How to Replace the Mannequin with a Metahuman in Unreal Engine 5
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- čas přidán 23. 07. 2024
- Hello guys, in this quick and simple tutorial we are going to make a simple enemy AI, which will follow the player, have its own vision area, and attack when it's near the player in Unreal Engine 5.
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FOR THOSE USING 5.1 - If you open up the skeletal mesh, click on skeleton (top right (Blue icon)) then on the left there is Retarget Sources, add the metahuman body in the top one, and in the bottom the SK_mannequin you can restart without the crashes
*retarget
Will you do a video for 5.1? I broke my game trying to bring in my metahuman. it says skeltalmesh has been depracated, use component/meshasset/getskinned instead. I've come from a few years of Unity thought I'd try UE5 but omg both are bad when it comes to having billions of deprecated stuff going from old to newer versions, my poor brain lol.
@@tinman3000 The error log tells you its replacement, replace SkeletalMesh reference in the blueprints with the one it lists in the error
@@magicimaginations The error log tells you its replacement, replace SkeletalMesh reference in the blueprints with the one it lists in the error
Still crashes
i only watch 3 of your videos, unlike other channels, you always get to the point, love it, deserve a subscribe
Honestly I'm really shocked how hard it is to replace basically an already existing structure - the mannequin - with an system-own character from meta humans which should have logically the same structure. I hope there will be time saving and developer friendlier solutions in the future. At least - thanks for doing that video. It would be almost impossible to find that out!!
Thanks man, yeah the process is pretty hard for a "relative" simple task. As it uses the same skeletal mesh etc
Probably because Metahuman it's a modular system and he doesn't collapse the model when exported. It's great if you wanna have the same modularity into the game, like changing clothes or hair/beard without much hassles, it simply require some bp variables and branches instead of a scripted c++ or such system.
Just speculating though, i still have to put my hands on, and i'm curious to see if there's a "overall quality" settings to make less realistic characters.
Sure, is incredible complicated regarding is the same developer doing the same stuff. But thanks for the video, is well done!
The problem is all about bones. Metahuman and the Unreal mannequins do not have the same skeleton. Rigging, meshes, and weight painting is more complicated then you would think, but still all necessary. Part of retargetting is doing the weight painting for you. I think.
It's positively fucked in the head how difficult this is.
I've tried many metahuman videos. This is the only video that actually worked well. Thanks Gorka.
for me no
Beautiful, beautiful and easy straight forward. Thx. One of the best videos I've ever wayched
on CZcams.
Thank you so much!! I really appreciate it!! 😄
Thanks man for the great tutorial! It is really cool to manage in bringing a metahuman with such an easy way.
Also, you give clear explanation which is helpful while focusing. Really nice of you to take the time and give a hand 👌👌
Thank you!! I really appreciate it!! I always try to make my tutorials as simple to understand and easy to follow to help all game devs out there. Thanks for watching!!
First tutorial that has made sense. Only the second day of my journey lol. Got tired of replaying AC, Arkham, and other predator/stealth rpg's, so I thought I would make one. Definitely going to subscribe and binge your content!
You get straight to the point, no BS and it works!
Thank you man!! I really appreciate it!! I always try to make my tutorials easy-to-follow, and explain everything, so thanks again! Good luck on your journey 😀
@@GorkaGames Thank you bro! Wish you the best too!
once again gorka saved my game. thank you so much. love your videos
This was so easy to follow. Thank you!
This. Is. IT! Thank you! Thank you so much. I have spent DAYS trying to figure this out and every other thing I tried took hours and hours with no sucess! Thank you so freaking much. I'd hug you if I could lol
haha thank you so much!! I really appreciate it, I always try to make my tutorials easy-to-follow 😄
Would you have to deal with the physics collision asset and cloth weight painting to get rid of the clothing penetration?
yeah the clothing penetration is something that is happening when you combine full animations with a metahuman, and you could just increse the torso`s scale slightly to hide the effect. However the right way can be to custom mesh paint the inside shoulder. Because using a physics collision could cause lots of artifacts if its not done properly, but give it a go!
