Two points that made me watch the whole thing... "the free and really helpful software for your 3d needs even though you prefer unreal engine" "camera and light, remove them because you don't need extra baggage. remember you're only one baggage allowed in the economy section"
This was very useful thank you!!! Also you can add extra IK's for other appendages, eg Fingers. but would never have got there without your useful knowledge!! Stay awesome!!
2:14 I did everything the same but i could not preview my character animation in viewport in unreal engine 5. Only the cube is visible. I can't see the animation.
Bro, when I play the animation in test retarget-(file name that u created to chance it to Tpose) it works fine but when I click on the animated rig and click duplicate and retarget animation asset in that new file(filename--ue4_animation1)the left arm of mannequin dosent move the rest of the arms and leg works fine Pls help bro 🙏
i was following your tutorial and when i changed the Metahuman rig to a tpose after i deselect edit pose it goes back to the default pose for some reason am i doing sometrhing wrong or is there a fix for this??? thanks for the tutorial it has helped immensely Edit: Nevermind i fixed problem was using wrong IKrig in retargeter
Thank you, I'm doing the pwnisher challenge and this is super helpful! Two questions for you if you have time: 1. One of the rules of the challenge is you can't move the camera. After you import the animation, how can you make sure your camera is in the right place? 2. If I wanted to switch in a new MetaHuman later in the project, would it be easy to do that?
If you use the provided sequence, then any character at 0,0,0 would work, that also includes importing the animation.. If you wanted to switch to a new metahuman, it would be a simple process of importing that metahuman, tracking it into sequencer, and tracking the animation onto it
One more question!! Say I want to tweak the middle of the animation slightly (e.g. change the timing of the arms). Would you recommend I do it in Blender, before I import into Unreal? Or is it easy enough to modify in Unreal?
I'm stuck on a small thing I must just be missing. I followed 99% of the tutorial no problem, right up until the last step retargeting to your MH skeleton at 13:04. But instead of seeing my metahuman moving I'm still just looking at the f_med_nrw_animbp default mesh doing its thing. Not sure exactly what step I missed but if you have an idea I'd greatly appreciate the help.
Because f_med_nrw_animbp is exactly that, an animation of metahuman in A pose.. you have probably mixed up skeletal mesh with animation at some point and that's why there is an issue
@@bakedmystic3D Thank you for the reply. Turns out I’d not fully cleaned up my mess from a previously failed attempt. Your video was perfect. Extremely well explained.
Another question. Is it possible to make the blueprint (and animation sequence) visible in viewport (instead of just on the final render?) This is for lighting composition, etc2
You could try using the preview animation option in the details panel when you select the metahuman blueprint from the viewport. In there if you select the animation, I think it should run without using the sequencer. But, I am not sure about that since I haven't tested it out. You can just use the sequencer itself and unlock the camera bind to set up your scene and lighting and that would work just as good.
Add the metahuman blueprint to your sequencer and add an animation track to the Body component. There you have to select the MH animation and that should get you sorted.
If all your rigs and retargets are correct, then the only place an issue might have occurred is when you were importing into unreal.. I would suggest deleting both animation and skeletal mesh.. import the skeletal mesh and make sure to uncheck "import animations" in the dialog box.. import animation after that and with any luck, it would solve your issue.. In case it still doesn't happen, try the exact same stuff in a blank project with as minimal stuff as possible
@NOTHIGRA I originally made my own version of the armature with a cube attached. Once I downloaded the mannequin provided in the discord it worked immediately. You might try that.
Two points that made me watch the whole thing...
"the free and really helpful software for your 3d needs even though you prefer unreal engine"
"camera and light, remove them because you don't need extra baggage. remember you're only one baggage allowed in the economy section"
thank you so much for making this tutorial. I was running into some weird snags with my mixamo rig, and this helped get it all set up correctly!
Thank you - finally got my animation working, after being unsuccessful following another video.
Thank you so much for taking the time to explain this, I was getting rather frustrated!
This was very useful thank you!!!
Also you can add extra IK's for other appendages, eg Fingers.
but would never have got there without your useful knowledge!!
Stay awesome!!
I am glad that was useful..
Yes, you can add extra chains for appendages..
best tutorial on the subject ! thanks man :)
Very Use tutorial. Thank You so much!!
Earned a sub. Thanks!
Thanks a lot 😁
Bro!!!! i Love you man, Thank you so much for your time ;)
That's awesome, thank you!!
thank you so much!
Thanks a lot !!!!
Thanks man this helped alot!
2:14 I did everything the same but i could not preview my character animation in viewport in unreal engine 5. Only the cube is visible. I can't see the animation.
