the way, I found the hair shadow in fore head is weird, and I don't know how to get rid of it, hope you have clue! have a nice weekend!
@7_of_1
3 жыл бұрын
@@HyperGalaxyEntertainment if you look at details panel of BP in outliner, under components there is a LODsync component. Set this to 0 for LOD 0, always best quality for cinematics then.
@HyperGalaxyEntertainment
3 жыл бұрын
@@7_of_1 super thanks!! I'll give a try to see if it works~ have a nice day :)
@button9
3 жыл бұрын
Do you need to re-set up the face rig the MH comes with or does it come intact?
@UnrealFilmAcademy
3 жыл бұрын
It stays fully intact!
@noahstudio3717
3 жыл бұрын
when I select Use mash pose, the whole neck messed up . Any help
@UnrealFilmAcademy
3 жыл бұрын
Try and enter spine_03 or a different bone in that same node and see what you get.
@noahstudio3717
3 жыл бұрын
@@UnrealFilmAcademy where to enter spine_03? Sorry I am kind of new to UE4.
@UnrealFilmAcademy
3 жыл бұрын
@@noahstudio3717 In the same place you tick Use Mesh Pose there is a section called Root Bone to Copy. Try and set it something different starting at Spine_01 and working up the skeleton towards the head. Check your skeleton to make sure the names match exactly.
@noahstudio3717
3 жыл бұрын
@@UnrealFilmAcademy Thank you!
@إسلام-ش7ض
3 жыл бұрын
HI MAN , I wonder how you can get these high graphics for the characters, I own a metahuman too ,LOD 0, but the characters in the your video are high detail and high quality, what is the reason
@UnrealFilmAcademy
3 жыл бұрын
Hmm maybe check that your engine scalability settings are set to epic
@إسلام-ش7ض
3 жыл бұрын
@@UnrealFilmAcademy yes it epic
@vladimir_vakho
Жыл бұрын
how to separate the head????? HOW u just and simple delete body part in a new BL.... ITS NOT DELETING!! BL became BROKEN when i delete body parts!!!! ue5
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