Oh man Unreal Engine 5 really makes it easy to create good looking games!
Yeah! It is crazy all the tools that it has to make our games better and easier
Awesome easy to follow video, saved me so much time thank you
Thank you, im glad I could help!!
Thank you! I really love your lessons. Hope I can have enough time to study it. :)
Perfect tutorial, thank you so much!
Amazing. Thanks for your helpful tutorials.
Hi, thanks for the nice video!
But i got one question, i have some animations that were originally designed for the ue4 mannequinn and i've now managed to retarget to the ue5 mannequinn and they work flawless except that the clothes (shirt and pants) of my metahuman stay in-place during the animation. The feet, head, arms and legs from the metahuman follow the animation. The clothing also seems to work fine for any standard animation like walking, jumping etc. Do you have any idea on what might cause the shirt and pants to stay in place during my retargeted animations?
same question
Great tutorial! Thanks. I liked and Subscribed.
thanks!!!! I really appreciate it!!
GREAT Video, had it work first try
This saved my bacon for Global Game Jam 2024 (in progress now) . Thank you!!
Thx for best tutorial!!! Really helpful!
Im glad you found it helpful!! Thank you!
THANK YOU! I was using a different method to do this, but the portion about changing the full body IK root from pelvis to animation_root was the issue I was having!
your welcome!! Im glad I could help!
i cant find the animation root i control rig.please help
finally someone did it!! thanks i learnt what i wanted
my pleasure!
mate how would I animate this character now exactly from the last point in the video where we have setup-ed eveything perfectly? for example I need 5m walk, head movements etc
thx, bro! This video material is realy useful for everybody!
Excellent tutorial, thanks so much!
Thank you for watching!!
As always nice tut!
Great tutorial! Thanks a lot ;)
Thanks a lot men!! This is first video I saw and my first attempt to make something like this and it helped me a lot!! Only problem was I had from UE4 mannequin so I had to migrate it from new made project to my old work but everything works fine!!!!
Bom dia! Parabéns, você foi o único que resolveu o problema de crash. Obrigado!
Thank you! I'm glad you found it helpful!
I love you bro. perfect explain!
Nice tutorial! You might want to call the animation from the event graph, linking your skeletal meshes to a set master pose component node instead of just linking an anim blueprint in the anim class section, it can cause desync between the different parts of the body
Thank you!! Yeah good tip! I actually didnt think about it
Can you explain how to do it?
Fellow noob here, would also love an explanation
@@Fabi_1987 Figured it out! Just go into the blueprint for your character and open the construction script. Add a Set Master Pose Component node.
For the New Master Bone Component, drag and drop your main Mesh that everything else is attached to. Then for the Target, attach the face, torso, feet, and legs. The rest of the face features are already attached to the face and should be fine. Hope this helps!
damn... why I didn't read this comment... I spent all day to get this solution on my own...
work like magic!
thank you very much!
Thank you!!
UP UP !! it was so easy !!!! thx mat !!
thank you for watching!!!
Has anyone else noticed a slight drag when you try to run in a straight line? I've tried playing around with the rotation of the mesh but I don't think it's that and I'm not sure what's causing it.
Cool stuff bro. I would like to learn about adding accessories for e.g., turban or long beard to the meta human character. This will be helpful for designers who make storylines for all types of regions
thanks! yeah absolutely I can make a tutorial on that. The thing is that with Metahumans is always tricky to add clothing layers on top, but it is achiavable of course!
@@GorkaGames would love to see that as well
Great tutorial. Any idea why my original blueprint character has no issues but with the 3rd person blueprint, I run into the clothing penetration problem?
I disabled the post-process blueprint in the torso and mesh, which seemed to have fixed the problem. Occasional clipping but nothing like the original. Thanks, @RevolutionMusic!