I can NOT get it working in the sequencer even if it is the right animation on the right skeleton. What am I supposed to do ?
Are you using it on metahuman?? If so, then delete the control rig to see the animation working
Bro, when I play the animation in test retarget-(file name that u created to chance it to Tpose) it works fine but when I click on the animated rig and click duplicate and retarget animation asset in that new file(filename--ue4_animation1)the left arm of mannequin dosent move the rest of the arms and leg works fine
Pls help bro 🙏
02:13 I can only see the cube here not the animation skeleton behind it
nvm found it. character -> bones -> all hierarchy 😁
That's perfect 😁
Thank you!! I had this problem too
It's a damn good video but I'm having a problem the hands are going through the body at times what should I do ?
Use an additive control rig in sequencer to fix the clipping parts
i was following your tutorial and when i changed the Metahuman rig to a tpose after i deselect edit pose it goes back to the default pose for some reason am i doing sometrhing wrong or is there a fix for this??? thanks for the tutorial it has helped immensely
Edit: Nevermind i fixed problem was using wrong IKrig in retargeter
Glad you could fix it! 👍
@@bakedmystic3D no thank you for the tutorial!!!
Thank you, I'm doing the pwnisher challenge and this is super helpful! Two questions for you if you have time:
1. One of the rules of the challenge is you can't move the camera. After you import the animation, how can you make sure your camera is in the right place?
2. If I wanted to switch in a new MetaHuman later in the project, would it be easy to do that?
If you use the provided sequence, then any character at 0,0,0 would work, that also includes importing the animation..
If you wanted to switch to a new metahuman, it would be a simple process of importing that metahuman, tracking it into sequencer, and tracking the animation onto it
@@bakedmystic3D Just what I wanted to hear, thanks a bunch!!
One more question!! Say I want to tweak the middle of the animation slightly (e.g. change the timing of the arms). Would you recommend I do it in Blender, before I import into Unreal? Or is it easy enough to modify in Unreal?
Is this to avoid clipping? You can easily do it in unreal.. Just use another control rig in an additive track and make changes through that
I'm stuck on a small thing I must just be missing. I followed 99% of the tutorial no problem, right up until the last step retargeting to your MH skeleton at 13:04. But instead of seeing my metahuman moving I'm still just looking at the f_med_nrw_animbp default mesh doing its thing. Not sure exactly what step I missed but if you have an idea I'd greatly appreciate the help.
Because f_med_nrw_animbp is exactly that, an animation of metahuman in A pose.. you have probably mixed up skeletal mesh with animation at some point and that's why there is an issue
@@bakedmystic3D Thank you for the reply. Turns out I’d not fully cleaned up my mess from a previously failed attempt. Your video was perfect. Extremely well explained.
For some reason when i try to rotate the bones in the IK Retargeter they don't move. What did i mess up?
Most probably you forgot to assign retarget root.. set that up in your ik rig and it should start rotating
@@bakedmystic3D i did the whole thing again, now it works for some reason haha. Thank you very much! : )
Another question. Is it possible to make the blueprint (and animation sequence) visible in viewport (instead of just on the final render?)
This is for lighting composition, etc2
You could try using the preview animation option in the details panel when you select the metahuman blueprint from the viewport. In there if you select the animation, I think it should run without using the sequencer. But, I am not sure about that since I haven't tested it out. You can just use the sequencer itself and unlock the camera bind to set up your scene and lighting and that would work just as good.
@@bakedmystic3D it works! Thank you! Basically I just dragged the MH blueprint into the scene.
This is great! However at the end, the sequencer rendered a headless metahuman...help!
Are you using the metahuman blueprint in the sequencer?
@@bakedmystic3D nope. I straight drag the new MH animation sequence into the sequencer. :P
Add the metahuman blueprint to your sequencer and add an animation track to the Body component. There you have to select the MH animation and that should get you sorted.
@@bakedmystic3D Splendid! Thank you!
You're welcome! Enjoy
Help! My legs are in my head!
EDIT: I fixed it :)
How did you fix it? I'm having the same issue
same here
If all your rigs and retargets are correct, then the only place an issue might have occurred is when you were importing into unreal.. I would suggest deleting both animation and skeletal mesh.. import the skeletal mesh and make sure to uncheck "import animations" in the dialog box.. import animation after that and with any luck, it would solve your issue.. In case it still doesn't happen, try the exact same stuff in a blank project with as minimal stuff as possible
@NOTHIGRA I originally made my own version of the armature with a cube attached. Once I downloaded the mannequin provided in the discord it worked immediately. You might try that.