Check this box -> Disable Post Process Blueprint(Above Anim Class)
hi, great tutorial as always bro,i was just wondering if i want add random "Random Idle poses" like one of your tutorials, should i add it the mannequin animBP or i should create a new one for my metahuman.
I know this video is a bit older but I'm hoping someone sees this. Is there any way to fix the arms phasing through the shirt sleeves? It gets a bit annoying and I feel that it has something to do with the weightmapping of the shirt. I'm not sure if I want to take the shirt model into Maya or Blender just to fix the weightmapping and the to reimport it back into ue5.
Sick bro!
Just a side note each MetaHuman character you download is roughly around 1 gb of space on your harddrive
Thanks man!!
Oh great info!! They definitely fill up all my disk in 2 mins 🤣
Thank you for your video, this tutorial is much simpler than many of the same type, and the operation is very strong. I have a problem after following your tutorial, after replacing the default robot, my character's head and body cannot be connected, they are separated. Also, the animation only works when I set the animation blueprint to "ABP_Quinn". Do you know whats going on?
Hi, I watched this.If I follow your steps, can I switch out the 3rd person character with my game ready rig? Not the Metahuman. I believe I heard you say I could. Is there any other problems I need to be aware of?
Hey, all is works like you in my project except when my character roll ! Only the head did the animation, the rest of body continue to walk/run ! any idea to fix that ? thanks...
Dope video thanks
This is an amazing tutorial and I've been religiously watching and learning from your channel! The only thing I'm wondering about is how one might fix the clipping of the body through the clothing 🤔
Its work in 5.2, Thank you for tutorial.
Hello, i followed your tutorial completely and everything works as expected. However, my sound effects that I added within the animations are now happening 4 times at once because they are on the skeleton. Any way to make the sound effects only happen 1 time when they happen in the animation?
I've been following your rpg series, and decided to use a metahuman as the character. I'm using UE5.1 and everything was working perfectly until i tried to mantle and vault, then the legs and feet mess up, is there any fix to this?
it worked like a charm for me.
There should be a better way.
Right now this is one of the simplest and easiest ways to do it without any sort of retargeting
Welcome to game development 😂
Hey hi! Thanks for the tutorial, wondering if someone find a fresh solution to the clothes going inside the body... I fixed the arms changing to quinn´s animation BP in my metahuman's skeletal mesh but not the chest.... it s so anoying :(
I'm a newbie, and after watching this video I had the same problem but I did find a fix! If you transform the "y" location of the face from "0" to "-1" and change the scale of the torso's 'y' value to between 1.05-1.09, it will resolve this. This makes the head lower ever so slightly, while slightly increasing the hoodie's size. I found I had to mess with the scale and location for awhile, but this seems to work for me perfectly, and it does not change the overall appearance of the MetaHuman! Hope this helps!!
you are the best bro, i love you
thank you!! 😄 haha
Thank you very much!
Great video! Thank you! Do you know how to fix the clothing overlapping with the body? T-shirt with arms in your case...?
thanks. worked great. pretty simple. replace this, copy and paste that and bam! there i am running around on my screen. lol
this is such a good tutorreal
thank you!!
So Gorka would you still use this method or use retargetting wth UE 5.2?
Hey why u don't use ue5.1 current? Its confusing then previous or something?
I currently use 5.1, but this video was published some months ago..
any help for when the hair stays static and doesn't follow? I am using my ABP_RPGCharacter instead of ABP_quinn for the anim class. I added the control rig to the ABP_RPGCharacter and was able to get all of my animations to work. I tried this on a 3rd person blank project and got the hair to work fine after changing the LOD, but for some reason its not working with the ABP_RPGCharacter
solved, for some reason i didn't have my binding asset under BP_ThirdPersonCharacter->Face->Hair->[Details]->Groom->binding asset
Thanks a lot, it worked well!
I can say that now I know kung fu
Thanks, I am full with joy that I can create my first character!
Great!! Im glad that I could help you!!
@@GorkaGames I have a problem, after I created package project and play it, the hair is not present. My character went bald.
@@gr4j0m3r Haha, it probably is an issue about the loss in the player`s grooms, so the hair doesn't appear. Thios usually happens when you don have the Grooms plugin installed, so make sure you have it installed.
How are you supposed to rotate the mesh and line it up? I've tried the rotate button option but doesnt lineup as well
Do you know how to import my custom metahuman? doesnt seem to work from quixel bridge like the already made one do, thanks
So if you made your Metahuman from the Metahuman Creator page, and have it linked to the same Epic account it should appear on My Metahumans on Quixel Bridge. Make sure that you have singed in with the same Epic account, or restart the Editor, it might have bugged.
@@GorkaGames thank you mate
7:30 for me, changing from pelvis to animation_root will break the feet IK positioning completely (basically doing nothing) but with pelvis the feet are fixed to the ground
If I want to make selectable characters using both MetaHuman, what should I do?
I followed a technique from another tutorial first, but that didn't work for me at all in 5.1.1; this one actually worked without errors and crashes.
what>? how did you make it work... I dont see the settings he uses in this tutorial
question? - My mesh (hands and feet) appear black at distance unless i zoom in. im assuming it has to do with LOD but i dont know how to change it to fix it?
yeah I guess it`s due to the LOD`s. In here: 8:23 I get the LODS sync and then force it to always be on -1, so do the same
How do you get the clothes to move with an animation montage?
How do you fix the shirt clipping through by the arms and stomach when running?
thank u so much ❤
Hi, great tutorial, but I noticed that the character's arms are molded through the clothes (the model of the arms goes through the model of the clothes), how can I fix this?
Thank you for great tutorial!
you're welcome!! 😀
@@GorkaGames btw, I was wondering you might made little mistake at 5:53? the upper part of the character's arm seems penetrated the shirt because you chose 'ABP_quinn' for anim class which is female class. I'm still beginner so I might be mistaken too lol but I hope it helps. Thanks again.
@@user-g1park you are actually right, however I have just tested it by changing the "Anim Class BP" to Manny (which is the male Mannequin) and this glitch still occurs. What I think is that the skeleton of the default mannequin might not suit well the specific metahuman that I chose. But a thing that you can do if this also happens to you is to increse slightly the "Torso" scale to hide this, but maybe with a diferent Metahuman this will not happen.. If I do find more info on this I will tell you. If you have any more questions please ask me!! 😀
@@GorkaGames Wow that's very detailed feedback! Thanks the info and keep up the good work!
@@user-g1park Thanks, I will!
Shouldn't you be setting the individual parts to the master pose component instead of adding an animation bp to each body part?
Thanks good films
thank you man thannnnnnnnnnnnnnnnnnksss
Looks awesome. Only thing I see is his arms (biceps) clipping through the t-shirt a little bit when he runs. I wonder how to fix it? As well, you should do a tutorial on how to change his animations! Love your style of your tutorial. Very easy to follow and nice voice! Thank you!
Thank you man!! I really appreciate it! Yeah so because the metahuman is built from different body parts, the t-shirt could be clipping around sometimes. A good fix is to increase slightly the characters t-shirt, so that it stops clipping through, however it can be challenging to end up with a good result. So another way to avoid the shoulders clipping through is by mesh painting the inner skin of the character (but it isnt the most ideal one). And lastly is by changing the animations so that the arms are more separate from the Metahumans body. So yeah I will be doing a tutorial soon about changing his animations! Thanks a lot!
@@GorkaGames how to fix clipping arms through the t-shirt: Open Skeletal Mesh and change "Post process anim blueprint" to "ABP Quinn".
@@Dante190884 Almost there, the tshirt's arms are working correctly but not the neck
do you have the project file for download? Just the one where the Metahuman is already setup and ready to go?
I currently dont have the project file available as a download. However I am thinking on puting it as a github repo
Unreal engine crashes whenever i make a skeleton. Any fix?
in which version are you?
I followed your steps, but my shoes still don't move. Are you doing anything else inside ABP_Manny besides Compiling after switching to animation_root?
Everything you see in the video is what I did. Make sure that you are using the same ABP that you edited for the model in its BP, let me know if it still doesnt work!
when changing the fullboby ik from pelvis to animation. The interactions with irregular environment stop working correctly. (like the feets overlaping with staris and other stuff) is there a way to fix it?
Same problem here.
I found a solution. In the MetaHuman blueprint (UE5 or above) you can "append" the file to the SDK_Mannequin blueprint and retarget all animations without doing the things in this tutorial (when you do it you only need to make sure u put the MH align to the mannequin and in game settings change the starting character from the mannequin to the mh)its a little bit late but tomorrow i can put with a little more detail the steps @@kazbuks
@@johnpliskin8925 Please give more detail, thank you!
How can i fix the arm not always "slipping" over the tshirt during the animations? :)
Thank you!
Hi, please tell me, I want to put a metahuman on Manny or SK_Mannequin, do not work, advise or have a mini guide on the subject?
I have that for some reason all the time my character is running straight, I press left - right, running straight ahead or backwards, help))))
I keep getting "Failed to merge bones, gernerating data will invalidate any animation data linked to this asset", when I try to assign a meta human skeleton to the ue5 mannequin
I do not see the SK skeleton, is there something i am suppose to do before this?
Make sure that you have scrolled down on the panel, it might be hidden
Is this still the same with 5.2?
Question, every part of my metahuaman i got to work correctly, but pants.... they just dont want to animate like other parts. even though i assigned skeleton and it is under main mesh,,, ANy ideas anyone ??????? They ale just playing idle animation but if i do smth else they dont change into new animation but every other part of body does.
Im new to game engines so I wonder:
what if I have my own character ( chibi, low poly character with own animations) and I wanna bring it in unreal can I change animations to my own or do I have to do this other way?
great tutorials thank you! :D
Hi, the tutorial is really great but i have a problem.
When I get to edit the manny, it doesn't find any "animation_root" entries
Can you tell me why?
Thank you. That was quick.
Something didn't click for Epic. They can't make their products (UE and MH) compatible out of the box for some reason.
Thank you for watching! Yeah, they should make the integration easier..
i did eveything but when i run the head is away from the body how i attached them ?
""Works only for 5.0.3, not for 5.1""
Hey Gorka, Thanks a lot. Really helped.
thank you, I`m glad it helped! In 5.1 does it crashes?
@@GorkaGames it crashes at 2:28 for me when i´m using 5.1
@@GorkaGames yeah every time we assign skeleton it crashes ..
@@marmak256 New update UE5.1.1 Solve the this
thank you a looooooooooot man
Thank you so much! Is it possible to migrate these folders to another project? Or do we need to do this every time we need metahumans on different projects?
Yeah you can migrate the Metahuman and blueprint folders into other projects, by just right clicking on the folders, goign into asset actions, click on migrate, select ok with all the dependencies, and just navigate into your new project`s content folder. 😄
@@GorkaGames got it! Thank you so much 🙏🙏
very good
thank you!!
ahhhggg This Updates... it says An UnrealbProcess Has Crashed"" Mann What Should i do now.. May be wait for the next update 🤷♂️ or use previous 5.03
It's very tricky and labor! I'll continue with Daz3d characters until Epic makes this simpler.
Yeah! It is still pretty tricky to implement it, I hope that soon Epic will make the integration easier.
the skins are coming out of skin while jumping is there any solution?? i am using unreal engine 5.2
nice tutorial
🙂
Thanks!!